Lord of the Rings Scenario

Looking forward to them.
 
Well after some exhaustive work...;) I have finally made what I hope will be the final version of my Lord of the Rings Scenario. This is the first scenario at the top of the page NOT the Shire, which is still giving me problems but is looking al lot better.

I hope this will please you. I have changed many graphics and added many events. The unit graphics I borrowed from a genius who I will refer to as....FF ;) Anyone else who made suggestions is mentioned in the ReadMe.

Enjoy....
 
OK, I really need some help with this. My scenario "The Shire" is so close to complete but is lacking that "fun factor". Right now it is just the characters walking across te map triggering events.

I would like to put battles in but there weren't any in the book so I thought about making the Black Riders chase them. BUT when I do this the Black Riders either head for the cities or wonder aimlessly. Ideally they would follow the characters a few spaces behind.

If I can't get this right I am just going to post the file here for anyone to use the different pieces.

Below is the Black Rider designed by Oba Nobunga but with some Anarchy magic....
 
Maybe you should use the infamous go to command in the events? :eek: :)
 
Sorry I meant "Moveunit" instead of "go-to." With that event you can move units to a certain map coordinate. And you could technically have them increasely get closer to the group until the riders actually attack them. I'm copying and pasting what Captain Nemo wrote on the subject:

"The MoveUnit command is very fussy and I don't believe
I completely mastered
it but here are some tricks:


1. First the area selection square needs to be
upperleft>upperright> lowerright>lowerleft otherwise, no luck.

2. If the route to the target location passes "through" an enemy city the
command appears to be "redirected" to that city.

3. Units that are entrenched or already going somewhere won't be "redirected"
so if for example you have this command: 10,20,40,20,40,30,10,30 -> 35,25
followed by:
30,20,40,20,40,30,30,30 -> 45,25
which would progressively advances units towards the right of the map, all
the units end up fortified in 35,25 and the second command never gets them
out of there. This is because the first command square includes its own
destination location so the units at 35,25 are told each turn, before the
second command is issued, to goto 35,25.

4. The repeated move commands (each turn, based on a tech advance) continues
to "catch" units as they become un-entrenched or reach their final
destination so it's more effective than a "one-shot" move command. Even
better if you can trigger the move a "unit killed" command that may run
several times per turn.

5. By using tech flags like "Operation Blau" to trigger the movements you can
be creative for example moving reinforcements up to a start city over several
turns with a general move command then triggering a new move of all those
units by giving a technology.

6. The best AI invasion strategy is to make createunit commands that point to
areas deep inside the Human players territory, then progressively closer and
closer to the border. If the locations are cities the units will only appear
there after the city is captured... for dropping units in "open land" create
an invisible human controlled unit (Blank square), shield in bottom right
corner, no movement allowance and weak defense. Place this unit at the
"desired spot", with no "home" city, it will be un-noticeable by the human
player except when a unit "steps" on it, it gets "multiple units shadow"
behind its shield. Once the advancing AI reaches the spot and kills the
unit, AI reinforcements start appearing!
Alternate is a fort blocking the spot, indestructible but supported from a
city nearby... once the city falls the reinforcements can appear where the
fort was.

But, there is still a whole lot of weird stuff going on with the moves and
the AI does issue it's own move command too. So the event file moves are only
setting some "general" guidelines for movement.

Watch out for move and create commands with odd-even locations
coordinates...I had a few of them (Of course odd-even location coordinates
don't exist on the Civ2 map) and the units move into "The Twilight Zone"
another dimension where they can't be seen but they can attack and do exert
zones of control. They can capture your cities in the other dimension without
killing your units and you end up with "dual possession" of the city! Very
weird results!"

Now if I could only find how you write the event and in which order it comes in the event file hierarchy...
 
OK here's a challenge for any Lord of the Rings fans.

I desperately need a unit graphic for Tom Bombadil. Perhaps you just have one lying around. If so PLEASE post it here as right now i have a scribbly looking TB as a substitute. Can you help me??

Thanks ANZAC for that it should work, there isn't anything to stop the Black Riders heading for the towns when they reach their destination. I have though that if I keep the towns ungarrisoned and make the Black Riders "bombers" then they couldn't capture any cities. Will that work??
 
If you make them bombers though, then they have a range and limit for being in the air. Unless you make it a really long time. Or they could be short range and would be created again by events closer and closer to the hobbits. Maybe that?
 
Good idea! That would work well as by the time the game reaches the river the Black Riders that have been created will be dead. Then I can create one that are normal land units but with no movement . Thanks!
 
Yes Im sure, they do tend to go back to base from time to time though, but they never ever crash.

Besides I don't think there is a way to detect the crashing of an air units via events (as the unit isn't really "killed"). :(
 
Here's an idea: give the AI Leonardo's and then give a tech when they are supposed to reach the river which will obsolete the current riders, enable the "new riders" to built, and it will upgrade the Nazgul. The only thing is I don't know if Leonardo's can upgrade air units to ground units.
 
I've decided, I'm not built for this Scenario creation lark. I just don't have the patience (or the nohow) to finish this. I am attaching my "shire" folder with everything I have made so far.

Someone might find bits of it useful, I was specially proud of my corn-field terrain and "hedge unit terrain" as these are one I made myself. The rest were either direct copies or altered versions of other peoples work.

There is also an early version of what was to be the complete version. It is called shire2, just load it like a normal game and take a look. The map is also quite good.

Goodbye little Shire i'm sorry I couldn't finish you....:love: :( :cry:
 
Don't give up anarchy!
You've got loads of people here who are more than willing to give you advice and encouragement for your scenarios. Keep trying and just ask if you're stuck! It sounded a good scenario from what you've posted here and the scenario fans here will be happy to help you along if you need it. :D:goodjob:
 
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