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Author Topic: Middle Earth Mod - release 3.1  (Read 20080 times)

Deon

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Re: Middle Earth Mod - release 2.1
« Reply #30 on: May 29, 2008, 10:56:00 am »

Snow-dwellers? Nice idea. Though it will force to play on standard maps only (because even now some of the entities spawn not every time; I wish there was an option "spawn in any case" for entities to allow every one to be present on map).
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Deon

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Re: Middle Earth Mod - release 2.1
« Reply #31 on: July 14, 2008, 06:23:40 am »

Finally, the release is almost there. I'm gonna make a map as soon as the editor is avaliable.
Also thanks to Dwarmin for the idea, I may add Lossoth after I'm done with conversion.

Prepare to Ring Wars: knights of the old kingdoms =).
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Deon

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Re: Middle Earth Mod - release 2.1
« Reply #32 on: July 16, 2008, 06:27:45 pm »

I'm trying to play at this tiny map:


It's a small model of the thing I'm trying to make.
Well, the problem is that we're unable to place cities and entities are a bit randomly allocated, however elves live in forests, haradrim in desert and orcs in rocky lands, which are mostly in Mordor.
However current civ balance usually makes the world to end with humans only which sprawl everywhere. I need to playtest a bit more.
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Naze

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Re: Middle Earth Mod - release 2.1
« Reply #33 on: July 16, 2008, 07:12:45 pm »

Are you gonna add werewolves to it? Or are they already in it?
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Elf: Hmmm an ancient book...filled with spells?!
Fuma Amuisa, elf has been struck down.
Tzeentch doesn't like Elves, please don't teach your Elves to read.

Deon

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Re: Middle Earth Mod - release 2.1
« Reply #34 on: July 16, 2008, 08:36:05 pm »

I have wargs only. But I can add werewolves. If I'm not mistaken they were not shapeshifters.
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Naze

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Re: Middle Earth Mod - release 2.1
« Reply #35 on: July 16, 2008, 08:56:20 pm »

They basically sentient wargs, humans turned into wolves by Sauron in the first age I think.
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Elf: Hmmm an ancient book...filled with spells?!
Fuma Amuisa, elf has been struck down.
Tzeentch doesn't like Elves, please don't teach your Elves to read.

Deon

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Re: Middle Earth Mod - release 2.1
« Reply #36 on: July 16, 2008, 09:02:05 pm »

I thought they were bred from wolves by the Sauron who turned into wold once himself.
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Naze

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Re: Middle Earth Mod - release 2.1
« Reply #37 on: July 16, 2008, 09:03:48 pm »

Might be, I'm trying my hand currently at making a large map that looks like Middle earth.
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Elf: Hmmm an ancient book...filled with spells?!
Fuma Amuisa, elf has been struck down.
Tzeentch doesn't like Elves, please don't teach your Elves to read.

Deon

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Re: Middle Earth Mod - release 2.1
« Reply #38 on: July 17, 2008, 12:30:45 am »

This is the 1st 39b release.
http://dffd.wimbli.com/file.php?id=300
However it lacks additional classes, currently it has just some major races (humans, elves, uruks, goblins and ents).
It's NOT a full version, however I need your help to balance the entities out.
Please explore and make your suggestions. Well, maybe it's a current combat meter which is "irrational", or maybe it's about my races, but I keep getting things like these (note: the elves are not narrow, do not use wooden weapons (metal instead) and have no -1 damblock):
Spoiler (click to show/hide)

Uruks rule for some reason though they're not tougher than a human. But they win 5 vs 25 easily. It's very strange.
« Last Edit: July 17, 2008, 12:36:18 am by Deon »
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Naze

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Re: Middle Earth Mod - release 2.1
« Reply #39 on: July 17, 2008, 02:08:42 am »

You need to remove the entity grouping tokens. And I got something wierd. Uruks also are allied to me in fort mode....You also have duplicate Uruk-hai.
Quote
106: Ngusluustol, "Terrormurder", a mountain fortress
   Owner: The Angry Wraith, goblins
   Parent Civ: The Wooden Lie, goblins
   Leader: –sbu Dreadfuldrools, uruk
   25 uruks
   27 dwarves
   6 humans
   2 uruks prisoners
« Last Edit: July 17, 2008, 02:25:47 am by Naze »
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Elf: Hmmm an ancient book...filled with spells?!
Fuma Amuisa, elf has been struck down.
Tzeentch doesn't like Elves, please don't teach your Elves to read.

Deon

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Re: Middle Earth Mod - release 2.1
« Reply #40 on: July 17, 2008, 06:41:13 am »

Duplicate? I must be hurrying while packing files.

Anyway "friendliness" of evil races is the current adventure-mode-hostle feature which removes a lot of fun.

EDIT: Ah, shi... I forgot to remove additional entity file from the previous version in the archive, now it's ok.

Anyway I figured out that the killing strangeness is affected by the worldgen randomizer strangeness only and the races seem to be balanced.
« Last Edit: July 17, 2008, 06:44:33 am by Deon »
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Deon

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Re: Middle Earth Mod - release 2.99b test ver.
« Reply #41 on: July 17, 2008, 07:36:15 am »

Is there anyone who knows some good english-tolkien languages dictionaries?
i have a couple and I'm making a sindarin language file, but I can't find the "armor" word anywhere.
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Deon

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Re: Middle Earth Mod - release 3.0
« Reply #42 on: July 18, 2008, 12:01:55 pm »

The 3.0 is out, with all races' and spheres' tweaks.
The new way of friend/enemy determination breaks the standard good/evil setting, I think it'll wait until Toady makes it more configurable.

There's a strange bug with "nothing" creatures appearing, I'm trying to track it down.
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Sean Mirrsen

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Re: Middle Earth Mod - release 3.0
« Reply #43 on: July 18, 2008, 12:16:15 pm »

Found it. CREATURE_CROW lacks a name tag.

Also, shouldn't there be both crows and krebain?
« Last Edit: July 18, 2008, 12:19:41 pm by Sean Mirrsen »
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Deon

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Re: Middle Earth Mod - release 3.0
« Reply #44 on: July 18, 2008, 02:36:19 pm »

Thank you very much! I fixed it.
Do you mean crebain? I forgot about them. Now they're in.
3.1 version is out.
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