Barbarians & Animals

I looked through some forums to see everything I could find that could or should be a barbarian or animal. Obviously, I may have missed afew but this is my shot:

The most likely ones to add would be undead of a few sorts, like the barrow wights. I may view we should add some.

Gandalf mentions the 'nameless things' that are powerful; I suspect that the Watcher in the Water is one of the 'nameless things'.

Do we have anything for the spirits like Caradhras?

Obscure would be Mewlips; they are apparently pretty tough (they are mentioned in The Adventures of Tom Bombadil). That poem also has the Minor-Gorcrows. Dumbledors (windged insects) are mentioned in the Hobbit poem 'Errantry'.

Best wishes,

Breunor
 
RE: Tom and Treebeard

Unplayable Civ?
That way they'd attack all the marauding orcs.
Make them permanently at war with your stated evil civs... then theyd slaughter their orcs too?
I dont know if theres a way to do that, once upon a time in civ II there was (had some good modding options that disappeared in CIV III...).
Might want to consider limiting their diplomacy options as well if possible...

Limit their research options to nil, limit their production capabilities to basically just.. building new huorns, very very slowly, in the case of fangorn.

In toms case ... i dont even know what hed make... what did tom do with all of his time other than run around singing and killing barrow wights anyways lol?


Just throwing ideas around here, I know there are LOTS of bugs to work out in the concept...

I dont know how the AI would behave either.. you wouldnt want them going out and conquering the world. In civ II you couldve just set them as an air unit so they wouldnt be able to take over cities... Would need to find another creative workaround. Mind you they did take over isengard... Either way, youd want to ensure some balance is in place so that theyd behave how you want them to. Which is only to be overly aggressive if provoked.

I got it. Develop some sort of trigger that constitutes being "sufficiently provoked".. have normal ent units limited in the same way described as toms described below... but when this trigger occurs, have it create like a dozen Huorn units or something that are not so limited... call them "enraged Huorns" or watever, as well as the treebeard hero that will presumably all march off and sack the closest evil city with whom they are at war. As far as the trigger itself, maybe have a few "ancient tree" units spread out around the forest, and if any of them get destroyed, kind of like the pieces of barnaxus idea, have them spawn mayhem instead of fragments.

In toms case too bad there wasnt a way to limit him to his own cultural borders...
actually, werent chariots and catapults in CIV4 incapable of entering swamp terrain unless it had a road? or was that civ 3? Because if it was 4, you could maybe make a similar limitation for Tom, except have him unable to enter ANY terrain that doesnt have the "road", and change the qualifier that allows him to enter from "road" to something else, some unique feature... call it "Toms Dominion" or whatever you like (cant remember how they referred to it in the books), that way you could even mark out the territory he operates in. In theory, if you had complete kills required enabled, he wouldnt even need a city (which makes more sense... but you could have him respawn in "tom's house"... basically his own lair, which you would want to make very difficult to destroy... something I'm assuming youve done for shelob anyways?).
"Events " dont exist for CivIV do they? Shame if they dont. Could do a lot of fun things otherwise.


-Granted, some huorns or things like them weren't picky about what they throttled... so having some barbarian huorns is good too.

-Call the horde in place for morder?

-Have you considered Barrow Wights as special barbarians as well? After all, they outlasted angmar... and youd need to give tom something useful to do. Oh, and consider also the dead marshes...

-Also, what have you done for Rings of Power?

-Also, what have you done to make mountains difficult to traverse except in certain passes?

-an interesting feature you might want to play with is the dangerous terrain that damages units (eg black holes, radiation) in that BTS Mod that came with the game... cant remember the name but the one in space basically. Final Frontier! Could make the passage to the holy lands most unpleasant.
Might make the northern wastes not so fun also. Maybe mountain passes as well? Same as what they did in that FFH scenario on BTS (blizzards)... with kylorin and melkorn or whatever their names were.



Finally and most importantly:

WHATS LEFt TO DO, WHO STILL WANTS TO WORK ON IT (ACTIVELY RIGHT NOW), AND WHAT CAN I DO TO HELP?
 
Well, most of the programmers unfortunately have had life get in the way. Not much has really been done except for ideas to be honest. We were building it as a Mod of FFH really. Not really sure what else to say. I think that the CiV upcoming release helped to stall this as well.

Contact me if you would like to help or more though. Even my time is extremely limited due to work, but I am willing to still discuss as I can.
 
I might be able to help with more than just ideas... although I imagine things are much more complex now than modding CivII in days of old (if you havent seen the age of numenor or dagor bragollach especially... you dont know what youre missing). But I'm sure I could figure some things out given enough time and inclination, and I do have more recent experience modding Rome and Medieval II Total War to some extent...

To be honest I stumbled across this project accidentally because I've been thinking about using FFH myself as a base for a new Dagor Bragollach mod... and I figured, why not jump on the bandwagon thats already running? I'd probably learn alot more that way. Honestly I just can't comprehend why no one else has done this project that you guys are working on yet.

Msn work for you?
 
PS, had a look at the xml... it really doesnt look that complex compared to what I've worked with in the past, and I think I can definitely figure out how to do the more menial tasks with some proficiency, savings our programmers for the really big challenges.

The only thing that really strikes me is the sheer quantity of the files... it'll either take me a bit of time or advice before I can really "orient" myself and know my way around like I used to with the civ games... fortunately they seem to be fairly logically organized, and theres a wealth of material posted on this site as far as modding info goes!

I daresay, xmen510, that we might even be able to get you to help out with the simpler aspects of xml with me, if you can find the time to learn with me (and if thats something that might interest you). Then we can save the cavalry for when we truly need them.

Python... I'm not going to volunteer myself for. I haven't seen it nor have I looked at it yet, so for now I think I'd better not play junior mechanic and should leave that for the professionals.

Also... I've just thought of another way I could potentially help out. When you start into the Eldar-o-pedia, I'm more than willing to be an editor... honestly, I almost offered to correct the entries on FFH. Amazing game... but grammar was their downfall lol. No pun intended.
 
Regarding Ents, maybe make them a Summonable civ a la FFH's Mercurians and Infernal? After a certain tech is researched you could have a project (March of the Trees?) that summons the Ent civ, with Treebeard as their hero? The dead army that Aragorn called to his aid in the Return of the King could also be summoned (can't for the life of me remember their name atm).

The only Tolkien I read was Lord of the Rings and The Hobbit, so my knowledge is limited to the Third Age, but if this mod uses FFH as a base then there is already a Barrows lair, why not have Barbarian Barrow Wights spawn from them?
 
I can't really help with the actual modding per se, but I'd like to help with ideas and mechanics if possible for this mod. I'm about to start reading the Silmarillion, and learning HTML and CSS, and will probably look at XML from there
 
I might pick up the slack in the project... but I think what I want to do is make a smaller dagor bragollach 'scenario' (if you havent read the silmarillion, now's the time, lotr does not compare) just to fully familiarize myself with civ4 modding first, because as it is most of my experience is with the total war series and I havent made a civmod since civ2... Call it a test run.

That said hopefully by then some of the other project team members will have at least some time again, or hopefully some fresh recruits come along willing to help me finish things up.

I really want to see this project completed. In the meantime I could use some help with graphics/art for dagor, and I'll be posting up a list soon of exactly what I'll need. I don't know if I should post that up in here or in its own forum, but I'll figure out the details of what's most appropriate with xmen soon.
 
If there's a standstill on this, I'll probably know enough coding languages by the time I actually get Civ5 to actually be of use if people want to try again on that platform.
 
Cool to see that there has been some activity here. I myself have been quite busy so not a lot of progress. Most of the stuff that still needed to be done is XML stuff (very boring work if you are doing it all by yourself I can tell you :) ) so with just XML coding you should be able to get quite far. I hope to get some more time to be able to continue with adding some civs. Although I would like someone with more Art knowledge to actually do the flags, because I've tried a little but it has not really been a success :(
 
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