LotR Thread I:
LotR Modders UNITE!!! Half-way-point.
LotR Thread II:
Middle-Earth: Lord of the Mods http://forums.civfanatics.com/showthread.php?postid=1015305#post1015305 Half-way-point.
LotR Thread III:
Middle-Earth: Lord of the Mods (cont) Half-way-point.
LotR thread IV:
Middle-Earth: Lord of the Mods (4) Half-way-point
LotR thread V:
Middle-Earth: Lord of the Mods (5)http://forums.civfanatics.com/showthread.php?s=&threadid=60650 Half-way-point
LotR thread VI:
Middle-Earth: Lord of the Mods (part-hex)http://forums.civfanatics.com/showthread.php?s=&threadid=63116 Half-way-point
LotR thread VII:
Middle-Earth: Lord of the Mods (septa)http://forums.civfanatics.com/showthread.php?s=&threadid=64619 Half-way-point
LotR thread VIII:
Middle-Earth: Lord of the Mods (octa)http://forums.civfanatics.com/showthread.php?s=&threadid=67049 Half-way-point
LotR thread IX:
Middle-Earth: Lord of the Mods (nona)http://forums.civfanatics.com/showthread.php?s=&threadid=71333 Half-way-point
LotR thread X:
Middle-Earth: Lord of the Mods (deca)http://forums.civfanatics.com/showthread.php?s=&threadid=75258 Half-way-point
LotR thread XI:
Middle-Earth:Lord of the Mods (Undecim)http://forums.civfanatics.com/showthread.php?s=&threadid=80821 Half-way-point
LotR thread XII:
Middle-Earth: Lord of the Mods (XII)http://forums.civfanatics.com/showthread.php?t=89135 [latest] Half-way-point
The last step.
We have finally come to the point where there is little purpose for the threads in the creating department. This will be the final "pre-beta" thread. We will discuss ideas, opinions, names, and other minor points of detail. Please visit the MSN beta site which holds the majority of information. You will need to apply for membership.
The previous thread's foreword.
From the beginning we have been a
team of modders. Being a team, no one person has more authority than the other. Important (and unimportant) decisions get made as a team and by doing this we strive to make the MOD as balanced as possible. Our little democracy is a very good, but inefficient(time wise) way of making a MOD. The people who get involved in the LOTM project come with different opinions. Some view the movie as a perfect representation of the books, others have strong opinions the other way. Because of this, our votes cut much of the "over accurate" information and yet at the same time attempts to follow as close to Tolkien's vision as possible.
Because of this democracy styled-team, our project will take longer than someone going at it solo, but we feel that in its final form it will be the most in-depth LOTR work out there. We wholly encourage people to look at CFC's different scenarios and LOTR MODs, as they each represent someone's opinion on how LOTR should be. But please, stop by and give your opinion on how things should work for LOTM, so we can become a true melting pot of ideas.
Thread Log
-In the Third installment of our collaboration, significant work was completed on the buildings\wonder\improvement front. Unfortunately it was sort of sporadic, and it's hard to define just what we did

. Discussion of the maps also took place, at which point Yoda Power offered to make an older version of Middle-earth, you can see this
here.
-In the Fourth thread, we have gathered some new blood, and discussed about how to implement certain civilizations into the game, namely Isengard and Rohan. We set our course to make it clear, to stomp on the sporadic-ness of the third thread.
-In the Fifth thread, more new blood, significant progress in accumulating graphic designers, and a recession, in which the new blood has expressed their long bottled up opinions on how the mod should go. Talks on the tech tree in a forum based discussion has been put off for a bit. We should let the new (and old) idea's re-circulate, meanwhile, chat based discussion will take place at undefined periods, then re-introduced into the sixth installment of the thread.
-In the Sixth thread, believe it or not more new blood, and many of them CFC 'old-timers'. The tech tree thread
should be getting a tech update, to initiate discussion about how to branch the tree itself. Lots of opinions have been rattling around, and we have gotten even more beautiful works and ideas from the unit creators\graphic designers.
-In the Seventh thread, we have developed a secure style of going about making the .bix. And that is by going tab-to-tab. For instance, we already covered the
Citizen and
General Settings tabs, allowing us to go in depth with the mod. Civilizations are agreed on, and soon we will start on the
Civilzations tab.
-In the Eighth thread the
Combat Experience is complete, and the
Terrain tab is very near this goal also. Now that we wish to have a playable beta out within the month, it is very important that we come to decisions quickly and effectively. The beta itself will be somewhat hap-hazard, missing many civilopedia changes, and constantly evolving to the alpha version. If you want your vote to count, don't forget that even passing modders have their vote, then please post as quickly as possible so we can move on to the next subject. Do not be alarmed if new tabs get brought up before discussion has ended on the other. However we will make sure the vote has been tallied.
-The Ninth thread marks some changes, the release date pointing somewhere around the February month. We are down to the last three tabs in the tab system, Buildings, Units, and Civilization Advances. Some minor changes are taking place, the biggest being the additions of leaders for the civilizations, which will more than likely never be completed until the beta.
-In the tenth thread we have eliminated all tabs except but the Unit and Tech tabs. Hopefully we will go through the units tab quickly, and I can post the beta soon. Again, it will be hard to rush through these tabs, so be patient just a little longer.
-The Eleventh thread worked out well, but went slowly. We have finalized the units, and as Mrtn said, it was like "juggling with eels". We had to try and balance the different unit stats together, to more accurately represent the difference between races. Try making an Orc cheap and fairly powerful, but at the same time try to not make and Elf overly powerful and expensive. Certain units were being eclipsed and we constantly had to make sure all the units fit. It wasn't exactly easy, but I feel we ended up at a good point in MOD progression. Hobbits have yet to be finalized, because we lack graphics. Once we get the graphics (Mrtn and I will shrink down some medieval hobbit-looking units) then we can finalize the hobbits. Mrtn will show me how to do this during the twelfth thread, so hang tight.
All we have left are the Technologies. This might prove to be difficult, but I somehow feel it will be much faster-going than the units.
-In the Twelfth thread we spent much of the time working out the technologies as well as the flavor units. The technologies are complete. You can check out their sub-final version
here.
From here on out we will discuss ideas, artwork, and names in the threads.
In a couple of weeks the beta will be playable.
FAQ
I strongly recommend the Word Pad document.
View standard Text FAQ:
http://www.civfanatics.net/uploads6/LOTM_FAQ_UNI.txt
Download WordPad RTF file:
http://www.civfanatics.net/uploads6/lotm_faq.zip
-end FAQ
Resources
View the resources at
this link.
Unit Lines
Unit lines are finished. You can view all but the hobbits lines in
this post, scroll down to the attachments.
Other CFC LotR\fantasy oreinted threads to look at, in no paticular order (not updated) :
Embryodeads WH MOD
Embryodeads Fantasy Units Preview Thread II
Unit Preview Thread:LOTR
Middle Earth Map
ME: Lord of the Mods (Tech Tree)