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  1. #1

    Icon2 Ideas for sub-mods

    I was asked to edit the OP, okay.
    I try it. Although I am actually looking forward for a twisted argument by JAL (to close this).

    There are more and more 'sub-mods' created which are actually supposed to be merely an idea/suggestion.
    Therefore, in the sense to prevent unnecessary threads I think it is time to have an own thread where people can discuss (yeah without"" ) and create ideas, make suggestions and form new teams for projects or 'hire' new support for existing teams or even ask questions regarding sub-mods in general.

    At least I think it is worth a try.

    Spoiler Alert, click show to read: 


    Wow, nice edit dude. -JL
    Last edited by Jean=A=Luc; February 25, 2010 at 07:43 PM.

  2. #2

    Default Re: Ideas for sub-mods

    Quote Originally Posted by Devils_Advocate View Post
    I try it. Although I am actually looking forward for a twisted argument by JAL (to close this).

    There are more and more 'sub-mods' created which are actually supposed to be merely an idea/suggestion.
    Therefore, in the sense to prevent unnecessary threads I think it is time to have an own thread where people can discuss (yeah without"" ) and create ideas, make suggestions and form new teams for projects or 'hire' new support for existing teams or even ask questions regarding sub-mods in general.

    At least I think it is worth a try.

    Great idea,yes. Your reasons are very valid.

    But ... well .. I think that the thread "Suggestions" was created precisely for this reason.

    The only thing is that then the users (and in these there is also include myself ) prefer to create new threads on their ideas, even only to give more visibility to them.

    Don't you think??
    This will be the greatest war the world has ever seen.
    We need the greatest warrior.

  3. #3

    Default Re: Ideas for sub-mods

    Quote Originally Posted by Elessar789 View Post
    Great idea,yes. Your reasons are very valid.

    But ... well .. I think that the thread "Suggestions" was created precisely for this reason.

    The only thing is that then the users (and in these there is also include myself ) prefer to create new threads on their ideas, even only to give more visibility to them.

    Don't you think??
    Well I hardly believe people here are able to combine idea+submod ->(general) suggestion thread, so I think it is justified in the sub mod section to have one as well.
    The thing with 'visibilty/attention' is always the same but since the main section is far less narrowed in general this thread might have a chance.
    And I am sure if you post here you will have JALs 'good-will'.

  4. #4

    Default Re: Ideas for sub-mods

    Quote Originally Posted by Devils_Advocate View Post
    Well I hardly believe people here are able to combine idea+submod ->(general) suggestion thread, so I think it is justified in the sub mod section to have one as well.
    The thing with 'visibilty/attention' is always the same but since the main section is far less narrowed in general this thread might have a chance.
    And I am sure if you post here you will have JALs 'good-will'.
    Yes,I agree .. it would be a good idea create a "Suggestions" thread also in the submod section ...
    you're right
    This will be the greatest war the world has ever seen.
    We need the greatest warrior.

  5. #5
    SuperZero's Avatar Foederatus
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    Default Re: Ideas for sub-mods

    This is a fairly small suggestion, could someone lower the effects of squalior on public order

    because i don't think seriousely that cities would be on red like after they reach 24000 pop

    i always stop playing campagins because i hate it when my army is campagining(is that even a word?) somewhere far away and all cities start rebelling and i cant affotd to keep enough armies there to keep them happy

  6. #6

    Default Re: Ideas for sub-mods

    build town halls >.>

  7. #7
    Hero of the West's Avatar Artifex
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    Default Re: Ideas for sub-mods

    Well this thread is death for quite some time.. but i'll give it a try..

    it would be nice if a there was a mod with added a lot of extras to the game.. just a few thoughts..

    - The ring mod implemented in main campaign and a eriador rework (those ar going to be implemented in 1.5 i believe)

    - Palantir (lost seeing stones) accileries which lift fog of war and give generals an edge..

    - A "balrog appear like situation" for a transformed bear unit in the anduin region when the dark forces are spreading there..

    - The unused chariots for rhun implemented in the main game.. they work fine but the unitsize should be smaller..

    - Siege equipments could be more unique for certain factions.. especially the elven ones..

    - Although elven units have strong units and these should be less available it would be nice if there was more choice to recruit.. Tis is mainly for the high elfs an option

    - A mod that finds a way to make the nordwest region less boring.. angmar could be implemented.. but that would only weaken the expansion for OOTM is what i believe.. Maybe an evil nomad faction like the mongols in ME2.. I'm not to familiar with lore but there problebly is something where it can be explained with..

    - An isengard spy in the form of crows.. i forgot the name but i guess crebain of dunland?

    - An eventmessage when one of the capitals of the free people has fallen asking for aid (like in ME2 TW) have never had such a message in TATW

    - when the silvan elves take command of fangorn forest they get support from three standard ent units.. it would be nice if it was 2 standard units and one generals bodyguard unit with treebeard in it.

    - AOR units in gondor is an great option cause of the fiefdoms in gondor

    - More mercenary units bound to certain regions

    - return princesses into the game for certain factions

    - use the "minor st. johns chapel idea" from ME2 TW to for instances train on er or 2 elven units in a gondor city..

    - use the "pelgrim to jeruzalem idea" from ME2 TW when certain factions reach certain city's.. for instances lothlorien en moria should be really impressive..

    - make it possible for the king of gondor to summon 1 or 2 units of the death at the correct location.. these should not be immortal but extremely strong and dissappearing after a number of turns..

    - an dwarven accilery in which randomly one of the missing dwarven rings could be located and given to a general.. this really should be a 2% chance a turn or something..

    - an unit of snowtrolls for OOTM (with a building limit)

    - an wolves unit for OOTM

    These are just some loose ideas.. but i like the idea not to have a region changing mod, custom campain mod or stand alone mod but to have a mod that contributes something to the "greatest mod" ever.. This mod could even be a test mod from which new ideas can be implemented in future third age work from KK and his team..

    I would love to hear ideas from other people and maybe gather a list in this thread with mod ideas from which people can get ideas
    Last edited by Hero of the West; February 25, 2010 at 02:22 PM.

  8. #8
    Venia's Avatar Auxilium meum a Domino
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    Default Re: Ideas for sub-mods

    Quote Originally Posted by patrician1 View Post
    - A mod that finds a way to make the nordwest region less boring.. angmar could be implemented.. but that would only weaken the expansion for OOTM is what i believe.. Maybe an evil nomad faction like the mongols in ME2.. I'm not to familiar with lore but there problebly is something where it can be explained with..
    I'm working on that
    SOI skinner/video maker/moderator
    http://www.twcenter.net/forums/forumdisplay.php?f=1496,

  9. #9
    Hero of the West's Avatar Artifex
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    Default Re: Ideas for sub-mods

    Quote Originally Posted by sirvinniei View Post
    I'm working on that
    That's good news.. i'm really interested in what your'e ideas are

    I've started a new thread in which i want to discuss peoples ideas. I'll write that you are working on this idea

    http://www.twcenter.net/forums/showthread.php?t=335919

  10. #10

    Default Re: Ideas for sub-mods

    Some of those are implemented in RR/RC.

  11. #11
    Hero of the West's Avatar Artifex
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    Default Re: Ideas for sub-mods

    Quote Originally Posted by Point Blank View Post
    Some of those are implemented in RR/RC.
    some of the aor units from gondor i know off.. but if i remember correctly minas tirith received help from multiple fiefdoms..

    dol amroth is beautifully represented in RR / RC and the vanilla TA has pelagir marines as does RR / RC but as far as i know, lore wise.. many other units could be possible

  12. #12
    Hero of the West's Avatar Artifex
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    Default MOD brainstorming

    On this forum i've seen many good ideas and many request all over. Off course there is the suggestion topic but that one is mostly used for the actual third age team. It seemed a good idea to post many ideas for mods in 1 topic for everyone to read clearly and to discuss them.

    So in this thread i would like to start an list with ideas from everybody. Off course these ideas would have to be possible etc etc. The great thing about such a thread is the chance to find new ideas or help for a mod. And maybe some of these ideas will be implemented by some of the best modteams on this forum.

    This thread contains a lot off loose ideas which is great becauses these could really contribute something to the "greatest" mod ever is implemented.. I would love to hear ideas from everyone interested in sharing as much information and ideas as possible. Feedback conceirning possibility of the implement of ideas are also welcome as are announcements of the use of ideas out of the list below.

    List of possible ideas:

    - The ring mod implemented in main campaign and a eriador rework (those are currently be implemented in 1.5)

    - Palantir (lost seeing stones) accileries which lift fog of war and give generals an bonuses..

    - A "balrog appear like situation" for a transformed bear unit in the anduin region when the dark forces are spreading there..

    - The unused chariots for rhun implemented in the main game.. they work fine but the unitsize should be smaller..

    - Siege equipments could be more unique for certain factions.. especially the elven ones..

    - Although the high elfs have strong units and these should be less available it would be nice if there was more choice to recruit..

    - A mod that finds a way to make the nordwest region less boring.. angmar could be implemented.. but that would only weaken the expansion for OOTM is what i believe.. Maybe an evil nomad faction like the mongols in ME2.. I'm not to familiar with lore but there problebly is something where it can be explained with.. (sirvinniei is working this idea)

    - An isengard spy in the form of crows.. i forgot the name but i guess crebain of dunland?

    - An eventmessage when one of the capitals of the free people has fallen asking for aid (like in ME2 TW) have never had such a message in TATW

    - When the silvan elves concuer fangorn forest they get support from 3 standard ent units.. it would be nice if it was 2 standard units and one generals bodyguard unit with treebeard.

    - AOR units in gondor is an great option cause of the fiefdoms in gondor (some are already implemented in RR / RC but there are more fiefdoms) but "osgiliath verterans or clansmen of lamedon" would be great

    - More mercenary units bound to certain regions

    - return princesses into the game for certain factions

    - use the "minor st. johns chapel idea" from ME2 TW to for instances train 1 or 2 elven units in a gondor city..

    - use the "pelgrim to jeruzalem idea" from ME2 TW when certain factions reach certain city's.. for instances lothlorien en moria should be really impressive..

    - Make it possible for the king of gondor to summon 2 units of the death at the correct location.. these shouldn't be immortal but extremely strong and dissappear after a number of turns..

    - A dwarven accilery in which randomly one of the missing dwarven rings could be located and given to a general.. this really should be a 2% chance a turn or something..

    - an unit of snowtrolls for OOTM (with a building limit)

    - A wolves unit for OOTM (lore based "the hobbit")

    - An allover expansion sub mod containing "ALL ADDITIONAL UNITS" submod consisting of TARO's Gondorian units, of DEA PALADIN & Agostino's units, of Vale of Anduin faction units PLUS the obsolete Dale units and the Citadel Guard units from the submod with the same name. It would be nice if the evil factions would have expansions as well.

    - Creating units that change appearence with every armor upgrade
    Last edited by Hero of the West; February 25, 2010 at 03:46 PM.

  13. #13
    Venia's Avatar Auxilium meum a Domino
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    Default Re: MOD brainstorming

    Quote Originally Posted by patrician1 View Post
    - A mod that finds a way to make the nordwest region less boring.. angmar could be implemented.. but that would only weaken the expansion for OOTM is what i believe.. Maybe an evil nomad faction like the mongols in ME2.. I'm not to familiar with lore but there problebly is something where it can be explained with..
    again, I'm working on that
    SOI skinner/video maker/moderator
    http://www.twcenter.net/forums/forumdisplay.php?f=1496,

  14. #14
    Hero of the West's Avatar Artifex
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    Default Re: MOD brainstorming

    Quote Originally Posted by sirvinniei View Post
    again, I'm working on that
    duelly noted

  15. #15

    Default Re: MOD brainstorming

    If it has not been mentioned, (I'm sure Taro's units have), but what would really be good is a different appearance (like what Taro has done). I like to see the effect of armour upgrades, those buildings do take a long time to build and aren't cheap (and imo hardly give a worthwhile bonus, some aesthetic bonus atleast should make up for it).
    Last edited by yobi_uk; February 25, 2010 at 04:10 PM.

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  16. #16

    Default Re: Ideas for sub-mods

    Ι propose an "ALL ADDITIONAL UNITS" submod consisting of TARO's Gondorian units, of DEA PALADIN & Agostino's units, of Vale of Anduin faction units PLUS the obsolete Dale units and the Citadel Guard units from the submod with the same name.

  17. #17
    Hero of the West's Avatar Artifex
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    Default Re: Ideas for sub-mods

    Quote Originally Posted by Cleander View Post
    Ι propose an "ALL ADDITIONAL UNITS" submod consisting of TARO's Gondorian units, of DEA PALADIN & Agostino's units, of Vale of Anduin faction units PLUS the obsolete Dale units and the Citadel Guard units from the submod with the same name.
    I have processed your'e idea in this new thread i made

    http://www.twcenter.net/forums/showthread.php?t=335919

    grtz patrician

  18. #18

    Default Re: Ideas for sub-mods

    Cheers mate.

  19. #19
    Hero of the West's Avatar Artifex
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    Default Re: Ideas for sub-mods

    Quote Originally Posted by Cleander View Post
    Cheers mate.
    for gondor there are some really cool aor units i would like to see to clansmen of lamenon and veterans of osgiliath

  20. #20

    Default Re: Ideas for sub-mods

    Thanks patrician1 for the pm.

    But currently I am wondering about myself why I was so naive trying to open a usefull thread in this forum though I am hear about... simply too long.

    Hence the irony, I wish you good luck with this useless thread.


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