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It is the sequel to Electronic Arts' 2004 title The Lord of the Rings: The Battle for Middle-earth. Tolkien and its live-action film series adaptation. Being second part of the Middle-Earth strategy game, it is based on the fantasy novels The Lord of the Rings and The Hobbit by J. This way we could ensure that the AI can do something with both Goblin-Town's scaffolding and the buildings at the end.The Lord of the Rings: The Battle for Middle-earth II is a 2006 real-time strategy video game developed and published by Electronic Arts. Depending on how much space is available, this will ensure the creation of always unique new camps - theoretically, more than a million different AI Goblin-Towns are possible. The invisible nature mages we invented for the AI are spawned in a circle around the Goblin-Town tunnels and have only one task: they transform into the scaffolds, at the end of which slave holes, loot hoards and barracks are then created. However, the AI can't handle this - which is why we had to reach deep into our bag of tricks.
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This allowed us to incorporate the Orc City's winding but connected suspension bridges into the game and allow each player to construct their own individual expansion. The problem was this: From a technical standpoint, the Goblin-Town expansion in 4.6 consists of a series of walls and wall hubs. Radagast the Musical had also created new, suitable models for the build plots of the stone Gundabad citadel, raising their own Gundabad banner. After a few minor hiccups where Gundabad tunnels would just vanish into thin air and the builders would reappear out of said nothingness and immediately start digging tunnels to Goblin-Town again, the AI was able to handle Gundabad just fine. The AI alternates in recruiting them, ensuring that it actually has access to all three orc realms. The first step of our solution then involved giving the AI two different builders, each of whom could only dig tunnels to either Gundabad or to Goblin-Town. This led to extremely unsatisfactory, albeit somewhat hilarious, attempts, where the AI got addicted to building one and the same building as enthusiastically as if it were the finest pipeweed in the South Farthing. Neither did it try to build a Gundabad outpost, nor did it build more buildings from the completed Goblin-Town citadels. The next problem was that the Orkstadt AI loved to build Goblin-Town tunnels. "How did you manage to build a Ransacked Mine within the citadel?" "Veeery carefully!"
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