Middle-Earth: Lord of the Mods (Private Beta I)

Heh, that's funny, I never thought of it. I've had TWO kids borne to me while this mod was in development. Wierd...
 
The basic groundwork for the mod has been established... it's more finalizing unit lines, perhaps adding a few wonders, ironing out a few smaller aspects to gameplay - that's it. But even that will still take a while. The civilopeida stll needs a lot of work, but I am sure it will be released as a public beta before that is 100% complete (as we could probably use some help with all that.)

What would you like to know about the mod (as it really is mostly complete... giving updates would be pretty boring at this point)?
 
Y'know what? What I had posted was dumb so I erased it. Please excuse me. :crazyeye:
 
Mithadan said:
Heh, that's funny, I never thought of it. I've had TWO kids borne to me while this mod was in development. Wierd...

Exactly! Which is why we need to release...the game is up, the die is cast, the horses are chomping at their bits, Just Do It, and 11 other useless cliches.

Show me the moddy!

mrtn said:

Indeed. And happy, no doubt.
egroen said:
The basic groundwork for the mod has been established... it's more finalizing unit lines, perhaps adding a few wonders, ironing out a few smaller aspects to gameplay - that's it. But even that will still take a while. The civilopeida stll needs a lot of work, but I am sure it will be released as a public beta before that is 100% complete (as we could probably use some help with all that.)

What would you like to know about the mod (as it really is mostly complete... giving updates would be pretty boring at this point)?

Okay, so if updates are pointless, how about listing exactly what is needed for completion of the mod, as line items. We, the Watchers, might even be able to lend a hand drafting Civilopedia entries and thus help the process along. Then, as each item was complete, you could edit your list with strike-through formatting for each completed item. This might help give a sense of scope and accomplishment in these final stages. :)

Just a thought,

Michael
 
I am pretty sure the mod will be released to a public beta before all the civilopedia entries are complete... and all help with entries will be appreciated at that point. Right now, there are only basic descriptions of each entry and we want a full, detailed entry for all before it is made official.

I think Weasel Op is the only one whom has had a crash in a while... every game of mine has been fine for some time. I'm sure there will be some found in a public beta, however.

There are 7 mannish civs --> High mannish (Numenor, Arnor & Gondor), Middle mannish (Northmen & Rohan) and Low mannish (Easterlings and Harad). Harad and the Easterlings have completely unique unit lines and I am trying to add more variance to the middle and high lines. Each civ has a lot of different units available to them. Isengard is a completely unique civ and more of a hybrid.

Seperating other similar civs in gameplay and units is also on my list -- Angmar from Mordor; varying the elvish civs, etc...

CamJH is helping us with a few units to fill in some of these holes :) Olorin has also started to pick up unit making!

I have been going through the numerous ships out there and earmarking them for certain civs to give the navies some variance as well.

We are a little shy of Wonders in the second age to early third age, so we've been trying to find a few more there to add and what bonuses they sould give.

As of right now, the Nazgul are not a part of the mod. I'd like to see them incorporated and we are discussing a few ways to do so. We'll need graphics for these at some point (Utahjazz may do a Nazgul on horseback sometime in the future and I am hoping we can convince Aaglo or even Supa to do a Winged Rider for us). The darkened inquisitor and darkened wyvern rider will serve as placeholders in the meantime.

That's the stuff I am involved with. The actual modding is in PCH's hands and I'll let him and mrtn comment on that if they care to. Those two are continuously working on updating the buildings as well.
 
^ Yes, exactly.

egroen said:
I think Weasel Op is the only one whom has had a crash in a while... every game of mine has been fine for some time. I'm sure there will be some found in a public beta, however.
Oh, that's good news. I thought that, like, every game crashes at some point ! :crazyeye:

Now back to work all of you! :whipped:
 
I haven't had a CTD since 'ye olde days' when Harad's swordsman upgraded to itself...
 
Hmm.... I just got Poser, and my first unit (I plan) is to be a Harad spearman, since I thought you guys could use it. I asked Utah for some of the props, but he lost them in a HD crash. So I wanna know if there are perhaps any alternative "styles", per-se, or concept art I could use that you guys had in mind. Unless someone can find some similar props to Utah's units.

(I know the post sounds weird, I'll elaborate if people don't understand. :crazyeye: )
 
As a default, just think dark-age or medieval-esque North African or Near Eastern for the (Near) Haradrim, and sub-saharan African for the (Far) Haradrim. Maybe a Berber spearman (were there such things?) or a spearman of the Arabic Conquests, that kind of thing (i.e., I don't think the Far Haradrim are going to dominate the Harad lineup as it is presently formulated).
 
Wasn't Kinboat's Egyptian/Nubian "Monk" Archer dude in there, though?
 
The Chamber of Records Middle-earth Modding Interview #3


mrtn: 'Head Henchman' of 'Lord of the Mods'

lotmtitlescreensmallnr2.jpg

That's right! Another Middle-earth modding interview is up - this time we've grabbed hold of mrtn from 'Lord of the Mods' for Civilization III: Conquests, a highly anticipated mod in the Civ. community, and rightly so because it is looking awesome indeed. To check it out, follow the link below:

COR Interview #3 - mrtn: Lord Of The Mods (Civ. III)

Cheers,

Dúnadan (Apoc)
 
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