Middle-earth Mod

[BTS] Middle-earth Mod 0.4.1

Another idea (on top of my suggestion for Erech above) would be something like 'Celebrimbor's Workshop'. The workshop of Feanor's greatest student and Crafter of the Three would be a huge boon to the power that found (built) it near one of their cities. Say +2xp to all units built there, and maybe some other mechanism to make those units just a tiny bit better, or a little less expensive- or maybe all units built there come with a certain promotion that seems fitting to you.
 
Another idea (on top of my suggestion for Erech above) would be something like 'Celebrimbor's Workshop'. The workshop of Feanor's greatest student and Crafter of the Three would be a huge boon to the power that found (built) it near one of their cities. Say +2xp to all units built there, and maybe some other mechanism to make those units just a tiny bit better, or a little less expensive- or maybe all units built there come with a certain promotion that seems fitting to you.

I like that idea. I'm wondering if instead of only a military bonus it would give more like a both military and production, as the Rings were used to create beauty, and I would think Celebrimbor's workshop would do something with producing things of beauty.

Hmm.. so many things to consider!
 
It could do nothing, except for giving you an event popup the next turn; "Celebrimbor's Workshop has produced the Three; unique Rings of vast power! How would you like to employ these Rings of Power?"

Options could be extra experience and a unique promotion for all units built in the city, increased production - perhaps a Great Engineer or a free Engineer specialist? - or increased culture and commerce (goes hand in hand in this context, I'd say).
 
It could do nothing, except for giving you an event popup the next turn; "Celebrimbor's Workshop has produced the Three; unique Rings of vast power! How would you like to employ these Rings of Power?"

Options could be extra experience and a unique promotion for all units built in the city, increased production - perhaps a Great Engineer or a free Engineer specialist? - or increased culture and commerce (goes hand in hand in this context, I'd say).

Actually, they did not instantly create the Rings of Power when the founded the Gwaith-i-Mirdain. In fact, in Second Age 1200 is when Sauron first arrived, and not until Second Age 1500. three hundred years later, did they actually reach the height of their craft, by beginning the Rings of Power.

So Celebrimbor's Workshop wouldn't have to instantly craft the Three, but it would probably be a requirement. Also, the Rings will not give bonuses in Celebrimbor's Workshop, but actually a item, just like the One Ring will be, that confers abilities and bonuses on it's bearer.
 
So, I am curious, how will you handle creating "items" in the game? The only things you can Create & Move around are units, so will you be creating one version of a "hero" without a ring, and another version of the same hero With a ring?
 
So, I am curious, how will you handle creating "items" in the game? The only things you can Create & Move around are units, so will you be creating one version of a "hero" without a ring, and another version of the same hero With a ring?

I am hoping to implement (though I currently have no idea how just yet :p, definitely with Python/SDK) items that use the promotions system, but you will be able to craft them with your units.

Example: Sauron has all the necessary requirements for the One Ring, and he moves his Hero unit to Mt. Doom, and begins the crafting of the One Ring. On the next turn, or perhaps a period of turns, he will receive the One Ring "item" (really using the promotions system) and it will grant him various powers, like greater strength and the ability to see his enemies if they use their Rings. If he dies, there will be chance that either his opponent takes the Ring, or it is "lost", only to reappear somewhere else. If someone else gains the Ring, they can take it to Mt. Doom and unmake it, or try to use its power, which will most likely backstab them.
 
Fascinating... I'm not a computer-code person, so I have no idea how it could be done, but I like the direction you're heading in. Very sound.

Well, I can program some, just I've never done Python or SDK. So I'm going to have to figure it out. After all, before this project, I couldn't even reskin a unit, and now I've made 2 whole unit packs. :)

I do know that you can make "action buttons", just like "Build A Road" for workers, so it will just say (when you've met the requirements) "Craft the One Ring".
Sounds easy, and is going to be so complicated it will probably take weeks. :lol:
 
Very nice project!

Thanks! I'll actually be ready to release the first alpha version sometime next month (I hope), which I will need everyone to play and give feedback on balance issues.

Why? Because I have no idea what I'm doing with these building costs and stuff. I just randomly throw up a number and say, "That sounds good.". :lol:
 
Mm, you'll likely have to do a great deal of sifting with the data you collect then. I'm the kind of guy that thinks a 1-0 baseball game that takes 4 hours is awesome. What I report will likely be rather puritanical as opposed to the next guy. However, you will indeed get your data. :goodjob:


In fact, my ideal game of Middle Earth Civ would probably never end and incorporate no winner. I'm always much less interested in winning, and more interested in having an interesting game.
 
Mm, you'll likely have to do a great deal of sifting with the data you collect then. I'm the kind of guy that thinks a 1-0 baseball game that takes 4 hours is awesome. What I report will likely be rather puritanical as opposed to the next guy. However, you will indeed get your data. :goodjob:

In fact, my ideal game of Middle Earth Civ would probably never end and incorporate no winner. I'm always much less interested in winning, and more interested in having an interesting game.

You can always turn off the victory conditions. :mischief:

Also, side note: I will, in fact, be away from the mod and my computer for all of June and July. No one should panic, I just won't be here. I'm not giving up on the mod or anything.

Another thing: Buildings are complete! Now to wonders.
 
I am hoping to implement (though I currently have no idea how just yet :p, definitely with Python/SDK) items that use the promotions system, but you will be able to craft them with your units.

Example: Sauron has all the necessary requirements for the One Ring, and he moves his Hero unit to Mt. Doom, and begins the crafting of the One Ring. On the next turn, or perhaps a period of turns, he will receive the One Ring "item" (really using the promotions system) and it will grant him various powers, like greater strength and the ability to see his enemies if they use their Rings. If he dies, there will be chance that either his opponent takes the Ring, or it is "lost", only to reappear somewhere else. If someone else gains the Ring, they can take it to Mt. Doom and unmake it, or try to use its power, which will most likely backstab them.

There is a good example for this in FfH Age of Ice, the Firaxis BtS Mod: they have a sword named "Godslayer" which can be picked by a unit to finish the quest. This sword is previously made of two separate items that you have to find and pick, and then craft them in a city with a special building.

Technically, the parts and the blade are three units. They are then transformed into three promotions. As you said, there are action buttons for the unit to pick the items and to craft them into one. All the programming is done in Python.

I might not remember correctly the order of things but it could be interesting for you to try it once.
 
There is a good example for this in FfH Age of Ice, the Firaxis BtS Mod: they have a sword named "Godslayer" which can be picked by a unit to finish the quest. This sword is previously made of two separate items that you have to find and pick, and then craft them in a city with a special building.

Technically, the parts and the blade are three units. They are then transformed into three promotions. As you said, there are action buttons for the unit to pick the items and to craft them into one. All the programming is done in Python.

I might not remember correctly the order of things but it could be interesting for you to try it once.
Yeah, I've played FfH: AoI, but I... got slaughtered. :p

I'll look into the code and the mod... if I can beat it. :lol:
 
Alrighty, I've been working on a model of Amon Hen. I haven't finished the skin (the image that goes on the 3d model to make it something besides grey, if you don't know.), but I have the model finished.

Also, modelling all these wonders takes too long; I'll be forced to go back to XML if I want to finish by the end of May. So no more wonders to see after this until I finish all the XML. :sad:

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This looks very good Top. Will it be 'visible' in a cities' landscape once you've built it?

It's just like any other wonder, for example the Pyramids. When you build the Pyramids they appear in your city.

Unfortunately I'm having a difficult time with the skin. So I've totally suspended the Art phase and went to doing XML work instead. Not sure if this will be done by Alpha release. I have to finish in time before I leave for 2 months. :run:
 
Well, as always, gameplay and mechanics over art. :)
 
Well, as always, gameplay and mechanics over art. :)

Yes, I've got to get the prototype out so I can balance all the XML things. Then we'll start throwing out the fancy stuff like the Ring and fancy art (leaderheads, etc.)

Don't worry; I will do the art when I get a chance. I plan to have models for every wonder.
 
Hey there Top, I was thinking about something- I presume your "top-of-the-food-chain" unit will be the Balrog. Will there be only one, or could the Sauron player build more of them if he grew powerful enough?
 
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