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  1. #1
    Tiro
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    Default Reenabling priests

    Is it possible to re-enable priests into the campain for all tha factions? If so What files need modded and what needs changed?

    Personally I think culture change takes way too long and because of that I have a tough time moving forward on my attacks because I can't recrute even the basic units on border towns and thus I'm left sitting there trying to defend wave after wave of attacks while waiting for re-enforcements to show up.

    This is expecally annoying with the Dwarves since the majority of there people aren't located anywhere outside the hills, there starting settlements which can build units are all located to the far north, AND they have the slowest travel speed so even a near by settlement takes a long time to re-enforce (often times re-enforcements arrive just in time to try to retake the city rather than defend it).

  2. #2
    EOMER's Avatar Civis
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    Default Re: Reenabling priests

    well i agree it is very hard to plan an attack on a settlement because of culture but its there for realism becasuse the dwarves lore wise werent a giant war machinne and if they conquered human villages i hardly think there would be enough dwarves to form a unit. Its there to challenge the player but iam pretty sure you can get rid of it but you would need to talk to someone who knows how. and there were no priests in middle earth !

  3. #3
    Hallow's Avatar Ducenarius
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    Default Re: Reenabling priests

    Quote Originally Posted by EOMER View Post
    well i agree it is very hard to plan an attack on a settlement because of culture but its there for realism becasuse the dwarves lore wise werent a giant war machinne and if they conquered human villages i hardly think there would be enough dwarves to form a unit. Its there to challenge the player but iam pretty sure you can get rid of it but you would need to talk to someone who knows how. and there were no priests in middle earth !
    Well lorewise the culture system is ludicrous anyway, any town that was previously held by Mordor would be slaughtered at conquest and vice versa if it was say a Gondorian town captured by Mordor, which would in essence eliminate the culture problem, if only to replace it with a population one.
    "Romans regarded peace not as an absence of war, but the rare situation that existed when all opponents had been beaten down and lost the ability to resist."


  4. #4

    Default Re: Reenabling priests

    Quote Originally Posted by Hallow View Post
    Well lorewise the culture system is ludicrous anyway, any town that was previously held by Mordor would be slaughtered at conquest and vice versa if it was say a Gondorian town captured by Mordor, which would in essence eliminate the culture problem, if only to replace it with a population one.
    Well, it`s not that simple.

    Even after you have slaughtered the orcs and replaced the population with men you still have to adjust the town/land itself to your culture.

    Like, tearing down orcish monuments, removing the orcish filth from the land, razing previous orcish buildings, scattering the remaining orcs in the wilderness and such stuff.




  5. #5
    Hallow's Avatar Ducenarius
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    Default Re: Reenabling priests

    Quote Originally Posted by Lordinquisitor View Post
    Well, it`s not that simple.

    Even after you have slaughtered the orcs and replaced the population with men you still have to adjust the town/land itself to your culture.

    Like, tearing down orcish monuments, removing the orcish filth from the land, razing previous orcish buildings, scattering the remaining orcs in the wilderness and such stuff.
    But how does those things affect the recruitability of the people you brought into the town with you?

    Don't get me wrong here, I'm not saying the culture system is bad, I was simply pointing out that using lore to argue why there is one doesn't make sense.
    "Romans regarded peace not as an absence of war, but the rare situation that existed when all opponents had been beaten down and lost the ability to resist."


  6. #6

    Default Re: Reenabling priests

    For sure not many people want to move in a region that is still populated by orcs and crowded with orcish stuff.

  7. #7
    Tiro
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    Default Re: Reenabling priests

    Realism this lore that, I know already . However there are some cases where you need to tweek the realism and lore a little in order to make the game more entertaining. Frankly right now, my Dwarf campain is just plain frustrating rather than fun because of this particular "Realism".

    Right now I'm not asking for a mod that has Priests activated. I just want to turn on priests for my game to see how it affects game play. Unfortiantly I don't know how, hence why I'm askin'.

  8. #8
    cedric37's Avatar Why Not ?!
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    Default Re: Reenabling priests

    Quote Originally Posted by trueblaze View Post
    Realism this lore that, I know already . However there are some cases where you need to tweek the realism and lore a little in order to make the game more entertaining. Frankly right now, my Dwarf campain is just plain frustrating rather than fun because of this particular "Realism".

    Right now I'm not asking for a mod that has Priests activated. I just want to turn on priests for my game to see how it affects game play. Unfortiantly I don't know how, hence why I'm askin'.
    I agree with you, realism must be precedeed by gameplay and fun every time; else what is the point of making a game; yes a game is what it is; you know that reality and a game are separated ?

    There should be definitely be priests in the game; to add richness and flexibility.



    EDIT:

    Enabling merchants could also be good fun, and would urge the need for signing trade agreements and establishing relations...
    Myshkin is right, really what pi**es me off in TATW is the lack of good standard M2TW features which made up the richness of this game compared to its predecessors.

    Please put back the merchants and priests and i want to be able to call a holy alliance (crusade) against the growing evil power of Mordor; yes Sauron can jihad free people but they should also call to arms against Mordor.

    Really, if at least all the standard features of M2TW were present in TATW, the game would be much more fun to me.
    Last edited by cedric37; December 02, 2009 at 04:04 AM.
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  9. #9
    Myshkin's Avatar Centenarius
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    Default Re: Reenabling priests

    Quote Originally Posted by cedric37 View Post
    Please put back the merchants and priests and i want to be able to call a holy alliance (crusade) against the growing evil power of Mordor; yes Sauron can jihad free people but they should also call to arms against Mordor.

    Really, if at least all the standard features of M2TW were present in TATW, the game would be much more fun to me.
    As a matter of fact Sauron can crusade free people. I think RR/RC and DAC have already included jihad for the free forces.

    Damn, there is so much work to be done here, it will probabaly take you a whole life and you would still have not finished.

    Re-enabling priests and merchants though, is something doable. I will try to search on modding workshop for more jihad stuff. My first priorities though are mini-projects 1 and 2. I will then try to add agents, implement Byg's supply and re-enable jihad.
    Last edited by Myshkin; December 02, 2009 at 04:16 AM.
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  10. #10
    Ellin Athinaios's Avatar Campidoctor
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    Default Re: Reenabling priests

    Quote Originally Posted by Myshkin View Post
    As a matter of fact Sauron can crusade free people. I think RR/RC and DAC have already included jihad for the free forces.
    As far as I know, jihads aren't included in RR/RC.

    Re-enabling priests and merchants though, is something doable. I will try to search on modding workshop for more jihad stuff. My first priorities though are mini-projects 1 and 2. I will then try to add agents, implement Byg's supply and re-enable jihad.
    I've already added merchants (merchants for all good factions and evil men), and I'll probably add priests and princesses too. I'm also interested in jihads. I think to enable them all you need is islamic priests and the jihad hidden resource enabled, but there might be more than that.

  11. #11

    Default Re: Reenabling priests

    the amount of fun I have with this mod is directly proportional to the degree of realism.

  12. #12
    Ellin Athinaios's Avatar Campidoctor
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    Default Re: Reenabling priests

    Quote Originally Posted by tristram1 View Post
    the amount of fun I have with this mod is directly proportional to the degree of realism.
    I agree.

    @trueblaze, you need to edit two files if you want to add priests, descr_character and descr_model_strat, and you need to find some priest's model and textures for your priest and add them in models_strat and models_strat/textures respectively. Personally I got models and textures from other mods to add merchants here..

    And having said that, I think we could enable priests in the game, with a different function though, like Members of the White Council or something, like wizards or wise people. Only for Elves, perhaps, and thus we could enable jihads too.

  13. #13
    Tiro
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    Default Re: Reenabling priests

    Quote Originally Posted by Ellin Athinaios View Post
    I agree.

    @trueblaze, you need to edit two files if you want to add priests, descr_character and descr_model_strat, and you need to find some priest's model and textures for your priest and add them in models_strat and models_strat/textures respectively. Personally I got models and textures from other mods to add merchants here..
    I checked those files and it seems priests and merchants are still listed. All that really needs to be done seems to be to allow the proper buildings to acctully build them. At least as far as I can tell, I'm not a modder after all >.>"".

    I was going to mention the idea of simply changing the names of priests thus making it more "lore accurate" but it seems you all beat me too it (damn unstable internet connection). Humans could have either rangers or settlers, Elves would probably be rangers, dwarves could be tunnel diggers, and evil factions could be corrupters or slavers. Maybe we could even change the buildings needed to recrute them depending on the factions depending on what they are called: Humans from town halls or barrics, elves from archery ranges, dwarves from mines, evil factions from the shrines.

    As for merchants, I'd like to see them for all factions. After all, there may not have been much trading going on between factions, it was still there. Instead maybe certain factions will have starting bonuses that there merchants start off with to indicate the higher trading that faction has.
    Last edited by trueblaze; November 29, 2009 at 10:15 AM.

  14. #14
    Tiro
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    Default Re: Reenabling priests

    Well good for you, but I would still like to know how to re-enable priests so I can have more fun with MY game.

    edit: Wait...you enjoy realism....but your playing a game where things like orcs and trolls and magic are real.
    Last edited by trueblaze; November 27, 2009 at 10:23 PM.

  15. #15

    Default Re: Reenabling priests

    Quote Originally Posted by trueblaze View Post
    Well good for you, but I would still like to know how to re-enable priests so I can have more fun with MY game.

    edit: Wait...you enjoy realism....but your playing a game where things like orcs and trolls and magic are real.
    sorta mean edit,
    and chill its what he likes in his game and that is an interesting idea, but would it be save compatible?

  16. #16
    Tiro
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    Default Re: Reenabling priests

    Sorry if it sounded mean, I meant for the edit to be joking. His phraze just reminded me of a conversation I once had with a friend in which I litterally had to ask: "If your looking for realisically accurate, then why are you watching a Godzilla movie".

    edit: Also sorry if I'm sounding a little grouchy. It just seems that every time someone mentions an idea that's even the slightest bit lore/realisticly inaccurate you get fifty people jumping down that person's throat about it. Yes I like lore accurate, however, there are times when making things too accurate makes the game less fun. I personally like to exparament by adding and subtracting things, such as the priests, and if it works out well but isn't 100% lore accurate...oh well.
    Last edited by trueblaze; November 28, 2009 at 12:04 AM.

  17. #17
    Kamakai's Avatar Biarchus
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    Default Re: Reenabling priests

    Quote Originally Posted by trueblaze View Post
    "If your looking for realisically accurate, then why are you watching a Godzilla movie".
    What! Godzilla isnt real!!!


  18. #18

    Default Re: Reenabling priests

    Making Priests lore accurate is quite easy.

    Evil Priests, for example, could be called Traitors. They slowly corrupt the people arround them and bend them to the will of their master. Like Grima Wormtongue did with King Theoden.

    The Good humans could get Rangers. Rangers walk the borders and try to purge any evil influence from the land- If you send them to foreign lands they will scout it carefully, making it easier for your troops to establish an stable government once you conquered the land.

    Etc.

    I think priests would add another layer of depth to the game.




  19. #19
    Raiven's Avatar Ducenarius
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    Default Re: Reenabling priests

    Quote Originally Posted by Lordinquisitor View Post
    Making Priests lore accurate is quite easy.

    Evil Priests, for example, could be called Traitors. They slowly corrupt the people arround them and bend them to the will of their master. Like Grima Wormtongue did with King Theoden.

    The Good humans could get Rangers. Rangers walk the borders and try to purge any evil influence from the land- If you send them to foreign lands they will scout it carefully, making it easier for your troops to establish an stable government once you conquered the land.

    Etc.

    I think priests would add another layer of depth to the game.

    Yeah, same idea here. I only think that evil priests, could be thrall-masters or something like that. Man who enslave free folks and keep order in coquered regions.

    And rebel/heretic priests could be bandits, what devastate the lands.
    Lot of job for local rangers, I think.

  20. #20
    Evan MF's Avatar Vicarius
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    Icon11 Re: Reenabling priests

    Quote Originally Posted by Raiven View Post
    Yeah, same idea here. I only think that evil priests, could be thrall-masters or something like that. Man who enslave free folks and keep order in coquered regions.

    And rebel/heretic priests could be bandits, what devastate the lands.
    Lot of job for local rangers, I think.
    Perhaps we could have Nazgul, or corrupt Numenorians for Mordor priests and for Eriador we could have rangers or wise old men.

    This brings me onto another thing that would add a layer of depth and 'realism' to the game:

    I think that Dwarves, Silvan Elves, Eriador and Dale should have merchants because after the destruction of Smaug and victory over OOTMM at The Battle of Five Armies there was an increase in trade between all of these factions. Maybe even High Elves could have one...What do you think?

    Evan

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