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Thread: Life Span Sub-Mod 0.9 For Third Age Mod 1.2

  1. #1

    Icon1 Life Span Sub-Mod 0.9 For Third Age Mod 1.2

    Life Span Sub-Mod 0.9

    The aim of this sub-mod is to prevent Elves, Dwarves, Nazguls, Aragorn, Gandalf and The Dark Lord dying of old age.

    Major Changes:

    • The Game now starts in the year 3007TA and ends in 3073.

    • Four turns a year.

    • New family trees for the Rohan, Gondor, Dale and Eriador factions.

    • Custom portraits of Boromir, Faramir, Eomer and Theodred supplied by Louis Lux.

    Campaign Script:

    • Sauron will emerge on the 48 turn, so there will be no crusades for the first 48 turns.

    Traits:

    • The faction leaders of Gondor and Rohan now acquire a new trait for helping each other.

    • The faction leaders of Dale and the Dwarves now acquire a new trait for helping each other.

    • Biography traits for Gloin, Dwalin, Thorin, Bard, Boromir, Faramir, Theodred, Eomer, Brand, Denethor. Aragorn, Brand, Theoden, Dain and Gimli.

    Ancillaries:

    • Altered the existing ancillaries of the Silvan Elves, Dale, Dwarves, Eriador, Gondor, High Elves and Rohan factions.

    • New ancillaries: Lord of the Council of High Elves, Lord of the Council of Silvan Elves, Rod of the Steward and Captain of Gondor.

    New Roads:

    • Road from Thranduil's Halls to Eryn Dolen

    • Road from Minas Tirith to W. Osgiliath

    • Road from W. Osgiliath to Cair Andros

    • Remove the city of Pelargir’s port loop road.


    Life Span Sub-Mod 0.8

    Changes:
    Spoiler Alert, click show to read: 
    After the first turn you will be able to borrow money by selecting the request building advice button (see the attached jpeg). You will then be asked if you want raise/repay a loan or exit the script. If you select raise/repay loan, you will then be asked if you want to raise a loan or repay a loan. Then you will be asked how much you want to borrow or repay. With this script, it is impossible to repay more than you owed or repay a loan you did not borrow.

    The interest rate is 10% a turn. If you raise a loan and repay it on the same turn no interest is charged. If you have borrowed more than 60,000 florins, you will not be allowed to borrow any more.

    Via a campaign script on turn one Sauron’s religion is changed to heretic for thirty turns, so there will be no crusades for the first thirty turns.

    On the thirtieth turn Sauron’s religion is changed to catholic, so a crusade can be called after the thirtieth turn.

    When that crusade ends Sauron’s religion is changed to heretic for thirty turns, and so on.
    In other words, there will no crusade for the first thirty turns and then thirty turns between crusades.

    The leader of a faction will not be referred to as the “faction leader”: Instead, each faction leader has his own unique title. The heir of a faction also receives a new title.

    Epithets have been added to the biography traits of Ecthelion, Gandalf, Dain, Bard, Witch-king, Elrond and Aragorn.

    Aragorn now starts the game with the Ring of Barahir

    The Eriador faction no longer has a family tree.

    The Orcs of the Misty Mountains faction are now named Orcs of Moria

    Existing ancillaries have been altered and more added for the Dwarven, Eriador and Gondor factions.

    The game length is now 66 years and 396 turns.

    If playing as Gondor and Rohan loses a settlement you will be asked to help liberate that settlement. If you are able to liberate that settlement and return it to Rohan you will be rewarded.
    If playing as Rohan and Gondor loses a settlement you will be asked to help liberate that settlement. If you are able to liberate that settlement and return it to Gondor you will be rewarded.

    If playing as Dale and Dwarves loses a settlement you will be asked to help liberate that settlement. If you are able to liberate that settlement and return it to Dwarves you will be rewarded.

    If playing as Dwarves and Dale loses a settlement you will be asked to help liberate that settlement. If you are able to liberate that settlement and return it to Dale you will be rewarded.

    Life Span Sub-Mod 0.7

    Changes:
    Spoiler Alert, click show to read: 
    Max age for characters is now 470 years.

    Orcs, Elves, Dwarves, Nazguls, Aragorn, Gandalf and The Dark Lord will not die of old age. Agents will also live forever. However, the starting generation of Men will die of old age via a campaign script.

    Game length is now 66 years and 264 turns.

    On first turn you will be asked, via a campaign script, if you want to wait for the Stage one and Stage two barrack reform events before getting the full unit roster or if you want the full unit roster immediately.

    Stage one barrack reform event occurs on turn 32 and Stage two on turn 56.

    Rohan Royal Guard’s are now recruited from the Golden Halls.

    Generals added to recruit pool.

    More free upkeep for cities, castles and forts.

    Road from Woodland Realm to West Mirkwood.

    When playing as Gondor, and Rohan lose control of any of its original settlements, the King of Rohan will call for your help. If you liberate and return the settlement in question you will be rewarded.

    If you are playing as Rohan, and Gondor lose control of any of its original settlements, the Steward of Gondor will call for your help. If you liberate and return the settlement in question you will be rewarded.
    Last edited by TNZ; January 30, 2011 at 06:23 PM. Reason: Hero of the West

  2. #2
    Danny_K_1's Avatar Praefectus
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    Default Re: Life Span Mod 0.1

    So your saying you have found a way of Elves/Nazguls living forever and Dwarves living to about 250?

    how have you done this?


  3. #3
    Beorn's Avatar Praepositus
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    Default Re: Life Span Mod 0.1

    I thought that this wasn't possible! You deserve loads of rep...

  4. #4
    Mithrandir's Avatar Flame of Anor
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    Default Re: Life Span Mod 0.1

    Can anyone confirm if this actually works? If so, that's one hell of an achievment...


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  5. #5
    Danny_K_1's Avatar Praefectus
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    Default Re: Life Span Mod 0.1

    Definitely, but he has went offline and I can't be bothered testing it.


  6. #6
    papio's Avatar Libertus
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    Default Re: Life Span Mod 0.1

    The way this seems to work is by increasing the max age of all characters to 270 in the descr_campaign_db file, then through the use of the campaign script he has all starting humans and orcs killed at an appropriate age. And because there aren't too many years in the campaign humans and orcs born/adopted afterwards won't get too old (though they would if the game continued on). Still good work, that required a good amount of scripting to kill all those characters.

    edit: he also lowered the max age for characters to be adopted at

  7. #7
    Danny_K_1's Avatar Praefectus
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    Default Re: Life Span Mod 0.1

    So what age do humans and orcs die at?

    And Dwarves will never die either then?


  8. #8
    papio's Avatar Libertus
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    Default Re: Life Span Mod 0.1

    The starting humans and orcs will die at an appropriate age through the campaign script. Those born/adopted afterwards will live as long as elves/dwarves. However, because the campaign only lasts 67 (268 turns) years they will not get the opportunity to get too old.

    At least this is what I gathered from glancing throuh the files.

    Edit: here's a sample of the script
    Spoiler Alert, click show to read: 
    ;##################################KILL OLD HUMANS#############################

    monitor_event CharacterTurnEnd CharacterAge = 98
    and Trait Ecthelion = 1
    kill_character Ecthelion
    end_monitor

    monitor_event CharacterTurnEnd CharacterAge >= 65
    if CharacterAge <= 85
    and Trait Forlong = 1
    and I_CompareCounter winter_season = 1
    and RandomPercent >= 5
    kill_character Forlong
    end_if

    if CharacterAge = 86
    kill_character Forlong
    end_if
    end_monitor

    monitor_event CharacterTurnEnd CharacterAge >= 65
    if CharacterAge <= 85
    and Trait Mistion = 1
    and I_CompareCounter winter_season = 1
    and RandomPercent >= 5
    kill_character Mistion
    end_if

    if CharacterAge = 86
    kill_character Mistion
    end_if
    end_monitor
    Last edited by papio; May 29, 2009 at 03:49 AM.

  9. #9
    Danny_K_1's Avatar Praefectus
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    Default Re: Life Span Mod 0.1

    I suppose he has done extremely well but I can't help but feel slightly dissapointed.

    I will keep hope for someone finding another way around it.


  10. #10

    Default Re: Life Span Mod 0.1

    Using campaign script to kill a character is not new. But it has a big problem: it impacts on game turn length. That is why only the starting generation of Men and Orcs is killed by this script.

    Try playing as Gondor or Rohan. I have added some new campaign scripts for them.

  11. #11

    Default Re: Life Span Mod 0.1

    Is it possible to give hidden bloodline- traits to the different races like "ork" or "elve" and link the death script to these traits? Could work without turn restriction then.

  12. #12
    Achilla's Avatar Vicarius
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    Default Re: Life Span Mod 0.1

    I don't really like the fact that you made the campaign shorter. I want 384 turns back mate, then we will talk about some +rep
    Not like I couldn't change that myself, but you've made campaign shorter for a reason so something besides it's length needs fixing, yes?
    Man is but a shadow of his former self, encased in feverish delusions of grandeur.
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    Heart without reason is stupid, reason without heart is blind.


  13. #13
    papio's Avatar Libertus
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    Default Re: Life Span Mod 0.1

    Unfortunately, AFAIK, is is impossible to script the death of a character without knowing it's name. This means that there really is no way to cause the deaths of characters born/adopted after the game starts. To get around this without shortening the game maybe try increasing the number of turns per year, 6 or something.

    On a side note you should include this, http://www.twcenter.net/forums/showt...44#post5250344, with your mod

  14. #14

    Default Re: Life Span Mod 0.1

    Shouldn't orcs live forever? They were elves one day, you know...

  15. #15

    Default Re: Life Span Mod 0.1

    By this logic, they should be incredibly powerful too. Sadly, they are not.

  16. #16

    Icon1 Re: Life Span Mod 0.2

    Life Span Mod 0.2

    Repair:
    Campaign scripts.
    Historic events texts.

    Changes:
    Large city barracks historic event happens on turn 60.
    Six turn season script, game now 67 years and 402 turns.
    Smith building now has a recruits exp bonus. Armor bonus removed.
    Castle now has a recruits exp bonus.
    More recruitment slots for castle.
    Added more free upkeep for city and castle.
    Added more free upkeep for forts.

  17. #17

    Default Re: Life Span Mod 0.2

    thank you for this effort

    i really like the new triggers for executions and ransom - so i can kill all this snaga and orc scum, my brave elven warriors capture, without negative consequences

  18. #18

    Default Re: Life Span Mod 0.2

    Cant you give each new character a trait that the game checks against?
    say the first turn they gain the trait Mortal, then each turn the game checks how long the character has that traight and after 50 years it kills the character?

  19. #19
    abbews's Avatar The Screen Door Slams
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    Default Re: Life Span Mod 0.2

    So can someone confrim it works? Are the elves immortal? If it works, then it is a great achievement!

  20. #20

    Icon1 Re: Life Span Mod 0.3

    Life Span Mod 0.3

    Changes:
    Added settlement ownership condition to spawn and siege scripts. Hopefully, this will stop unintended wars.

    Isengard will start the game as Northmen but will change to Followers of Melkor via a campaign script.
    The script will be trigged if Isengard is at war with any of these factions: Gondor, Rohan, Dale, Dwarves, Eriador, High Elves and Silvan Elves or when the game hit turn 30.

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