Currently I am friendly with Gondor but I want to switch to Mordor. But I can’t hurt the Gondorians because they are friendly. It says in the LOTR middle-earth menu i can change friendly Fire but I can’t find it. Thanks for helping :)
Currently I am friendly with Gondor but I want to switch to Mordor. But I can’t hurt the Gondorians because they are friendly. It says in the LOTR middle-earth menu i can change friendly Fire but I can’t find it. Thanks for helping :)
48 Votes in Poll
I really want to be invaded by wood elves and dwarves, but they never care to invade. so I was wondering is there's a way to config and increase the chance of the invasions of these factions?
Witam! Czy jest może możliwość uzyskania na trybie survival niewidzialności takiej jak strażnicy z Ithilien lub Galadhrimscy Opiekuni? Ponieważ płaszcz galadhrimów według mnie to scam, bo przeciwnicy widzą mnie z 7-8 kratek a czasami nawet więcej. Czy są na te niewidzialności jakieś mikstury lub komendy? /Hello! Is there a way to get invisibility like Ithilien Guardians or Galadhrim Keepers . ( i play on Survival , not in LAN) Because the galadhrim cloak is a scam in my opinion, because opponents see me with 7-8 squares and sometimes even more. Are there any potions or commands for these invisibility?
In the following account, I present my proposition for two new neutral opposing factions:
What I am about to elaborate on here first is the connection to Tolkien's lore and the reason why I believe the two factions that I propose fits the lore. The first part of the connection involves Dirhaval, the character who wrote the in universe "Tale Of The Children Of Hurin" and "The Wanderings Of Hurin". We do not know anything about Dirhaval besides his writing and that he was killed during the third kinslaying. We only know that he wrote his writings because he felt that the history of Hurin and his children was nearest to his heart. While we know that this is why he was interested in the Narn, it does not explain why it was near to his heart. We also do not know the specific impact and influences that the Narn had in later ages, only that it was the greatest and likely was highly influential. The second part of the connection to the lore involves the fate of Hurin and the fact it is technically unknown what happened to him in the First Age. It is only said in "The Silmarillion" that he MIGHT have committed suicide, but it is not outright said. Though it is highly likely that he did so. Therefore, my theory takes that into account along with Hurin's mental state within "The Wanderings Of Hurin".
My interpretation is that Hurin discovered that due to his mental torture at the hands of Morgoth, and the revelation from Melian that everything he does benefits evil in some way, drove Hurin into a despairing madness and as a result, he commited suicide because he could not live with the knowledge that every action he did served no purpose beside benefiting evil. Now that is the lore that I was influenced by. Now, shifting attention back onto the in universe "Tale Of The Children Of Hurin," it is my theory that due to Dirhaval's work being said to be the greatest of all the tales of Beleriand, that future loremasters and writers (ie. Elrond, Bilbo, Findegil, etc.) would discuss, comment, reveiw and critique Dirhaval's work. The two factions that I am about to propose are not factions in the typical sense and more of two large "cults/organizations/guilds".
The background of these groups is that two philosophical traditions emerged from readers of the Narn: Hurinism and Umarthism. The thinkers of Hurinism are known as Hurinists/Hurinlings and the thinkers of Umarthism are known as Umarthists/Umarthans (ill-fated). The Hurinlings began with Dirhaval, believing that the tragic story of Hurin and his family is about how even the greatest heroes are not infallible and that even those who have fallen so far can still achieve great things (The Death of Glaurung) despite the pain they torture (The Wanderings Of Hurin) themselves with. The Hurinists believe that nobody (however far they have fallen) are beyond redemption. The largest dwelling of Hurinlings is mostly on Tol Morwen, Tol Fuin, Tol Himling, but they can be found anywhere as they have no ties to any land (though they once tried to maintain and preserve the Stone of the Hapless on Tol Morwen where Turin and Morwen are buried). Their largest settlement is called "New Dor-Lomin" located on the south eastern half of Tol Fuin.
The Umarthans of Umarthism began much later and they derive much of their philosophy from Hurin's final days when Melian revealed to him that everything he did was pointless only to benefit evil. They believe that free will is an illusion and that every living thing is ill-fated in that life has no meaning so way bother resisting evil? They reinforce their belief with the speculative idea of the Dagor Dagorath and Arda Unmarred. With this, they believe that their only purpose would be in preparing Arda for the Dagor Dagorath in order for Turin to avenge Hurin and for life to become meaningful in Arda Unmarred. The Umarthans and Hurinlings both despise and look down on each other, with the Hurinlings trying to redeem the Umarthans and the Umarthans trying to eradicate the Hurinlings. This resulted in the Hurinlings being driven from all three islands with only "New Dor-Lomin" still within their control. The Hurinlings eventually began to call the land of the Umarthans the "Nan Dumgorthin", which translates to the "Land of the Dark Idols" due to the Umarthans habit of building elaborate idols of scenes from Dirhaval's Narn that reflect their philosophy, as well as idols to the Dagor Dagorath and the speculative confrontation between Turin and Morgoth.
This is only a rough synopsis of my proposition. If you have any questions or see an issue with my proposition, please feel free to comment and let me know.
I have been thinking about an idea that could be a great improvement to gameplay. In the game battles are unorganised, unrealistic and most are just swarms fighting swarms. So why not add a way to organise armies into formations? This would make life easier, and battle in roleplaying servers more realistic.
First there would be a formation horn(lol bad name sorry), which you would right click, and it would show up a menu of formations that all of your hired units would form after the command.
Proposed list of formations;
Line Formation
Your hired units for a line, several rows deep, while your archers and cavalry move to the sides. Each row depends on the amount of soldiers you have.
Column Formation
Your hired units move into a column, which is useful during marches. Your cavalry moves to the front and back, while archers and soldiers march in the middle.
Infantry Squares
Your hired units form a square, with soldiers using long-reach weapons (e.g.pikes & spears ) moving to the sides. The cavalry moves into the middle. This is especially useful when attacked by cavalry.
Wedge
Your hired units form a narrow trapezium, with cavalry and archers at the base. This is useful in charging enemy lines and withstanding cavalry charges.
Phalanx
Your hired units form a packed line of shields, with soldiers using long-reach weapons forming the front line. This is useful for charging, defending your line, or resisting other attacks
Skirmishers
Randomly chosen soldiers (10 or 12, mostly swordsmen, archers and one or two cavalry) will charge at enemies, mostly causing a distraction.
One more factor I propose is to add multipliers when troops are in a formation. A phalanx could increase the general health of the troops by 1 or 2, while Skirmishers could have increased speed. This would make certain formations more useful on certain occasions, but this might be too complicated.
Another good function I am going to propose is the principle of ‘scouting’. Using the horn of command, you could send one lightly armoured troop to scout in a certain area (32x32, 64x64 etc.). It would return and create a map of that area, and possible locations of other NPCs, or players. The locations of other entities should not be precise, otherwise it would be OP. Sometimes, the scout would be wrong, and report incorrect data. This is to reduce the OP uses of this function, and it would be more realistic.
These are the ideas I have thought of, and if you have any suggestions, you can add them.
I know I shouldn't post new content for renewed until it is done, but this would replace a feature that is yet to be ported and I think it should get replaced. Replace the flags that summon entities with a block that acts like villager workstations, except it has multiple positions available. Citizens would walk to this block and become soldiers (maybe make this so first they become for example Levymen and then soldiers/archers). Citizens should remain soldiers even when the block is destroyed. Put this in every structure that has soldiers, and instead of spawning them with the banner, spawn them only when the structure spawns. That way you can actually get rid of the soldiers. The block should be assigned to a faction and you can only change the amount of soldiers and the faction if you have over 100 alignment (this can be changed). If a soldier finds an empty weapon table they should join it. This block can be broken.
Think Morwaith being mostly hunter-gatherers should be greatly tone down (where farming was possible people farmed else they herded cattle else they foragered) or for there be a good reason for why (nowhere is fertile or everywhere there’s abundance). Think this greatly limits what can be done with this fraction and really doesn’t make a lot of sense.
There areas considered East Morwaith are the areas that have become a part of the trade network with lake Morwaiths.
Suggestion for simulating diversity. Have there be more animal skin armor(zebra, rhino) some of which is dyeable. And some more weapons throwing spear, bow, and throwing club. In a tribe or kingdom(which I guess will be a collection of villages fairly close to one another) their warriors all use the same armor set with the same dye if dyeable. And they only have 3 types of units, one of which must be a warrior.
Warrior
Slinger - either spear throwers or club throwers.
bowmen
Skirmisher - lightly armored units armed with throwing spears and a knife. They have faster run speed
Zebra cavalry
Lion warrior - berserker equivalent
Banner bearer
The tribe's name likely should be attached to armor/color/unit collection. The tribe should also be in the npc name. Blank of the blank, the Morwaith or blank the Morwaith of the blank.
Think Morwaith who aren’t a part of any notable Morwaith group should be part of this system.
Populous Center- Most populous east Morwaith region with towns as well as regular Morwaith villages. Much of the elite in the region follow the Southrons religion(or pretend to) while the public stays with its traditions. Region exerts power over its neighboring lands and protects trade routes. Should be noted they use slaves.
Units are
Slave soldiers - men only equiped with a shield and melee weapon.
Soldiers drafted from various tribes. Should be more expensive to hire from warlords here than from local tribes.
Warrior - elite warriors equipped with bronze armor.
Rhino rider - elite warrior riding a rhino or some a harad beast that’s yet to be added
Banner bearer
Great Mineral Mines - Mines worked by slaves with conditions comparable to sights in mordor. The minerals mined here have made the lake Morwaith(mostly the elite) very rich. Much of the environment has been divested in this region.
Trade Coast - Collection of trade towns home of merchants of mixed Morwaith/Gulfling ancestry. Much riches of far harad are sold and exported from here. The most notable town is the Town of Bones where Mûmakils are sold to Gulflings. Morwaith merchants come from this region. These traveling merchants should appear in the Gulf of Harad, Limwaith lands, and Southern Rhun.
Beast Chainer Homelands- Lands that the beast chainers have made their home. Much of the unique wildlife here has been hunted to extinction long ago. Most of the beast chainer men live most of their life hunting game elsewhere only to return when they have taken down something truly to be proud of (Generally Mûmakil). Units are hired through quests.
Mûmakil Camps - where captured Mûmakil are stationed before they are sent to the Town of Bones.
“Axemen” - notably tall east Morwaith tribe that live in the forest. Unlike other Morwaith they do not take pride in combat though they aren’t pacifists. One of the first east Morwaith to fall to Sauron and ever since sent wood from jungle trees to keep their forest safe. Units are hired through quests.(Current image I have for people in the forest willing to hear alternatives).
lore changes and additions
Have them be descendant of earliest plains people that migrated to the areas south of the Harad mountains. Then they were pushed more Southwards to the Bushlands and neighboring grasslands when the Taurethrim came and later Limwaith.
Think it should be noted after the war god cult gain traction. Cerinrim fought among each other as much as other peoples. Which was often taken advantage of by the Taurethrim empire to keep them in line. I think during the later periods of Taurethrim empire the Cerinrim tamed the emus(idk Australia) of the bushlands and rode them in raids ever since.
The Morwaith migrations that devastated the Taurethrims also uprooted the Cerinrim from the grasslands into the Bushlands. Think the Morwaith were able to overtime settle in this area was due to Morwaith having more permanent settlements, agricultural, better organization and the death of Cerinrim livestock in the region.
During the third age sometime after the fall of Kimen Kâh a Cerinrim tribe developed a consistent way to harvest the power of exploding termites creating explosive arrows. With this technology and warfare reformations the war chief took over the bushlands as first and only chief of all the bushlands and the continues his conquest bulldozing Morwaith and Limwaith tribes of eastern far Harad until he is ambushed slain by the Taurethrim when he attempted to invade the jungles. His empire is then divided by his many sons who quickly went war with one another. In the aftermath Cerinrim became so feared by the Morwaith of southern Harad that they would send sacrifices to Cerinrim war priest in hopes of lessoning their raids. Cerinrim rarely attempt raids in Taurethrim jungles for they tactics fair better in open terrain and found their ambushes frustrating,
With Southrons creating mumakil trading settlements and slave plantations further south ( Think their should be coastal settlements were Southrons live in in far harad primarily to get the tauri and ceri factions something more to fight with and give them a means of killing near haradrim to gain alignment) introduce new sacrifices for Cerinrim. Umbarians when they found Cerinrim attempted to from alliances and trades with them. The Cerinrim responded by forcing one of the ambassadors to watch as the others are sacrificed and sent them to Umbar. Since then the Cerinrim become nearly as hated in far Harad to Southrons and as Taurethrim are. During this period Taurethrim city states funded many Cerinrim invasions forming a shaky alliance that prevented for the most part Cerinrim attacking any Taurethrim on sight and allowed for limited corporation. With raids against foreigners being more lucrative Cerinrim tribes fight among much less often.
I'm not sure whether they should have too much knowledge on Half-Trolls to hate them (at least during the early periods) and considering I don't either group are sea seafarers and they live quite far from each other(around the same distance the shire is from Gondor traveling if they're travelling by land).
Structure
Cerinrim should be nomadic pastoralists and hunter gathers living in a environment where food is more scarce. As such structures should be made up of camps and war camps with npcs occasionally spawning outside these camps.
Fraction relations
Should be Mortal Enemies to all other Harad Fractions with except Taurethrim which is natural, Possibly allied with Ultumno and neutral with everything else(think they should be enemies with most other fractions but that cause some fraction conflict).
Their sphere of Influence should be about south of the harad mountains.
Items
Believe it would be more interesting to based their designs more from native North Americans.
Their armor set made of wood with it's design off based off Tlingit wood armor which can be upgrading with bones.
Weapons include spear, knife, throwing axe, lance, bow, and club think they should be made from primarily from animal material like the Morwaith faction.
If possible exploding arrows which should only work properly with Cerinrim bows (have it explode when attempted with other bows?).
Skull staffs should be craftable from their crafting tables
Units
Units are common Cerinrim, warriors, axe throwers and bowman with the last 3 each having a emu rider unit. Emu riders are very common troops in this faction compared to cavalry units of other factions. Archer units have a chance of firing explosive arrows.
As of snapshot 1.6, faction crafting tables can toggle between vanilla and faction crafting tables. My suggestion is to add something similar in regards to the 2x2 crafting grid located in the player inventory. More specifically, when pledged to a faction, a player should be able to craft that faction’s table in the 2x2 grid. I do not see any balancing issues or major drawbacks to this change, but would welcome feedback.
I'm going to tell you a funny story.
I played on renewed recently and I fought among the rohirrim against uruk-hai and dunlending at the border between Rohan and Nan Curunir. To add a bit of fun I spawned a bunch of Gondor warriors and lindon warriors to represent some allies.
And here is what happened:
A lindon warrior began to aim a rohirrim somehow (logical in some way because high elves and rohirrim are neutral but not so logical either because arrows pass through to body of ally, friend and neutral NPCs so nothing justified it). He, like, sniped the rohirrim, and gondorians nearby jumped on the pointy-eared to kill him (I saw something similar when dunlendings killed uruk-hai of Sharkey because they slain some dwarves.).
Then, I saw the thing I still laugh from. After the elf dead, gondorians nearby killed the gondorian who has given the last blow to the elf (because he slain an elf and high elves are friends of gondor). Then I've had a domino effect where gondorians began to slay each other because... they just killed each other, a bit like orcs when they scuffle.
That was very weird and mostly funny to experiment and wished to share it with some people.
Some will see a bug to fix in this. But I don't know if we can really consider it like a bug. Because it's just a NPC behaviour trick caused by the entangling of several codes willed by Mevans.
Anyway, I'm curious to read your reaction.
Oh. And I almost forgot! New wargs are superb in looking and fight system. It was very entertaining to fight them. Thank you Mevans for this wonderful work and mod!
I just updated to the latest version and checked out the new "secret" Palantir, and I noticed the message you get when you click it:
You ponder the orb for a while, but do not yet know how to make use of it.
Note the "yet" in the message, implying that you will be able to use it at some point! I'm thinking it will probably be linked to alignment (Probably with mordor/high elves). Regarding what it will actually be used for, I don't know. Maybe it will be used for smaller-scale map viewing (Think Journeymap) aas well as interconnecting all palantirs in a world.
This is POLISH language!
Sorry for the inconvenience caused by the translation. And I'd like to comment on the content, not the language.
Witam. Gram na lotr mod od dłuższego czasu, i zawsze fascynowało mnie Utumno. Nie mamy zbyt dużo informacji o tym co działo się w utumno po pokonaniu Morgotha. Dlatego właśnie będzie to w dużej części moja kreatywność (oparte na kanonie). W Utumno byłaby możliwość posiadania pozytywnego wyrównania we frakcji, o tym jak to zdobyć będzie w końcówce. Warto by było też dodać do lotr mod nową kategorię frakcji taką jak Westlands, Rhun, czy Harad. Nową kategorią było bo właśnie Utumno.
Nowe frakcje :
Ice utumno
Członkowie :
- Utumno ice orc. Zwykły Utumno orc z Utumno ice armour.
- Utumno ice orc archer. To samo co Utumno ice orc, tylko z Utumno bow.
- Utumno ice warg. Jest już w mod, więc nic tu nie napiszę.
- Utumno ice spider. Jest już w mod, więc nic tu nie napiszę.
- Utumno ice Troll. Jest już w mod, więc nic tu nie napiszę.
- Ice Utumno warg rider. Byłby to zwykły Utumno ice orc jeżdżący na Utumno ice warg.
- Ice Utumno banner-beaer
- Ice Utumno orcs captain. Można by było u niego wynająć jednostki :
Ice Utumno orc - cena (srebrne monety) : 70-100. Zastawiona cena (srebrne monety) : 40-60. Wymagane wyrównanie (ice Utumno) : 300. Wymagany zastaw (ice utumno) : nie.
Ice Utumno orc archer - cena (srebrne monety) : 80-110. Zastawiona cena (srebrne monety) : 50-70. Wymagane wyrównanie (ice Utumno) : 350. Wymagany zastaw (ice utumno) : nie.
Ice Utumno orc warg rider - cena (srebrne monety) : 90-120. Zastawiona cena (srebrne monety) : 60-80. Wymagane wyrównanie (ice Utumno) : 400. Wymagany zastaw (ice utumno) : tak.
Utumno Ice orc banner-bearer - cena (srebrne monety) : 100-120. Zastawiona cena (srebrne monety) : 60-90. Wymagane wyrównanie (ice Utumno) : 450. Wymagany zastaw (ice utumno) : tak.
Snow Troll - cena (srebrne monety) : 90-120. Zastawiona cena (srebrne monety) : 60-80. Wymagane wyrównanie (ice Utumno) : 450. Wymagany zastaw (ice utumno) : tak.
Przedmioty :
- Utumno ice armour. Zbroja Utumno z biało-jasno niebieską teksturą. Miałaby ona właściwości chroniące przed mrozem Forodwaith (tak jak fur armour). Tworzyło by się ją z Utumno steel i Chill of Daedelos na Ice Utumno crafting.
- Utumno ice key. Jest w mod.
- Chill of Daedelos. Jest w mod, ale należało by dodać rudą do pozyskiwania go. Ruda ta występowała by rzadko na Utumno Ice level.
- Ice Utumno Crafting. Do tworzenia przedmiotów z Ice Utumno.
- Ice Utumno banner. Zostwaiam banner twórcą mod.
- Utumno forge. Do wytapiania Utumno steel. Działałaby tak jak orc forge.
- Utumno Steel. Do tworzenia zbroii z Utumno. Wytapiało by się ją na Utumno forge (tak jak orc steel, na orc forge).
Relacje z innymi frakcjami :
Sojusznicy :
- Obsidian Utumno
- Fire Utumno
- Tormented Elfs
Przyjaciele :
- Gundabad
- Angmar
Neutralny :
- Mordor
- Dol Guldur
- Isengard
- Half-Trolls
- Dunland
- Near Harad
- Rhúdel
- Bree-land
- Dale
- Dunedain Północy
- Gondor
- Rohan
- Hobbici
- Lossoth
Wrogowie :
- Niebieskie góry
- Dorwinion
- Lud Durina
- Fangorn
- Wysokie Elfy
- Lothlórien
- Kraina Lasów
Śmiertelni Wrogowie :
- Nic
*Dla ludzi jest Neutral, ponieważ lud Utumno nie znało ludzi*
Występowanie :
- Utumno ice level.
Obsidian Utumno
Członkowie :
- Utumno obsidian orc. Zwykły Utumno orc z Utumno ice armour.
- Utumno obsidian orc archer. To samo co Utumno obsidian orc, tylko z Utumno bow.
- Utumno obsidian warg. Jest już w mod, więc nic tu nie napiszę.
- Utumno Troll. Jest już w mod, więc nic tu nie napiszę.
- Obsidian Utumno warg rider. Byłby to zwykły Utumno obsidian orc jeżdżący na Utumno obsidian warg.
- Obsidian Utumno banner-beaer. Nosił by on banner frakcji.
- Obsidian Utumno orcs captain. Można by było u niego wynająć jednostki :
Obsidian Utumno orc - cena (srebrne monety) : 70-100. Zastawiona cena (srebrne monety) : 40-60. Wymagane wyrównanie (Obsidian Utumno) : 300. Wymagany zastaw (Obsidian Utumno) : nie.
Obsidian Utumno orc archer - cena (srebrne monety) : 80-110. Zastawiona cena (srebrne monety) : 50-70. Wymagane wyrównanie (Obsidian Utumno) : 350. Wymagany zastaw (Obsidian Utumno) : nie.
Obsidian Utumno orc warg rider - cena (srebrne monety) : 90-120. Zastawiona cena (srebrne monety) : 60-80. Wymagane wyrównanie (Obsidian Utumno) : 400. Wymagany zastaw (Obsidian Utumno) : tak.
Utumno Obsidian orc banner-bearer - cena (srebrne monety) : 100-120. Zastawiona cena (srebrne monety) : 60-90. Wymagane wyrównanie (Obsidian Utumno) : 450. Wymagany zastaw (Obsidian Utumno) : tak.
Utumno Troll - cena (srebrne monety) : 90-120. Zastawiona cena (srebrne monety) : 60-80. Wymagane wyrównanie (Obsidian Utumno) : 450. Wymagany zastaw (Obsidian Utumno) : tak.
Przedmioty :
- Utumno armour. Zbroja Utumno. Ale ja bym ją ulepszył, nadał jej większą wytrzymałość (tylko zwykłej). Tworzyło by się ją z utumno steel
- Utumno Obsidian key. Jest w mod.
- Obsidian Utumno Crafting. Do tworzenia przedmiotów z Obsidian Utumno.
- Obsidian Utumno banner. Zostwaiam banner twórcą mod.
- Utumno forge. Do wytapiania utumno steel. Działałaby tak jak orc forge.
- Utumno Steel. Do tworzenia zbroii z Utumno. Wytapiało by się ją na Utumno forge (tak jak orc steel, na orc forge).
Relacje z innymi frakcjami :
Sojusznicy :
- Ice Utumno
- Fire Utumno
- Tormented Elfs
Przyjaciele :
- Gundabad
- Angmar
Neutralny :
- Mordor
- Dol Guldur
- Isengard
- Half-Trolls
- Dunland
- Near Harad
- Rhúdel
- Bree-land
- Dale
- Dunedain Północy
- Gondor
- Rohan
- Hobbici
- Lossoth
Wrogowie :
- Niebieskie góry
- Dorwinion
- Lud Durina
- Fangorn
- Wysokie Elfy
- Lothlórien
- Kraina Lasów
Śmiertelni Wrogowie :
- Nic
*Dla ludzi jest Neutral, ponieważ lud Utumno nie znało ludzi*
Występowanie :
- Utumno obsidian level.
Fire Utumno
Członkowie :
- Utumno fire orc. Zwykły Utumno orc z Utumno fire armour.
- Utumno fire orc archer. To samo co Utumno fire orc, tylko z Utumno bow.
- Utumno fire warg. Jest już w mod, więc nic tu nie napiszę.
- Utumno Troll. Jest już w mod, więc nic tu nie napiszę.
- Fire Utumno warg rider. Byłby to zwykły Utumno fire orc jeżdżący na Utumno fire warg.
- Fire Utumno banner-beaer. Nosił by on banner frakcji.
- Balrog. Balroga należałoby ulepszyć. 1. Jego bicz powinien zadawać minimum 10 hp. 2. Powinien mieć czarne elementy (nie ugaszony).
- Fire Utumno orcs captain. Można by było u niego wynająć jednostki :
Fire Utumno orc - cena (srebrne monety) : 70-100. Zastawiona cena (srebrne monety) : 40-60. Wymagane wyrównanie (fire Utumno) : 300. Wymagany zastaw (fire utumno) : nie.
Fire Utumno orc archer - cena (srebrne monety) : 80-110. Zastawiona cena (srebrne monety) : 50-70. Wymagane wyrównanie (fire Utumno) : 350. Wymagany zastaw (fire utumno) : nie.
Fire Utumno orc warg rider - cena (srebrne monety) : 90-120. Zastawiona cena (srebrne monety) : 60-80. Wymagane wyrównanie (fire Utumno) : 400. Wymagany zastaw (fire utumno) : tak.
Utumno Fire orc banner - bearer - cena (srebrne monety) : 100-120. Zastawiona cena (srebrne monety) : 60-90. Wymagane wyrównanie (fire Utumno) : 450. Wymagany zastaw (fire utumno) : tak.
Utumno Troll - cena (srebrne monety) : 90-120. Zastawiona cena (srebrne monety) : 60-80. Wymagane wyrównanie (fire Utumno) : 450. Wymagany zastaw (fire utumno) : tak.
Balrog - cena (srebrne monety) : 250-300. Zastawiona cena (srebrne monety) : 200-240. Wymagane wyrównanie (fire Utumno) : 500. Wymagany zastaw (fire utumno) : tak.
Przedmioty :
- Utumno fire armour. Zbroja Utumno z Pomarańczowo-jaskrawo Czerwoną teksturą. Miałaby ona właściwości chroniące przed ogniem i lawą. Tworzyło by się ją z Utumno steel i flame of Udûn na Fire Utumno crafting.
- Flame of Udûn. Jest w mod, ale należało by dodać rudą do pozyskiwania go. Ruda ta występowała by rzadko na Utumno fire level.
- Fire Utumno Crafting. Do tworzenia przedmiotów z Fire Utumno.
- Fire Utumno banner. Zostwaiam banner twórcą mod.
- Utumno forge. Do wytapiania Utumno steel. Działałaby tak jak orc forge.
- Utumno Steel. Do tworzenia zbroii z Utumno. Wytapiało by się ją na Utumno forge (tak jak orc steel, na orc forge).
Relacje z innymi frakcjami :
Sojusznicy :
- Obsidian Utumno
- Ice Utumno
- Tormented Elfs
Przyjaciele :
- Gundabad
- Angmar
Neutralny :
- Mordor
- Dol Guldur
- Isengard
- Half-Trolls
- Dunland
- Near Harad
- Rhúdel
- Bree-land
- Dale
- Dunedain Północy
- Gondor
- Rohan
- Hobbici
- Lossoth
Wrogowie :
- Niebieskie góry
- Dorwinion
- Lud Durina
- Fangorn
- Lothlórien
- Wysokie Elfy
- Kraina Lasów
Śmiertelni Wrogowie :
- Nic
*Dla ludzi jest Neutral, ponieważ lud Utumno nie znało ludzi*
Występowanie :
- Utumno Fire level.
Tormented Elfs
Członkowie :
- Tormented Elf. Zwykły tormendted elf, z Utumno sword.
- Tormented Elf warrior. Zwykły Tormented Elf z Utumno fire armour.
- Tormented Elf archer. To samo co Tormented Elf, tylko z Utumno bow.
- Utumno fire warg. Jest już w mod, więc nic tu nie napiszę.
- Tormented Elf warg rider. Byłby to zwykły Tormented Elf jeżdżący na Utumno fire warg.
- Tormented Elf banner-beaer. Nosił by on banner frakcji.
- Tormented Elfs captain. Można by było u niego wynająć jednostki :
Tormented Elf warrior - cena (srebrne monety) : 70-100. Zastawiona cena (srebrne monety) : 40-60. Wymagane wyrównanie (Tormented Elfs) : 300. Wymagany zastaw (Tormented Elfs) : nie.
Tormented Elf archer - cena (srebrne monety) : 80-110. Zastawiona cena (srebrne monety) : 50-70. Wymagane wyrównanie (Tormented Elfs) : 350. Wymagany zastaw (Tormented Elfs) : nie.
Tormented Elf warg rider - cena (srebrne monety) : 90-120. Zastawiona cena (srebrne monety) : 60-80. Wymagane wyrównanie (Tormented Elfs) : 400. Wymagany zastaw (Tormented Elfs) : tak.
Tormented Elf banner - bearer - cena (srebrne monety) : 100-120. Zastawiona cena (srebrne monety) : 60-90. Wymagane wyrównanie (fTormented Elfs) : 450. Wymagany zastaw (Tormented Elfs) : tak.
Przedmioty :
- Utumno fire armour. Zbroja Utumno z Pomarańczowo-jaskrawo Czerwoną teksturą. Miałaby ona właściwości chroniące przed ogniem i lawą. Tworzyło by się ją z Utumno steel i flame of Udûn na Fire Utumno crafting.
- Tormented Elfs Utumno Crafting. Do tworzenia przedmiotów z Tormented Elfs.
- Tormented banner. Zostwaiam banner twórcą mod.
- Utumno forge. Do wytapiania Utumno steel. Działałaby tak jak orc forge.
- Utumno Steel. Do tworzenia zbroii z Utumno. Wytapiało by się ją na Utumno forge (tak jak orc steel, na orc forge).
Relacje z innymi frakcjami :
Sojusznicy :
- Obsidian Utumno
- Ice Utumno
- Fire Utumno
Przyjaciele :
- Dorwinion
- Lothlórien
- Kraina Lasów
- Wysokie Elfy
Neutralny :
- Mordor
- Dol Guldur
- Isengard
- Half-Trolls
- Dunland
- Near Harad
- Rhúdel
- Bree-land
- Dale
- Dunedain Północy
- Gondor
- Rohan
- Hobbici
- Lossoth
- Gundabad
- Angmar
Wrogowie :
- Niebieskie góry
- Lud Durina
- Fangorn
Śmiertelni Wrogowie :
- Nic
*Dla ludzi jest Neutral, ponieważ lud Utumno nie znało ludzi, a elfy na friends ponieważ Tormented Elfs nie są jeszcze złe do szpiku kości, i mają jeszcze troche dobrych uczuć do swoich "Dobrych" elfickich braci*
Występowanie :
- Utumno Obsidian level.
- Utumno Fire level.
Jak uzyskać pozytywne wyrównanie Utumno? :
Aby wyzerować wyrównanie w CAŁYM Utumno, trzebaby było "udowodnić swoją wartość" byłoby to możliwe po przez zabicie 50 traitor Utumno orcs. Byłby to specjalny Utumno orc, który sprzeciwił się kapitanowi. pojawiały by się one co jakiś czas walczące z zwykłymi Utumno orcs. Utrudnieniem było by to, że lud Utumno również by nas atakował. Orkowie tacy byli by ubrani w zbroję Utumno/Ice Utumno/Fire Utumno (zależy od poziomu). Po zabiciu 50 takich wyrównaniew całym Utumno wynosiło by 0. Jeszcze raz można by było tak zrobić po jednym miesiącu, jak wyrównanie w chociaż jednej frakcji spadnie poniżej 0.
Dodatkowo do Utumno można by było zabrać swoją armię. Za pomocą komendy można by było włączyć czy Utumno ma być osobne dla każdego gracza, czy jedne.
KONIEC!
Z góry przepraszam, za błędy takie jak : "Ice Utumno", w frakcji Fire utumno.
Jest to do dodania w lotr mod renewed.
Dziękuję za uwagę!
I don't know how to introduce it so I'm gonna explain directly.
By "ramping cost", I mean the price to hire units goes more expensive each time you recruit more troops. For exemple, imagine we give +1 silver coin in ramping cost to a NPC which initially costs 20 coins. The first recruit costs 20 coins, the second will cost 21, the third 22, the fourth 23, cetera, cetera...
So bigger is your army, more expansive it'll be to enlarge it over again.
However, this is not one ramping cost for any troops you hire. It's one ramping cost for each type of NPC. For exemple, By hiring gondor soldiers, you increase the cost of gondor soldiers, but the cost of gondor archers, levymen and knights stay at same price because you only hired gondor soldiers, not these one.
Then, for each troop you lose in combat, the cost of the class the NPC belongs dies decreases progressively until to fall at his initial cost. For exemple, the initial cost of Gondor Soldier is 51 coins and their ramping cost is +4. You decide to recruit 5 soldiers from the captain. Instead to pay 255 coins (because 5x51=255), you'll pay 295 coins (because 51+55+59+63+67=295). Then you go patrolling at night to slay some orcs and at dawn, you come back from battlefield with two losses. So the cost of gondor soldiers fell of 67 coins to 59 coins.
Do you begin to see the tip of all the mechanism of this ramping cost?
And the price of ramping cost depends on the type of troop you want to hire. For exemple, weaker NPCs like gundabad orcs, hobbits bounders or Dale levymen would have +1, NPCs with an average fighting skill like Rohirrim warrior or Gondor Soldier +4, stronger units like Dwarves warriors, elves warriors or black uruk-hai +8, and so on, and so on. And the very big threats of the battlefield able to knock out anything in a few seconds like Olog-hai would have a ramping cost of +100! To resume, rarer and stronger the troop is, higher is their ramping cost.
And of course, like the price by default, ramping cost would be halved by pledging (minimum 1 however. It'd be rounded to maximum).
So. Why to implement such a mechanic?
For two good reasons, I would say. The first one is I remember another suggest telling to add a moral or trust system where if you lose too much soldiers, captains would be more reticent to let you hiring more troops if it's just to let them go to slaughterhouse. To the end of his suggest, he said he suggest this because he's fed up of insanely huge war on servers where swarms of hired units just get slaughtered for finally not much more result than if it were less troops on the two sides. Furthermore, the game became more laggy, caused by the surcharge of number of NPCs. Not everyone was satisfied by his suggest. Maybe because it's just annoying, it has no really sense, too complexe or other some reasons; I don't remember everything.
And the second reason is I'm for a more balanced gameplay, where Ramping cost would foster the players to diversify their armies (and not just spamming olog-hai, I give an exemple). Making ever harder to build huge armies with elite soldiers would encourage players to not focus on one type of NPC just because it's strong, you see? Black uruk-hai are elite soldiers, a handle among the black legions of Sauron, and it's more obvious whith olog-hai. Swan-knight are a handle among dol amroth men-at-arms. And so on... You're not supposed to have complete armies of these soldiers if it's not thanks a colossal economy. These are champions, not soldiers!
Ramping cost looks like annoying in appearance but I'm sure the suggest will satisfy alot of persons. The idea to balance the all and dissuade players to just hire swarm of troops to naturally dodge problem of performance is a big plus.
Hello dear developers.
I would like to propose a petition here to improve AIM for elves.
Or adding a special class of warriors for the elves.
The point is that the elves, and I notice this mainly in the older version, but even now in the new version it has not improved much. That the elves focus on one enemy and they don't care what happens around them. This problem is mainly about their multifunctionality, which allows them to "hit" enemies at a distance with a bow or fight with a sword at close range.
And so I would give them my special class of warriors as with other nations. Or just added AIM.
I know it's a bit of a tradition because elves have been multifunctional from the beginning. In any case, it puts the elves at a disadvantage on the servers. And it favors, for example, dwarves whose main melee weapons are hammers and axes with an average DMG of 9.
Thank you for your attention.
I hope you do something about this.
I just started playing LOTR survival again, and was thinking of switching base to somewhere else. I previously had my base in a city in the Gondor biome, but I've realized that is a problem, since it was besieged by 2 Mordor and 1 Dol Guldur invasions. I thus set up a (possibly) temporary base in Dor-en-Ernil, but I want to relocate to somewhere where no evil factions can invade. I was thinking of the Harad mountains, but that is very remote and there are no factions present at all. I thus need help picking a location for my new base.
My suggestion would not add that much to the mod but its basically adding a Nazgul faction to the mod where the 9 are in. This would include making 9 nazgul wich consist of Sauron the Witchking and 7 others.
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What would this add for the player.
A new kind they can fight and they would be harder to defeat.
My idea also was that the player can become one of them by getting claimed while having a very good or a very bad alignment with the Nazgul faction.
While looking through the mod wiki I saw that Dunland and Easterling were only neutral with each other, but since the Easterling aided Dunland against Rohan should they not be friends?
I think that Gorcrows should be removed from the mod. While the poems themselves found in The Adventures of Tom Bombadil are canon poems written by Middle Earth writers, the characters, creatures, and locations found within them are not real within Middle Earth. Their names are real as fictional ideas that the in-universe writers came up with, but they really are not real in Middle Earth. The red book is more like an ancient historical text. Middle Earth Orcs and Trolls are fictional to us, but real in Middle Earth and may have inspired things like the Mewlips. Not every thing mentioned in Middle Earth is real. Sometimes things are made up by their fictional writers. We see this in real life. Tolkien made his fictional universe truly believable with the Adventures of Tom Bombadil as the book gives us an insight into the literary culture and history of the Shire.
In the first two poems, it is clear that the hobbits of Buckland know folklore of Tom Bombadil dwelling in the Old Forest.
Were-worms also should not be added to the mod as they were only mentioned in the Hobbit, which really should not be taken seriously because of Bilbo’s unreliability as a narrator. He could have made them up along with the last desert as we all know what his poems are like (Errantry). The last desert should remain as it appeared in a Middle Earth map.
Also, the three trolls and the talking purse are likely Bilbo embellishing certain details for humor. After all, those are the only three trolls in Tolkien’s Legendarium that actually speak. Though we see two other talking trolls in the adventures of Tom Bombadil, but they, like the trolls in the hobbit, are also products of a Hobbit’s imagination.
To add this literary culture into the mod, I suggest that maybe some Hobbits could maybe quote lines from these poems or even make comments about them, maybe even review them.
Speaking of reviews, this would open up the possibility of lore-books being added to the mod where the author reviews and critiques these poems or analyzes them. I would certainly enjoy reading things like that. Maybe certain lore books could be retellings of some of these poems similar to how in real life people retell fairy tales in different ways.
Here is an interesting analysis of The Mewlips from the Adventures of Tom Bombadil that changed my perspective of the poem: