Board Thread:General Mod Discussion/@comment-31507215-20171018221910

Hello, everyone! Today, I have another suggestion in the works, this time about Remains. It isn't particularly concrete at this time, and I could use some help with a few things. Here is what I have right now:

I really like how the Remains blocks work in the mod, however, there are some things that don't really make sense, and others that I believe should be expanded on.

Remains in Dagorlad
Although this is not necessary for the rest of the suggestion to work, and could be considered optional, adding remains to Dagorlad would make a lot of sense, and would add to the rest of the mechanics brought up later on in the suggestion.

It is rather obvious that there was a great battle where the Dead Marshes are now, however, part of the Battle of the Last alliance also took place right before the Black Gate, in the place now called Dagorlad. Because both battles took place at the same time, it makes a certain amount of sense that if there are remains in the Dead Marshes, there should be remains in Dagorlad.

Block Stats
What I am proposing is that a type of remains block be added to Dagorlad. It would look much like the current remains block, but would look like Mordor Dirt, instead of vanilla dirt. The block would have all the same characteristics as the current remains block, except for drops and generating conditions.

The new remains block would generate in Dagorlad between levels 72 and 66, anywhere Mordor Dirt can spawn, in veins of 2 to 6 blocks. (Perhaps 2-3 veins per chunk?) If possible, remains should never generate without other blocks above them.

Drops
The Dagorlad Remains block will yield similar items to Marsh Remains (the current Remains) when broken by a player (not an explosion) using a non-Silken tool. (If the tool is silken, it will drop the block instead.)

Common Drops
 * 0 - 2 Elf Bones
 * 0 - 2 Orc Bones
 * 0 - 2 (Vanilla) Bones
 * 0 - 1 Skull

Less Common Drops
 * 3 - 6 (1) Silver Coins, 45% chance
 * 1 - 2 (10) Silver Coins, 23% chance
 * 1 (100) Silver Coin, 4% chance
 * 1 - 3 Silver Nuggets, 20% chance
 * 1 - 3 Gold Nuggets, 12% chance
 * 1 Ancient Amour Plate, 14% chance
 * 1 Ancient Sword Blade, 14% chance
 * 1 Ancient Sword Hilt, 14% chance
 * 1 Ancient Sword Tip, 14% chance
 * 1 Ancient Dagorlad Boots/Leggings/Chestplate/Helmet, 5% chance
 * 1 Ancient Dagorlad Weapon, 3% chance

Changes to Ancient Equipment
Currently, when you obtain random equipmnt, you combine a whole bunch of random ancient stuff to get a random not-so-ancient piece of equipment. What I am proposing is an attempt at a way to make it more realistic.

Ancient Armour
For starters, ancient armour would no longer be craftable. Instead, it would be obtained rarely from Remains. (If remains in Dagorlad are added, the current Ancient Armour will be renamed "Marsh Ancient Armour", or something like that, and a new variant - Dagorlad Ancient Armor - would be added.) The Ancient Armour would get a retexture, replacing the old, broken look with a weedy, muddy look. (Dagorlad armour would be similar, but dirtier and sootier, instead of swampy.)

The Ancient Armour would retain its ability to be transformed into a different piece of armour. The armour that you would recieve by "cleaning it" (right-clicking) would be dependant on what armies fought in that area.

While you do not have to add them for this mechanic to work, adding ancient versions of different faction armour sets (as proposed by Fandalf here) would make sense, and make it more worthwhile to harvest Remains. These sets would be slightly buffed, cooler looking versions of their modern counterparts. If they are added, these would take the place of all Armour sets obtained from Ancient Armour.

Ancient Weapons
Ancient Swords and Daggers would recieve all of the changes that the armour would (i.e. uncraftability, retexture, possibly new ancient versions, etc).

Depending on how far the Mod team wants to go with this, Ancient Battleaxes and Ancient Spears could be added as well. These would act the same as the Swords and Daggers, but would become a spear or battleaxe when right-clicked.

Ancient Equipment Pieces
Seeing as the changes to Ancient Equipment would remove the use of Ancient Armour Plates, Sword Tips, Blades, and Hilts, those pieces would either be removed, or changed drastically.

Changes to Remains
The only change that the current Remains would recieve is a change in their drops:

Common Drops
 * 0 - 2 Elf Bones
 * 0 - 2 Orc Bones
 * 0 - 2 Dwarf Bones
 * 0 - 2 (Vanilla) Bones
 * 0 - 1 Skull

Less Common Drops
 * 3 - 6 (1) Silver Coins, 45% chance
 * 1 - 2 (10) Silver Coins, 23% chance
 * 1 (100) Silver Coin, 4% chance
 * 1 - 3 Silver Nuggets, 20% chance
 * 1 - 3 Gold Nuggets, 12% chance
 * 1 Ancient Amour Plate, 14% chance
 * 1 Ancient Sword Blade, 14% chance
 * 1 Ancient Sword Hilt, 14% chance
 * 1 Ancient Sword Tip, 14% chance
 * 1 Marsh Ancient Boots/Leggings/Chestplate/Helmet, 5% chance
 * 1 Marsh Ancient Weapon, 5% chance

So, that is what I have so far. I have two things that I need/want help with:
 * 1) Which races/armies fought on which battlefield?
 * 2) Is there anything Ancient Armour Plates, Sword Tips, Sword Blades, and Sword Hilts can be used for? Should they just be removed?

I can/will eventually find the answers to those questions, but if anyone knows off the top of their head, that would be great, and would free me up a little more to make textures. So, if you have any thoughts on the general idea, specific parts, or especially those two questions, please post them below!

Thanks in advance! - S'moregoth 