Middle-Earth: Lord of the Mods (part-hex)

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Make sure you all take this stuff in to mind:
Taken from an interview of a geme developer

GG: How have you improved the map editor in Conquests?
JS: We have updated the map editor to include more control over the rules of the game and have given players the tools to create their own Conquests. Specifically, some of the items that have been added are Disasters, Locked Alliances, More Victory Point options, a Fog of War tool, new abilities, and so on. The new functionality is highlighted within the Conquests.
 
That's all fine and good but you can't argue forever. Getting as many opinions as possible is always a good thing. In the end however a decision must be made and it can get to the point where arguing does more harm than good.

I wouldn't go so far as to say I misunderstand the concept so much as I am concerned as to the effectiveness to continuous debate. If left unchecked the process can fall apart. I've seen it many times before in other types of projects and groups.

Ok.. nobody is in a rush. Understood.
 
One mod to bring them all an in the darkness bind them!

In the land of civ where the shadows lie...

Middle-Earth:Lord of the Mods

And know I have to say quite earnestly that you people need to calm down and keep argument (John and PC ;) ) to PM's...

Now SoCalain's city lists look good for the most part ( I reserve further opinion) and mrtn and PC are making good progress on the techs as far as i can tell...

By the why welcome to the new-comers and I would like to say that it is a honour to have Kal-El brace the thread with his presence...

Now I will create a thread for the tech-tree (and just that), and put a link to it in the first post...

And then we can start discussing something else... Im thinking UU for the establised civs...
 
I think a new thread is needed before we can go on. We could use prety much the same overview. All that is needed are some likns to be added. Have one the the new tech tree thread, one to the unit preview thread, and links to the city lists made by me and Plexus (exelent job BTW, keep it up and I may be out of a job;)). If PCH could get it up in the next few days that would be great. I also plan on maing a handy list of all the civs with compleate information (cities, rulers, great leaders, editor flags, ect...) when we are done with all of them.

@PCH: I respect your opinions, though I may not agree with them at times, and I ,as well as others, am grateful to have you here. You have contributed quite a lot to this mod. It just wouldn't be the same with out you. I mean this with no disrestect at all, but at times you can seem a bit forceful. I am sure you don't mean it as such, but it just reads that way. It is imposible to convey actual emotion aver posts, so I try to give you the benifit of the doubt most of the time. thanks for being here.:goodjob:

About city names: I tried to get as many names that I possibly could for each of the civs. I tried to get as many that sound like actual city names as possible. I feel that it is better to have a whole bunch of different names for the same thing as different cities, than it is to have all of the same name. For example Edoras, New Edoras, Edoras 2,... It is far better to have for example: Rivendale and Imladris. Even the names of rivers, mountains, and areas would be better than all repetitions. I would also like to point out that all work being done now is on the Random map portion of the mod. Perhaps we should start a new general discusions thread, for anything that doesn't have much to do with the actual work that is going on at the time, but would still be useful to the mod. Sure that would bring the total number of threads related to this mod up to four (10 if you count the past threads), but it would get things a lot more organised. Perhaps we should ask Thunderfall for a seperate sub-forum, like they have at CDG.
 
I was going to map a map of Numenor, but I lost it some where, I have no time to now, so you can do it if you want to. I guess you'll be our map guy.
 
There's room for that on the large map if I scoot the island over a bit. I've got a map laying around here of the place somewhere. Yeah ok it's half way between ME and the undying lands across from Gondor. Pretty sizable chunk of island there. I'll be sure to add it.
 
but first! A slight name change! Why? Because I felt like it and want to be more consistant with other things I'm doing. Will start a new map thread when I have more stuff to show.
 
uh yeah. :) I figure if I wanted to change the name I'd better do it now rather than later. Dugall is a character name I use in games but I use Owen more outside of them and have it elsewhere so.. I wasn't really expecting to post much when I first registered on here.
 
ok. Lets move it then. Lets start with what celeborn said. UU's

Numenor: A good boat :D and perhaps a amphiboius unit to go with it?

Shire: Hobbit militia and\or that "sherriff" dude..

Gondor: Ranger?

Rohan: a horse dude ofocurse..

saruman: Half orc

Mordor: ?? nazgul?

Ill so some more later.. in a hurry..
 
This mod seems to be very interesting.

Now, I've been away from these threads for too long, and I don't have the time (nor courage) to search throug all of these posts. I would like to know a few things:

1# What units are still required for this scenario - or rather: where can I find info of the required units that haven't been done?

2# Can I help? (my eye was caught on that numenor ship - what were they like? Does there exist any illustrations of them?
 
Definately a good boat for Numenor. Even if I didn't just read about their 'mighty ships', being out in the middle of the ocean makes them the only naval civ.

Hobbits are known as great warriors though I did recently read that Grima Wormtongue was killed by hobbit archers. Though I can't imagine any hobbit unit having an advantage over another civ's standard units. Maybe it should be a special worker? heheh

Oh I like the Nazgul for Mordor. It's just a pity you can't set a limit to the number of certain units. The Nazgul did have both horses and air units later on (perhaps an upgrade?). However I also read Sauron had trolls in his armies.

Rohan: Of course a horse dude. :)

Gondor: I like the ranger. After all Aragorn was one and then there was Faramir's rangers sneaking around wreaking havoc.
 
Originally posted by aaglo
This mod seems to be very interesting.

2# Can I help? (my eye was caught on that numenor ship - what were they like? Does there exist any illustrations of them?

I doubt anyone would object to a gifted unit creator helping out. :) Lately I've been checking out the Encyclopedia of Arda. Tons of cool info. Unfortunately no illustrations of the ships. But to fuel the imagination.. they were built by a nation that was so strong at it's peak.. that when they marched again Sauron, Sauron's forces went home without a fight and Sauron himself gave in. Resorting to trickery to achieve Numenor's destruction.

I would imagine the ships would be very large, very powerful and also very elegant in design but not too showy. If that helps. :)
 
-mmm UU for Gondor... Rangers, Tower Guard, Knights of Dol Amroth maybe?
-Mordor should probly have the Olog-hai (as stated in earlier posts I believe)
-Saruman probly the Half Orc
-Harad dudes, the Mumak? and the unit Utah7 made
-Easterlings better swordsman
-Elves should have neet archers
-Dwarfs... some kind of better swordsman ie axeman
-Hobbits... Well since their units suck indeed beyond all repair, a better worker, or a submarine-like scout (as in, their hard to notice). I dunno what else :)

As for the Nazgul: I believe their role should depend on the scen type. In the LotR mod, Mordor should have them from the start as horseman, being able to upgrade them to Nazgul.
But in the 'start @ year 0' mod, I have no idea. Is is possible to set a maximum for their number?

And for the Map of just LotR: make the Anduin river out of coast iso river (till it reaches Lorien, with just three crossing points (Pelargir, Osgilliath and Amon Hen or somthin)
I did this as well in my Civ2 LotR mod, and it was way better then just a large river. If I have time to spare I might make a map of just ME (Umbar - Angmar and Blue Mountains - Iron Hills)
 
For the Easterlings I was just reading a short while ago about the Wainriders.

"A confederation of Easterlings that descended upon Gondor and its allies, some two centuries after the time of the Great Plague, and remained a dire threat to the South-kingdom for nearly a hundred years. The Wainriders, who took their name from the wagons and chariots in which they rode to war, quickly overran Rhovanion and soon came to battle with Gondor itself. "

The further thought on Hobbits occurs that they could make useful scouts. Bilbo was enlisted as a thief, Frodo and Sam managed to sneak into Morder.. possibly an invisable scout type unit. Not entirely until the explorer. All of their activities while not in the company of larger folk relied heavily on not being seen and they did do an awful lot of travel cross country.

Just a few thoughts.
 
Why would we need to limit their number? If the AI (or human player, for that matter) built more than 9, wouldn't that simulate there there were X Rings for Mortal Men, and not just 9? And good idea on the Hobbits there, Owen. The only problem is how the comp would treat them. I've noticed that it will frequently blunder about within its own territory, probably running into the scouts. But otherwise, great idea!
 
Originally posted by aaglo
This mod seems to be very interesting.

Now, I've been away from these threads for too long, and I don't have the time (nor courage) to search throug all of these posts. I would like to know a few things:

1# What units are still required for this scenario - or rather: where can I find info of the required units that haven't been done?

2# Can I help? (my eye was caught on that numenor ship - what were they like? Does there exist any illustrations of them?
1: I posted this a while ago. In the first page you can also download a unit lines document. (Celeborn, is this updated to the one I posted a while ago? Or is it still version 2?)
2: Of course you can. :king: But we won't add the Finnish, not even as barbarians. ;)
The Numenorean ship would be a seagoing vessel, but that's how much I (at least) know about it. And the attack shouldn't be with cannons. ;)

UU's: Rohan: As SJ so eloquently put it: "a horse dude".
Gondor: Tower Guard. Already made by utahjazz7. :D The Rangers weren't from Gondor at all, they where from Eriador. :crazyeye:
I think that for most civs we can just pick one of the units we already have as the UU, not needing to add any units. (I e just saying that this and this Elven Archer is the UU.)

[Ant]Wimp: I have an idea for the 9 Nazguls, based on things from C3C (I'm a beta tester). So don't worry about that for a while. :D
The invisible hobbit might be fun.
 
I think the invisible hobbit is a great idea. In fact I had already planned it for my D&D mod. Of course they're called halflings in that game. As long as they can't attack, but maybe pillage, they could be very useful in getting around and spying on their neighbors. That alone would get me to at least try out that civ.
 
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