Project: Arda Mod (LOTR)

Well, where i am, there are still alot of XML errors, and the game CTD to desktop during the loading screen. I don't know how elda King is doing... he is going to send me whta he has (religions, some newer buildings, maybe less XML errors...)

So we still don't know when we will release this. Do you mod at all?
 
I think a LOTR mod for Civ4 would be awesome! A LOTR mod was done for Civ3 and it was excellent...

Here's an idea about what to do with the Hobbits and Isengard altho I don't know if it's a good one... They could both be civilizations not available to human players and with the following characteristics:

Isengard
· Starts off with 1 city (Isengard), 1 unit (Saruman), and a unique religion (The White Hand).
· Saruman's abilities: summon crows that can be used for recon missions, take control of an enemy unit (Gandalf could have a counter for this spell), spread The White Hand (without consuming the unit ofcourse).
· The city Isengard never grows beyond 1 population.
· The 'Palace' (Saruman's Tower) gives important Production bonuses to make up for the lack of population.
· Cannot build nor research anything (except Urukhais and other units later on).
· Not allowed to build Workers or Settlers.
· I don't know if this is possible to script, but at some point in the game you could have Sauron and Saruman sign a permanent alliance treaty. From that moment on, the civ can build Wormtongue (unique spy unit that can spread The White Hand religion without being consumed), Urukhai (unique unit), etc.
· (again, I don't know if this is possible) The White Hand religion does not spread unless through 'missionaries' like Saruman or Wormtongue, or by conquering cities with Isengard's units. When this religion spreads in a capital city it automatically spreads to every city of the owner's civ (and this civ cannot declare war on Isengard?). The only way to revert this is to have Gandalf eliminate this religion from the capital.
· I can't figure out a way to integrate the barbarian villagers that ally with Saruman to attack Rohan.

Hobbits
· Starts off with a few cities.
· Cannot research anything.
· Not allowed to build settlers.
· Not allowed to build combat units?
· Starts with right of passage with every 'good' civ.
 
Right now we do have Saruman as a leader of the Dunlendings, along with Freca. i like your idea, though we'll have to see what Elda King says...
We were thinking of adding the hobbits as spy units for some of the civs of men...
 
Well, your ideas are great for a LOTR mod, but the Arda Mod isn't exactly a LOTR mod (you can play starting in the 3rd Age, or even the fourth, and skip events before the war of the ring, but the mod is not focused on it). It's about the history of the world of LOTR, not just the happennings of the books. It would be hard to have civilizations that just exhist in that epoch, or make someone start with cities or units, because it's to be played in a random map (but probably we'll include some ME maps included so you can choose wether to play). This mod intends to give a greater range of time, so you can build and control one empire rather than just play hunt-the-ring: you will be able to build balrogs, dragons, construct the Helm's Deep in the hearth of the Elven Empire, make the Elves destroy Gondor, found the White Council, discover Mithril. Instead of only a fellowship, you may control a empire.
But your ideas are great, really perfect for a LOTR mod. They just doesn't fit for this mod, right now.
 
Well, your ideas are great for a LOTR mod, but the Arda Mod isn't exactly a LOTR mod (you can play starting in the 3rd Age, or even the fourth, and skip events before the war of the ring, but the mod is not focused on it). It's about the history of the world of LOTR, not just the happennings of the books. It would be hard to have civilizations that just exhist in that epoch, or make someone start with cities or units, because it's to be played in a random map (but probably we'll include some ME maps included so you can choose wether to play). This mod intends to give a greater range of time, so you can build and control one empire rather than just play hunt-the-ring: you will be able to build balrogs, dragons, construct the Helm's Deep in the hearth of the Elven Empire, make the Elves destroy Gondor, found the White Council, discover Mithril. Instead of only a fellowship, you may control a empire.
But your ideas are great, really perfect for a LOTR mod. They just doesn't fit for this mod, right now.

Well, we got Ryes and fall of civilizations :p
 
how about putting his great ideas in an scenario?
i dont know if you guys are planning to put some scenarios in it. but the war for the rings is an great story for an scenario dont you think?
so if you do that is good idea isnt lost :P
 
how about putting his great ideas in an scenario?
i dont know if you guys are planning to put some scenarios in it. but the war for the rings is an great story for an scenario dont you think?
so if you do that is good idea isnt lost :P

ecentually, when the game actually works, and we have someone who can do things like python, and fool around with the SDK :)
 
Hi.
I won't contribute tot his mod, but I will be keeping an eye on it.

My suggestions:
I wouldn't include hobbits as a civ...well, maybe as a minor civ that can become vassallaged or subjugated.

Isengard does not merrit as a civ.
I'd include it as a Wonder, maybe, and the wizards as unique units.

Perhaps you could alter culture/greatpeople code or some extra techs/wonders to 'subvert' wizards to a civ's cause?

Have you thought about the great trees(+their fall), the gates of morn/midnight etc as wonders?
The trees could start the elven golden age, their destruction by the spider would cause the opposite (-50% production/research), thus causing the supremacy and downfall of elves.

(ps Haven't read the whole thead)
 
Hi.
I won't contribute tot his mod, but I will be keeping an eye on it.

My suggestions:
I wouldn't include hobbits as a civ...well, maybe as a minor civ that can become vassallaged or subjugated.

Isengard does not merrit as a civ.
I'd include it as a Wonder, maybe, and the wizards as unique units.
we aren't using either as a civ... the wizards i think are going to be more like FFH2 Heroes.

Perhaps you could alter culture/greatpeople code or some extra techs/wonders to 'subvert' wizards to a civ's cause?
Neither of us prgorams... and we would need one for this.

Have you thought about the great trees(+their fall), the gates of morn/midnight etc as wonders?
The trees could start the elven golden age, their destruction by the spider would cause the opposite (-50% production/research), thus causing the supremacy and downfall of elves.

(ps Haven't read the whole thead)
We had thought of them as wonders, but not with that effect,. It is an interesting idea, but i think it should be a religion specific wonder, or at least, all erligions except for Worship of darkness.

thanks,
thomas
 
Hey I heard you are looking for C++ and Pyth people, well I am new to Civ IV and looking for challenges in the modding side of things - I have started my own project, but should still have a few drips and drabs of time to help out a little here - I am no big knowledgeable guru on either Arda or Civ IV, but I can carry my own with C++ and Pyth (XML, well I could probably drag a 747 a couple of city blocks).
Glad to meet you all!

TRN2
 
I think Hobbits as a civ would be interesting, because that would allow for:
(a) signing a defensive pact with them,
(b) making them vassals, or
(c) conquering them,
depending on what you want to role-play ;)
 
I must warn you: This mod is for Vanilla... as for Hobbits, they are going to be units for some ofthe men civs (they don't play enought of an important part in the history of arda to warrant a civ... though we may have some hobbit heroes)

Question: is it possible to have units dependingon the leader of the civ?
 
Question: is it possible to have units dependingon the leader of the civ?
I think it is, but I am still learning about adding custom tags, and I am in the middle of debugging a piece of code that is in 101% immaculate condition atm, but still just won't go.
If you added unique units by leader, some of the in-game screens would also need to be changed(such as the leader screen) - if you plan on doing this, make the units Civ specific for the moment, when I figure out this custom tag nonsense, I'll do my best to make them Leader Specific ;)
 
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