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Thread: [WIP] TATW Islands Sub Mod // 8 new Island for the Campaign Map

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  1. #1
    jản's Avatar █ kept in suspense █
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    Icon6 [WIP] TATW Islands Sub Mod // 8 new Island for the Campaign Map

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    TATW Islands Sub Mod
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    i always thought that the waterspace on the campaign map is really huge
    but sadly has too little role. i really liked the sea-power in the vanilla games.

    This Sub Mod will bring 8 new Islands with settlements to the campaign map.
    Furthermore it is planned to add some stuff related to the islands. (see features list)

    Skeleton Of The West did something like this in his Expanded Map Sub-mod but only with two islands.

    I think this would be a nice addition to the game, if there would be a
    more important sea aspect (for all factions that have ships and ports)
    because the unused space on the map offers this opportunity and would
    enhance the gameplay experience.

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    features i can imagine:

    • a few islands near the coast and some far off coast
    • different sizes (some could have two settlements on it)
    • some resources with high export values on the islands
    • maybe a special AOR or mercanaries on some islands near the coast
    • traits and retinues for generals staying in a settlement far away from the coast
    • maybe some guilds (like a seafarer guild, shipbuilder guild or something
      like the "Hanseatic League" in Kingdoms Teutonic)
      .
    • new winning condition(s) "capture a specific island" for seafaring factions
    • additional boats for some factions
    • maybe some changed starting terretories to make ports available for faction that dont have one now
      (at least make it easier to "reach the coast")
    • spawn rebell ships (rebel corsairs f.e.)


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    Research and Ideas

    Next to Tolfalas (the only isle with a settlement on it in TATW) Middle-earth has
    some more islands - smaller and bigger ones. Some of them actually were populated
    or at least visited sometimes.

    >>> There are 8 Islands at the moment that will be added. <<<

    Tol Fuin, Himling & Tol Morwen

    Information Island off the coast of northwestern Middle-earth. Tol Fuin was located just west
    of the smaller island of Himling. Tol Morwen was southwest of Tol Fuin. The islands
    were in the Sea west of the northernmost part of Lindon.

    Tol Fuin was formed at the end of the First Age when Beleriand was ruined in the
    War of Wrath and much of the land sank beneath the Sea. The island of Tol Fuin
    was all that remained of the forested highlands of Taur-nu-Fuin, a place of fear
    and dread where Sauron once dwelled.



    > dwarven or elven outpost
    > some extra valuable resources
    > would bring a little more life at the north-western coast
    > a specfic guild for seafaring/-trading/-exploring


    Tol Ramdal

    Information Small island east of the Gulf of Lhûn & south of Forlindon

    > possible the main harbour for the high elves for some invasions in southern directions
    > AOR for a special kind of ship


    Tol Uialgaer (Erelond)

    Information Quite large island east of the coast of Umbar (East Harad)

    > Corsair Outpost
    > Corsairs as mercenaries
    > important military point for invading Harad westcoast
    > mercenary corsairs for every faction
    > could be a valuable trading port for far away factions like Gondor, Rohan, Mordor, Elves, Dwarves
    > additional traits and retinues
    > a specfic guild for exploring



    Island of Rhûnaer

    Information An Island in the Sea of Rhûn



    > important military stronghold for the battle between Dale and Rhûn
    > another water-trading port in the Sea of Rhûn


    Isle of Meneltarma

    Information Remnant of the island of Numenor. The Isle of Meneltarma was the peak of Meneltarma,
    the mountain that had stood in the middle of Numenor. The mountaintop had been used
    for the worship of Eru and was considered to be hallowed ground. It reportedly had been
    possible to see the Undying Lands from the summit of Meneltarma.

    Numenor sank beneath the Sea in 3319 of the Second Age, but some believed that the
    summit of Meneltarma rose out of the water and became an island in the Sea west of
    Middle-earth. It was hoped that from the Isle of Meneltarma a person might have a vision
    of things as they had once been and perhaps even see a glimpse of the Undying Lands.
    Mariners sought the Isle of Meneltarma but no one ever found it.

    > a really valuable trading harbor for every faction
    > AOR units (a ship and a military unit for all/some factions)
    > mercenaries
    > traits and retinues
    > a specfic guild for sea-trading


    Tol Eressëa (Lonely Island)

    Information The Lonely Isle in the Undying Lands. Tol Eressea was inhabited by Elves.
    First the Teleri lived there, and then the island became home to the Noldor and Sindar who left
    Middle-earth after the end of the First Age. Tol Eressea was also the place where Frodo Baggins,
    Bilbo Baggins, and Sam Gamgee came to dwell when they were allowed to sail to the Undying Lands.

    > (not sure if this isle should be on the campaign map ???)

    Click to view content: 


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    And there were a lot more isles before the destruction of Numenor and Beleriand which
    does not exist in the Third Age any more.

    Numenor

    Click to view content: 


    Tol Uinen (near Numenor)

    Ened

    Click to view content: 


    Isle of Balar

    Click to view content: 


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    Spoiler for Map of the western coast





    so what is anyone thinking?
    someone who can help?
    or does anyone have tips and lore related hints?
    i would really appreciate it.

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    Last edited by jản; September 21, 2010 at 04:47 AM.

  2. #2
    desean's Avatar Semisalis
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    Default Re: [Request] /// TATW Islands Sub Mod

    well i think the only islands that could be added were already added by skeleton of the West in his mod, but the number of settlements could be increased in tol fuin, instead of 1 settlement, each island could be 1 settlement, see info about those islands here http://lotr.wikia.com/wiki/Western_Isles

    also the islands that kinda connect belfalas with south gondodr could also get a settlement there, would be like a second cair-andros, and would extremely help gondor in its defence against harad or otherwise

  3. #3

    Default Re: [Request] /// TATW Islands Sub Mod

    I added the islands in my map for the exact same reason- I feel sea warfare isnt being used enough in vanilla TATW.

    I will gladly add more islands into the map, but unfortunately I didnt find any islands big enough to place in the map. If someone will find a suitable island to add I will add it right away .

  4. #4
    jản's Avatar █ kept in suspense █
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    Default Re: [Request] /// TATW Islands Sub Mod

    Quote Originally Posted by Skeleton Of The West View Post
    I added the islands in my map for the exact same reason- I feel sea warfare isnt being used enough in vanilla TATW.

    I will gladly add more islands into the map, but unfortunately I didnt find any islands big enough to place in the map. If someone will find a suitable island to add I will add it right away .
    yeah skeleton - i would use your expanded map mod but i would like some new guilds
    and some sea advantages. and also some resources and maybe some
    AOR or mercanary units.

    i updated the first post with some new ideas.

    but while i'm writing here, i think it maybe would be better to use your
    expanded map mod and change it on my own (of course only with your
    permission) because you already have nearly the whole basis of what i want.

  5. #5

    Default Re: [Request] /// TATW Islands Sub Mod

    I really like your ideas of making sea warfare and ships more significent. I went over the links posted about islands but most of them seems to be existed in the first age, and not the third age. There are some who does exist in the third age like the Carrock, but they are so small to be put in the map.

    You can use my mod as a basis, but of course credit for my work.

  6. #6

    Default Re: [Request] /// TATW Islands Sub Mod

    I just realised I haven't build or used a single ship during all my days playing TATW.

    Anyway, I like the idea! I hope you find someone able to make this.
    We have developed speed but we have shut ourselves in: machinery that gives abundance has left us in want. Our knowledge has made us cynical, our cleverness hard and unkind. We think too much and feel too little: More than machinery we need humanity; More than cleverness we need kindness and gentleness. Without these qualities, life will be violent and all will be lost.
    - Charlie Chaplin

  7. #7
    jản's Avatar █ kept in suspense █
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    Default Re: [Request] /// TATW Islands Sub Mod

    Quote Originally Posted by Skeleton Of The West View Post
    I really like your ideas of making sea warfare and ships more significent. I went over the links posted about islands but most of them seems to be existed in the first age, and not the third age. There are some who does exist in the third age like the Carrock, but they are so small to be put in the map.

    You can use my mod as a basis, but of course credit for my work.
    yeah if i only i had the skills to do so. hm but i think it is time to leanr strat map modding and settlement / building editing. maybe you have some nice links to tutorials fo that kinda stuff. (i mean how to change/add the strat map and things like that)

  8. #8

    Default Re: [Request] /// TATW Islands Sub Mod

    The isnland East of Tol Eressea? =D

    [ Cry Havoc:: ] - [ link ] - [ An Expanded World Submod for Call of Warhammer ]
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  9. #9
    Tiro
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    Default Re: [Request] /// TATW Islands Sub Mod

    I remember that DLV hade a larg map, it made everything bigger. But then the hole map need to be converted. Any body know what i mean?

  10. #10
    jản's Avatar █ kept in suspense █
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    Default Re: [Request] /// TATW Islands Sub Mod

    well nice to hear you will add some more islands - and i will take a look at the tutorials,
    because i still want to add buildings, ships and guilds that make the sea aspects more fun,
    interesting, profitable and worthy. and maybe some special AOR units.

  11. #11

    Default Re: [Request] /// TATW Islands Sub Mod

    To add buildings, ships, guilds and AOR units go to the coding section in the workshop instead of the mapping one.

  12. #12
    jản's Avatar █ kept in suspense █
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    Default Re: TATW Islands Sub Mod // 8 new Island for the Campaign Map

    //

    I added some more information on this long ago planned sub-mod.
    I finally will work on this again in the next time.

    Some ideas, suggestions or corrections (lore!) would be great.

    //

  13. #13
    ninja51's Avatar Biarchus
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    Default Re: [WIP] TATW Islands Sub Mod // 8 new Island for the Campaign Map

    This sounds seriously great! I always did feel sea warfare was drasticly underused and actually pretty pointless in vanilla. Seeing those ships as gondor was pretty cool, but I never saw a point to them. Getting my port blockaided wasnt worth the upkeep of the ships so I disbanded my only ship and never made another one. Having umbar fleets capturing island settlements becoming even more of a problem for Gondor, or Dwarven fleets sailing out taking some islands bringing even more gold into their coffers. I love the idea, and am seriously looking forward to this mod

  14. #14

    Default Re: [WIP] TATW Islands Sub Mod // 8 new Island for the Campaign Map

    You can add some sea creatures, though they would still just be ships. I was going to do this myself, but as you have stated, naval warfare has little role in this game. So I decided not to spend the time on it.

  15. #15
    Ellin Athinaios's Avatar Campidoctor
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    Default Re: [WIP] TATW Islands Sub Mod // 8 new Island for the Campaign Map

    Quote Originally Posted by alreadyded View Post
    You can add some sea creatures, though they would still just be ships. I was going to do this myself, but as you have stated, naval warfare has little role in this game. So I decided not to spend the time on it.
    That's interesting. Maybe something like the Watcher in the Water (the thing outside Moria) could be made.

  16. #16
    ninja51's Avatar Biarchus
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    Default Re: [WIP] TATW Islands Sub Mod // 8 new Island for the Campaign Map

    Quote Originally Posted by alreadyded View Post
    You can add some sea creatures, though they would still just be ships. I was going to do this myself, but as you have stated, naval warfare has little role in this game. So I decided not to spend the time on it.
    Thats a very good idea actually. There is room for massive ammounts of units so adding a few new ships and new creatures, which could just be slightly stronger, or alot stronger "ships" but change the name, description, and portrait so that would be pretty sweet, wouldnt be too hard to do either

  17. #17

    Default Re: [WIP] TATW Islands Sub Mod // 8 new Island for the Campaign Map

    There is also the whole "storms at sea" aspect. Basically you could just make ships and call them storms. You can have strong storms (sink ships) and weak storms (damage ships). Just throwing that out there.

  18. #18
    ninja51's Avatar Biarchus
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    Default Re: [WIP] TATW Islands Sub Mod // 8 new Island for the Campaign Map

    Or you could just make the normal storms that apear in medieval more common, im not sure how you would do it but it might be possible. Im not sure if its that much of a big deal, but earthquakes and storms happened far to rarely for my tastes in the game. The first time ever I had an earthquake hit me was yesterday actually, in stainless steel, killed most of me and an ally's army while seiging a city, he lost his faction heir and I lost my general responsible for conquoring the norhtern settlements for Byzantiam. So ya, Im loving the idea of this mod, would really make things alot more interesting in the sea, I really hope this gets done quickly, I am pretty excited for it

  19. #19

    Default Re: [WIP] TATW Islands Sub Mod // 8 new Island for the Campaign Map

    hehe... I forgot that they even had storms and earthquakes

    Guess that proves just how rare they are.

  20. #20
    jản's Avatar █ kept in suspense █
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    Default Re: [WIP] TATW Islands Sub Mod // 8 new Island for the Campaign Map

    Quote Originally Posted by alreadyded View Post
    hehe... I forgot that they even had storms and earthquakes
    Guess that proves just how rare they are.
    //

    i think they actually are disabled in TATW. but storms on the sea would be great.
    but i don't know how to implement them.

    //

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