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Thread: Moria Entrances sub-mod UPDATED August 6th

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  1. #1

    Default Moria Entrances sub-mod UPDATED August 6th

    Compatible with patch 1.2

    This is a small modification I made that adds to OotMM two new settlements, West and East Moria entrances. These new settlements are like Morias gates, and the original Moria region is changed to be Halls of Moria.

    Right now this sub-mod does not have any other sub-mod compatible versions. If you will ask I will make it compatible with some sub-mods.

    Installation instructions:
    Extract the data folder into the third_age folder and play


    Screenshot:
    Spoiler Alert, click show to read: 


    Credits to el cid for coming up with the idea
    Last edited by Skeleton Of The West; August 06, 2009 at 06:04 AM.

  2. #2
    Zikko's Avatar Tiro
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    Default Re: Moria Entrances sub-mod

    Damn the screenshot is loading slow...

  3. #3

    Default Re: Moria Entrances sub-mod

    can the ai bypass those settelments (like the black gate or minas ithil)?

  4. #4
    el Cid's Avatar Campidoctor
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    Default Re: Moria Entrances sub-mod

    Glad that someone released it , I'd +rep you if I could but I already did yesterday so too bad.

  5. #5

    Default Re: Moria Entrances sub-mod

    Quote Originally Posted by tesb View Post
    can the ai bypass those settelments (like the black gate or minas ithil)?
    I didnt thought of checking it. I will check if armies can pass them without a fight, if they do I will make something to avoid it.

  6. #6
    Nurk91's Avatar Foederatus
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    Default Re: Moria Entrances sub-mod

    Shouldn't there be a way around them in the form of that mountain pass over Moria?

  7. #7
    BanditKS's Avatar Ordinarius
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    Default Re: Moria Entrances sub-mod

    +rep! this is going to be a great addition.



  8. #8

    Default Re: Moria Entrances sub-mod

    nice mod,the door of Moria~

  9. #9

    Default Re: Moria Entrances sub-mod

    I would love to get this submod it looks great, but the only way I could get it is if you made it compatible with RR/RC+lore, improved trade mod, and really bad ai/battle AI switcher mod lol.... or patch 1.2 if it comes out this weekend.

  10. #10

    Default Re: Moria Entrances sub-mod

    ook when i capture moria it goes " DO NOT TRANSLATE - ARGH! OH GOD! NOT MEANT TO BE A STAR FORT ANYWHERE! ARGH! AGAIN! " .......What the hell




  11. #11

    Default Re: Moria Entrances sub-mod

    Quote Originally Posted by Unknown Spamer View Post
    ook when i capture moria it goes " DO NOT TRANSLATE - ARGH! OH GOD! NOT MEANT TO BE A STAR FORT ANYWHERE! ARGH! AGAIN! " .......What the hell
    Thats odd, I never encountered that. I will have a look into this and I will make this compatible to v1.2

  12. #12

    Default Re: Moria Entrances sub-mod

    Update

    I updated this sub-mod and now it is compatible with patch 1.2

    Quote Originally Posted by Unknown Spamer View Post
    ook when i capture moria it goes " DO NOT TRANSLATE - ARGH! OH GOD! NOT MEANT TO BE A STAR FORT ANYWHERE! ARGH! AGAIN! " .......What the hell
    I tested it and I didnt encounter this problem. I took as Silvan Elves West, East and Halls of Moria and I did not get this kind of message. I think your files are causing it, not the sub-mod.

  13. #13

    Default Re: Moria Entrances sub-mod UPDATED August 6th

    Maybe it's because i was with the Dwarves and Moria is renamed Khazad-dum when they take it or something ...dunno. See if you have the same problem with the dwarves.
    Ps is it possible that it s up the models for the special characters like gimli or is that because i have the not compatible version.




  14. #14

    Default Re: Moria Entrances sub-mod UPDATED August 6th

    Can yo give all three cities a unique look on the campaigne map?

    In the moment it looks like the halls of Moria are a mountain in the middle of flat land. Can you make the crossable land around Moria smaller and the city animation larger. This would be cool because it would look as Moria is a part of the MM.
    Last edited by Isildor; August 06, 2009 at 10:00 AM.

  15. #15

    Default Re: Moria Entrances sub-mod UPDATED August 6th

    Though it's not such a big problem. The only thing is that the settlement is a star fort for whatever reason and the name is DO NOT TRANSLATE - ARGH! OH GOD! NOT MEANT TO BE A STAR FORT ANYWHERE! ARGH! AGAIN! Khazad-dum. that's just weird....
    Last edited by Unknown Spamer; August 06, 2009 at 09:56 AM.




  16. #16

    Default Re: Moria Entrances sub-mod UPDATED August 6th

    Quote Originally Posted by Unknown Spamer View Post
    Maybe it's because i was with the Dwarves and Moria is renamed Khazad-dum when they take it or something ...dunno. See if you have the same problem with the dwarves.
    Ps is it possible that it s up the models for the special characters like gimli or is that because i have the not compatible version.
    Quote Originally Posted by Unknown Spamer View Post
    Though it's not such a big problem. The only thing is that the settlement is a star fort for whatever reason and the name is DO NOT TRANSLATE - ARGH! OH GOD! NOT MEANT TO BE A STAR FORT ANYWHERE! ARGH! AGAIN! Khazad-dum. that's just weird....
    The problem with Gimli is probably because you dont use the compatible version of this mod. Try using the compatible version.

    About the weird name, I will try Moria with Dwarves and see what it will do to the name, but you can change the city's name in game by clicking on it in it's menu, so its not such a problem. Anyway thanks for bringing it up

    Quote Originally Posted by Isildor View Post
    Can yo give all three cities a unique look on the campaigne map?

    In the moment it looks like the halls of Moria are a mountain in the middle of flat land. Can you make the crossable land around Moria smaller and the city animation larger. This would be cool because it would look as Moria is a part of the MM.
    I dont know how to make the city larger, but maybe I will narrow down the flat land around it so it will look like its part of the mountains.

  17. #17

    Default Re: Moria Entrances sub-mod UPDATED August 6th

    Quote Originally Posted by Skeleton Of The West View Post
    I dont know how to make the city larger, but maybe I will narrow down the flat land around it so it will look like its part of the mountains.
    Yeah that would be cool. I suggested that moria should blend with the mountain, because it is underground before the mod was released, but sadly they left it looking like that. If i could do it myself it would ,but i can't. It would be really awesome if Durin's door was on the map though.




  18. #18

    Default Re: Moria Entrances sub-mod UPDATED August 6th

    the west moria is really far away from durin's door.
    Spoiler Alert, click show to read: 


  19. #19

    Default Re: Moria Entrances sub-mod UPDATED August 6th

    Quote Originally Posted by Archaon View Post
    the west moria is really far away from durin's door.
    Spoiler Alert, click show to read: 

    Thanks for bringing it up Archaon , I will fix this.
    Last edited by Archaon; August 08, 2009 at 04:59 PM. Reason: spoiler

  20. #20

    Default Re: Moria Entrances sub-mod UPDATED August 6th

    I like that submod because I always didn't like the way Moria is represented in vanilla.

    +rep

    But there are some things, didn't mentioned here I would still change:

    1. East Moria should be renamed in Dimrill Gate and western Moria in Hollin Gate. This sound better than only west and east, and show their function as gate.

    2. The place were the fort is positioned should also be an city called "deep pits". In the north-western Region are the mithril and iron pits.

    3. The city "western Moria" and the city "deep pits" I proposed should be owned by rebels because the orcs didn't have the control about whole Moria, because the Orcs in Moria fight sometimes against each other and because there was nobody controled or even know whole Moria

    4. There should be a city "Old Moria". This was the city the dwarfes dig first. The halls in the north are newer.

    5. You should add alot of unique buildings to Moria:
    First hall, lake Mirrormere + bridge of Khazad-dum -> Eastern Moria (Hollin Gate)
    Old Khazad-dum, Endless stairs -> Old Moria
    Second hall, the city of Khazad-dum, twentyfirst hall + chamber of Marzarbul -> Halls of Moria
    deep Mithril mines, iron/silver/gold/beryl/opal mines -> deep mines
    upper armories, guard room -> western Moria (Dimrill Gate)


    I would help you to make pictures and texts for point 5, if you don't want this to do because it's too much work.
    Last edited by Isildor; August 08, 2009 at 11:57 AM.

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