The Silmarillion: Dagor Bragollach
This is essentially an embellished, fan-created port of the old Dagor Bragollach scenario for Civ II to Civ IV.
So here it is, the Battle of Sudden Flames (now with flames!).
Special thanks to Walkter Hawkwood and Dancing Hoskuld for that.
UPDATE: Version 0.12 has now been released as of February 4th 2015
A few things to mention:
Changelog:
Changelog from 0.11 to 0.12
-Dwarf "Elf Archer" unit in ossiriand has been removed
-Forests on mountains near gundabad have been removed
-Mountain Pass added West of Angband on north side of iron mountains
-More buildings added in aman
-Changed the size of the animals
-reduced size of armoured berserkers
-palace given 10% defence
-breeding pit given iAIWeight 50
-eagles can enter rival territory (but since they act as animals, they won't unless controlled by the human player)
-Atani classes can now build mines, farms (except orcs), and roads, but take four times as long as specialists to do so.
-Atani classes now have iAIWeight -10
-higher value units now give more experience points when killed
-changed the ai trade modifier for most bonuses so that prices in negotiations wouldn't be so exorbitant.
-changed flame idisappearance from 4500 to 5000, and igrowth from 2000 to 1800. Aiming to have them spread a bit but burn out in 6-10 turns.
-removed the heal rate penalty for promotion_dark. Should give morgoth more staying power.
-promotion combat6 available to more units and doesn't require leader
-promotion tactics and morale available to more units (with leader) and heroes (without leader)
-Gave Trait Nandor Promotion_Sindar instead of Promotion_Dwarven
-Removed capacity of Dwarves of Khazad Dum to build some buildings
Changelog from 0.1 to 0.11
-Gave Luthien <bIgnoreTerrainCost>1 instead of 0
-Changed relevent heroes to <bFlatMovementCost>0 instead of 1
-Changed some of the front-line elven heroes to UNITAI_CITY_DEFENSE
-Changed <iDisappearance>5000 and <iGrowth>3000 to 4500 and 2000 respectively for flames feature.
-Edain civ had accidentally been given some elven mailed archers. Corrected this.
-Rivil's well now connected to rivil's creek.
-Arossiach tag placed
-The mountain chain just north of Cirith Ninniach is now unbroken
-A forest was placed on the mine in brethil
-Fortified entrances to Utumno
-Fixed the west entrance to Angband
-Added Aeluin
-Many orc defensive units added to Angband and Thangorodrim
-renamed TXT_KEY_CIV_FORCES_OF_DARKNESS_ADJECTIVE from dark to Forces of Darkness.
-Changed build times for most improvements.
-changed settlers iaiweight to -999 so ai shouldnt build them.
-all rangers now still ignore terrain but don't have flat movement cost, e.g. they can benefit from roads.
-Added more hints
-No non-state religion spread, for now.
-removed mithril armour for light troops
-quadrupled the BASE_CITY_GROWTH_THRESHOLD from 50 to 200. May be a little excessive.
-Farms can't be built outside cultural boundaries, again (since they serve no purpose and won't carry irrigation outside boundaries)
-Changed iExtraYieldThreshold for food to 1 for edain and easterling, to represent the fact that their populations grow faster than that of the elves and naugrim.
-farms give +1 food without irrigation and +2 food with irrigation, (achieved because tech_good now gives +1)
-Forge now needs Copper, Iron, or Mithril to build
-Spawn of Ungoliant now have black vapours as native features.
-created promotion hero and dark lord that doubles xp
-added text entry for TXT_KEY_INVISIBLE_RANGERS
-Changed iasset and ipower of unit morgoth and building will of morgoth to 400.
-Added wonder gates of thangorodrim
-made barbarians half and half orcs and easterlings
Screenshots:
Civ selection screen
Sudden Flame
%
This is essentially an embellished, fan-created port of the old Dagor Bragollach scenario for Civ II to Civ IV.
So here it is, the Battle of Sudden Flames (now with flames!).
Special thanks to Walkter Hawkwood and Dancing Hoskuld for that.
UPDATE: Version 0.12 has now been released as of February 4th 2015
A few things to mention:
Spoiler :
The current version is basically an alpha. I'll be grateful for any feedback, suggestions, or bug reports.
A month ago I knew very little about modding Civ4, so the present intent is to max out the game's xml capacity, and then continue on to more in-depth changes as I learn.
The scenario is not by any means balanced, nor was the mythical Dagor Bragollach. So if you find the odds aren't stacked against you (unless playing as Morgoth), then I haven't done my job.
You will notice many peculiarities (such as two easterling civs over the ered luin that can't do much) in this release, typically that's because I eventually have something else in mind as my modding capabilities expand.
Parts of the map, unfortunately, are not to scale.
The tech tree is virtually non-existent, and the civics are still bare-bones. For now, (unless Morgoth), don't use science. At present, you shouldn't be able to afford dedicating any less than 100% of your economy to survival anyways.
If you have your own copy of Lothlorien and Amon Hen from the Fellowship of the Rings soundtrack, recommended to add those into the Silmarillion/Assets/Sounds/Soundtrack folder and then play the whole folder via the in-game sound options.
WE ARE HIRING.
Especially if you have some capacity at digital art, 3d modelling, python, or sdk. I do not.
A lot of civilopedia writing needs to be done also. I'd like to do it myself, but alas... time I'd rather spend modding.
The salary for the above positions, unfortunately, is zero. Your own enjoyment and zero. If it makes you feel better, that's all I get paid.
A month ago I knew very little about modding Civ4, so the present intent is to max out the game's xml capacity, and then continue on to more in-depth changes as I learn.
The scenario is not by any means balanced, nor was the mythical Dagor Bragollach. So if you find the odds aren't stacked against you (unless playing as Morgoth), then I haven't done my job.
You will notice many peculiarities (such as two easterling civs over the ered luin that can't do much) in this release, typically that's because I eventually have something else in mind as my modding capabilities expand.
Parts of the map, unfortunately, are not to scale.
The tech tree is virtually non-existent, and the civics are still bare-bones. For now, (unless Morgoth), don't use science. At present, you shouldn't be able to afford dedicating any less than 100% of your economy to survival anyways.
If you have your own copy of Lothlorien and Amon Hen from the Fellowship of the Rings soundtrack, recommended to add those into the Silmarillion/Assets/Sounds/Soundtrack folder and then play the whole folder via the in-game sound options.
WE ARE HIRING.
Especially if you have some capacity at digital art, 3d modelling, python, or sdk. I do not.
A lot of civilopedia writing needs to be done also. I'd like to do it myself, but alas... time I'd rather spend modding.
The salary for the above positions, unfortunately, is zero. Your own enjoyment and zero. If it makes you feel better, that's all I get paid.
Changelog:
Spoiler :
Changelog from 0.11 to 0.12
-Dwarf "Elf Archer" unit in ossiriand has been removed
-Forests on mountains near gundabad have been removed
-Mountain Pass added West of Angband on north side of iron mountains
-More buildings added in aman
-Changed the size of the animals
-reduced size of armoured berserkers
-palace given 10% defence
-breeding pit given iAIWeight 50
-eagles can enter rival territory (but since they act as animals, they won't unless controlled by the human player)
-Atani classes can now build mines, farms (except orcs), and roads, but take four times as long as specialists to do so.
-Atani classes now have iAIWeight -10
-higher value units now give more experience points when killed
-changed the ai trade modifier for most bonuses so that prices in negotiations wouldn't be so exorbitant.
-changed flame idisappearance from 4500 to 5000, and igrowth from 2000 to 1800. Aiming to have them spread a bit but burn out in 6-10 turns.
-removed the heal rate penalty for promotion_dark. Should give morgoth more staying power.
-promotion combat6 available to more units and doesn't require leader
-promotion tactics and morale available to more units (with leader) and heroes (without leader)
-Gave Trait Nandor Promotion_Sindar instead of Promotion_Dwarven
-Removed capacity of Dwarves of Khazad Dum to build some buildings
Changelog from 0.1 to 0.11
-Gave Luthien <bIgnoreTerrainCost>1 instead of 0
-Changed relevent heroes to <bFlatMovementCost>0 instead of 1
-Changed some of the front-line elven heroes to UNITAI_CITY_DEFENSE
-Changed <iDisappearance>5000 and <iGrowth>3000 to 4500 and 2000 respectively for flames feature.
-Edain civ had accidentally been given some elven mailed archers. Corrected this.
-Rivil's well now connected to rivil's creek.
-Arossiach tag placed
-The mountain chain just north of Cirith Ninniach is now unbroken
-A forest was placed on the mine in brethil
-Fortified entrances to Utumno
-Fixed the west entrance to Angband
-Added Aeluin
-Many orc defensive units added to Angband and Thangorodrim
-renamed TXT_KEY_CIV_FORCES_OF_DARKNESS_ADJECTIVE from dark to Forces of Darkness.
-Changed build times for most improvements.
-changed settlers iaiweight to -999 so ai shouldnt build them.
-all rangers now still ignore terrain but don't have flat movement cost, e.g. they can benefit from roads.
-Added more hints
-No non-state religion spread, for now.
-removed mithril armour for light troops
-quadrupled the BASE_CITY_GROWTH_THRESHOLD from 50 to 200. May be a little excessive.
-Farms can't be built outside cultural boundaries, again (since they serve no purpose and won't carry irrigation outside boundaries)
-Changed iExtraYieldThreshold for food to 1 for edain and easterling, to represent the fact that their populations grow faster than that of the elves and naugrim.
-farms give +1 food without irrigation and +2 food with irrigation, (achieved because tech_good now gives +1)
-Forge now needs Copper, Iron, or Mithril to build
-Spawn of Ungoliant now have black vapours as native features.
-created promotion hero and dark lord that doubles xp
-added text entry for TXT_KEY_INVISIBLE_RANGERS
-Changed iasset and ipower of unit morgoth and building will of morgoth to 400.
-Added wonder gates of thangorodrim
-made barbarians half and half orcs and easterlings
Screenshots:
Spoiler :
Civ selection screen
Spoiler :
Sudden Flame
%