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Author Topic: ~- The NEW Middle Earth Mod -~  (Read 15417 times)

Dunamisdeos

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~- The NEW Middle Earth Mod -~
« on: June 22, 2012, 03:57:14 am »

THE MIDDLE EARTH MOD
~- Three Rings for the Elven-kings under the sky, -~
 Seven for the Dwarf-lords in their halls of stone,
 Nine for Mortal Men doomed to die,
 One for the Dark Lord on his dark throne
 In the Land of Mordor where the Shadows lie.
 One Ring to rule them all, One Ring to find them,
 One Ring to bring them all and in the darkness bind them
 ~- In the Land of Mordor where the Shadows lie.
-~

Alrite, let's get this rolling! This is the thread for the planned Middle Earth Mod. This is likely going to be a vast undertaking, so anyone with good modding skills is welcome to contribute!

The aim of the mod is to create a fully fleshed-out Middle Earth, incuding the races of Men, Elves, Dwarves, Hobbits, and the Enemy, all as seen in J.R.R Tolkien's universe. It will not be set in the Third Age of Middle Earth (that being where the movies take place), but will be genned from the beginning of history in Middle-Earth. This means that Morgoth will be the driving force behind evil, not Sauron, who is only one of his lieutenants. It means lands that you may have never seen before, that don't exist anymore by the time of the movies. If you are interested in being a part of this mod, send me a PM!


- The Team -
     Dunamisdeos - Race of Men
     Putnam? Possibly? He has expressed an interest in the Enemy (Orcs, Mordor, Angband etc.)



(PLANNED FEATURES)
- To be doled out to interested modders -
- The Races of Men -
"Yet Sauron was ever guileful, and it is said that among those whom he ensnared with the Nine Rings three were great lords of Númenórean race." ~ The Silmarillion
Spoiler (click to show/hide)

- The Elves -
"They seem a bit above my likes and dislikes, so to speak," answered Sam slowly. "It don't seem to matter what I think about them. They are quite different from what I expected — so old and young, and so gay and sad, as it were." ~Samwise Gamgee, The Fellowship of the Ring
Spoiler (click to show/hide)

- The Dwarves -
"...stone-hard, stubborn, fast in friendship and in enmity, and they suffer toil and hunger and hurt of body more hardily than all other speaking peoples; and they live long, far beyond the span of Men, yet not forever." ~ The Silmarillion
Spoiler (click to show/hide)

- The Enemy -
"I am the Elder King: Melkor, first and mightiest of the Valar, who was before the world, and made it. The shadow of my purpose lies upon Arda, and all that is in it bends slowly and surely to my will." - Melkor, The Silmarillion
Spoiler (click to show/hide)



This mod will draw from an enourmous pool of lore, and will have many more features than are listed here! Since Hobbits have so little to do with the doings of Middle-Earth and the "Big People", it is uncertain how they will be handled.
« Last Edit: June 22, 2012, 04:03:26 am by dunamisdeos »
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Tierre

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Re: ~- The NEW Middle Earth Mod -~
« Reply #1 on: June 22, 2012, 05:41:47 am »

I promised to post a way to add a possibility to find a Balrog in the stone. In it is going from Masterwork mod so all credits go to Meph (with a tiny lil bit for me :) ).

http://www.bay12forums.com/smf/index.php?topic=98196.msg3383280#msg3383280

You can use this inorganic material :

Spoiler (click to show/hide)

material template:
Spoiler (click to show/hide)

Spawn creature:
Spoiler (click to show/hide)
need to cahnge here some names and such, but can work without.
And very important - body plan:
[BODY:SPAWN]
   [BP:SPAWN:mechanical kit:STP][CONTYPE:UPPERBODY][LIMB][CATEGORY:SPAWN]
      [DEFAULT_RELSIZE:50]
   [BP:SPAWN_CREATURE:mechanical kit:STP][CON:SPAWN][LIMB][CATEGORY:SPAWN_CREATURE]
      [DEFAULT_RELSIZE:50]

which has connector from spawn material... And here my knowledge and understanding of bodies fail me:( I need Hugo or Meph support to explain how this works and what i forgot to add:(

And interactions for that (with a lot to redo)
[INTERACTION:SPAWN_BALROG]
   [I_SOURCE:CREATURE_ACTION]
   [I_TARGET:A:CORPSE]
      [IT_LOCATION:CONTEXT_ITEM]
      [IT_AFFECTED_CREATURE:SPAWN]
      [IT_REQUIRES:FIT_FOR_ANIMATION]
      [IT_MANUAL_INPUT:Balrog layer]
   [I_EFFECT:ANIMATE]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
      [SYNDROME]
         [SYN_CLASS:CONSTRUCT_MECH_LFR] - i think this need be changed...
         [CE_BODY_TRANSFORMATION:START:0]
         [CE:CREATURE:MACHINE_SENTIENCE:GENERIC] - ehre we need Balrog creature.
         [CE_REMOVE_TAG:OPPOSED_TO_LIFE:NO_THOUGHT_CENTER_FOR_MOVEMENT:NOT_LIVING:START:0:END:10]
         [CE_SPEED_CHANGE:SPEED_PERC:0:START:0:END:1000]-so that dwarf can run away. Maybe 5000.
         [CE_IMPAIR_FUNCTION:SEV:1000:PROB:100:BP:BY_CATEGORY:BRAIN:ALL:START:0:END:10]
And i think add tag CRAZED so it is attacking everyone.

To stone you need to add environment tags with CLUSTER_ONE and layers you want it.

And i really understood that i don't quite get how bodies and interactions work:( Need help to explain that :(
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Dunamisdeos

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Re: ~- The NEW Middle Earth Mod -~
« Reply #2 on: June 22, 2012, 09:43:32 am »

Nice! Thanks. This'll come in very handy. I think this falls under the Enemy, so whoever takes that (might end up being me) will love this.
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Tierre

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Re: ~- The NEW Middle Earth Mod -~
« Reply #3 on: June 22, 2012, 09:45:29 am »

It need A LOT of redoing though:( Hope Meph orHugo will help here a little - i really don't quite understand interaction and body modding good enough:(
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Hugo_The_Dwarf

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Re: ~- The NEW Middle Earth Mod -~
« Reply #4 on: June 22, 2012, 10:11:12 am »

Hmm.. The spawning method I see.

Well these 1x1 clusters will never be instant, which means you could dig out a "summon balrog" but it may be ineffective (of course that could be the goal)
But when a balrog is being summoned you will get a "Urist the Worst has transfromed into a Balrog Cultist" Unless you do this:

The gas doesn't make the victum transform to do the summoning. It instead gives them an ability to autocast on themselves that makes them Evil (CRAZED) and HIDE so they are invisible. Then after a few seconds they transform into the spawning process, this should mask the "has transformed into" alert making it seem the balrog just "Appeared" note a good thing would be after the transformation is done, the summoner or victum dies from blood loss. So a "A human has sprung from ambush!" ruining the !!SURPIRSE!!

I've maybe played with trying to perfect this idea more then meph, as he has had his hands full with other masterwork items. and travel.
Of course the orginal thinker is D_E the first to get a working version is Narhiril, then Meph, then I.

At least that is what Meph told me.
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Matoro

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Re: ~- The NEW Middle Earth Mod -~
« Reply #5 on: June 22, 2012, 10:31:02 am »

Well, this is going to be about First Age? It's pretty confusing because there are ring-poem or whatever in starting post if mod has nothing to do with Great Rings.

I think dividing edain into Numénorean and Northmen castes will not work. They are fully different civilizations. How about dividing peoples of Men into "High Men" (Numénoreans), "Middle Men" (Dalesmen, beorningians, rohirrim), Easterlings and Southrons (and Black Numénoreans).

Numenoreans have best armor and weapons of all men, and are taller than any other men. They are higly civilized race. Middle Men could be like humans in vanilla DF. Easterlings and Southrons would be technologically as advanced as Middle Men, but use different kid of armor and weapons. Also, war Mumakíls.

Elves could bee also divided into four civilizations. Vanyar, Noldor, Teleri and Moriquendil. However if this mod is going to be just Middle-Earth, Vanyar should be left out.

Noldor would be much like Numenorerans, but just more powerful. Teleri is pretty much similar to Noldor but they don't have as good weapons and armor as Noldor. Moriquendil are weakest of civilizations of elves.

What about petty-dwarves? Should they be their own civilization or just animals?

For The Enemy, Goblins (like the ones in Misty Mountains) and Orcs could be different civilizations. Morgoth's army had also balrogs, dragons, werewolves and vampires.

And sorry for my grammar mistakes.
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Tierre

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Re: ~- The NEW Middle Earth Mod -~
« Reply #6 on: June 22, 2012, 12:06:29 pm »

Well it actually saves a dwarf from death Hugo - it has a part which is dropping down and then it reappears and ressurect that part and transform it into a creature:) So the dwarf CAN ran away... if very lucky:)  But it can not work because the part can not melt in time to drop down. That's why they are not 100% effective.
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Hugo_The_Dwarf

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Re: ~- The NEW Middle Earth Mod -~
« Reply #7 on: June 22, 2012, 12:16:07 pm »

But that may save the dwarf, well human? the miner. But im sure a player will be like "Aw Sh*t" when a little message appears at the bottom
"The miner has transformed into a Balrog Spawner!"

But then it is up to the creator on what seems right ;)
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Tierre

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Re: ~- The NEW Middle Earth Mod -~
« Reply #8 on: June 22, 2012, 12:18:09 pm »

Well it can say The miner has transformed into a confused miner, That won't sound so threatening... at start:)
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Courtesy Arloban

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Re: ~- The NEW Middle Earth Mod -~
« Reply #9 on: June 22, 2012, 01:35:32 pm »

I reccomend ressurect rather than animate, especially since you are turning it into another creature anyways.

The reason why is I tried animate on all my vampire interactions once, and while the rotting flesh didn't bother me, they were one-hit-kill weak.  (I wanted history to record them as different individuals than the ones bitten by the vampire, due to a quote from buffy, "that's not how it works, you die and a demon sets up shop in your body!")
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Maybe that the dwarves never died and everyone is just shunning them.
"Wait, what are you doing?  I don't want to go in there!  No, I'm still alive, you can't do this to me!  Is Anybody listening?  Hello... Can someone let me out?  Help me!  Is anyone there?  I'm running out of air!"

Hugo_The_Dwarf

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Re: ~- The NEW Middle Earth Mod -~
« Reply #10 on: June 22, 2012, 01:39:08 pm »

I reccomend ressurect rather than animate, especially since you are turning it into another creature anyways.

The reason why is I tried animate on all my vampire interactions once, and while the rotting flesh didn't bother me, they were one-hit-kill weak.  (I wanted history to record them as different individuals than the ones bitten by the vampire, due to a quote from buffy, "that's not how it works, you die and a demon sets up shop in your body!")
Acually the spawning is two stage Since I believe resurrection only works on Upperbodies. But then again leaving FIT_FOR_ANIMATION might work aswell...

You have given me a very helpful thing to think about sir

Normally spawning goes as this:

Creature transforms into creature that has a dropping body part
Fallen part is animated and transfromed into a creature that dies instantly
Dead creature is resurrected and transformed into final form.

But If I can just skip the animate... I could Reduce the "dead/missing" page clutter...
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Courtesy Arloban

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Re: ~- The NEW Middle Earth Mod -~
« Reply #11 on: June 22, 2012, 02:23:01 pm »

Normally spawning goes as this:

Creature transforms into creature that has a dropping body part
Fallen part is animated and transfromed into a creature that dies instantly
Dead creature is resurrected and transformed into final form.

But If I can just skip the animate... I could Reduce the "dead/missing" page clutter...

That surprises me, because I haven't tested ressurecting a dead animated creature.  I always thought that would bring back the animated creature instead of the original, however it is a corpse and the ressurection interaction is hardcoded to return a living creature.

That may make my "possesed" buffy-verse vampires possible after all!  Does a ressurected formerly animated corpse retain the original identity or the animated identity in legends mode?
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Maybe that the dwarves never died and everyone is just shunning them.
"Wait, what are you doing?  I don't want to go in there!  No, I'm still alive, you can't do this to me!  Is Anybody listening?  Hello... Can someone let me out?  Help me!  Is anyone there?  I'm running out of air!"

Putnam

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Re: ~- The NEW Middle Earth Mod -~
« Reply #12 on: June 22, 2012, 02:33:33 pm »

Okay. This is a total conversion mod, is it not? We'll have to go genesis-level on this, with pretty much every file changed.

I think I'm going to get started on this.

About the underworld: demons in-game are pretty horrible already. However, the description Gandalf gave of the creatures down there reminded me of Ungoliant, in some ways; I'm thinking that Balrogs could simply be a part of the Enemy, all being castes of the same creature that show up only as nobles of some kind (there are said to be only six).
« Last Edit: June 22, 2012, 02:39:19 pm by Putnam »
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Hugo_The_Dwarf

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Re: ~- The NEW Middle Earth Mod -~
« Reply #13 on: June 22, 2012, 02:39:59 pm »

Well if you do an animate and transformation in one go

[I_EFFECT:ANIMATE]
[SYNDROM]
BODYTRANSFROM yada yada

the part is animated and transfromed also don't forget teh IE_IMMETDATE

yes there are typos like crazy but I'm not inclined to open up my Modding Boneyard



Short answer, the new creature is just that new. Nothing realted to the orginal BP owner. And they become historical when they do something special like an artifact or killing someone notable.
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Pokon

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Re: ~- The NEW Middle Earth Mod -~
« Reply #14 on: June 22, 2012, 03:05:00 pm »

I say, unless there is going to be a "Army of Melkor", Balrogs, Vampires, ect. Should be (semi)megabeasts of the same name with the tag that lets Demons tak over civs in world gen. Giant Spiders, Dragons, Wargs all of them could have a form of them that is available to a evil civ, but run wild otherwise. Dragons would probably get a few different versions based on Tolkens system (Wings, fire, number of limbs, ect. For the record, Smaug was the last dragon wth both wings and fire-breathing ability.), while some difference would be had between the giant forest spiders, Shelob-sized beasts, and block-out-the-sun-consume-the-light-of-the-stars-sized ones.
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