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Author Topic: Middle Earth Mod - release 3.1  (Read 20258 times)

Deon

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Middle Earth Mod - release 3.1
« on: May 01, 2008, 05:41:00 pm »

INSTALL IN THE FRESH INSTALLED GAME FOLDER!
Unzip in the fresh installed game folder and play.
All graphic tilesets and options are included.

MIDDLE EARTH MOD 3.1

1 MIDDLE-EARTH INSIDE
1.1 RACES AND AGES
1.2 UNIQUE AND SEMI-UNIQUE ENTITES AND ITEMS
1.3 CREATURES
1.4 POWERS
1.5 MORE ABOUT RACES
1.6 GRAPHICS

2 CHANGES TO ORIGINAL GAME
2.1 NEW BODY STRUCTURE
2.2 HYDROSKELETON
2.3 ELVES

1 ==== MIDDLE-EARTH INSIDE ====

1.1 =*RACES AND AGES*=

There're a lot of new intelligent races:

GOOD:
Humans, Elves, Dwarves, Halflings, Ents, Wizards
EVIL:
Haradrim, Goblins, Orcs(Uruk-hai), Cave trolls, Nazgul
NUISANCE:
Barrow-wights, human raiders

All races are playable in adventure mode.

// not in 3.0, there's dwarven fortress mode only until the buglist=0
Spoiler (click to show/hide)


1.2 =*UNIQUE AND SEMI-UNIQUE ENTITES AND ITEMS*=

Civilizations use specific weapons and armors. There're new weapon types and equipment, specific for each race.

**New ranged weapons**:
Londbows, short bows, slings(halflings), hand windings(haradrims), hand crossbows.
Special haradrim ranged weapons: hand crossbows with enchanted darts: poison darts, which freeze victim's bodyparts and acid darts,
which burn them.
Hand winding is used for more accurate and powerful throwing of special haradrim missiles: shurikens and kunai.
Spellstaff(wizards) which shoots different magic blasts.

**New melee weapons**:
Clubs, crescent swords(haradrim), elven swords(elves).
Spears, hand axes and hammers - craftable from stone.
Scythes(barrow-wights).

**New armor**:
Scale male and breastplate craftable from bones.
Orcs have unique set of armor, which is all craftable from bone (horned helm, scary mask, breastplate, leggings, spiked gauntlets,
marching boots).
Elves use light and sturdy chainmails.


1.3 =*CREATURES*=

New wild roaming animals: crows; dire wolves; frenzied wargs; spiders:forest spiders/cave spiders/hunting spiders(they don't hide
but move fast); wild goblins; mumakim(oliphants); boars and giant antlions.
New kind of creature: immobile "ancient chest", which drops random weapon/armor/helm/leggings on "death".


1.4 =*POWERS*=

Evil races worship different powers. There're 4 types of them: evil sorcerers, balrogs, dragons and Nazgul.
All 4 creature are mighty combatants.


1.5 =*MORE ABOUT RACES*=



Good:

Humans.
Former inhabitants of Numenor. Just humans.

Elves.
Not your-generic-panties. Mighty ancient race, they apt to craft superior bows and wield light deadly swords.
Human-sized race (not narrow now), they are perfect hunters and though they respect nature they care of war more than of trees' lifes.
No more animal/wooden items neglection.
Wood-loving is mover to ents.

Dwarves.
Your favourite folk!

Halflings.
Small little buggers who live in burrows in forested areas and like to eat. They prefer slings to other ranged weapons.
The most brave of them were heard to steal goblin babies.

Ents.
Ancient tree giants. They still try to find their lost ent-wives. They do not attack or siege, they neglect war.
But be careful, don't meet them in their forests if you're a Tree-cutter orc or a foul goblin.
And do not chop too many trees. Or they will send a "diplomat".

Wizards.
A mysterious men, they sometimes come to Middle earth to change the things or to watch from aside.


Evil:

Haradrim.
Southern dark-skinned people, apt in martial arts and assassination. They are know for their curve-bladed swords, enchanted darts and
superior throwing weapons. Also they are known to be great animal trainers.

Goblins.
Small evil creatures, they dwell abandoned mines and mountain fortresses. They can pose a threat only in big numbers.

Orcs (uruk-hai).
The evil goblin-like creatures, created by evil wizards. They do not yield humans in strength and wear crude but effective war
equipment. They can train wolves.
Uruks dwell in fortresses of their masters. They obey their creators - dark sorcerers, but sometimes those sorcerers leave their dark fortresses and leave dragons or balrogs to rule at their place.

Cave trolls.
These huge and strong creatures live in dark caves. They do not have enough intelligence to form a regular army but are often used by uruks to help during war time.

Nazgul.
Play as one. Watch for your ring.


Nuisance:

Barrow wights.
Evil essenses which dwell haunted regions.
You can take your scythe and play as one of them. Nobody likes them for some reason.

Human raiders.
Evil outcasts who try to rob and kill for profit anyone they can get. They will bother you in fortress mode too. Much tougher than
usual kobolds.




1.6 =*GRAPHICS*=

All creatures use full graphics tilesets.

Original tilesets:
-for dwarves (and basic animals) - Dystopian tileset
-for humans and goblins (and orcs - just recolored goblins for now) - Chariot's alternate races
-for Haradrim - made by me with Chariot's humans tileset as "base". I reworked most graphics and changed some to represent long robes and turbans. Sorry for guards from Alladdin cartoon =).
-for hobbits - again Chariot's humans a bit "shortened" by me.
-for elves - graphics from Chariot's alternate races graphics.

All graphic tilesets are tweaked by me (Deon) - I've added missing mayor/priest/shopkeeper and other graphics where necessary.


2 ==== CHANGES TO ORIGINAL GAME ====

2.1 =*NEW BODY STRUCTURE*=

New humanoid body structure:

head
LUA - left torso side - chest - right torso side -RUA
abdomen
LUL - pelvis - RUL

head <- usual head with brain,mouth,eyes,ears,nose
left torso side w. left lung, right - w. right lung(no more double lungs piercing)
chest with heart, diaphragm, solar plexus & liver
abdomen w. guts & organs(stomach,duodenum,pancreas,spleen,aorta)
pelvis w. kidneys and bladder

With this body structure all organs are damaged fine and they are separated within body so you won't get 2lungs+heart pierced
with 1 arrow.

Also now the body can be cut in 2 halves from top to bottom (simulated by cutting off 1 torso side with connected arm) or from
side to side (when you chop the man in 2 pieces by chopping through his abdomen).

Necks and spines are breakable (original idea from Sean Mirrsen).

2.2 =*HYDROSKELETON*=

All spiders now have inner circulation channels, hydroskeleton, so you can kill them by piercing their limbs and letting them
bleed.

2.3 =*ELVES*=

Middle-earth elves are not too slim and can wear human armor (but usually humans like to wear superior elven chainmails)
They are perfect warriors and hunters. Tree-hugging is moved to ents, while vegetarianism is removed (now you can sell them

2.4 =*WINTER TRADE*=

Now halflings come to you to trade in summer (if you're good). They bring different items and various food.
Humans now trade in winter.

Note that the mod can cause some crashes because of game engine and it needs playtesting for balance.

38c versions:
DOWNLOAD 2.1
DOWNLOAD 1.1

39b/c version:
DOWNLOAD 3.1
("nothing" creatures are fixed thanks to Sean Mirrsen).
« Last Edit: August 12, 2009, 04:01:12 am by Deon »
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Deon

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Re: Middle Earth Mod - release 2.1
« Reply #1 on: May 01, 2008, 05:50:00 pm »

It's better to see than to hear =).
Some in-game screenshots:

Haradrim adventurer http://img227.imageshack.us/img227/2687/met1em8.png

Raiders' cave http://img234.imageshack.us/img234/6663/met2nd0.png

Asking about surroundings (note new creatures) http://img216.imageshack.us/img216/5429/met3qr2.png

Having fun with wild goblins while playing as a white wizard http://img227.imageshack.us/img227/838/met4lf6.png


I forgot to mention that I added static creatures - ancient chests, which drop different items on death.
Write here are they working as supposed, I haven't manage to meet them still.

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Deon

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Re: Middle Earth Mod - release 2.1
« Reply #2 on: May 01, 2008, 05:52:00 pm »

Oops I forgot.
The first screenshot is the picture of OLD haradrim graphics.

Now they look like this: http://www.dwarffortresswiki.net/index.php/Image:Haradrims.PNG

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Fleeb

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Re: Middle Earth Mod - release 2.1
« Reply #3 on: May 01, 2008, 07:03:00 pm »

Sweet.. Downloading!

A few duplicate creatures in the errorlog:

Duplicate Object: creature SPIDER_CAVE_GIANT
Duplicate Object: creature ELEMENTMAN_MAGMA
Duplicate Object: creature ELEMENTMAN_FIRE
Duplicate Object: creature MAGGOT_PURRING
Duplicate Object: creature SNAKE_FIRE
Duplicate Object: creature LOBSTER_CAVE
Duplicate Object: creature FISH_CAVE
Duplicate Object: creature SPIDER_CAVE
Duplicate Object: creature TROGLODYTE
Duplicate Object: creature MOLE_DOG_NAKED
Duplicate Object: creature RAT_GIANT
Duplicate Object: creature CROCODILE_CAVE
Duplicate Object: creature IMP_FIRE

[ May 01, 2008: Message edited by: Fleeb ]

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Wooty

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Re: Middle Earth Mod - release 2.1
« Reply #4 on: May 01, 2008, 08:47:00 pm »

I managed to delete/corrupt/overwrite all my saves trying to make this mod work XD

wasn't really using them anyway...


edit: is it supposed to give you no fullscreen choice and then stretch sideways horribly?

[ May 01, 2008: Message edited by: Wooty ]

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Vugor

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Re: Middle Earth Mod - release 2.1
« Reply #5 on: May 01, 2008, 09:36:00 pm »

working for me but.......this happened right after i started as a goblin...

lol kinda funny, there was also a big bunch of text about boiling silk

question: how do u play as a wizard? can you cast spells? if so how?  what special things does it have?

[ May 01, 2008: Message edited by: Vugor ]
edit:

it seems that the mega insta-deaths of tons of people happens to me everytime i make a new person.....

[ May 01, 2008: Message edited by: Vugor ]

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Deon

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Re: Middle Earth Mod - release 2.1
« Reply #6 on: May 02, 2008, 02:36:00 am »

It looks like I forgot something when tried to make full version =(.

I will check and reupload.

EDIT: I see. it conflicts with some vanilla object files.
I'll upload a patch now...

[ May 02, 2008: Message edited by: Deon ]

Yeah, I forgot to include changed creature_subterranean =).
Main archive is re-uploaded

Patch: for those who already downloaded. http://dffd.wimbli.com/file.php?id=149

[ May 02, 2008: Message edited by: Deon ]

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Deon

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Re: Middle Earth Mod - release 2.1
« Reply #7 on: May 02, 2008, 02:56:00 am »

FOr Vugor:
looks like it's something with material which doesn't have boiling point... I don't know, maybe someone can help me with that or I will find it by my self, gonna do it now.
Try to add    [SILK_BOILING_POINT:13000] to spiders in creature_spiders.txt, though it's very strange because the original GCS didn't have such a tag.


I hope it happens in very cold regions, because when I played I've never encountered this but I don't know did I try to go to glaciers.
I will work on it. Try not to go to polar caps to be frozen =). Thank you for the info.


About wizards: there's no spell system yet, but I tried to simulate it.
THere're a couple of mods which use similar techniques.
1) I gave them ranged weapon called "spellstaff" which fires frostbolts and fireblasts. It's a bit weird to see "iron fireblast", but this is how the game works for now.
2) They use different melee attacks. So if you looked in the link in the 2nd post, you see a lot of custom melee attacks which represent close combat casting and burn/freeze your enemies.

Wooty, I used DYstopian graphics tileset as base and it uses no fullscreen. You can turn this back in your init.txt file, ask me if you don't know how.
This is just more comfortable to play in window while you're using foreman/companion. But someone may think different, so I will consider to return the full screen option back.

[ May 02, 2008: Message edited by: Deon ]

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Deon

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Re: Middle Earth Mod - release 2.1
« Reply #8 on: May 02, 2008, 04:07:00 am »

The boiling silk and freezing problem is solved.
It was caused by dulipcated creature entries (Kagus helped me to figure this out, thank you!) and in was fixed in 1.1 patch.
Download a patch if you already have 1.0, or download a complete 1.1 version from the 1st post.

P.S. As you see, it's deathly cold, but I can still wear my forest spider silk thongs  :).

[ May 02, 2008: Message edited by: Deon ]

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Wooty

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Re: Middle Earth Mod - release 2.1
« Reply #9 on: May 02, 2008, 06:11:00 pm »

My fullscreen/window/weird stretch thing is fixed, a weird error screwed up the resolution and my second monitor was...so and so forth

Are forest spiders the new giant cave spiders? Except they live everywhere...and theres more of them ><

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Deon

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Re: Middle Earth Mod - release 2.1
« Reply #10 on: May 02, 2008, 08:10:00 pm »

Yeah, kinda... But they live in evil biomes.
Also note that the spiders are now easier to kill since they have inner circulation in all body (hydroskeleton), so if you pierce their limbs and damage circulation channels (or manage to cut a leg), they will bleed heavily and if you're still alive you'll watch them die of heavy bloodloss.
They are rare to meet in my experience. And are easily killed by ranged weapons.

I thought they're vital. Do you remember those spiders in the forest from Tolkien's books? =)


P.S. and also spiders try to pierce you with their legs now. So not every attack wields the paralyzing poison.

[ May 02, 2008: Message edited by: Deon ]

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Deon

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Re: Middle Earth Mod - release 2.1
« Reply #11 on: May 03, 2008, 03:27:00 am »

Well I found a typo in ancient chests' itemcopse which made them spawn no armor upon death but random weapons. It's not that bad so after fixing that typo I reworked chests, I removed fixed rewards and now there're 5 types of chests, each type drops random weapon/armor/leggings/helm/shield

Here is an in-game screenshot:
   

I also modded Nazgul as uruk-hai/goblins POWER and plan to add more. Release 2 this evening. If you've found any bugs in 1.1, report them please.

[ May 03, 2008: Message edited by: Deon ]

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Coke_Can64

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Re: Middle Earth Mod - release 2.1
« Reply #12 on: May 03, 2008, 06:40:00 am »

"Fine Pewter Ancient Chest".

What a mouthful...

Still the mod looks promising!

Keep going!

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Sean Mirrsen

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Re: Middle Earth Mod - release 2.1
« Reply #13 on: May 03, 2008, 07:45:00 am »

Wait, howdahell did you make chests drop random weapons? I haven't been able to do anything of the kind, it always chooses the lastmost item of the itemcorpse entries...
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Re: Middle Earth Mod - release 2.1
« Reply #14 on: May 03, 2008, 08:18:00 am »

Ok, I haven't played the mod, but going on the discussion here plus the screenshots:

In the wizard screenshot, it says he hits the goblin with "The fierce of winter". This doesn't make sense. It should be the fury of winter, or the fierce *noun* of winter. Fierce is an adjective.

On the spellstaff ammo problem: I haven't investigated it all that throughly, but would it be possible to tag the spellstaff ammo to be made from a custom material that was called something like "glowing". Then you could hit the goblin with the glowing firebolt charge. I'm not sure if this is possible, though.

Have you considered adding some of Tolkien's languages to the game? That would be incredible.

It looks really nice, keep up the good work  :)

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