View Full Version : Unique Buildings *New*
xmen510 Apr 02, 2009, 08:06 AM Unique Buildings:
Quendi:
Noldor: House of Fingolfin:
- War Field (Training Field)
- Fingolfin Town Hall (Town Hall)
Noldor: House of Fėanor:
- Jewel Workshop (Forge)
- Elven Market (Market)
Teleri:
- Telerin Habor (Harbor)
- Teleri Lighthouse (Lighthouse)
- Shipyard
Sindar:
- Elven Traning Yard (Archery Range)
- Gardens of Healing (Infirmary)
Vanyar:
- Elven Theatre (Theatre)
- Vanyar Houses of Lore (Houses of Lore)
Good Men:
Nśmenor:
- Numenorean Docks (Docks)
- Naval Yard
- Fortified Wall (+15% city defense)
Arnor:
- Fortified Wall (+15% city defense)
- Watch Tower: (+15% City Defence, See invisible units?, +1 or +2 Tile Visiblity from city radius?)
- Arnorian Archives (Archives)
Gondor:
- White Library (Library)
- Stronghold (+25% city defense, -10% collateral damage, -10% city maintenance cost, -1 War Weariness)
- Fortified Wall (+15% city defense)
Edain:
- Edain Tavern (Tavern)
Neutral Men:
Rohirrim:
- Rohirric Stable (Stable)
- Rohirric Granaries (Granary)
- Cavalry Training Yard
Northmen:
- Sharpshooting Range (Archery Range)
- Trade Centre (Trading Post)
- Northmen Marketplace (Market)
Dunlending:
- Dunland Training Field (Training Field)
- Tannery (Smoke House)
Isengard:
- Orc Pits (Training Field)
- Forge of Isengard (Forge)
- Slave Pens (+2 Production, +50% Slave Production)
- Isengard Blacksmith (Blacksmith)
Evil Men:
Haradrim:
- Mūmak Pen (Stable)
- Oasis (Tavern)
- Smugglers House (Trading Post)
Easterling:
- Riders House (Stable)
- Easterling Stockade (Stockade)
Angmar:
- Cave (Siege Workshop)
- Cavern Cistern(sp?) (Granery)
- Angmar Statue (Statue)
Shadow:
Mordor:
- Black Pits (Training Field)
- Slave Pens (+2 Production, +50% Slave Production)
Angband:
- Torture Dungeons (Training Field)
- Slave Pens (+2 Production, +50% Slave Production)
Khazād:
Longbeard:
- Improved Forge (Forge)
- Tavern Hall (Tavern)
Broadbeams & Firebeards:
- Improved Forge (Forge)
- Trade Bazaar (Market)
xmen510 Apr 02, 2009, 08:53 PM I have updated the list of some of what I could find.
T_F Apr 02, 2009, 10:26 PM Those look good.
I'm not sure if Gondor's should be a library, since when one thinks 'Gondor' one generally doesn't think 'literature' or 'science'. I personally think 'walls' and 'construction', or maybe 'siege engines'. Anyone else?
For the Haradrim one, it should be Mūmak Pen, since Mūmakil is the plural.
Angmar's might need a different name, since the connection between 'cave' and 'siege workshop' is far from obvious.
Rest is great.
Sengir Apr 03, 2009, 02:27 AM Good list. Comments:
We don't have a Workshop building, so I'm not sure what the Jewelry Workshop of Feanor is supposed to replace.
Also I'd prefer to not include race/civ in the UB name.
Numenor Harbor: I would switch it to Shipyard (replaces docks).
Not too sure about the White Library either.
And we have mostly replacements for military buildings, maybe we should try to aim for a couple more peacefull buildings as well?
Berenthor Apr 03, 2009, 02:30 AM The walls and fortifications for Gondor are already addressed in the special buildings they get from their civ tech (stronghold and fortified walls). Also, maybe we can open a discussion now that we finalized those civ techs what each of the techs will give. We can open a new thread for that or do it in the old thread of civ techs. They are kind of like UBs but can be for more civs and don't replace existing buildings. For the rest I like the list so far. For Gondor, the siege engine building idea sounds good. Also, dwarven forge and elven archery range sound more like they apply for all the dwarven/elves civs so maybe name them differently or for the dwarven forge we could actually do this for both dwarven civs since it would really suit them.
xmen510 Apr 03, 2009, 07:23 AM I agree on renaming some of them, but unsure as to what to rename them. I have updated the list with the above suggestions.
We can certain discuss the specific buildings in the Civ/Race Tech Tree and then move them to this list.
Berenthor Apr 03, 2009, 06:43 PM I also can't really think of better names right now. The reason I mentioned it is that extra walls etc were mentioned as possible UBs and I just wanted to stress that we have another list of buildings (or will have) of specific buildings enabled via the civ techs.
Sifaus Apr 04, 2009, 04:08 AM Edain; "Edain Smith" that gives extra hammer and experience.
Arnor; "Numenorean/Arnorian/White Walls" extra defense bonus?
Berenthor Apr 04, 2009, 05:51 AM I like the edain UB but for Arnor we already have some civilization tech that allows more defensive buildings (fortified walls and a watchtower for Arnor) so we don't want more. Maybe something like a better palace or three or more subpalaces (representing the split into three parts of the empire).
xmen510 Apr 04, 2009, 07:25 AM Could the Palaces for the Edain be scripted for the Leader chosen? This way your Palace is Palace of "LEADER", then you can have the option of building 2 more much lesser Palaces called "Palace of "SECOND_LEADER" & Palace of "THIRD_LEADER"? The second & third leader Palaces would always be the two Leaders that are not the one chosen to be Leader of the Civ.
I also like the "Edain Smith" one that Sifaus suggested. Since we are trying to stay away form Civ specific naming, we'll have to come up with a different name is all.
Sengir Apr 04, 2009, 08:09 AM I think we will be a lot quicker if we simply use things like 'Edain Smith' and 'Elven Something' as placeholders and figure out what the building should do and think of appropriate names afterwards. I like the idea of the Smith, but would like to see some non-military UBs as well. Will try to come up with some stuff as well.
xmen510 Apr 04, 2009, 08:16 AM You are right of course.
I have included the Military Buildings from the Regular Buildings thread that are only buildable by certain races.
Now we need to come up with some regular buildings as well.
xmen510 Apr 04, 2009, 08:30 AM Suggestions:
Fingolfin: Fingolfin Town Hall (Town Hall)
Feanor: Elven Market (Market)
Teleri: Teleri Lighthouse (Lighthouse), Shipyard (Docks)
Sindar: Gardens of Healing (Infirmary)
Vanyar: Sage Tower (University), Vanyar House of Lore
Numenor: Numenorean Harbour (Harbour)
Arnor: Arnorian Archives (Archives)
Gondor:
Edain: Edain Tavern (Tavern)
Rohirrim: Stable Graneries/ Rohirric Granaries (Granary) (To represent food not needed to upkeep the military), Cavalry Training Yard
Northmen: Trade Centre (Trading Post), Northmen Marketplace (Market)
Dunlending: Tannery (Smoke House)
Isengard: Slave Pens (+2 Production), Isengard Blacksmith (Blacksmith)
Haradrim: Oasis (Tavern), Smugglers House (Trading Post)
Easterling: Easterling Stockade (Stockade)
Angmar: Cavern Cistern(sp?) (Granery), Angmar Statue (Statue)
Mordor: Slave Pens (+2 Production)
Angband: Slave Pens (+2 Production)
Longbeards: Tavern Hall (Tavern)
Broadbeams & Firebeard: Trade Bazaar (Market)
Sengir Apr 04, 2009, 08:38 AM Suggestions (can be in addition to current UBs)
Fingolfin: Fingolfin Town Hall (to go along with the leadership)
Feanor: (Still don't know what the jewelry workshop is supposed to replace)
Teleri: Teleri Lighthouse
Sindar: Sindar Guards House
Vanyar: Vanyar House of Lore
Numenor: -
Arnor: Arnorian Archives
Gondor: -
Edain: Edain Tavern
Rohirrim: Rohirric Granary (provides bonus to horse units, they need to be feeded as well)
Northmen: Northmen Marketplace
Dunlending: Dunlending Stockade
Isengard: Isengard Blacksmith
Haradrim: Smugglers House (replaces Trading Post)
Easterling: Easterling Stockade
Angmar: Angmar Statue (some terrifying statue should suffice)
Mordor: something with slaves
Angband: something for training big units
Longbeard: -
Broadbeams & Firebeards: -
Sengir Apr 04, 2009, 08:40 AM We had some similar ideas :D. striked off some where I found your ideas much better.
Berenthor Apr 04, 2009, 11:42 AM I like the ideas. I personnally don't mind more UBs as long as they are balanced. It definetly gives more flavour.
Also, could you include the other civ specific buildings discussed in the civ tech threat:
Shipyard was also another building that only Numenor and the Teleri could build (so I would remove it as a UB for Numenor. Maybe use Numenorean harbor or name it differently if you replace the docks.
Second stable-type building not as a replacement but as extra building (Cavalry Training Yard)
xmen510 Apr 04, 2009, 02:56 PM Updated the 1st post with all suggestions.
Berenthor Apr 04, 2009, 03:10 PM Sorry if I was confusing but what I meant was that the seafaring techs specific for Numenor and Teleri give an extra building that no one else can build namely a shipyard. Therefore it does not replace the docks, it is a seperate extra building like the stronghold or watchtower.
Also, I like that you had for Teleri a replacement of the harbor and for Numenor a replacement for the docks. What I meant was that you should rename the building that replaces the docks to something else because we had a shipyard already. This way the Teleri and Numenor don't have the same UB type, which is better I think.
I hope I'm more clear now.
xmen510 Apr 04, 2009, 03:16 PM You were clear until the end when it seems you contradicted yourself.
You want both to have an upgraded Harbour as a UB.
I am not sure I follow on the Shipyard however. Who gets this? Also, you mean that it is a new building and not just a replacement for the Docks, correct?
Sorry if I am not following very well.
Berenthor Apr 04, 2009, 03:23 PM Yes I meant the shipyard was a seperate building, not a replacement of the docks.
I wasn't really clear in that post (I just reread it, it was awful) but what I meant was that your UB for Numenor (shipyard (docks)) was conflicting with the shipyard building we already had so we had to rename them to something else (Numenorean docks or whatever). I just mistyped and put harbor there (:blush:). In your current list, both Teleri and Numenor have a replacement for the harbor and I would like you to put for Numenor the replacement for docks back and remove the harbor replacement for them. This way both seafearing civs have a different type of UB also.
Just to specify more clearly:
Numenor:
- Numenorean Docks (Docks)
- Shipyard
- Fortified Wall (+15% city defense)
Teleri:
- Telerin Habor (Harbor)
- Teleri Lighthouse (Lighthouse)
- Shipyard
Sorry for not being clear, I hope this is better.
xmen510 Apr 04, 2009, 03:30 PM Much, thanks. I will incorporate that now. Sorry about the confusion.
EDIT: Now Updated.
Berenthor Apr 04, 2009, 03:38 PM Thanks :). If you know a better name for Numenorean docks I would be all ears. I don't really like the name.
xmen510 Apr 04, 2009, 03:39 PM We could just use Drydocks.
Berenthor Apr 04, 2009, 03:43 PM For me it sounds so modern. I just looked on wiki to see if they had some usefull names: what about Marina or Wharf? Also dockyard is possible.
xmen510 Apr 04, 2009, 03:55 PM Marina and Warf seem to be lesser versions of the Docks. Perhaps Docklands or Port. I really don't know.
xmen510 Apr 04, 2009, 03:59 PM What about Royal Naval Yard?
T_F Apr 04, 2009, 04:40 PM What about just Naval Yard? Does that work?
xmen510 Apr 04, 2009, 04:47 PM I like it. It doesn't sound too modern does it?
EDIT: Numenorean Shipyard is now changed to Naval Yard.
Breunor Apr 07, 2009, 11:57 PM Is the mod intended to be played on 'standard' BtS maps, or will it be played on a Middle Earth map as the intended design? If on a middle earth map, what period is used? Will it include Aman (Vanyar) and Numenor?
The reason I bring this up here is play balance. I'm not sure if the intention is to make all of the Civ's balanced from a play standpoint, but in stadard BtS type games, many of the naval advantages could be a little weaker. Therefore, the Teleri and the Numenorians may be a little shortchanged.
If we use a Second age map, for instance, presumably Numenor would be on an island to the West. (If they sail farther west out of sight of the island ....) Anyway, on an island these characteristics could be good. Being on an island in Civ gives both advantages and disadvantages
Good - can build up without worrying about outside attack, plenty of ability to expand
Bad - Without contact can fall behind, hard to stop a monster Civ from forming onthe mainland.
Anyway, depending on how these factors line -up, we can decide if we should boost them. The Lanun in FfH are very powerful becasue of their Pirates Coves, we could make a weaker version for sea-borne trade. This could be useful if the game is played on standard BtS maps. Obviously, the opposite is true with archipelago, where the sea traits become very powerful.
Best wishes,
Breunor
Berenthor Apr 08, 2009, 01:52 AM They idea is now to have some maps specifically made for the mod. Arda maps. Also we would like to use the random fantasy script from FFh2: Erebus. This should have enough water in it, especially with flavour starts.
xmen510 Apr 08, 2009, 06:33 AM Indeed.
Random Map is a deffinate for the first release :D
If we can, we would also like to include an Arda Map as well with preplaced Civs, but also perhaps have it available for a Random Game. Beyond that, it would be nice for specific Age Maps, but we want to get this working and out before worrying to much about that. Pariah is working on one now, so hopefully he can come up with something fantastic.
Sengir May 06, 2009, 08:01 AM Is this list done? Then it would be a good idea to add some specifics to them.
xmen510 May 06, 2009, 08:26 PM I am thinking so.
So what do you guys think? Is this list finalized then?
T_F May 09, 2009, 12:13 AM I'm good with it.
Terrance888 May 10, 2009, 08:47 PM Have any of you seen Infuenced War Mod? Sorry, but I don't have a link, but it would work pretty well with this: for example, Rohan have have a UB that gives free Horse Units when an enemy pillages some infranstructure and gained land: Numenor can get sea-based levies against sea attacks. Gondor can get heavy infantry. If you really want to check it out, there is a link in the ROM modmods under Revolucion DCM for RoM.
xmen510 May 11, 2009, 01:07 AM That could be something we look in to.
Berenthor May 11, 2009, 06:04 AM Influence driven war is a seperate download as well I think. I play my normal BtS games always with this on. It works quite well. The idea is that every battle (including a pillage) gives you more influence over that particular tile/area. This way by fighting you can increase your influence and losing battles will have you lose influence. I don't know about the code, I think it is DLL changes and it would have to be adapted to work in the FFH2 framework (which it currently doesn't).
Sengir May 11, 2009, 06:59 AM Does anyone have a link to the source/mod? (yeah, I'm lazy)
Berenthor May 12, 2009, 12:52 PM http://forums.civfanatics.com/showthread.php?t=188007&highlight=influence+driven+war
Here you go :). But it is not up to date. It is for version 3.13 of BtS. Most mods have it incorporated and thus up to date but not as a modcomp.
Sengir May 12, 2009, 01:57 PM I like it. Let's plunk it on the todo list.
T_F May 12, 2009, 05:55 PM Agreed. I've never gotten a chance to use this much, but I like the concept.
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