Events

Something like
'Veuya Melkoro' - 'to serve Melkor' (there's no word for 'worship', and I don't know how to convert verbs to nouns)
'Veuya Eru'/'Cálë Amano' (Light of Aman)
etc.
 
Yeah - my Quenya is horrible, but it's serviceable.
 
Yes, I didn't think about using quenya names for religions... Though my quenya is probably much worse than yours. But I've tried to avoid making the evil-religion either Morgoth or Sauron based. Perhaps Veuya Daedeloth and Cálë Amáno. Any idea about the others?
 
How about 'Nâla Mahalul' for the Dwarves? I think it means 'the path of Aulë'.
And it would be 'Veuya Ossë' instead of 'Veuya Daedeloth' - 'daedeloth' is a Sindarin word (and it doesn't make any real sense due to the fact that Ossë also is the name of a Maia). Though I love the idea.
 
Nála Mahalul is fine. And I really didn't think a lot about that name... Though now I came to think, it would make no sense to have a quenya name for the evil religion. Morgoth and Sauron would never use it. Maybe call it Durbatulûk, "to rule them all", one of the only words in the Black Speech we have. Or let Worship the Darkness, Sauron really made the Númenoreans worship the Darkness (ass well as Melkor).
 
'Durbatulûk' is awesome, especially considering that that was Melkor's overarching intent.
 
that sounds good. i'm still not done replacing the techs with ours, but i'll do the religions as soon as i'm done.
 
I just got BTS and didn't start modding anything yet... I'll do religions/civics and the alike, the "minor" files, while you do the civs. Then we may start units... About replacing techs, you mean removing references to the older? Simply use a "find and replace" option on your program, and replace all with the "Disable" tech. Later we'll have to edit these files anyway, and most of the units/buildings/resources/etc will be changed or removed.
 
that's what i'm doing: i've just come acroos somthing wierd that i'm trying to get rid of... this error message:
goodgzxsrf.jpg
 
Undo wathever you were doing. NOT ANOTHER BIG BAD BUG! :cry:
Did you edit the civics file so far? Maybe the problem is that no civics are available... Or maybe the problem is with the starting civics of each civ. Or, the worse of all, the problem could be in a file that makes reference to the civics file. What exactly did you edit between the last time it worked and this bug?
 
all i've done is techs... i asked around, and was told that that might be because i've gotten rid of specialbuildings... i'll try putting them back in.
 
I keep hearing that the Sinking of Beleriand and Numenor are impossible, but for some reason I think I have an idea:

First off, you would need to get rid of all cities, improvements (roads and mines and the such), units, etc. This is the best part: sending a ton of invisible nuke units to hit all over Beleriand (have them all be Nature Civ units)! The glorious wrath of the Valar has come! :eek:

Now with all the cities/improvements/etc. gone, its time for some massive terraforming.

You know how Workers can cut down a Forest tile and it becomes a Grass tile? All its doing is converting a specific tile into another kind. Could this instruction be edited so that it can convert a specific tile into a Water tile as opposed to a Grass tile?

Is there a way to make an invisible Worker-like unit that can convert a certain terrain tile into a water tile? If so, have invisible, flying Worker units (also Nature civ) spawn at all non-water tiles in Beleriand, and they would begin terraforming on that turn.

The only problem is that you would need different workers for different tiles they appear on. You would need one that could terraform a Grass tile into a Water tile, or a Tundra tile into a Water tile, etc.

This "Sinking of Beleriand" would obviously be an Arda-only map event, set up for that specific scenario.

If the mass terraforming idea is impossible, then the least you could do is spawn nukes all over Beleriand! :lol:
 
no... it doesn't eed to be that much work...

i think it would be possible to create an event or action that turns everything within a certain area water... we'de have to work out everything, but it should work.
 
I don't think we really need this... And it isn't that easy, as forest is a feature, not a base terrain, so it's easy to simply remove it and let the base terrain: tundra, grassland, plains, etc. Now, changing from grassland into water a (and removing the features, as we don't want forests on the sea). And there are other problems with this. We would need to assure the nukes hit only adjacent squares, that everything in these tiles is destructed and not only damaged, that the workers appeared in the same tiles that were attacked, that they could not move, that they performed the task in one turn, that no unit entered the bombarded area between the nuclear attack and the spawn of workers, that the workers were not detectable in anyway (not even by great spies, or in crowded tiles), that the workers would disappear after it to avoid the great money costs to the Nature... And it would be unbalanced. If we could simply put a script that changed some land outside everyones borders into water, it would be OK, but we don't really need this.
 
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