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"War of the Ring" thread
Hi all,
I started work on a LotR mod a couple of nights back and the issues involved are huge. My intention at present (open to change) is to basically hack the existing races to make the mod as compatibility with other mods is fairly irrelevent. At present I'm working on Morder as it is the most difficult. The first key design question is how to represent orcs/uruks and the best idea I have had so far is to see if its possible to hack the Desert Tomb Ctis so that instead of summoning undead you breed orcs. I am not planning on including the quest to destroy the ring in the initial mod as, while probably do-able, the added game balence question are somewhat overwhelming and likely to produce a poor product unless given the consideration necessary. Basically Gandalf will have taken Frodo and the Ring to Rivendell rather than going to see Saruman. Elrond hides the ring with enchantments and they prepare for the upcoming war. The full mod with quest can follow. In terms of magic I'm primarily looking at priestly/unholy powers plus extra starting spells as appropriate - mainly strategic like the ability to summon an orc raiding party in a distant province. The rest of the magic system (research, site searching etc) will be left out as much as is possible. Sauron will have an income of death gems to represent the "Will of Sauron" which he will have to choose how to spend providing alot of the strategic options for Mordor. I'm fairly comfortable doing graphical changes, creating new images (like an eye banner) etc but I'm not strong on scripting/programming so I will be needing alot of help from those eager. Working out unit equipment and stats is something I am very well placed to having done the same for Middle Earth in a number of different formats. A couple of people have offered to help so far - Liga and MStavros and this is a great start. I have a few nice maps including one that arrived in the mail the other day from as an ad from NZ post (the advantage of being NZ right now re LotR). However most of the maps I have will require a reasonable amount of work editing so if anyone has a particularily appropriate map let me know. I would like to stress that this is a big project and one I cannot guareentee to complete or do justice to alone. I am happy to make all my work available to everyone and hope that one way or another we end up with a good mod regardless of who actually pulls it all together - I would like to but I'm conscious of real life pressures and don't want to build false expectations. Mordor troop stats to follow. Cheers Keir |
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I think this one is better
nice big map I have also a suggestion for races.When i was planning to implement a full game based on LOTR, I was inspired in pen&paper pbm game.It had the following races: # Woodmen # Northmen # Éothraim # Arthedain # Cardolan # North Gondor # South Gondor # Dwarves # Sindar Elves # Noldor Elves # WitchKing # Dragon Lord (2nd Nazgul) # Dog Lord (3rd Nazgul) # Cloud Lord (4th Nazgul) # Blind Sorcerer (5th Nazgul) # Ice Lord (6th Nazgul) # Quiet Avenger (7th Nazgul) # Fire Lord (8th Nazgul) # Long Rider (9th Nazgul) # Dark Liutenants # Corsairs # Haradwaith # Dunlendings # Rhudaur # Easterlings Maybe you can avoid using the Nazguls as factions, and substitue them for Sauron and Saruman...but maybe you need some good/evil balance.Its hard to imagine Noldors fighting Gondor :-) Anyway this list can be useful. |
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Gotta love dom players - you guys are great.
Thanks Keir |
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Ooooh... this looks like fun! I can't wait=)
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Just make sure the Arthedain faction has Hobbit archers. http://forum.shrapnelgames.com/images/icons/tongue.gif
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Keir! What do you need?! I can't code or help with anything of actual use, but LoTR gave us our modern fantasay; it deserves a Mod.
I can't wait until you try to figure out a strategic answer of how to get Frodo to 'sneak' into Mount Doom with 20,000 Patrolling units. |
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But strategically how are you going to accomplish it?
It has to be a vital strategy eventually (Yes not in the beginning) Maybe a better Idea would be to not let you control any of the plotline heroes or notable figures but instead have them as events. So your pretender is "Joe the Second-in-Command of Sauron" who actually handles the militaristic strategy. Creation, formation, behavior and day-to-day fighting of the "War of the Ring" Give some props to the underappreciated blue collar slobs of the War. http://forum.shrapnelgames.com/images/icons/icon7.gif Edit; I reread my above statement and thought I'd clarity, since it sounds like good idea for a mod even if it's not used here. Have scripted events that have impacts on certain nations on certain turn paramaters (Don't be specific or people will play countdown exactly, which would lose some of the 'feel'). Easy Example: The "Fords of Isen Event" put up a nice block of text in the event (because it never gets old) and have the event fire between turn 20-30 (or whatever, don't announce it though http://forum.shrapnelgames.com/images/icons/icon7.gif during that event Player of Nation: Hobbit gets a Morale Boost (or Decrease) of +1 within their Dominion, Nation: Elves of Rivendale have an uprising of Lesser (or maybe "Mortal") Ringwraiths in a random Province on the River of Isen (So you don't know where it's coming from and make it like 4 or 6 provinces or something). Nation Sauron: Owns the ringwraiths (maybe you can script them but you can't equip them or something so you can add your strategy to the battle; but can't 'win' based on some uber hero stats) and Nation: Elves of Rivendale has some random commanders placed there along with the NPCs. Have the battle Last a certain number of turns (Set a limit) then have the "Flood". In that time Elves try to kill as many Ringwraiths as possible and the Ringwraiths try to kill as many elves as possible (and maybe some hobbits) and the ones that survive return to the hunt while the dead ones return to Sauron and he gets some sort of prize or detriment, the same with the Elves (Gems or a hero or whatever). Now that was a complex event; but it had all of the elements of a "Pivotal" or "Nation Enhancing/Storytelling/Change of Multiple Nations" type of effects, which most of the plot line portions will have. Imagine the type of event that is the Strider arriving in Gondor with the Dead and all it's complexities? I know it wouldn't be easy, but it would be fun. [ December 14, 2003, 12:23: Message edited by: Zen ] |
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Well Shelobs Lair can be done as a seperate piece of map. A string of provinces not visually connected to the main map but with a #neighbor connection at certain points (just each end?). And of course Frodo, Sam and Gollum all have sneak.
I keep thinking... Im sure its been thought out but I dont understand why Ctis instead of Ermor. Changing a few of the Ermor units into Mordor units would seem easier. Of course Im not sure if some of the undead arent used elsewhere that undead pop up. Wouldnt want some nation using death gems and getting Orcs. I guess that would need testing [ December 14, 2003, 14:08: Message edited by: Gandalf Parker ] |
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Replace all undeads with snaga and other lowly orcs that do not cost gold, nor eat and use the ashen empire. This way orcs would pop up everywere in Mordor. Uruk, elite orcs and trolls could still cost money and be recruitable. Unholy priests could be replaced by orc commanders able to 'reanimate'/recruit orcs. The need for unburied corpses might seem a bit strange though. Cannibalism?
C'tis is not necessarily the best choice as it is the default theme that is altered with a mod. Thus you wouldn't have access to theme specific spells. On the other hand you can give a nation spells in the map file. Strikes me that this applies to the ashen empire as well. Bothersome. The ashen dominion is not available i believe. Hmm, it might be after all. You can still choose themes when you have modded a nation. Altering units and name and using ashen theme should do it as long a you don't choose to play with other themes. |
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Well yes; it doesn't.
Maybe that would be a different mod. I didn't know if the Mod was just fighting (ala Dom2 style) with the heroes and notable figures of each race/unit type etc so it doesn't matter if Gandalf gets hit by Wind Ride turn 10 to a Rohan province and killed (and never returns); because the Rohan demanded 50 Water Gems to fight a war because Gondor needed that one good plains/river province that had low provicinal defense that was by his capital. Is this the intention or type? Because I know even if I'm playing Hobbits; and the Elves of Rivendale start attacking, or gets too close to victory (Whatever the conditions are) I don't care about our relations and longstanding friendship and I'm going to hammer you into the floor http://forum.shrapnelgames.com/images/icons/icon7.gif No? |
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Sure, but if the victory conditions are the destruction of the ring and the defeat of the evil factions (for the "good" team,of course),then it should not make much sense good factions fighting each other (although still possible to do it).
I still dont know if the events can be conditional depending on game factors or are time scheduled.Can anybody enlighten me? http://forum.shrapnelgames.com/image...s/rolleyes.gif [ December 14, 2003, 15:54: Message edited by: UNIVAC ] |
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The only reason I was looking at Desert Tombs is I don't know Ermor but if they are the way to got then I'll go that way. I was thinking Saurons dominion was going to be fairly destructive so Ermor is good, (though perhpas to full on) but how does this impact on a gold economy inside Mordor? My intention was to have most of Mordor a wasteland with little or no population and as Sauropns dominion spread the Midfdle Earth becomes cloaked in darkness and ruin - ie everyone starts dieing off excep[t orcs who keep being breed. This being the case it would seem to make sense to have Uruks and Trolls summonable rather than buyable. By limiting intial placement of Saurons temples and providing alternative sources of dominion Sauorons holdings in Harad, Khand and amongst the Easterlings could avoid the worst impact of Saurons dominion. I must sit down and have a play with the Ashen Emnpire. Thanks again Kristoffer. Cheers Keir Altering units and name and using ashen theme should do it as long a you don't choose to play with other themes. [/QB][/quote] |
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[ December 14, 2003, 21:53: Message edited by: Nerfix ] |
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Ok some progress has been made.
There are many tricky design decisions which will shape the game and thats what I'm working on at present. Here is what I'm coming up with. Two sides each of three players. Evil 1. Sauron - Castles/forts in Barad-dur, Minas Morgul, Morannon, Dol Gulder, Umbar (Corsairs), and Near Harad (Haradrim). 2. King of the Mountain Goblins - Castles/forts in Mt Gundabad, Moria, Sea of Rhun (Easterlings). 3. Saruman - Isengard Good guys 1. Gondor/Rohan - Minis Tirith, Dol Amroth, Pelargir, Helms Deep, Edoras. 2. Elrond/Galadrial/Thranduil - Rivendel, Lothlorien, Mirkwood. 3. Dain - Lonely Mountain/Dale, Iron hills. I have grouped peoples so that those that fought together in the War of the Ring may do so. thus Rohan is with Gondor so that they may fight alongside each other and Harad and Mordor likewise. It would be possible to do a much more free for all scenario but having decided to leave the quest out for the moment I don't want to give up on too much more of the specific charachter of the books. I'm working away on units and if anyone compiles a list of equipment I would love to see it. I would like to have items such as orc mail, light orc mail, crude orc mail, full orc mail, dwarf mail, elvish longbows etc and I assumming this is do-able. One task which is avaliable for any keen soul is starting work on a master list of charachters, and their items, worked out in the format of the mod files. This could then be worked on and the characters cut and pasted into the appropriate place. I'm not going away on holiday and should get the opportunity to get quite a bit done in the next month. I will organise a friend to get a web page up for me to post files at for ease of communication/access. Cheers Keir [ December 15, 2003, 03:10: Message edited by: Keir Maxwell ] |
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re the quest to destroy the Ring.
I'm sorry but I'm going to dodge questions on this for now. I have many, many ideas, but I fear that writing them done and discussing them would take up the time I should spend on working on step one - the military game. Once that works the issue of quest will be vastly more do-able. However I will make one point - the key to it all is the will of Sauron (death gem income) and the different pressures on Saurons attention. Given no distractiosn he will toast the Hobbit and take the Ring but if distracted . . . Cheers Keir |
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LI Idea for the mod.
Grade all LI as a size 2 troop. If I understand things right this means that only 1 can fit in a square and smaller troops (size 1 HI/MI) can move through. If there are no size 2 tramplers (perhaps no size 2 troops other than LI) in the mod what problems would this create other than? LI not being able to interpenetrate LI is the obvious answer but its still probably an advantage on not having a LI role. I had a flash and thought "hey I can make all the Orc sprites a bit bigger and improve the detail." Then I realised this would mean redoing the rest of the sprites I used and the cloud of insanity passed. http://forum.shrapnelgames.com/image...s/rolleyes.gif Cheers Keir |
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It might make the LI easier to hit with missiles and spells than they "should" be. Otherwise, it seems like a reasonable idea.
PvK |
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I would prefer to reduce the vunerability of LI to missile fire than increase it - that would not be good. Cheers Keir |
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some misc points:
*There is no possibilites as of now to script events. You can script starting positions, but thats it. *Online encyclopedia on Middle earth: http://www.glyphweb.com/arda/ *According to many sources, authoritative, and from ICE modules too, the sea of Nurn is somehow fertile, and populated either by Humans or Orcs. To see Mordor as a complete wasteland is a false view, IMHO. "The name given to the southern regions of Mordor, more fertile than Gorgoroth in the north, in which the great inland sea of Núrnen lay. " |
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The ICE modules are an interesting source of information and I have access to the bulk - if not all of them. They have, by necessity, made up a great deal. Some of which I intend to use as it will add flavour while other parts I will ommit as they don't fit the time of the War of the Ring so well - most ICE modules are based earlier. For example the terms for Gondorian military inspired by earlier Numenorean and Arnorian practice (Roquen etc) are all very cute but it is better to use the exact terms from the book even if they are less fanciful. On the other hand some of their names for Easterling tribes will be great to use as there is no other source of information. I am somewhat cautious of using secondary material as some of it is very questionable. The key is the three books, with appendices, and using the same langauge as used there and working to create something of the feel. Cheers Keir [ December 20, 2003, 09:13: Message edited by: Keir Maxwell ] |
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There are 17 nations which can be altered (I wonder if a mod file hits a limit the way the other files did)
Im getting an impression that Ermor has become the Mordor nation. If more units but not quite "same army" units are needed then possibly another nation such as Ctis can be modified and declared ally to Ermor/Mordor. The wont share an army but they wont attack each other. So possibly that area you were discussing could be setup with "evil men" or whatever. Ive seen a list here of the various "sides" in this conflict. But what I havent seen and rather expected was a breakdown of what dominions nations would fit those sides. I know that a nation can be totally rewritten but it might help avoid some rewrite if we got kindof close with a nation whose units and attitudes and style of play seemed to fit. Saruman would be squeezed into Arcos? Pythium for Easterlings? Marignon for Gondor? Tien chin is Rohan? Vanheim are elves? Caelum might work for elves since they make pretty good use of bow and spells in combat,or easterlings since the elephants wuold play right. Matchaka for goblins? Abysia for dwarves or Ulm? Also of interest is that apparently you can change the independents that show up and they will still show up randomly as the race you chose. The trolls are probably fine as they are, and the hoburgs. Change something that shows up only occassionally into Ents? Woodsmen would show up in forests but they dont attack right. Hvy Infantry show up too much, same with Barbs. Raptors maybe would work. They do charge to attack (in a way) and show up rarely in random placement. The big treelords (maybe toned down abit) with lesser entlings as the troop units? Anyway, just tossing stuff in the pot and stirring. Carry on. |
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well said Keir. For what its worth I rely on ICE when infos are not available from Master Tolkien http://forum.shrapnelgames.com/images/icons/icon12.gif , thinking naively that they try their best to not stray from the writing if possible.
Do you have the modules dealing with Khand, Far Harad, etc. Thats mostly data constructed by ICE, but still you can grab from them names & places. |
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Any news on the progress over christmas? I am very much looking forward to this one.
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I did spend the down time usefully though as I played alot of dom2 and have a better feel for the game now. Cheers Keir |
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If anyone has a preference on the map I use please speak now. The links to the maps I'm choosing between can be found early in this thread.
The choice is between a very tidy, somewhat cutsy, map in light colors and a somewhat roughy scanned map in the old map style with light browns. I lean towards the older looking map but worry it won't look so good once the interface is over the top while the more colorful map might suit the dom interface better. Looking at the map of Britain gives you an idea of what I'm talking about. If you have an opinion speak now or forever hold your peace. Cheers Keir |
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While I dearly love the old map (I actually have one of the fold out ones from an old hardback copy)...
I hate Brittan's map look. I can never seem to tell what type of enviroment a province is so I know what to expect. I vote tidy and neat for playability while my soul says "Remember Helm's Deep!" |
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Goto:
http://www.taylorcustom.com/localink...mearthmap.html The map with no names: http://www.informatik.uni-bremen.de/...tr_noNames.pdf Clean, easy to work with, and looking the most likely. I'll probably tone the black of the mountains down. cheers Keir |
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Things are going well with adapting Ashen Empire Ermor to Mordor. The amount of differnet creatures that turn up due to your dominion makes getting a varied bunch of orcs easy.
One issue that has come up is that what with Ashen Empire getting no castles with supply its pretty essential that Orcs are rated as not needing to eat. This is a bit sad given the wonderful orc eating scene in the second movie - "I'm hungry, I haven't had nothing to eat for but maggoty bread for three stinking days". Still its not hard to justify as orcs eating habits are a large part of Saurons destructive dominion and if they can always eat each other *shrugs* its ok. Cheers Keir. |
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Possibly, a "Corpse-eater" ability could be added... a corpse could supply maybe 2 such units per turn. And when corpses run out, they turn to the living... -Cherry |
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I was under the impression that most of the orcs just ate the dead (and living).
This wouldn't cause much of a supply issue. Maybe you can make them lose a certain amount of units if they are over supply as they cannabalize themselves http://forum.shrapnelgames.com/images/icons/icon7.gif |
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Like the suppply wagon idea and this could be very important for the War of The Ring.
Now that I'm underway I realise the logical way to do it is create a seperate mod for each nation and worry about how it all fits together for the War of the Ring Scenario once all the nations are up and running. So that means first up I'll be effectively creating a somewhat timeless/abstract middle earth beatem up. Tolkien has done such a good job of the map and mordors dominion being what it is it should play reasonably sensibly. The big question I'm wondering right now is wether there is any way to point an edited unit at the .tga of an existing unit in the game? For example convert "Knight of the Unholy Sepulchre" into a Troll and use the existing troll .tga without going having to capturing on screen the image and making a .tga. Individually its not a big job creating new .tga files but when you have to do it for alot of units it would be nice to find a short cut. Cheers Keir |
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Can you just point the nation from one unit to another unit without adjusting anything?
If not that would be icky. Also my advise would be not to start with Mordor, as they are probably the most work and start with someone smaller or more straightforward so your Modding skills will be up to par when you get to the big enchilada. Like maybe Gondor, or Rohan. |
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by the way, does anyone have the new count after the patch? We went from 1010 units to... |
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The hard part about the Mordor mod is mainly conceptual and Kristoffers excellent advice to use Ashen Empire Ermor as the base plus all the time I have spent thinking on it has seems to have cracked this part. Cheers Keir |
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There is one problem with my idea.
You can summon orcs in battles (Raise skeletons). Changing the theme to shadow gate might be a solution, but there are fewer spirits than corporeal undead I believe). Banning the use of the spell another idea (that is hard to implement as the AI would like it). Patch 2.07 will enable spell modding and allows you to disable spells. |
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I believe the 2.06 count is 1040 or so. |
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Or you could use units with "Call Allies" ability, and change them to Orc Chieftains of various Orc clans. "Crossbreeding" could be the national Mordor spell (giving a variety of orky, gobliny things), and all research could be disabled... [ January 14, 2004, 22:13: Message edited by: Saber Cherry ] |
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Here am I finishing the .dm file for a Mordor mod of Ashen Empire Ermor when it suddenly occurred to me that I have read you can't mod themes and there is nothing I can see to point the mod at the theme rather than the main nation. Err, aah . . .help? While you are at Kristoffer I can't see anything on leadership. cheers Keir |
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*bump*
Illwinter could you please clarify the modding themes issue. Vheers Keir |
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We missed leadership. Next patch.
Regarding themes: change the units in a theme is fully possible. In the map file you can force the player to play with the theme IIRC. A more direct way of adding and changing themes will probably come in the nex patch. |
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With the #clear command not working I'll wo't be finishing before the next patch. There is still heaps I can do so its not acutally a big deal. Its been very satisfying just getting a mod to work and then getting to play with it. From humble beginings . . . http://forum.shrapnelgames.com/images/icons/icon10.gif cheers Keir |
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Gandalf recommended that I take a look at this thread because I am considering setting up a humans vs. AI game in Middle Earth, with the A.I. playing Sauron's armies. Looking through the thread, this is a player vs. player mod. Has anyone tried setting it up as a players vs. A.I.?
Thanks, Merry |
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[ April 22, 2004, 03:05: Message edited by: Gandalf Parker ] |
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Themes was not as easy to change as I thought. I'm not sure what JK's opinion is, but he said it would be a bit of a bother.
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Since im fairly new to the forum and this is the first time i've seen this thread i just want to say it looks awesome and i cant wait for the mod.
It seems that Pangea carrion woods would be awesome for Isenguard.. as Saruman did the majority of creative crossbreeding with orcs. Although im not quite sure how Blood Slaves and Saruman go together. I think an awesome way to run the whole ring/frodo thing would be to somehow make it so that You can only have Sauron as a corporeal pretender when you have the one ring in your possession. You could place Sauron with some other orcs already in a province with superior Good force on the first turn, causing the death of Sauron and the aquirement of the ring by the forces of good. Perhaps the only commander present could be a certain hobbit... I have absolutely no idea what goes into modding, but it would work out well if the good side started with the ring, Sauron was a monster SC, and you couldnt call him back unless you re-obtained the ring. Give the Nezgul Assassination so they can go after hobbits with rings, and make them from one of the units that have a specific number you can summon, and re-summon when they die. Wait! Ok, hard wire the one ring to a hobbit, make it horror mark him, and change the horrors into Nezgul... and then if Sauron has an inkling where the hobbit is he can cast Send Nezgul. I suppose you could make the ring a Unique Artifact that does some really good AND bad stuff. There has to be some reason for the good player to take it out of their laboratory, maybe it could have a permanent gem income, be cursed, and cause horror marking. Then when the Nezgul kill the hobbit it can be reforged with a large number of death gems... representing the effort of getting it back to mordor and giving the forces of good a chance to try and re-forge (find) it first. What happens if 2 teams attempt to forge a unique artifact on the same turn? I also think Mordor should start out with the ability to scry somehow to represent the eye of sauron. Again i have no idea if its possible to mod any of these things into the game, im just throwing out ideas. This email ended up changing from a statement of anticipation to a long rambling post. I hope some of my ideas helped at least a little. [ April 23, 2004, 17:05: Message edited by: Cheezeninja ] |
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