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Author Topic: EÄ (Lord of The Rings) [1.4]  (Read 56849 times)

Stronghammer

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Re: [ LOTR Beta3 ] || Lord of The Rings ||
« Reply #75 on: October 24, 2013, 09:53:26 am »

Is there a way to demonstrate that dwarven smiths were some of the best with the crafting of armour and weapons. Or would that just be better left to skill level? I ask because the weapons of orcs and goblins are very effective against my poor master smiths. As I understand it now the metals, and armours are still in line with dwarf fortress. Would there be a way to make stronger dwarven versions of armour, other than just stronger metal? And sorry to continue to bother, but could we get a more in depth dwarven armour and weapons industry? Just thoughts and of course can be discarded. Thanks again for the mod and seeing activity still.
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Deon

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Re: [ LOTR Beta3 ] || Lord of The Rings ||
« Reply #76 on: October 24, 2013, 01:23:52 pm »

The only way to actually make armor "stronger" is to make it out of better materials. I will take your suggestion and make dwarven plate which covers arms too.

A very good material is either mithril or dragonscale, but for the first you need to dig deep, and for the second you need to kill a dragon.

Of course masterwork armor is always much better than anything, so try to get for that!

P.S. As a matter of fact, I could make a weaker orcish armor with more chances to go past it, but the weapons will still hurt your dwarves if you don't use steel and good armors!

P.P.S. I can also introduce DFHack in later updates and create magical items which reduce overall incoming attacks, and do other stuff like that.

Regarding activity, the more feedback I get, the more updates will come :D. This is how it works for me. Sadly lately there's almost no discussion going on for whatever reason. I guess not enough Tolkien fans?
« Last Edit: October 24, 2013, 01:25:52 pm by Deon »
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Sebmono

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Re: [ LOTR Beta3 ] || Lord of The Rings ||
« Reply #77 on: October 24, 2013, 01:24:51 pm »

Nice! I will start experimenting tonight. Couple quick questions:
- When you removed vanilla non-LOTR creatures does that include vampires?
- Did you ever implement the rings of power any more?
- I see you mention wizard staffs and magic missiles, is this only available through the adventurer kits or can we get magic in fortress mode some way?
- I briefly did an adventurer run last night and after *accidentally* slaying some hobbits as a dwarf noticed that their small-sized garb didn't seem to fit me, are hobbit sizes and dwarf sizes not compatible?
- Did you implement the Balrog yet? I liked the sound of the idea mentioned where it was a stone that transformed a dwarf who "dug too deep" although it would understandably have to be rare.
- Someone posted a Middle-Earth gen created from Perfect World a few pages back, how do I use that? Is there a seed I can use? (kinda clueless in this department)
- It says on the first page you put in raw mithril, does this just replace adamantine? I.e. does the sequence of processing raw mithril into strands and then weaving it before smithing it apply or is it just a traditional metal now?

Thanks in advance! Can't wait for some FUN  :D
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Stronghammer

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Re: [ LOTR Beta3 ] || Lord of The Rings ||
« Reply #78 on: October 24, 2013, 02:29:07 pm »

The suggestion of dwarven plate is a great one and weaker orcish/goblin armour is great too. And the possible eventual magic items would be soo cool.
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Deon

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Re: [ LOTR Beta3 ] || Lord of The Rings ||
« Reply #79 on: October 25, 2013, 06:27:48 am »

Vampires are in. Tolkien had vampires in Arda. Thuringwethil and Sauron took a form of vampire at some point.
Necromancers are replaced with Ringwraiths.
Rings of power currently are a part of Ringwraith you have to cut off to finish it. As an item they don't exist, but once I add magical items they will be possible.
Wizard staves are for adventure mode only right now.
Balrog is not in, but since there's an interest in this mod again, I will update soon, and of course there will be Balrog.
For world gen, you need to paste the WORD_GEN info in your /data/init/worldgen.txt.
Mithril is a replacement for adamantine. It can be turned into clothing (strands) or armor/weapons (wafers).
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Pandimo

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Re: [ LOTR Beta3 ] || Lord of The Rings ||
« Reply #80 on: November 02, 2013, 08:51:28 am »

Aww, you disabled the orcs...

Jk, it was buggy and awkward.  But I would really like to see an effective playable orc civ at some point, after you get through some basics. 

Also, note, I can play this beautifully on the Mac, through Crossover.  I'll let you know if I see anything weird.
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Deon

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Re: EA (Lord of The Rings) Release 1!!! Fully rebuilt, graphics!!!
« Reply #81 on: November 21, 2013, 03:33:50 pm »

EA - Release 1
- Completely rebuilt on a base of my Essential DF mod.
- Check Essential DF mod for detail on streamlining.
- Lots of new mundane creatures are there thanks to that.
- There are bread/candy producing subterranean plans. You can also make a mead candy.
- Separated "dragon" into fire drakes and dragons.
- Added balrogs.
- Added ringwraiths which build dark towers and summon dead. To kill it, chop off its ring.
- Added fel beasts.
- Dragons leave dragonscale when butchered which is a copper-level leather.
- Added tons of small adjustments here and there.
- Full graphical support, Spacefox/Phoebus tiles.
- Custom TTF fantasy font.
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Putnam

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Re: EA (Lord of The Rings) Release 1!!! Fully rebuilt, graphics!!!
« Reply #82 on: November 21, 2013, 04:21:18 pm »

I was so confused until I realized that it's Ëa.

Deon

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Re: EA (Lord of The Rings) Release 1!!! Fully rebuilt, graphics!!!
« Reply #83 on: November 22, 2013, 12:13:12 am »

It's actually Eä. And no, it's not Electronic Arts mod :D.
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SalmonGod

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Re: EÄ (Lord of The Rings) Release 1!!! Fully rebuilt, graphics!!!
« Reply #84 on: November 22, 2013, 12:51:33 am »

I immediately read it as Electronic Arts, also, because of their involvement with the majority of LotR video games.
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In the land of twilight, under the moon
We dance for the idiots
As the end will come so soon
In the land of twilight

Maybe people should love for the sake of loving, and not with all of these optimization conditions.

Deon

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EÄ (Lord of The Rings) [1.1] - barrow-wights, Middle-Earth, dwarven tombs.
« Reply #85 on: November 22, 2013, 02:01:43 am »

EA 1.1
- Added ringwraiths to ASCII version (derp).
- Added barrow-wights, mummy replacement. Their curse is temporary.
- Dwarves build fortresses and tombs.
- Hobbits no longer build fortresses and tombs.
- Better sprite for alynx.
- Added Middle-Earth worldgen (lots of rejections, select 'p' - allow all rejections).
« Last Edit: November 22, 2013, 02:36:25 am by Deon »
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Deon

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EA 1.2
- Added thatchery building. You can weave bins/beds/chests from plants (wicker).
- Added rocktip arrows/bolts. You can craft them in craftsdwarf workshop.
- Much better sprites for alynxes and kittens courtesy of yours truly.
- Display cases to show off your useless artifacts or just raise room value.
- Ability to burn vermin remains/bodyparts in kiln.
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RickRollYou2

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More creatures is always nice to see, especially with your custom graphics :)

It would also be nice if fell beasts didn't regularly wrestle with their wings  ;)
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Deon

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Re: EÄ (Lord of The Rings) [1.3] - werewolves, more dragons.
« Reply #88 on: November 24, 2013, 07:37:16 pm »

EA 1.3

- Birds, fel beasts, dragons etc won't wrestle with wings.
- Wargs and great spiders are no longer "natural" (enemies to elves).
- Fel beasts are no longer "mundane".
- Fire drakes no longer have wings.
- Added long-worms, snake-like dragons, to evil deserts.
- Added cold-drakes, evil glacier/tundra dwelling smaller dragons.
- Added werewolves, evil two-legged wolf-like creatures to evil forests.
- Werewolves who bite other people turn them into werewolves. Werewolf curse can also come from deity.



Also I guess it's time to increase this mod's publicity a bit since I don't get a lot of feedback, so I am temporary moving it to mod release subforum to show that this is finally released :).
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Meph

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Re: EÄ (Lord of The Rings) [1.3]
« Reply #89 on: November 25, 2013, 01:23:20 pm »

Its not just been moved here... its still sticky. Amazing.  :D
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