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Thread: Divide and Conquer revisited

  1. #61
    Makrell's Avatar Governor of Scandinavia
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    Default Re: Divide and Conquer revisited

    Is it the purpose that full stacks of Dunedian rangers are suddenly spawning outside Moria when playing Dwarves of Khasad Dum is in turn nineteen was besieged by ootm when suddenly i got a full stack of dunedain rangers. and when and where will the bugfix for 3,99 be out
    Last edited by Makrell; June 21, 2010 at 01:07 PM.

  2. #62
    Squeaks's Avatar EATING WORMS!
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    Default Re: Divide and Conquer revisited

    Well, we have a piece of news. I will also post this in the modding workshop too.

    For a long time we worked on an idea that we wanted you to be able to, when an ally is under siege in any STARTING province, ride to their rescue. Part of this was the idea of rallying pockets of resistance to follow you, unlevied troops, desperate survivors of skirmishes etc.

    This is implemented by you being able to hire mercenaries of the allied nation when you enter their territory, as if they were these men/troops. You basically recruit those warriors as you steam to the rescue, but they melt away when a siege is lifted, or when you leave their lands.

    So, as Rohan, you can ride to Minas Tirith with your forces and gather their troops as if they were mercs to relieve the siege of the White City...or any other faction combination. Both you and your allies need to be at war with the enemy.

    A talented scriptor, Aramiteus, has come to us and done this, tested it and says the base idea is working. He wants people to be able to use it in their stuff, so, to respect his wishes, we are releasing the code. This is open source - use it as you will.

    PLEASE test this before you use it. I know it won't mean much save for coders, but we'll post here first. We now have the work of creating the full thing ingame. Please credit Aramiteus for the coding and DaC for the idea in the first place.

    This is code in the rawest form...check it out first!

    We were going to use religion to do this, but it would appear that this isn't necessary. It's meant to inspire other mods to develop this for their own use. No secrets in the modding world.

    -------------------------------------

    Here it is. Till now only works for Erebor Dwarfs coming to help Dale under siege by the evil Gorzag Fugli. Only they can recruit I hope. Have to do another test if it is really that way.

    Spoiler Alert, click show to read: 

    monitor_event FactionTurnStart FactionType moors
    spawn_army
    faction byzantium
    character Gorzag Fugli, named character, age 30, x 289, y 264 , family, direction E
    traits LoyaltyStarter 1 , GoodCommander 2 , ReligionStarter 1, Nagrat 1
    unit Uruk Bodyguards exp 2 armour 1 weapon_lvl 0
    unit Mordor Orcs exp 0 armour 0 weapon_lvl 0
    unit Mordor Orcs exp 1 armour 0 weapon_lvl 0
    unit Mordor Orcs exp 0 armour 0 weapon_lvl 0
    unit Mordor Orcs exp 1 armour 0 weapon_lvl 0
    unit Goblin Orcs exp 0 armour 0 weapon_lvl 0
    unit Goblin Orcs exp 1 armour 0 weapon_lvl 0
    unit Goblin Orcs exp 0 armour 0 weapon_lvl 0
    unit Goblin Orcs exp 1 armour 0 weapon_lvl 0
    unit Orc Band exp 1 armour 0 weapon_lvl 0
    unit Orc Band exp 0 armour 0 weapon_lvl 0
    unit Orc Band exp 1 armour 0 weapon_lvl 0
    unit Orc Band exp 0 armour 0 weapon_lvl 0
    unit Mordor Scouts exp 1 armour 0 weapon_lvl 0
    unit Mordor Scouts exp 0 armour 0 weapon_lvl 0
    unit Mordor Scouts exp 1 armour 0 weapon_lvl 0
    unit Mordor Scouts exp 0 armour 0 weapon_lvl 0
    unit Mordor Uruks exp 0 armour 0 weapon_lvl 0
    end
    siege_settlement Gorzag Fugli, Dale, maintain
    terminate_monitor
    end_monitor

    monitor_event FactionTurnStart not FactionIsLocal
    if I_EventCounter volunteers_dale = 1
    set_event_counter volunteers_dale 0 ; this should ensure the faction cannot recruit them
    set_event_counter volunteers_dale_temp 1
    end_if
    end_monitor

    monitor_event FactionTurnEnd not FactionIsLocal
    if I_EventCounter volunteers_dale_temp = 1
    set_event_counter volunteers_dale 1 ; So the info is passed through all factions. Otherwise the descr_mercenary.txt would know nothing of it. After the last faction the merc pools are updated, I think.
    end_if
    set_event_counter volunteers_dale_temp 0
    end_monitor

    monitor_event FactionTurnStart FactionIsLocal ; till now only for the local faction
    and not I_LocalFaction scotland
    and DiplomaticStanceFromFaction scotland = Allied
    if I_SettlementUnderSiege Dale
    and I_SettlementOwner Dale = scotland
    set_event_counter volunteers_dale 1
    end_if
    if I_SettlementUnderSiege Esgaroth
    and I_SettlementOwner Dale = scotland
    set_event_counter volunteers_dale 1
    end_if
    if I_SettlementUnderSiege Celduin
    and I_SettlementOwner Dale = scotland
    set_event_counter volunteers_dale 1
    end_if
    if I_SettlementUnderSiege Celduin-East
    and I_SettlementOwner Dale = scotland
    set_event_counter volunteers_dale 1
    end_if
    if not I_SettlementUnderSiege Dale
    and not I_SettlementUnderSiege Esgaroth
    and not I_SettlementUnderSiege Celduin
    and not I_SettlementUnderSiege Celduin-East
    set_event_counter volunteers_dale 0
    if I_LocalFaction moors
    destroy_units moors Dale Cavalry
    end_if
    end_if
    end_monitor

    In descr_mercenaries.txt
    pool Dale
    regions Dale_Province Esgaroth_Province Celduin_Province Celduin-East_Province Rhovanion_Province North-Rhovanion_Province Uldonavan_Province Dorwinion_Province
    unit Dale Cavalry, exp 0 cost 0 replenish 20 - 20 max 20 initial 20 religions { orthodox numenorian northmen dwarf } events { volunteers_dale }


    I think religions { orthodox numenorian northmen dwarf } is even not needed

    -----------------------------------

    Hopefully this will make sense to coders. I'm respecting the coder's wishes by planting this here
    Last edited by Squeaks; June 21, 2010 at 01:52 PM.

  3. #63
    JorisofHolland's Avatar Jukutatsu shita
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    Default Re: Divide and Conquer revisited

    Quote Originally Posted by Squeaks View Post
    Well, we have a piece of news. I will also post this in the modding workshop too.

    For a long time we worked on an idea that we wanted you to be able to, when an ally is under siege in any STARTING province, ride to their rescue. Part of this was the idea of rallying pockets of resistance to follow you, unlevied troops, desperate survivors of skirmishes etc.

    This is implemented by you being able to hire mercenaries of the allied nation when you enter their territory, as if they were these men/troops. You basically recruit those warriors as you steam to the rescue, but they melt away when a siege is lifted, or when you leave their lands.

    So, as Rohan, you can ride to Minas Tirith with your forces and gather their troops as if they were mercs to relieve the siege of the White City...or any other faction combination. Both you and your allies need to be at war with the enemy.

    A talented scriptor, Aramiteus, has come to us and done this, tested it and says the base idea is working. He wants people to be able to use it in their stuff, so, to respect his wishes, we are releasing the code. This is open source - use it as you will.

    PLEASE test this before you use it. I know it won't mean much save for coders, but we'll post here first. We now have the work of creating the full thing ingame. Please credit Aramiteus for the coding and DaC for the idea in the first place.

    This is code in the rawest form...check it out first!

    We were going to use religion to do this, but it would appear that this isn't necessary. It's meant to inspire other mods to develop this for their own use. No secrets in the modding world.

    -------------------------------------

    Here it is. Till now only works for Erebor Dwarfs coming to help Dale under siege by the evil Gorzag Fugli. Only they can recruit I hope. Have to do another test if it is really that way.

    Spoiler Alert, click show to read: 
    monitor_event FactionTurnStart FactionType moors
    spawn_army
    faction byzantium
    character Gorzag Fugli, named character, age 30, x 289, y 264 , family, direction E
    traits LoyaltyStarter 1 , GoodCommander 2 , ReligionStarter 1, Nagrat 1
    unit Uruk Bodyguards exp 2 armour 1 weapon_lvl 0
    unit Mordor Orcs exp 0 armour 0 weapon_lvl 0
    unit Mordor Orcs exp 1 armour 0 weapon_lvl 0
    unit Mordor Orcs exp 0 armour 0 weapon_lvl 0
    unit Mordor Orcs exp 1 armour 0 weapon_lvl 0
    unit Goblin Orcs exp 0 armour 0 weapon_lvl 0
    unit Goblin Orcs exp 1 armour 0 weapon_lvl 0
    unit Goblin Orcs exp 0 armour 0 weapon_lvl 0
    unit Goblin Orcs exp 1 armour 0 weapon_lvl 0
    unit Orc Band exp 1 armour 0 weapon_lvl 0
    unit Orc Band exp 0 armour 0 weapon_lvl 0
    unit Orc Band exp 1 armour 0 weapon_lvl 0
    unit Orc Band exp 0 armour 0 weapon_lvl 0
    unit Mordor Scouts exp 1 armour 0 weapon_lvl 0
    unit Mordor Scouts exp 0 armour 0 weapon_lvl 0
    unit Mordor Scouts exp 1 armour 0 weapon_lvl 0
    unit Mordor Scouts exp 0 armour 0 weapon_lvl 0
    unit Mordor Uruks exp 0 armour 0 weapon_lvl 0
    end
    siege_settlement Gorzag Fugli, Dale, maintain
    terminate_monitor
    end_monitor

    monitor_event FactionTurnStart not FactionIsLocal
    if I_EventCounter volunteers_dale = 1
    set_event_counter volunteers_dale 0 ; this should ensure the faction cannot recruit them
    set_event_counter volunteers_dale_temp 1
    end_if
    end_monitor

    monitor_event FactionTurnEnd not FactionIsLocal
    if I_EventCounter volunteers_dale_temp = 1
    set_event_counter volunteers_dale 1 ; So the info is passed through all factions. Otherwise the descr_mercenary.txt would know nothing of it. After the last faction the merc pools are updated, I think.
    end_if
    set_event_counter volunteers_dale_temp 0
    end_monitor

    monitor_event FactionTurnStart FactionIsLocal ; till now only for the local faction
    and not I_LocalFaction scotland
    and DiplomaticStanceFromFaction scotland = Allied
    if I_SettlementUnderSiege Dale
    and I_SettlementOwner Dale = scotland
    set_event_counter volunteers_dale 1
    end_if
    if I_SettlementUnderSiege Esgaroth
    and I_SettlementOwner Dale = scotland
    set_event_counter volunteers_dale 1
    end_if
    if I_SettlementUnderSiege Celduin
    and I_SettlementOwner Dale = scotland
    set_event_counter volunteers_dale 1
    end_if
    if I_SettlementUnderSiege Celduin-East
    and I_SettlementOwner Dale = scotland
    set_event_counter volunteers_dale 1
    end_if
    if not I_SettlementUnderSiege Dale
    and not I_SettlementUnderSiege Esgaroth
    and not I_SettlementUnderSiege Celduin
    and not I_SettlementUnderSiege Celduin-East
    set_event_counter volunteers_dale 0
    if I_LocalFaction moors
    destroy_units moors Dale Cavalry
    end_if
    end_if
    end_monitor

    In descr_mercenaries.txt
    pool Dale
    regions Dale_Province Esgaroth_Province Celduin_Province Celduin-East_Province Rhovanion_Province North-Rhovanion_Province Uldonavan_Province Dorwinion_Province
    unit Dale Cavalry, exp 0 cost 0 replenish 20 - 20 max 20 initial 20 religions { orthodox numenorian northmen dwarf } events { volunteers_dale }



    I think religions { orthodox numenorian northmen dwarf } is even not needed

    -----------------------------------

    Hopefully this will make sense to coders. I'm respecting the coder's wishes by planting this here
    Looking great (though I've already seen it in the DaC forum), I've spotted a few flaws but I'm sure Aramiteus will fix them. One comment: better use {CODE} and {/CODE} tags, just like {QUOTE} and {SPOILER} (with [ & ] brackets, of course). It keeps spaces and tabs in place.
    The Enemy of Human Souls
    Sat grieving at the cost of coals;
    For Hell had been annexed of late,
    And was a sovereign Southern State.

  4. #64
    Squeaks's Avatar EATING WORMS!
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    Default Re: Divide and Conquer revisited

    Quote Originally Posted by Makrell View Post
    Is it the purpose that full stacks of Dunedian rangers are suddenly spawning outside Moria when playing Dwarves of Khasad Dum is in turn nineteen was besieged by ootm when suddenly i got a full stack of dunedain rangers. and when and where will the bugfix for 3,99 be out

    All I can say is soon. The guy who's writing it is getting married on Saturday, so you'll have to permit him to enjoy that and his honeymoon, but he's been working on it.

    So as soon as we can

  5. #65
    Gimildo's Avatar Murakawa
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    Default Re: Divide and Conquer revisited

    This is all so awesome! I haven't played dac yet Because I can't launch but I will as soon as possible

  6. #66
    Bela's Avatar Kihei
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    Default Re: Divide and Conquer revisited

    Quote Originally Posted by Squeaks View Post
    All I can say is soon. The guy who's writing it is getting married on Saturday, so you'll have to permit him to enjoy that and his honeymoon, but he's been working on it.

    So as soon as we can
    Hopefully this week, but as Squeaks said, I have some real life duties which take most of my time

    But don't worry guys, I'm working on it and even if I can't finish it due to lack of time, I'll release at least part of it before leaving for two weeks honeymoon (basicly all invisible special reinforcement units will be fixed and more...).


    This is all so awesome! I haven't played dac yet Because I can't launch but I will as soon as possible
    Why can't you? What's your problem with it?
    "No Rest until the Blood of Greenskins flows like Dark Ale upon the Earth!"

    +++ Josef Bugman +++




  7. #67
    Gimildo's Avatar Murakawa
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    Default Re: Divide and Conquer revisited

    1. I don't get how to
    2. 7 zip won't install

  8. #68
    Bela's Avatar Kihei
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    Default Re: Divide and Conquer revisited

    Quote Originally Posted by Gimildo View Post
    1. I don't get how to
    Installation instructions from TheArtfulDodger (with some comments from me )

    1. When you download the two large files (001 & 002) make sure that they are in the same place-- I.E Your Downloads Folder (or make a folder on your desktop and place them there)
    2. Now you need to create a Third_AgeDAC Folder in this location --Computer/YourHardDrive/Program Files/SEGA/Medieval2TW/Mods. (or wherever your Medieval II exists)
    3. Go back to your downloads folder, and open the first file(001) ONLY. Use the free program 7-Zip(get this off the first post) Right click the file(001) and select 7-Zip, then open archive. This should open with a list similar to this. ---Custom(folder)
      ---Data(folder)
      ---Preferences(folder0
      ---Icon.ico
      ---Third AgeDAC.bat
      ---Third Agetest.bat
      ---TATWDAC.cfg
      ---TATWtest.cfg

    4. This means that you have exactly what you need. DO NOT open the second file(002), I did this and my computer crashed, file 001 wouldnt open then I had to download again.
    5. Extract the file (001) NOT the folders!, into the folder you created earlier. (so you have nothing to do with file 002. Part 001 extracts 002 also. If you receive error messages, try extracting once again. If you receive the error message more times, then your download may be corrupted)
    6. Your now done, Enjoy. Run the game for the Third AgeDAC.bat and your off.


    [[OPTIONAL STEPS]] (in order to get an easy access to the sub-mod and to avoid windowed mode)

    1. Create a shortcut for the Third AgeDAC.bat to your desktop, for ease of acess.
    2. Edit the TATWDAC.cfg file to open in full screen. open in notepad and look for this

    Code:
    [video]
    windowed = true
    movies = false
    show_banners = 0
    grass_distance = 9000
    event_movies = 0
    sabotage_movies = 0
    Change the true, to false and save it (so make this: windowed = false)

    Quote Originally Posted by Gimildo View Post
    2. 7 zip won't install
    I hope all your questions are answered above. Should you have some more, just post them here.
    "No Rest until the Blood of Greenskins flows like Dark Ale upon the Earth!"

    +++ Josef Bugman +++




  9. #69
    Hero of the West's Avatar Fellowship of the MOS
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    Default Re: Divide and Conquer revisited

    Hello guys i like what you are doing so far really paying attention on all the bits and pieces of info you release from time to time when i look to this list some of the names look a bit weird.. so i was thinking of naming some other more suitable ones to my opinion. You don't have to do anything with it off course but i thought just give the way i view it.. I think some of the things i say make sence

    1. Shadow of Mordor Just Mordor is the commen name for this nation
    2. Shadow of Angmar

    3. Haradrim Tribes
    4. Easterlings of Rhun
    5. Haven's Of Umbar Pirates of Umbar, cause the people excist out of pirates and not haven's.
    6. Orcs Of The Misty Mountains
    7. Shadow Of Mirkwood
    8. Enedwaith & Minhiriath Men of Enedwaith & Minhiraith
    9. Kingdom Of Gondor
    10. Principality Of Dol Amroth
    11. Northern Dunedain Rangers Dunedain rangers, you have no southern eastern or western.. so no need to call them northern.
    12. Kingdom Of Rohan
    13. Green Valleys of Folyavuld (will probably be renamed) This is Dorwinion now i assume?
    14. Wild Men of Dunland
    15. Vale of Anduin Like 14 , Men of the Vale of Anduin
    16. Orthanc Orthanc is the name of a tower and the faction could better be reffered to as isengard i think.
    17. Lake-men Kingdoms, Dale & Esgaroth
    18. Men & Hobbits of Bree-land Men and Hobbits of Eriador
    19. Dwarves of the Iron Hills
    20. Dwarves of the Blue Mountains
    21. Longbeards of Khazad Dum This name contredicts the other 2 dwarven names, to fit the rest it could be "Dwarves of Moria" this uses dwarves instead of longbeards and uses the commen language name for the area.
    22. Haven of Rivendell Elves of Rivendell or Elves of the Rivendell valley, to make it more clear.
    23. Silvan Elves of Eryn Lasgalen
    24. Havens of Lindon Elves of Lindon, same comment as Umbar
    25. Silvan Elves of Lórien

    26. Ents of Fangorn (AI Defensive)
    27. Variags of Khand (Emergent Aggressive)
    28. White Council
    29. Arnor Kingdom of Arnor, If i have it right it's a kingdom and to keep it in line with gondor, rohan you could name it like them.
    30. Bandits
    Last edited by Hero of the West; June 23, 2010 at 10:16 AM.
    Patronized by Eöl

  10. #70
    Venia's Avatar Cogito ergo Credo
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    Default Re: Divide and Conquer revisited

    Quote Originally Posted by Eöl View Post
    Divide and Conquer 4.0

    A large submod for kingkong's Third age total war




    Introduction

    Some of you may have played dac before. As you also may know, is that dac hasn't had a new release in a long long time. This has multiple reasons. Firstly most of the old team left dac after that last release. Fortunately I just joined right after that release. I didn't succeed very well in continueing this mod, but it stayed alive, though wounded . A few months ago, dac became more lively and now we are back on track.

    Ofcourse with an allmost new team comes new ideas and new directions. Don't expect to change much, but the aim of this mod will be a bit different. Also it won't be a stand-a-lone mod anymore. IT will be based on 2.0. Yes, thats right. This hasn't been released yet. But this doesn't mean that our progress isn't good. Secondly, this mod will have an economic system, just like with tatw. So this will be different then dac 3.99. Last, DaC 4.0 will be an enourmous mod. Not only with new scripts (like with the old dac releases), but also with thousands of events with descriptions and totally new units.

    This means that dac won't be released very soon. That's why we will preview a lot in many different forms untill the release and bela has also made a small bugfixer for 3.99 for the die hard fans of dac. This fixer will fix some of the most annoying bugs in the 3.99 version.

    I will update this thread in the following days and I will keep updating it.


    Features

    -29 factions in total
    -Dozens of new units
    -More regions!
    -Thousands of events. All with their own unique descriptions.
    -The player has more influence on middle-earth than ever before
    -Exciting new scripts, such as a corsair invasion script
    -A specially made epic soundtrack
    -Much more....!



    DaC links


    Developer forum
    Old thread
    Unit teaser
    Yes/No events thread
    Description thread
    DaC tolkien immersion thread



    Factions in 4.0

    1. Shadow of Mordor
    2. Shadow of Angmar
    3. Haradrim Tribes
    4. Easterlings of Rhun
    5. Haven's Of Umbar
    6. Orcs Of The Misty Mountains
    7. Shadow Of Mirkwood
    8. Enedwaith & Minhiriath
    9. Kingdom Of Gondor
    10. Principality Of Dol Amroth
    11. Northern Dunedain Rangers
    12. Kingdom Of Rohan
    13. Green Valleys of Folyavuld (will probably be renamed)
    14. Wild Men of Dunland
    15. Vale of Anduin
    16. Orthanc
    17. Lake-men Kingdoms, Dale & Esgaroth
    18. Men & Hobbits of Bree-land
    19. Dwarves of the Iron Hills
    20. Dwarves of the Blue Mountains
    21. Longbeards of Khazad Dum
    22. Haven of Rivendell
    23. Silvan Elves of Eryn Lasgalen
    24. Havens of Lindon
    25. Silvan Elves of Lórien

    26. Ents of Fangorn (AI Defensive)
    27. Variags of Khand (Emergent Aggressive)
    28. White Council
    29. Arnor
    30. Bandits

    Possible rebel factions (allready one decided, though we keep that one secret for now ) :
    Rebel factions are rebels that have certain units. They have their own color on the map. They have their own banners. They even can behave aggresive. They just can't expand and are not playable. There is a limit of 6.

    1. Gundabad
    2. Druedain
    3. Nurn (very small chance)
    4. ........
    (suggestions are allways welcome)
    You should rename men and hobbits of bree-land since the shire doesnt belong to bree land
    SOI skinner/video maker/moderator
    http://www.twcenter.net/forums/forumdisplay.php?f=1496,

  11. #71
    JorisofHolland's Avatar Jukutatsu shita
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    Default Re: Divide and Conquer revisited

    Quote Originally Posted by patrician1 View Post
    Hello guys i like what you are doing so far really paying attention on all the bits and pieces of info you release from time to time when i look to this list some of the names look a bit weird.. so i was thinking of naming some other more suitable ones to my opinion. You don't have to do anything with it off course but i thought just give the way i view it.. I think some of the things i say make sence

    1. Shadow of Mordor Just Mordor is the commen name for this nation
    2. Shadow of Angmar

    3. Haradrim Tribes
    4. Easterlings of Rhun
    5. Haven's Of Umbar Pirates of Umbar, cause the people excist out of pirates and not haven's.
    You have a point there, and I need to get rid of some rep, so here you go.
    6. Orcs Of The Misty Mountains
    7. Shadow Of Mirkwood
    8. Enedwaith & Minhiriath Men of Enedwaith & Minhiraith
    9. Kingdom Of Gondor
    10. Principality Of Dol Amroth
    11. Northern Dunedain Rangers Dunedain rangers, you have no southern eastern or western.. so no need to call them northern.
    Ithilien Rangers live in the South - also, Northern revers to Dunedain, not to Dunedain Rangers, and there are southern Dunedain (*ahem* Gondor *ahem*)
    12. Kingdom Of Rohan
    13. Green Valleys of Folyavuld (will probably be renamed) This is Dorwinion now i assume?
    14. Wild Men of Dunland
    15. Vale of Anduin Like 14 , Men of the Vale of Anduin
    16. Orthanc Orthanc is the name of a tower and the faction could better be reffered to as isengard i think.
    17. Lake-men Kingdoms, Dale & Esgaroth
    18. Men & Hobbits of Bree-land Men and Hobbits of Eriador
    19. Dwarves of the Iron Hills
    20. Dwarves of the Blue Mountains
    21. Longbeards of Khazad Dum This name contredicts the other 2 dwarven names, to fit the rest it could be "Dwarves of Moria" this uses dwarves instead of longbeards and uses the commen language name for the area.
    22. Haven of Rivendell Elves of Rivendell or Elves of the Rivendell valley, to make it more clear.

    Not even Elves of Rivendel, since they're not made of Havens?
    23. Silvan Elves of Eryn Lasgalen
    24. Havens of Lindon Elves of Lindon, same comment as Umbar
    25. Silvan Elves of Lórien
    26. Ents of Fangorn (AI Defensive)
    27. Variags of Khand (Emergent Aggressive)
    28. White Council
    29. Arnor Kingdom of Arnor, If i have it right it's a kingdom and to keep it in line with gondor, rohan you could name it like them.
    30. Bandits
    The Enemy of Human Souls
    Sat grieving at the cost of coals;
    For Hell had been annexed of late,
    And was a sovereign Southern State.

  12. #72
    Hero of the West's Avatar Fellowship of the MOS
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    Default Re: Divide and Conquer revisited

    jep but i was talking more about faction names.. since you have 1 dunedain ranger faction (direction north).. you don't have the need to say north cause it doesn't add anything i don't get your comment on rivendell can you say it dutch for me
    Patronized by Eöl

  13. #73
    Bela's Avatar Kihei
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    Default Re: Divide and Conquer revisited

    Thanks for all suggestions! Some good points there!

    Just relating nr. 21. Balin and his followers were of the Longbeard Clan, so that's why. And no dwarf will ever again call Khazad-dum Moria if they have reconquered that...
    The reason why the two other dwarf factions are called dwarves is that there were more clans live together in Erebor and in the Blue Mountains, as long as I know. But if it's not correct lore-wise, just let us know
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  14. #74
    JorisofHolland's Avatar Jukutatsu shita
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    Default Re: Divide and Conquer revisited

    Quote Originally Posted by patrician1 View Post
    jep but i was talking more about faction names.. since you have 1 dunedain ranger faction (direction north).. you don't have the need to say north cause it doesn't add anything i don't get your comment on rivendell can you say it dutch for me
    Well, I'll make an exception and risk being banned:

    Je zei dat Haven's of Umbar niet kon, omdat het piraten zijn en geen havens, dus zei ik hetzelfde over Haven of Rivendel.

    To make this post more usefull, and prevent it from deletion I'll quote Bela and try to say something usefull:
    Quote Originally Posted by Bela View Post
    Thanks for all suggestions! Some good points there!

    Just relating nr. 21. Balin and his followers were of the Lonbeard Clan, so that's why. And no dwarf will ever again call Khazad-dum Moria if they have reconquered that...
    That's why the two other dwarf factions are called dwarves (more clans live together both in Erebor and in the Blue Mountains, as long as I know). But if it's not correct lore-wise, just let us know
    Yes, the Dwarves in the Blue Mountains are made up of two clans - at least before the Valar dropped by to say hi and destroyed Nogrod and Belegost. Erebor I can't say for sure, but I think it's a part of Durin's clan (don't remember the name) but also many Dwarves went to that place, for it's famous riches.
    Last edited by JorisofHolland; June 23, 2010 at 10:44 AM.
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  15. #75
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    Default Re: Divide and Conquer revisited

    Quote Originally Posted by JorisofHolland View Post
    Well, I'll make an exception and risk being banned:

    Je zei dat Haven's of Umbar niet kon, omdat het piraten zijn en geen havens, dus zei ik hetzelfde over Haven of Rivendel.


    aah wel ok i related haven of rivendell more to Safe haven because rivendell is in the middle of the land and not near the ocean

    @ bela i already had the idea that was the reason for the dwarves and it's a good argument for the name, yet my taste say it's nicer to have 3 unique names like the longbeard clan or three general dwarven of the .. names then have 2 general names and 1 unique.. unique is a bit more lore, general gives more oversight.. just what you believe to be the most important
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    Bela's Avatar Kihei
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    Default Re: Divide and Conquer revisited

    Quote Originally Posted by patrician1 View Post
    i already had the idea that was the reason for the dwarves and it's a good argument for the name, yet my taste say it's nicer to have 3 unique names like the longbeard clan or three general dwarven of the .. names then have 2 general names and 1 unique.. unique is a bit more lore, general gives more oversight.. just what you believe to be the most important
    As I took my dirty little hands on the Longbeards to make it a tough faction to play, guess which name do I like better?

    But to be honest, you're right, we have already have some discussions on the names of the factions, and finally this was accepted by the team. But who knows? Maybe based on the discussion we have here, we will start again...
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  17. #77
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    Default Re: Divide and Conquer revisited

    Quote Originally Posted by Bela View Post
    As I took my dirty little hands on the Longbeards to make it a tough faction to play, guess which name do I like better?

    But to be honest, you're right, we have already have some discussions on the names of the factions, and finally this was accepted by the team. But who knows? Maybe based on the discussion we have here, we will start again...
    haha the decisions is with you guys and for all i know all the names are already set but well positive feedback is always welcome right
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    Elphir of Dol Amroth's Avatar Taihō no heishi
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    Default Re: Divide and Conquer revisited

    15. Vale of Anduin Like 14 , Men of the Vale of Anduin


    Vale of Anduin is better since the faction isn't only made up of men.

    18. Men & Hobbits of Bree-land Men and Hobbits of Eriador
    There are also other men in Eriador (Dunedain) that aren't part of this faction, so that name wouldn't work. A better name would be Men & Hobbits of Bree-land and the Shire, but such a name is way to long.


    29. Arnor Kingdom of Arnor, If i have it right it's a kingdom and to keep it in line with gondor, rohan you could name it like them.
    Would this actually be a faction? I thought this was supossed to be a Reunited Kingdom faction? Not just Arnor reforged.
    Last edited by Elphir of Dol Amroth; June 23, 2010 at 01:07 PM.

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    Default Re: Divide and Conquer revisited

    Quote Originally Posted by Elphir of Dol Amroth View Post

    Vale of Anduin is better since the faction isn't only made up of men.



    There are also other men in Eriador (Dunedain) that aren't part of this faction, so that name wouldn't work. A better name would be Men & Hobbits of Bree-land and the Shire, but such a name is way to long.

    28. White Council


    Would this actually be a faction? I thought this was supossed to be a Reunited Kingdom faction? Not just Arnor reforged.
    Well Vale of Anduin on it's own is a region not a faction if you look at it correctly.. something like defenders of the Vale Anduin or inhabitants of the vale of anduin is more correct but long or doesn't sound nice

    Well the dunedain has it's own faction so it's logical to assume they are not in the other faction i think
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    JorisofHolland's Avatar Jukutatsu shita
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    Default Re: Divide and Conquer revisited

    Quote Originally Posted by patrician1 View Post
    Well Vale of Anduin on it's own is a region not a faction if you look at it correctly.. something like defenders of the Vale Anduin or inhabitants of the vale of anduin is more correct but long or doesn't sound nice

    Well the dunedain has it's own faction so it's logical to assume they are not in the other faction i think
    I can say that the other way round: If it's called Men (...) of Eriador, the Dunedain would say: I don't need a faction for my self, I'll join Eriador!
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    And was a sovereign Southern State.

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