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Author Topic: ~- The NEW Middle Earth Mod -~  (Read 15424 times)

Dunamisdeos

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Re: ~- The NEW Middle Earth Mod -~
« Reply #15 on: June 22, 2012, 03:38:21 pm »

Well, I never intended to have one race of Men with castes between Northmen and Numenoreans. That would just be silly. But for instance, Numenoreans didn't even appear until Morgoth had been "killed". How do we reconcile that? I guess we won't worry about the *ahem* finer points. I'll probably just create Numenor, Northmen, Black Numenoreans, Haradrim and possibly Men of Rhun, though they might be combined with a "Men of the East" civ. Now, the men of dale (an example of northmen) were in fact accomplished craftsmen, though not on the level of Numenor. Are we going to have things like Rohan and Gondor?? I think we might need to release two maps, one for the First Age and one for the Third (Second blending into Third? Who knows?).

The elves COULD be 3 different civs, but what would the gameplay differences be? If there aren't significant changes in how they are played, then they should just be castes.

I was thinking of having the petty-dwarves be an unplayable civ. They would have a low pop-cap, and probably would die out early in worldgen intentionally. As far as balrogs go, could we make them extremely rare denizens of the third cavern layer, perhaps? Or perhaps add a fourth cavern layer for him to be in?

Also, is it possible to give a civ or creature a default bonus to their crafted goods? Perhaps Numenoreans could create weapons at a minimum of well-crafted? Dwarves could have a base of superior.
« Last Edit: June 22, 2012, 03:40:02 pm by dunamisdeos »
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Putnam

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Re: ~- The NEW Middle Earth Mod -~
« Reply #16 on: June 22, 2012, 03:39:44 pm »

We can't add a fourth; HFS is counted in-code as fourth.

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Re: ~- The NEW Middle Earth Mod -~
« Reply #17 on: June 22, 2012, 03:51:10 pm »

I think it goes magma sea, then HFS, which would be a good place to put them actually.
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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 #18 on: June 22, 2012, 06:27:42 pm »

Yeah, you're right, HFS is fifth, magma sea is fourth.

Anyway, how should I name Sauron and Melkor? They'll be given names, so you'll have them with names followed by their caste being called "melkor", which isn't really right. Could I just call Melkor "fallen Vala"  and Sauron "fallen Maia"? Balrogs are also technically fallen Maiar, but they're... balrogs.

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Re: ~- The NEW Middle Earth Mod -~
« Reply #19 on: June 22, 2012, 07:05:53 pm »

Yeah, you're right, HFS is fifth, magma sea is fourth.

Anyway, how should I name Sauron and Melkor? They'll be given names, so you'll have them with names followed by their caste being called "melkor", which isn't really right. Could I just call Melkor "fallen Vala"  and Sauron "fallen Maia"? Balrogs are also technically fallen Maiar, but they're... balrogs.

That sounds like a good idea.  The closest I've gotten to specifically naming Megabeasts was to give them a really unusual combination of spheres and add their names to the same symbols, and it still didn't work!  They had a broader selection of names instead of narrowing it down.
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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 #20 on: June 22, 2012, 07:12:48 pm »

I think that I'll call Melkor's caste "The Enemy", since that works really well, and Sauron's caste "The Enemy's lieutenant".

I'll make sure that Morgoth Bauglir's larger army won't come until much later, instead with some separate civs that have less number and less powerful members ("Orc encampments", Goblins will replace Kobolds, etc.). Morgoth's army will be of great hordes, balrogs, orcs, etc.

Uruk-hai showed up in the third age. Should they be included?
« Last Edit: June 22, 2012, 07:20:44 pm by Putnam »
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Pokon

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Re: ~- The NEW Middle Earth Mod -~
« Reply #21 on: June 22, 2012, 08:20:35 pm »


Uruk-hai showed up in the third age. Should they be included?

Possibly, unless there is some sort of generic "army of evil" faction, in which case they should probably fit right in. Shame it's impossible for a race to use the reactions that they have in workshops in world gen, because a simple "breeding pit" could work wonders in turning regular orcs into man-sized killing mechines.

Also, Ents: powerful creatures of the forest, or a race onto there own? I would think that there shear size would make them take over large parts of the world.
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Courtesy Arloban

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Re: ~- The NEW Middle Earth Mod -~
« Reply #22 on: June 22, 2012, 10:16:33 pm »


Uruk-hai showed up in the third age. Should they be included?

Possibly, unless there is some sort of generic "army of evil" faction, in which case they should probably fit right in. Shame it's impossible for a race to use the reactions that they have in workshops in world gen, because a simple "breeding pit" could work wonders in turning regular orcs into man-sized killing mechines.

Also, Ents: powerful creatures of the forest, or a race onto there own? I would think that there shear size would make them take over large parts of the world.

I think that a forest entity with a creature that has Ents as a caste, and other silvan creatures as other castes would be a good representation of how Tolkien envisioned his forests!  Make sure Ents are sterile though, or you'll have Ents fathering other creatures.  Similar measures should be taken with other creatures too.

I have an idea for the different nations of man as well, they could have an syndrome that converts other human creatures to their human creature, so they can marry and have children with each other.  It would mean that they should have appearance modifiers in the same order, but they could still be weighted differently by changing the :1 following to another number.

Something different from the last time someone made a Middle-Earth Mod is Night Creatures, and what fits that description from Middle-Earth?  Why the Uruk and Uruk-Hai themselves do!  They can be a Night Creature Hunters that turns elves and men(and maybe dwarves too) into breeding stock for more of their monstrous kind. There can also be a curse in interactions that turns whoevers cursed by it permanently to one of these monsters.
« Last Edit: June 22, 2012, 10:53:28 pm by Courtesy Arloban »
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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 #23 on: June 23, 2012, 12:13:24 am »

Pretty sure you can't make civilization creatures into night creature hunters, unfortunately.

Dunamisdeos

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Re: ~- The NEW Middle Earth Mod -~
« Reply #24 on: June 23, 2012, 01:05:09 am »

In the days before the elves were ferried away, there were a great many nameless "Night Creatures" roaming about. Remnants of those likely survived for a while.

I like the idea of having different cultures of men able to marry each other. Could you explain what your method is, im slightly befuddled by it. Should we perhaps have Ents also as an unplayable forest race? Perhaps set it so that they only have one, maybe two starting areas and never set out to expand?

As far as men go, I'm going to represent the different houses as castes within the Numenorean race. Different personalities, physical attributes, the like. The house of Hador being tall and fair-skinned, the house of Beor being strong willed and dark haired, with the house of Haleth being short and dark haired. Is it possible to have a caste more likely to send out bandits? I'm rather new to caste-work.
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Putnam

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Re: ~- The NEW Middle Earth Mod -~
« Reply #25 on: June 23, 2012, 01:11:36 am »

Nothing involving entities can be changed based off castes, banditry included.

Child of Armok

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Re: ~- The NEW Middle Earth Mod -~
« Reply #26 on: June 23, 2012, 07:37:10 am »

Could you not put one Balrog in Hell?
Like a king of the Demons?
And the Nazgūl?
Could you add these?
And the Fell Beasts too.
And Wargs!( could also come as Wild animal )
And different castes of Orks. You have the hordes of small Moria- orcs who live in Caverns,
and you have the strong Mordor-orcs who invade you, and the few Isengard-orcs who ambush you and steal from you, .....
« Last Edit: June 23, 2012, 07:44:33 am by Child of Armok »
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Dunamisdeos

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Re: ~- The NEW Middle Earth Mod -~
« Reply #27 on: June 23, 2012, 03:24:39 pm »

Well, the Nazgul are going to be part of the Enemy. The wargs are intelligent and DO have a quasi-society... so maybe similar to animal men? Also, Saruman's Uruk-Hai were much improved over the Mordor-orcs. The ones from Mordor always seemed more cowardly and sneaky to me.
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Meph

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Re: ~- The NEW Middle Earth Mod -~
« Reply #28 on: June 23, 2012, 03:34:11 pm »

Do you want to keep the old DF animals as well ? Otherwise you can keep the goblins as mordor-orcs, and take orcs from any of the orc mods for uruk-hai. Wargs could replace wolves, and giant eagles are giant eagles ;)
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Re: ~- The NEW Middle Earth Mod -~
« Reply #29 on: June 23, 2012, 04:46:33 pm »

In the days before the elves were ferried away, there were a great many nameless "Night Creatures" roaming about. Remnants of those likely survived for a while.

I like the idea of having different cultures of men able to marry each other. Could you explain what your method is, im slightly befuddled by it. Should we perhaps have Ents also as an unplayable forest race? Perhaps set it so that they only have one, maybe two starting areas and never set out to expand?

As far as men go, I'm going to represent the different houses as castes within the Numenorean race. Different personalities, physical attributes, the like. The house of Hador being tall and fair-skinned, the house of Beor being strong willed and dark haired, with the house of Haleth being short and dark haired. Is it possible to have a caste more likely to send out bandits? I'm rather new to caste-work.

The idea is to have an interaction in the creature that allows them to turn another human that's a different creature into a human of the same creature with a "clean friend" to keep them from using it on enemies.
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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!"
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