1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

Return of the Shadow: The War of the Ring

Discussion in 'Civ3 - Completed Scenarios' started by Lord Malbeth, Jun 12, 2009.

  1. AmazingAllstar

    AmazingAllstar Chieftain

    Joined:
    Oct 4, 2014
    Messages:
    1
    I really want to play this mod, it looks amazing! However is there a updated version of the unit art, sound and text for the latest patched version? The previous one is missing a few units and it's not compatible.
     
  2. Lord Malbeth

    Lord Malbeth Emperor

    Joined:
    Feb 28, 2006
    Messages:
    1,839
    Location:
    Tower of Fornost
    Do you have a Mac? I know this has issues running on Macs. Otherwise, I guess I wasn't aware this had missing units.
     
  3. Lord Malbeth

    Lord Malbeth Emperor

    Joined:
    Feb 28, 2006
    Messages:
    1,839
    Location:
    Tower of Fornost
    Does anyone have a copy of this game? I can't seem to find my original files anywhere...

    I have uploaded a version of this scenario, and I believe it's good to go now.
     
  4. ReindeerThistle

    ReindeerThistle Zimmerwald Left

    Joined:
    Dec 10, 2011
    Messages:
    3,048
    Location:
    Brooklyn, USA.
    Thanks! Still playing after 4 years.
     
  5. Lord Malbeth

    Lord Malbeth Emperor

    Joined:
    Feb 28, 2006
    Messages:
    1,839
    Location:
    Tower of Fornost
    So, after several years, I finally got Civ3 loaded back up on a PC. The first thing I did was DL this scenario, and as we're speaking, I'm working on an update/patch. I don't think there's going to be huge changes, but I'd like to roll up the two dl's on the first page into one package, and there is some Civilopedia and unit sounds work that needs to be done. I don't know if anyone is still playing this scenario, but if there are any bugs, kinks, or weird things that you'd like fixed (or just ideas you have in general) let me know.
     
  6. Jarovid

    Jarovid Prince

    Joined:
    Mar 11, 2015
    Messages:
    488
    I played it before, and I am sure I will play it in the future.
     
  7. r16

    r16 not deity

    Joined:
    Nov 10, 2008
    Messages:
    5,161
    more units in case it's possible . ı have always been planning to add those that are not in the LotM .
     
  8. Lord Malbeth

    Lord Malbeth Emperor

    Joined:
    Feb 28, 2006
    Messages:
    1,839
    Location:
    Tower of Fornost
    Do you have any suggestions?
     
  9. r16

    r16 not deity

    Joined:
    Nov 10, 2008
    Messages:
    5,161
    anything that might please you , regarding the question that it would fit in the game . You know , ı regularly die as Isengard here but things look different . Apart from being lazy and lacking computer time ı also had troubles when the game was bugged and the like . While testing Sci-Fi , so never had a chance to look at what's available elsewhere . But let me stress that in case it's possible line . Having dabbled a bit , ı know units can demand a lot from a scenario-maker .
     
  10. Lord Malbeth

    Lord Malbeth Emperor

    Joined:
    Feb 28, 2006
    Messages:
    1,839
    Location:
    Tower of Fornost
    Good to know, especially in regards to Isengard. I'll try to bulk them up in a way that doesn't unbalance the game.

    Most of the edits I'm making are either minor balancing modifications, or civilopedia re-writes (there are quite a few embarrassing entries in the civilopedia right now that I'd like to see go). With that said, I'm also adding in a few new cities, units, and improvements to make this all a bit more interesting.

    Big changes so far:
    • Carn Dûm is present and is a Mordor-controlled city (much like Dol Guldur). Now, I know that Carn Dûm fell right after the Battle of Fornost way back when, but this change allows Eriador to actually be interesting rather than a big ol' boring land of nothing.
    • In the 'main' version of the game, Arnor and the Shire as civs no longer feature. All of the Shire's settlements have been collapsed down into one city, The Shire, and it, along with Bree are now under Gondor's control. While this isn't super-orthodox (there's little if any evidence that the Shire and Bree recognized the authority of the Gondorian steward), it reflects the reality that both the Shire and Arnor aren't really political/military powers at the time of the War of the Ring (OK, the Shire had a governing body, but, c'mon, they're hobbits, not warriors). However, the new download will also include versions wherein the player can play as Arnor and the Shire.
    • A handful of new improvements and wonders are now in the game.
    • New civilopedia entries and updated unit stats.
    • The graphics for a number of units have been 'down-graded' back to standard Civ3 units. Why? Recently, I've come to appreciate those games (like Quasidemo's OG LOTR scenario) that try to capture the feel of a given situation without necessarily leaning on fancy graphics. That's not to say that this scenario doesn't have cool unit gfx or that other scenarios that have beaucoup amounts of units are bad or anything, just that my tastes have changed a bit, and this update will reflect that.
    • Entwives have been added! Why? Just to make the game a little more interesting. Ents are now the only civ that can build settlers, and while they are really expensive, entwives allow for new city placement. This has the potential to spice up the game, as Ents could potentially build a new city, only to have it fall and became a bastion for either the good side or the evil side. This will add a bit of randomness to an otherwise really structured game.
    • I've added Tom Bombadil! He's basically a free artillery piece that anyone can pick up and use.
     
    Last edited: Jan 2, 2018
  11. Lord Malbeth

    Lord Malbeth Emperor

    Joined:
    Feb 28, 2006
    Messages:
    1,839
    Location:
    Tower of Fornost
    Alright! Here's the new version! Please let me know if there are any bugs that you run into: https://mega.nz/#!zZNxjbRS!EfX3obE-KM-87U8RV0ZgyUAGYytceTIRzsWZqc-fBng

    EDIT: Updated the first page and got the screenies working. I've also updated some of the info, but nothing major there.

    EDIT2: I've added a Steam version of the labels.txt file. If you're playing on Steam, you will need to replace the labels file included in the main download with the one here.
     

    Attached Files:

    Last edited: Jan 3, 2018
  12. r16

    r16 not deity

    Joined:
    Nov 10, 2008
    Messages:
    5,161
    truly in the finest traditions of the scenario . Downloaded by like the 3rd of the month , played on the fifth . Died at turn 21 . Really needs a warning right at the very beginning crawl like "Idiot, the named guy you looad troops onto is not army but a King unit. It dies, you die!" Certainly might have been useful for me . ı love the wheat stocks on the mountains , is it possible to give them a negative cash value , so that if you use them in the city screen , you loose money ?
     
  13. Lord Malbeth

    Lord Malbeth Emperor

    Joined:
    Feb 28, 2006
    Messages:
    1,839
    Location:
    Tower of Fornost
    That's an interesting idea. Like, to show that if you have to use the wheat stores, you're likely being blockaded/starved by the enemy? I'll look at the editor and see if something like that is possible.
     
  14. r16

    r16 not deity

    Joined:
    Nov 10, 2008
    Messages:
    5,161
    a very nice twist to what ı was thinking . That you import them from a different city or AI so that you have to pay cash for them .
     
  15. Lord Malbeth

    Lord Malbeth Emperor

    Joined:
    Feb 28, 2006
    Messages:
    1,839
    Location:
    Tower of Fornost
    Looks like it is indeed possible. I'll see if I can implement this in a later patch or something.
     
  16. nick0515

    nick0515 Fantasy World Builder

    Joined:
    Jan 5, 2008
    Messages:
    2,491
    Gender:
    Male
    Location:
    New Zealand
    I sadly have no time for playing/modding these days but if I do find some time in the future I'd love to play you're excellent mod again!
     
  17. r16

    r16 not deity

    Joined:
    Nov 10, 2008
    Messages:
    5,161
    ı was expected to use a horse/ox-cart icon for imports to the city , bringing all sorts of stuff .

    and how do those "king armies" act ? Does the AI keep them in the capital , move them out to a different city as it's the CivIII custom , or just as armies ? Might autoproduce some , because my scenario will start quite unbalanced .
     
  18. Lord Malbeth

    Lord Malbeth Emperor

    Joined:
    Feb 28, 2006
    Messages:
    1,839
    Location:
    Tower of Fornost
    Ah, shucks! Well, if you do find time, let me know what you think. It was fun to revisit and update this.

    By 'king armies', do you mean kings being loaded into armies? I'm not sure if I've witnessed that yet. I'm sure it happens, though. The AI doesn't handle 'hero' units very well.
     
  19. r16

    r16 not deity

    Joined:
    Nov 10, 2008
    Messages:
    5,161
    ugluk ı see , Ugluk ı load a unit and set off for war and get killed . Might autoproduce such armies tagged as King units to keep weaker civs survive longer ; would like to know if AI Isengard ever lets its Ugluk off the cities .
     
  20. Lord Malbeth

    Lord Malbeth Emperor

    Joined:
    Feb 28, 2006
    Messages:
    1,839
    Location:
    Tower of Fornost
    I know that the AI does not use armies very well. I tried to implement the "one unit, +10 hp" fix, but we'll see if that works. I'll need to do some experimenting.
     

Share This Page