Middle-Earth: Lord of the Mods (5)

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MINING –alows to mine
PRIMITIVE MASONRY –light walls (maybe wooden)
ROAD BUILDING –alows to build road
FARMING –alows to irrigate
BRONZE WORKING –maybe appears copper, I don’t know what we agreed about this
IRON WORKING –appears iron
ADVANCED MASONRY –strong walls (maybe rock walls)
THE WHEEL –horses

These are some ideas that I could think of… Suggestions are welcomed and critics. I couldn’t think of any religion, so I put Valaquenta and Music of Ainur.
 

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I still like Napalm. But I don't want to do actual work.... it's not my strong suit :D

Valaquenta-->Silmarillion?

Also, some techs
Ring Craft
Lesser Rings of Power
Elven Rings, Dwarven Rings, Rings of Men
The One Ring

Smelting, Mithril Working....

Archery, Long bow, Crossbow

Breeding (Uruk-hai, orcs, etc)

Rangers

Just Brain-Storming
 
tjedge: The encyclopedia is at this adress: www.glyphweb.com/arda/default.htm

Doc: I really like that tech tree... Ofocurse we need some more tolkien like names but thats just nitpicking.. Well do that later.. Defense is escpesially a weird name :) They do have defense before this u know... Ifantry or swords would fit better.. Perhaps the weapon research system in Fantasy Empires could be used here... Siege craft would simply give a small battering ram... (it would be like four people holding a tree and banging it :) )

Im not sure about the religion and I will look into it... I just need to get internet conection up and running on my own computer first.. Good work there doc..
 
Doc M, in the tech tree you should write what each tech do. It's much easier to read it that way. And I dislike "empty" techs.
I don't like the names Music of the Ainur and Valaquenta, remember that the evil guys will research these as well.
I don't like the way "Organised Military" leads to 5 (!) other techs, that's at least 2 too many, imo. And the Music of the Ainur is way too early. That's like researching "Evolve Monkey into Man" on Earth.
Sir John: Ofocurse we need some more tolkien like names but thats just nitpicking
I disagree. (At least if you mean what I think you mean.)

I think that Map trading and Communications trading should come very late (in the third era, or something). If the Southrons doesn't send a guy up to the Shire, they don't have any reason to be able to talk to the hobbits.
 
Great news! It may not be new but it is great for the mod. The new v1.27 patch for PTW allows for civ specific Tech Trees. Do you understand the full implications of this! This means we can easily impliment the govenments for each of the civs without them being available to everyone else. We can also give an "explosives" tech to only Mordor and Isengard, and not worry about the hobbits reserching it. This will also make it easier to make certain Wonders and buildings availible to specific civs. For example mrtn's 'three pit idea' can now be availible to only the evil civs. Just imagine all of the posibilites.

Here is what the readme file says about additions and changes in the area of techs:
* Updated non-era techs to allow for civ-specific tech trees. If a non-era tech is used as a prerequisite for a regular tech and a particular civ does not have access to the non-era tech, all techs sprouting from the non-era tech will not be visible on the Science Advisor screen and will not be required for advancement to the next era.
* Fixed a bug with non-era techs that allowed players to potentially receive them for free from the Great Library (NOTE: this also fixes a similar bug that would allow players to receive techs that they do not have the prerequisites for if the order of the techs in the editor was changed).

Also added in the patch that would be good in the mod:
* Added option to make map already explored to scenario properties. Scenarios with this option checked, will begin with the map already explored, thus all players begin the game knowing what the map looks like.
* Added an INI file option to turn off AI patrolling. The option is NoAIPatrol and if set to 1, the AI will no longer use its units to randomly patrol if they have nothing else to do. The default is 0 (meaning the AI will patrol).[I can't find this]

I also like DocM's idea of mulpiple city walls that get progrssively stronger. I would like perhaps 3 or 4 wall generations.
 
Just some Random Tech names and possible uses. I'm just throwing out some ideas:

Cerebain: possibly espianoge for Saruman
Uruk-Hai Breeding
Orc Breeding
Goblin Breding
Ring Making
Mithril Mining
Warg breeding
Quarry
Courtship
Knighthood
Ridders of the Mark
Horseback Ridding.
Construction
Adamant Walls
Advanced Construction
Palisades
Woodworking
Farming/Irigation
Mining
Forestry
Roads
Writing
Lore
Houses of Healing
Husbandry
Mukmil Harnesing

Techs for every Unit, named after that unit.
Techs for every Govenment, named for that government.

I hope that these give some good ideas.
 
About the Music of the Ainur and Valaquenta, if this about multiple techtrees is true, then you don't have to worry mrtn. I've put this because I couldn't think of any religion, and we must have religion branch in our techtree. I've put Organised military to lead to five other techs because the techs it leads to are all military genders (I don't know how to put this in english), you know like navy, artillery, airforce, infantry... in real world.
About the names, we could change them if you don't like them, but the names are something that we all have to agreed on, I've put names that describe closest what I had in mind, the rest is up to you.
 
yes the seperate tech trees is true. I put exactally what it say in the read me up on the eailer post.
 
Another one:
Fishing; fish apear on the map.
Mining: Gems and Gold and Silver apear on the map.
 
OK, someone should try this multiple techtree before we make techtrees for each civilization. Could someone make list of units that have been made so far that we can use for mod. Things will be very easier.
 
I'm starting to think it is a bit foolish to start making a tech tree before we have everything finished. Pehaps we should finish everything else they start working on the tech tree. When we are finished with everthing else then we will know what we need. At this point we only know about half of it. This would make things a lot easier. I feel that we should strike starting the tech tree a a foolish mistake, but still keep the work. This is the order that I think we should continue work while still keeping in mind the tech tree, and remembering that the ability to have seperate tech trees has been added:

Finalize the random map civs(with compleate lists, flags, ect...)
Finalize Units and UUs
Finalize Governments
Finalize Terrain
Other various details(citizens, Espionage, general settings...)
Tech Tree
Fine Tuneing
Beta Testing
Civilopedia(While testing)
Changes based on testing
Scenarios
 
tjedge1-
A few more ideas and questions...

1) Someone mentioned Wraith's or something before and I think that would be an awesome idea for Mordor. Unless you guys figured out how to make the Nazgul work.

2) I also think Rohan should be available. They could be similiar to Gondor except in later stages have superior mounted units.

I hope I'm not repeating things you guys already discussed.

3) Also, couldn't Oliphaunts be a strategic resource for Mumakil or do you plan to use another resource. Or even use Mumakil.

4) Is Isengard going to use men as well as orc? I thought I read somewhere that the Dunlendings kinda helped Saruman with harrassing Rohan.

5) I can see seperate empires for Dwarves and Elves. But I still want a multiplayer version that has fewer civs. But as more earlier post said, I want more civs for more single player games. The Locked Alliance would make that a really cool game.

6) If there is a Corsair civ (or if they're combined with Southrons) then would they get a superior ship in some way? Maybe not.

7) Any chance on a Dunaden Ranger unit? Maybe to replace the scout for Arnor and maybe Gondor? Or just a quick unit of some kind? Even more accurate a third age upgrade to scouts?
1.)Wraiths could work, even if we did have the 7 Nazgul :).

2.) 99.9% chance of Rohan being in there.
It’s not a problem (lets get it out of your system early ;) )

3.) You don’t want to open that can of worms! But we decided it would be unfair to have the Mumakil (Oliphants) as a strategic resource. We would have to make their appearance ratio stellar, to make sure one out of many civs gets it, and what if someone chooses not to play the game with the Southrons? You have a completely useless strategic resource. The Mumakil rider won’t require any resource, we are taking a tip from Firaxis on this one.

4.) Well, Mrtn’s idea was to make Isengard only able to build 1-4 cities (conceivably all part of ‘Isengard’ not really cities) It would get stronger defenders because of this. Early on it would have all-men units, (plus in regicide, a killer king) yet later it would only have men as the defenders, (the Hobbits were getting ‘man-food’ from the guardhouses in TT). And Orcs as the offensive units.

5.) I would have no problem with a Multi-player version with less civs. Could be played singular, of course, and it give us the option to ‘go against the grind’ and give LotR fans two types of games, one more generic and one more specific.

6.) I was thinking that Umbar would be part of the Southrons, and sure, a UU corsair boat unit wouldn’t hurt anything.

7.) Sounds very possible to me. As Mrtn is crusading for, (and what I at least agree with) is that communication and map trading should not be allowed. A third age explorer\fighter unit would be awesome, and if give Arnor more of a ‘fallen empire’ unit line, for the later ages, it would be especially helpful.
Doc M-
Sorry it took me so late, I'm not at home now so I don't know how often I'll post...
OK you convinced me about the worker actions, now about the dragon that PCHighway mentioned earlier, I could make him even better, but for what icon would you use it in civilopedia... a tech, maybe beastinery?
That would be great :goodjob:! (I am sorry it’s taking me so long to reply also) As for where it would come in, I couldn’t say. Perhaps around the time of Tŭrin Turambar, it could be a tech\event type of thing. Maybe specific to Mordor. That would allow for a cheaper offensive unit, or something.
SoCalian-
@PCH: Dude, you forgot to put links to my city lists in the overview;). If I can figure out how, I will post links to them. Of course though, you could always do it if you feel up to it. It would be better though If you showed me how to link to specific posts. There is no need to clog up the thread, a PM would work. Eventually though I will try to get up a city list of every civ, along with Kings, title, great leaders, toggle flags, and all the other stuff for the civs. But, thats for later on when we have all of the civs decided upon.
Clogging up thread is what I do best!
I was on a time limit dammit;)! I think Mrtn already told Mithadan, but all you have to do is click on the post number, at the bottom of each post. Next to ‘report this post to moderator’ then a new window will emerge, simply copy\paste its url where you want it to be. If you make a url list, you could probably get Celeborn to edit it in.
Also, if you intend to make so much stuff, it might be better to put in a .txt format, and we can post a download to it, although perhaps it should only be done for the final lists, and I might add, we don’t even have the final civilization listing.
Sir John-
I think Il make a proposal for a tech tree today ot tomorrow..
@mrtn: No offence but there is something about your tech tree I dont like.. cant put my finger on it tough.. Well, Ill make a suggestion soon..

About the mine: I agree that arial wiew are not so important but its nice to have but it shouldnt be a priority.. Civilopedia will never be a problem with this mod.. Well just use the encyclopedia of arda and other resources as well as our self.. I dont see the civilopedia as problem at all..
Civilopedia?!??! Not a problem? What have you been smoking! By the end of the alpha version alone, I assure you we will have 150+ units in the game, many of which will be specific to certain civilizations. And I guarantee at least 125 of those units will not have a entry in the Encyclopedia of Arda. Also, if we are going to copy past anything and add it to the final MOD, we are going to ask there permission first, it’s the honorable thing to do. I also believe they won’t really care one way or another.
Doc M-
MINING –alows to mine
PRIMITIVE MASONRY –light walls (maybe wooden)
ROAD BUILDING –alows to build road
FARMING –alows to irrigate
BRONZE WORKING –maybe appears copper, I don’t know what we agreed about this
IRON WORKING –appears iron
ADVANCED MASONRY –strong walls (maybe rock walls)
THE WHEEL –horses

These are some ideas that I could think of… Suggestions are welcomed and critics. I couldn’t think of any religion, so I put Valaquenta and Music of Ainur.
I think we are just going to assume the units used copper, and it was easy to find. This way we don’t have to break up the Tolkien doctrine with more heresy ;). The religion might be a problem, but we will need to put something in there... The gods did help out the Elves in the beginning and later, may be we find something like that. Once again, I will arise my displeasure of pottery, found in both Mrtns and your tech trees. Why pottery? When the elves came to Middle-earth they knew how to make ships and swords, when the men met the elves they had already migrated, and probably already knew how to make this, if not the Elves surely taught them. I don’t think it is a big enough event to make a tech.
AlcTrv-
I still like Napalm. But I don't want to do actual work.... it's not my strong suit

Valaquenta-->Silmarillion?

Also, some techs
Ring Craft
Lesser Rings of Power
Elven Rings, Dwarven Rings, Rings of Men
The One Ring

Smelting, Mithril Working....

Archery, Long bow, Crossbow

Breeding (Uruk-hai, orcs, etc)

Rangers

Just Brain-Storming
What are you, some type of pyromaniac ;). Valaquenta, is “the account of the Valar”. Thats a lot of rings, and could all be summed up with ‘ring making’ or as you put it ‘ring craft’. Which I might add, it was not that they knew how to make rings, it’s that these rings could contain magic.
No crossbow, ever.
Why a tech called rangers? Thats a UU, you can’t research rangers :). Perhaps ‘Tracking’ or something of a similar vein.
mrtn-
I don't like the way "Organised Military" leads to 5 (!) other techs, that's at least 2 too many, imo. And the Music of the Ainur is way too early. That's like researching "Evolve Monkey into Man" on Earth.

I think that Map trading and Communications trading should come very late (in the third era, or something). If the Southrons doesn't send a guy up to the Shire, they don't have any reason to be able to talk to the hobbits.
I think Doc M was trying to break up the military lines, for instance, instead of studying ‘advanced military’ and getting archers, siege-craft, main defender, and the main offensive unit, you would have to study each on separately. Which might be a good idea, but on a lesser scale. For instance, the archers\ siege-craft\ and main offenders, can all be separate techs. Yet I do agree, they should be more spread out.

Agree with map trading :).
Doc M-
OK, someone should try this multiple techtree before we make techtrees for each civilization. Could someone make list of units that have been made so far that we can use for mod. Things will be very easier.
There is a text file you can download
Here
Or for a word-pad document (better version), you can get one Here.

All of them specify what unit to use, no made up ones.

About Multiple tech trees, if It is what I think it is, it isn't what you think. We should test it out before hand, and we will still need a generic tech tree.
SoCalian-
I'm starting to think it is a bit foolish to start making a tech tree before we have everything finished. Pehaps we should finish everything else they start working on the tech tree. When we are finished with everthing else then we will know what we need. At this point we only know about half of it. This would make things a lot easier. I feel that we should strike starting the tech tree a a foolish mistake, but still keep the work. This is the order that I think we should continue work while still keeping in mind the tech tree, and remembering that the ability to have seperate tech trees has been added:

Finalize the random map civs(with compleate lists, flags, ect...)
Finalize Units and UUs
Finalize Governments
Finalize Terrain
Other various details(citizens, Espionage, general settings...)
Tech Tree
Fine Tuneing
Beta Testing
Civilopedia(While testing)
Changes based on testing
Scenarios
Thats not a good idea, the main reason the generic units aren't finished, is because of shield cost and technology. The tech tree is the entire framework of the Mod. Everything else should be added to it, not the other way around. Governments should be placed in their most convenient\historical spot. Yes, the tree looks daunting? So what ;). You can’t do any of the things you mentioned with out a basic tech tree. Forget about the civ-specific part for now, we can add that later.

This is how we go about it. We converge on the tech trees skeleton. Once we agree on a final tree, we start to add things to it, that we might have missed. For instance:

Lumber working
Cost: 8
Perquisite: None
Enables: Clear forest
Buildings: Mill
Units: Light Infantry1*

*I think we should add a generic ‘light infantry’ line, one that doesn’t require iron or any resources. It would be cheaper to build but far less effective than the major units.
 
I might agree with SoCalian. If you are making civ specific units, governments and buildings we might want to figure out what they are before the tree is finished. I do also agree with different levels of walls. That could be done with several techs. I'm pretty sure you guys have planned that already. As I said when I joined this thread. You guys have amazed me with the things you are able to do with this game. I envy your skills.

edit: ok PC you have convinced me. Your long post didn't pop up for me until after I posted. But I have to say I am impressed again and agree with continueing a basic tree. (Just nod and smile).:D
 
OK PCH I see what you're getting at there. Make a basic tech tree. Then fix it acording to the needs. Makes sense now.
 
Hello, my name is AAminion00 and I'd like to make a couple of things known

1. I think the Books suck (see number 3)

2. I think anyone who knows what or who Iarwan Ben-Adar was/is is a loser*

3. I think Tom Bombadil should be shot, because the 3 chapters of the first book where he kept blabbing on and on about f****** trees stopped me from ever getting past the middle of the second book

4. I think this is gonna be a kickass mod!!! So to do something, here is a all-civ first age tech tree. The more unique technologies like Dwarven mining or Rangers or Orc Breeding or whatever should be civ specific after the patch that was recently mentioned

*If you do I was just kidding
 

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I looked up Iarwan Ben-Adar in the Encycopedia of Arda just out of spite and the entery is quite interesting. I makes me wonder if you kew what it was, and if you had planed it that way.

Iarwan Ben-Adar
"The name used among the Elves for the being known to the Hobbits as Tom Bombadil. It has the literal meaning 'oldest and fatherless'. "
 
Actually I was just kidding about the first 3. I don't greatly like LOTR and Tom Bombadil is my least favorite character. No I didn't know what the 2nd one was, it was a random name from the online encyclopedia you linked to (which I used to make the tech tree) and the first thing I saw that I thought nobody would know of. However I took a risk thinking nobody would think I was completely serious.
 
1.) You win the award for the second* worst entrances to date.
2.) No comment.
3.) The first part of the book can seem boring at first, but regardless it shouldn’t have been painful. And you spelled ****ing wrong.
4.) No, your not forgiven :p.

Could have been worse ;).

The First rising of the Moon and Sun might be a good way to start, but the Valaquenta, and Music of the Ainur won’t make good techs. As Mrtn said, the Music of the Ainur is like researching ‘Man evolves to apes’ in regular civ3 talk. Not to mention this happened after the rising of the sun.
No damn crossbows! And what’s up with communities? What would we use that for? And why Two naval warfare techs? IMO generic techs shouldn’t be that generic, as you seem to point to using only a ‘few’ custom techs, which would be what we should do. If it’s at all possible.
 
Originally posted by PCHighway
1.) You win the award for the second* worst entrances to date.

What was the worst? :lol:

Originally posted by PCHighway
The first part of the book can seem boring at first, but regardless it shouldn’t have been painful. And you spelled ****ing wrong.

At first I thought you meant I added too many *'s, because I don't see why ****ing is any better of an asterix-censorship than f******.

Originally posted by PCHighway
No, your not forgiven :p.

Least of my worries, :p

Originally posted by PCHighway
The First rising of the Moon and Sun might be a good way to start, but the Valaquenta, and Music of the Ainur won’t make good techs. As Mrtn said, the Music of the Ainur is like researching ‘Man evolves to apes’ in regular civ3 talk.

As I had said, I don't know much about this "world", so I merely put what the guy who made the first tech tree suggested. I figured maybe it was something important in the beginning of the world that I didn't know about, and I didn't read Mrtn's post afterwards. I do vaguely remember something about it in the Simillarion (spl?).

Originally posted by PCHighway
Not to mention this happened after the rising of the sun.

I don't understand what you're saying. Unless I'm mistaken, I put it after the rising of the moon/sun. You also forget that the rising of the moon/sun would be what civs star with free.

Originally posted by PCHighway
No damn crossbows!

Tell that to Alc Trv

Originally posted by PCHighway
And what’s up with communities? What would we use that for?

This was based in part on an ancient tech tree I made for my personal mod for normal PTW. Communities allows the building of settlers and represents the emergence of large cities after the development of farming.

Originally posted by PCHighway
And why Two naval warfare techs?

I thought you'd realize it was a mistake.

Originally posted by PCHighway
IMO generic techs shouldn’t be that generic, as you seem to point to using only a ‘few’ custom techs, which would be what we should do. If it’s at all possible.

Once again I don't understand you. "If it's at all possible". I believe it was SoCalian who had talked about it a few posts back. If I'm wrong, don't shoot the messanger. I said "few" because I think it would be time consuming to split the tech tree you settle on into individual races but maybe that's just me.
 
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