Middle-Earth: Lord of the Mods (5)

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Originally posted by Sir John
About the mithril Mine\balrog I think the best and coolest way would be to make the mithril mine replace the nuclear plant so that the "nuclear meltdown" would be the balrog making havoc... This would simply be awsome... I realy dont see a better way to do this... It would make the game really interesting as well... I agree that we have to start organizising the techs now... Im blank at the moment for anything... I simnply dont have time for all this.. I will pop in now and then with some comentarries however...
Already done.

Good stuff Utah and Embyro. Keep it up. We should start a seperate thread for the graphics.
 
What are the civ-specific colors for the different civilizations going to be? There was a suggestion that my Gondor Tower Guard should have had civ-specific markings; however, I didn't want to compromise the "feel" of the unit just to put markings on it. If I knew what colors each civilization were going to use, I could attempt to incorporate civ-specific colors in my future units.

By the way, I have a new preview up for a Rohan Royal Guard on foot.

http://forums.civfanatics.com/showthread.php?s=&postid=1208765#post1208765
 
well, here is what I would think they should be:

Rohan - Dark Green
Gondor - Black
Saruman - White
Mordor - Red
High Elves - Sky Blue
Wood Elves - Light Green
Dwarves - ???

The one unit I can't think that would use civ coloring would be the Ringwraith.

The great thing about Civ is that you can use King units for each of the main characters of the story, i.e. Gandalf, Aragorn, Saruman, Faramir, Lurtz, etc. and these characters can be upgraded through the course of the scenario. Just don't play in regicide mode. ;)
 
Hey, Kal-el, welcome to our nice little comfy thread! :D

But, can you use king units without using regicide? :hmm:

About the civ colours, thats about as I thought it should be, but we had some difficulties with it. "Should all Sarumans units use white clothes? What about the White Tree for the Gondor units? (this seems to be fixed now ;) ) Red clothes for Mordor, or black?" And so on and so forth. ;) BTW, what is "Light Green?" If it is "Greek" green I'm against it. I'd rather give the Elves all the dark greens, and give Rohan whatever is left (yellow?).

BTW, assuming you haven't read all the threads (a thousand posts now? :) ), we try to keep the thread as much on topic as possible. And when I say "topic" I don't mean just LotR, :) but rather one thing at the time. As it is now we're at the techs. And please don't take it as if I try to push you away, or something, it's just that, well, we're not in Kansas anymore. ;) Except PCHighway, of course. :D

utahjazz7:
I will start new threads for new graphics in the future, sorry.
No biggie, mate! :thumbsup: I just thought I'd say something before the whole thing turned into a "We hail utahjazz7, creator of units" thread. ;)

I'm heading over to utah's graphics thread now.
 
ok, so where would youlike to discuss the civ colors?

By light green I did mean greek green. Rohan is definitely Dark Green, that is the color of the field on their flag and should be the main color of their units.

The civ color doesn't have to be the whole clothes, just a part of the unit.

So for Saruman the white hand would be the only part that would have to be civ specific and the red eye for Mordor.

For the Wood Elves the light green would only have to be part of their clothes, I wouldn't want to see a lot of that light green on them either.
 
Arathorn-
I've been away for a while, so I'll add my $.02 worth....

My understanding is that you can have two civs with different no-era techs follow the same general tree but with certain individual techs hanging off the side (e.g. Uruk-Hai breeding has Mordor-0 and Improved Animals as prerequisites). I think this is cool and could/should be used occasionally. I do not think using this requires completely independent tech trees.
Yes, Mrtn had to tell me the idea over and over until I finally got in nailed into my incredibly thick skull. I'm starting to see where you guys are coming from, and how we can have a tech added for each civ here and there, although, I am still wondering about some tiny complications. But in the overall I see how it would be implemented, and side with you guys, civ-specific techs do seem like a possibility.
Welcome back Arathorn;).
Right Celeborn, I will get on the overview up before 3am US Central standard time. It’s apparent the techs won’t be finished in this thread, Mrtn and I are going to go at it together, perhaps invite a few people to join us in a ‘chat’ discussion about the work, make it go a bit faster. We will let you guys get on with the intellectual discussion:). Many thanks to utahjazz7!! That unit is very accomplished, awesome! If you don’t mind I would like to post some idea’s on things you can add to the units your working on, i.e. sort of like the question of what to put on the shield, things like that (I know its to late for that one, but for the future ones).
 
I agree with kal-els "color chart". Hobbits should be yellow and dwarves should be brown..
 
Kal-el
well, here is what I would think they should be:

Rohan - Dark Green
Gondor - Black
Saruman - White
Mordor - Red
High Elves - Sky Blue
Wood Elves - Light Green
Dwarves - ???
Personally I disagree. Rohan’s flag, afaik Isn't really a 'dark green' color, more of regular greenish color. The dark green should be reserved for the Wood Elves, in my opinion. rest looks good, but the dwarves could use a grey-ish color.

Regarding it's use on units, I don't believe it means so much:). If a Gondorian UU looks better as orange (just a crazy example) we would have no problem changing it. Whatever you envision the UU to look like would be great. :goodjob:


As for the Hobbits, I have thought about them recently, and once more I go back to my original opinion. They should have ok offensive units, but throughout the entire game, they would be one or two attack points worse than the Mens offensive units. So these hobbit offensive units would be ok on the attack, and just as good on the defense. So in effect, you would need about 2-5 more units than the men, to take a large city. I'm not seeing any problems with this, it's enhancing civilization tactics, and doesn't put to much of a damper on the Hobbits, considering some of the unique bonuses some of their units and civ will receive!

Ok Celeborn, here it is (1 hour late), don’t forget the link. You might want to read it over on preview to make sure there are no errors.
 
I do not know for sure if I will have the to create any hobbit units, but i'll try to do so.

Are there any buildings we need. I can definitely make those high polygon versions. I know we need to make hobbit buildings, so i'll work on those. Are there any other buildings we need for the city view or civilopedia? I can make 'em.

Is it me or do most of the units people make look very cartoony? Maybe they just don't use 3DS MAX and use cartoon progrmas or something. Most of them are very good though.
 
yes we do need some hobbit unit as only one is amde so far.. The buildings and stuff is really nitpicking and wont be needed untill later... More important is the in-game graphics... like goody huts and mines and stuff like that...
 
I would like to offer up a suggestion. Since we have Peregrin_Took and possibly utahjazz77 very interested in making units and buildings and artwork at this point...while SoCalian, mrtn, PCHighway, and I are interested in the tech tree...why doesn't Celeborn make a Lord of the Mods 6a and 6b thread -- one to discuss techs/finish the tree and one to do pics.

There's enough of a building list that plenty of work can be done on those. The sketches of unit trees done in older threads should provide plenty of inspiration for hobbit, elvish, dwarvish, monster units for the time being.

That way, we're working in parellel more efficiently and not getting in each other's ways.

Just a thought,
Arathorn
 
I find the text file of techs difficult to deal with. They're all listed and it's hard to organize them by age, type, results, or anything else. So I converted them all to an Excel document (all 54 of them to date). That'll be in the zip file attached to this message.

I also started making changes, to try to demonstrate how it could be done, so that it was clear what changes were made and by whom. I turned on "Track Changes" in Excel, and additionally, made most of my changes in red, so that they would be visible. That's also in the zip file.

My conclusions, so far, are:
1. We still don't have nearly enough techs in ages 2, 3, 4.
2. Age 1 is close, but needs a government tech or two or three.
3. I did nothing on required/optional techs, but that's an area of growth, too.

I'm far from done with even my initial analysis, but that's all I'm gonna get done in the near future, so I'm putting it out there for others to look at.

Oh, and one more tech I've not even added to the Excel tables:
Tech #56: Corruption
Age: 2
Units: Orcs, trolls
Buildings/wonders: One of the three "Pits", probably
Resources: None
Worker actions: None
Others: Available only to "evil" civs

Shows the "conversion" of elves and ents into orcs and trolls....

Excel files are zipped in
http://www.civfanatics.net/uploads5/LotR-techs.ZIP

Arathorn
 
Arathorn, you can't upload excel files, make zips of them. :) BTW there is a difference between Age and era. The ages are three, and the eras four (two in the second age). If you only talk about eras when it's about the techs it's less confusing.
PCH and me made a few techs pre-Kansas trip, but haven't posted them yet, they'll come more in a bunch. So trech ID#56 are used already. :p
Comment 2: We haven't touched the government techs yet.
 
I think we need to decide all the civs before we decide the techs as the civs do have different governments...
 
I was wondering if you guys a full list of the techs so far? I wanted to see where you guys were so I could either try to come up with more ideas or just stop being repetitive.
 
The excel files zipped above have all the techs. I got them from a text file a couple pages back that has all the techs as well.

We do not need civs before the techs. We have a tentative list of governments...but government techs are a good example of something that I would like to see be optional (not needed to advance to the next age) and civ-specific, so that they can be added later, if need be.

Era, not age.... Good plan. I'll try to do that. First era is pretty close to done. The other eras are very thin.

When can we get the next bunch of techs? Can you enter them into the Excel docs I've provided? Did you see/approve of any/some of my changes?

Are we going to get a new thread?

Arathorn
 
Can anyone tell me the place where nuclear plant should be in city view. Could someone post a picture of all buildings in city view? This would be very usefull for me.
I know you don't care, but I would like to see new buildings in city view. This is my new idea about the Mithril mine(look at picture). You said that the last one looks too technological. I would make it look as some sort of stone-pit. This wouldn't look stupid to pop-out in city view and it looks like mine (in civilization mines look like this). I would make it in MAX,I would add some tools and, of course, it would be smaller. Now, I would like to have your opinion before I make it.
 

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well, firstly thats thing is way to big!
second it doenst matter were the nuclear plant is in the city weiw as were just making a building that have the same function not necicerliy the same placement..

third, the mithril min is suppsosed to be deep underground so if u could just make a mining entrance back at those mountains\hills there that would be nice :) it shouldnt be either a mill looking thingy or a stone pit as both are HIGHLY unrealstic..

BTW: have anyone seen that tolkien online game?? (its a mmorpg) Its supposed to be lots of 3d models there that can be used for both buildings and units...
 
@Sir John:
I would make it in MAX,I would add some tools and, of course, it would be smaller.

BTW, there will be strategy based on Tolkien, but I don't know anything about MMORPG.
 
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