Arda Mod

I will try. Send me an image and I will try to make it into a map usint world builder. If you could send an image of the whole thing it would be appreciated!
 
NamesAreUseless said:
...Well if you want Impaler[WrG], feel free to use the Destructive and Militaristic traits, just as long as you give credit to Morboth (he was the one who came up with them). Well, I'm not sure if he wants them in another mod or not, but I'm pretty sure he wouldn't mind knowing him and everything. I can't say if they'll be balanced or not either, they haven't been tested yet at all...

QUOTE]


Actually i have no problem, but then Again they have NOT been tested, so unbalance can be expected, just remember to give credit to the Arda Mod, as a whole, for we are a team not a Monarchy or something ;) .
 
Yeah, we do wish for credit...

Anyways, a lot of the coding done to include new civs, leaders, etc. is basically done. Once the city names and leader images are done, we'll be in a good spot to them do the tech tree :D
 
Things are looking pretty good ... perhaps within the next couple of days or so I can start to post some screenshots.
 
I think I understand your goal with the lower strength, cheaper units, but it doesn't really coincide with my recollections of ME history. I have an alternate suggestion.

Rather then breaking the tech tree up into ages (which I'm not sure makes sense for the history of Middle Earth anyway, since the ages were not demarkated by technological invention). Do a flat technology progression. For each unit providing technology provide three versions, First Age, Second Age and Third Age. Make each version require an "epoch" resource associated with the age in question (first age, second age, etc.). Then you can control the age you are in via modifying resources in game, or adding resource production to the capitals of each civilization (and swapping said palaces with each age). Or even automatically adding a building of the appropriate age to each city. At which point you wouldn't have to make it a resource, but you could make it a building dependency.

Thus uncoupled, you could allow for the idea that the end of each age would be triggered by the death of the appropriate major npcs, triggering unit migrations, city shifts, etc. However you wanted to model the gap between the great ages. It also allows you to simplify your tech tree, since now you only need to model the techs for each faction, and cover the ages via different units options.
 
Nice idea, but i think i like ours more, becuz if someone had that resource all fortified and defended with 100 armies then i would be stuck in the 1st age.

However if you find a way to solve the problem plz, post it.
 
If you did it with buildings, then there that isn't a problem. It depends on whether you want to allow that sort of thing to happen in the first place. You can have the 1st Age resource "dry up" while simultaneously creating 2nd Age resources around the map and letting the various races and cultures "scramble" to be major powers in the 2nd (and then 3rd) age. Or you could simply move everyone along using buildings for each age. One building added to each city on creation (and, to be safe with bombardment, sweep begining of each turn to make sure it's still there) that allows creation of units of the appropriate age.

With a scenario map, you have even more options...
 
This is still tech based ... how else besides through technology do you gain access to new buildings, save a new era or a certain amount of turns into the game?
 
Exactly, but right now none of those are really practicle except the tech way ... the death of a particular unit might be interesting, but the fall of a city doesn't work too well because a) what if the city never falls, b) what if it falls too soon?

Passage of a certain number of turns is a restriction because the player may not be ready to advance to such an age ...it is concrete; no matter what happens at x (point in game) the next age will come about ... doesn't work too well.
 
Morboth said:
As for now the leaders are:
Hildórien.................Numenor..............Gondor:Elendil/Elessar
Angband.................Dol Guldur............Mordor:Sauron/Ancalagon
Utumno..................Forodwaith............Moria:Morgoth/Gothmog(the Balrog)
Gondolin.................Rivendell..............Mithlond:Elrond/Gil-Galad/Turgon
Cuivienen................Lothlorien............Mirkwood:Thingol/Galadriel/Thranduil
Black Numenorians.....Umbar...............Harad:Still thinking one
Blue Mountains........Khazad-Dûm.........Erebor: Dain/Durin
East Tribe................Balchoth...............Rhûn:Khamûl/Ulfang
Angmar...................Dunland...............Isengard:Saruman/Witchk-King
Esgaroth....................Dale.................. .Rohan:Theode/Bard

The names of the civs for first, second, third age are not for the same factions. for example: Forodwaith is 1/4 of middle earth, Moria is only a mountain, and I even think Moria lies not in Forodwaith. Lothlorien & Mirkwood are two different woods. Khazad-Dûm lies in Moria, Erebor is the Lonely Mountain more north. Dunland lies in the west, Isengard north of Rohan. Esgaroth & Dale lie not far from Erebor, but Rohan does.

I think you beter stay with some basic civs that does not change:
- Hobbits: Shire
- Humans: Gondor, Rohan, Dunland, Esgaroth, Dale, Harad
- Dwarfs: Erebor, Moria
- Elves: Mirkwood, Lothlorien, Rivendell
- Orcs: Misty Mountains, Isengard, Mordor
 
Bevertje said:
I think you beter stay with some basic civs that does not change:
- Hobbits: Shire
- Humans: Gondor, Rohan, Dunland, Esgaroth, Dale, Harad
- Dwarfs: Erebor, Moria
- Elves: Mirkwood, Lothlorien, Rivendell
- Orcs: Misty Mountains, Isengard, Mordor

And leaders: Shire (Sam, maybe Gandalf), Gondor (Denethor, Elessar), Rohan (Théoden, Eowyn), Dunland (?), Esgaroth (?), Dale (Bard), Harad (?), Erebor (Thror, Thrain), Moria (Balin), Mirkwood (?), Lothlorien (Celeborn, Galadriël), Rivendell (Elrond), Misty Mountains (?), Isengard (Saruman), Mordor (Sauron)
 
I think the point of the factions is that they are of the same race and kind (dwarves are dwarves after all, as are the high elves and their descendants or the "evil" humans are all the same for factions sake :) ).

Great idea this mod! *bookmark*
 
Bevertje said:
And leaders: Shire (Sam, maybe Gandalf), Gondor (Denethor, Elessar), Rohan (Théoden, Eowyn), Dunland (?), Esgaroth (?), Dale (Bard), Harad (?), Erebor (Thror, Thrain), Moria (Balin), Mirkwood (?), Lothlorien (Celeborn, Galadriël), Rivendell (Elrond), Misty Mountains (?), Isengard (Saruman), Mordor (Sauron)
Well Hobbits are only in the late 3rd age and don't even do much there.:)
 
JDexter said:
I think the point of the factions is that they are of the same race and kind (dwarves are dwarves after all, as are the high elves and their descendants or the "evil" humans are all the same for factions sake :) ).

Great idea this mod! *bookmark*


Yeah, that was the idea.

The thing is, we have Utumno and Moria as one faction, you are probably thinking(the other guys, not you JDexter) oh my god, how is this possible?!?! have they gone mad :goodjob: well, guess what, there's a reason for that ;) . Well, Utumno was an underground fortress(check it out in Silmarillion to be sure ;) )and after the Valar laid waste to it the remnant of the Orc army there set forth to the Misty Mountains) but we can all asume that unless they could teleport(which i doubt BTW :p ) they had to rest in some places and form tribes, etc. so it could be considered a era/phase/stage for the Orcs, then they continued their journey, i believe they didn't know about the possibility of entering Moria until they reached it, i asume that it was not their intention, but in the end they ended up doing it as all of us know.

well, two final things:
-We have already discussed and the possibility of adding a Hobbit faction is unlikely, sorry guys
-Moria is NOT a Mountain ;) , but an underground city, i believe it's different, don't you all agree??:D
 
I knew I was gonna have to explain the civilizations sooner or later :p

Bevertje said:
The names of the civs for first, second, third age are not for the same factions.
Well, some of these factions never even came about in the First Age, so I admit we were stretched a bit when coming up with them, but trust me, these are pretty close to how they should be.

Bevertje said:
for example: Forodwaith is 1/4 of middle earth, Moria is only a mountain, and I even think Moria lies not in Forodwaith.
Correct, Forodwaith is north of Moria, but the Forodwaith simply represents the orcs that survived the destruction of Utumno and formed uncoordinated tribes in the Forodwaith (afterall, the fortress of Utumno was only west of the Forodwaith). As for Moria, it is speculated that the orcs of the Misty Mountains could have been the remnants of the orcs of Morgoth, and so we decided to go with it.

Bevertje said:
Lothlorien & Mirkwood are two different woods.
This was a tough decision for us as well. Basically the Cuivienen -> Lothlorien -> Mirkwood is supposed to represent the Sindar (elves that didn't travel the Great Journey and stayed to the East). Both Mirkwood and Lothlorien is composed of Sindar Elves. Since most of the elves of Lothlorien pretty much leave for the Grey Havens to sail to Valinor, and many of the elves of Mirkwood stayed in their forests even into the Fourth Age, we thought it was appropriate to have the Mirkwood elves be the Third Age and Lothlorien be the Second Age.

Bevertje said:
Khazad-Dûm lies in Moria, Erebor is the Lonely Mountain more north.
Ah but the Dwarves of Erebor are the surviving remnants of the Dwarves of Moria. See, when Durin's Bane (the Balrog) and the Orcs of the Misty Mountains won the War of the Dwarves and Orcs, some dwarves escaped and looked for a new place they could call home, and Erebor was just that.

Bevertje said:
Dunland lies in the west, Isengard north of Rohan.
Dunland was an ally of Isengard, and Dunland has been around for a long time (well, so has Isengard, but the tower of Orthanc wasn't given to Saruman for safe keeping till quite late), trust me it works out just fine.

Bevertje said:
Esgaroth & Dale lie not far from Erebor, but Rohan does.
A tribe from the Rhovanion (where both Esgaroth and Dale lie) eventually moved all its way down south to what is later called Rohan. Yeah, they're far apart, so what? The Men of the Rhovanion IS the old origins of the Rohan people.

Bevertje said:
I think you beter stay with some basic civs that does not change:
- Hobbits: Shire
- Humans: Gondor, Rohan, Dunland, Esgaroth, Dale, Harad
- Dwarfs: Erebor, Moria
- Elves: Mirkwood, Lothlorien, Rivendell
- Orcs: Misty Mountains, Isengard, Mordor
If we wanted to do a Third Age mod (since all those factions above are Third Age factions), then we would do something like that. But you know what, we want to cover MORE than the Third Age, we want to cover the First-Third Age. So many simply cover the Third Age only for Tolkien mods on Civfanatics, and we don't want to be like every other Tolkien-themed mod.

I hope I made my point across. ;)
 
No.

Any nice maps yet?
 
NaU told me to hold off on them until he has the civs and stuff done, but I have a good plan layed out.
 
Cool , can't wait to see it. The civs still need some work before I release screenshots, but we're working towards it.
 
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