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  1. #1

    Default The Scouring of the Shire

    The Scouring of the Shire



    My Situation:
    I am new to modding and this is my first mod, please do not expect to much, at least in the early releases. I have read a few tutorials and have gained some valuable knowledge and am fairly confident that with enough persistence i can complete this mod. I am fairly sure (through playing other mods) that all i plan on including is possible, otherwise this may get tricky. Despite this i am still learning and therefore it may take a while for this to be completed even though it is reletively small (at least compared to King Kongs mods), and i may encounter many problems which it would be a great help if some of you, more experienced modders could help me with.
    ________________________________________________________________________________________

    Overview:
    Ok, i have changed my plans for how exactly this will work. It will no longer be playable as two, well at least for now. Instead it is going to be similair to the Fellowship Campaign in that it is role-playing and you have certain missions and such. It will of course not be as long as the Fellowship campaign because not as much can happen in a chapter as 3 books! And probably wont be as good, well atleast not for awhile.
    ________________________________________________________________________________________

    Progress:
    I now have started work. I am beginning work on the map, the first version of which is nearly ready for me to test, im just having a few problems. I will then release a version to you guys (it will only be a map) so that you can give suggestions etc. As i feel that everybodies opinions are important and that considering you are the ones who are going to use this mod that it is important u like it. I then have a fairly long list of things to do, some only minor:
    -New units
    -New factions
    -A lot of scripting
    -Some pretty pictures and stuff to make it look nice
    -Anciliaries and traits
    -Lots of texts for descriptions of things
    -Plenty of event windows
    As each of these are completed i will release more BETA versions for people to test.
    ________________________________________________________________________________________


    I plan on updating here as i go and thus give you all a good idea of what i am upto.

    I welcome all suggestions (though not demands) and will try to implement them if i deem useful.
    I would also love it if someone/s volunteered to help me in the creation of this mod (hopefully someone with some experience) if they feel that this is what they would enjoy and would be motivated as i am.
    Last edited by SeekerAfterTruth; August 13, 2010 at 11:14 PM.


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  2. #2

    Default Re: The Scouring of the Shire

    You could have a look at this thread.

    EDIT: Sorry, it isn't the thread I meant to show you.

  3. #3

    Default Re: The Scouring of the Shire

    Quote Originally Posted by Njordr View Post
    You could have a look at this thread.

    EDIT: Sorry, it isn't the thread I meant to show you.
    I'm not exactly sure what you are trying to say here?
    I know that other people have thought of this before but im pretty sure that nobody has actaully tried it, thats why i decided to do it. And yes i have read that thread before and it shows that there will be some complications and thus i am not entirely sure whether it is possible but i am willing to give it a try, i dont really mind if it doesnt end up being possible, its all about learning and having fun


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  4. #4

    Default Re: The Scouring of the Shire

    Quote Originally Posted by SeekerAfterTruth View Post
    I'm not exactly sure what you are trying to say here?
    I know that other people have thought of this before but im pretty sure that nobody has actaully tried it, thats why i decided to do it. And yes i have read that thread before and it shows that there will be some complications and thus i am not entirely sure whether it is possible but i am willing to give it a try, i dont really mind if it doesnt end up being possible, its all about learning and having fun
    The thread I linked was about a The Hobbit-driven mod, that isn't exactly what you are trying to do.
    But I do remember there was a discussion about making a mod (or custom campaign?) representing the battle in the Shire after the fall of Sauron. I meant to show you that thread for it contains some useful observations, but I don't remember where it is.

  5. #5

    Default Re: The Scouring of the Shire

    Quote Originally Posted by Njordr View Post
    But I do remember there was a discussion about making a mod (or custom campaign?) representing the battle in the Shire after the fall of Sauron. I meant to show you that thread for it contains some useful observations, but I don't remember where it is.
    it's in that thread too

  6. #6

    Default Re: The Scouring of the Shire

    well i guess you have read them already, but here is the index of scripting tutorials, which you will certainly need. do you know how to make a custom campaign?? some mapping will be needed as well
    Last edited by glassakias; June 20, 2010 at 01:32 PM.

  7. #7

    Default Re: The Scouring of the Shire

    O man I was hoping you would put a shire faction into the grand campaign.
    This thread has some stuff: http://www.twcenter.net/forums/showt...orthern+rework

  8. #8

    Default Re: The Scouring of the Shire

    Quote Originally Posted by glassakias View Post
    well i guess you have read them already, but here is the index of scripting tutorials, which you will certainly need. do you know how to make a custom campaign?? some mapping will be needed as well
    Yes i know where to look, it is more a matter of reading it. And yes i do know that it will require some mapping however i have done some before (its about all i have done) i will need to greatly improve the quality but that is just about more time, not new skills.

    Quote Originally Posted by Old Hickory View Post
    O man I was hoping you would put a shire faction into the grand campaign.
    This thread has some stuff: http://www.twcenter.net/forums/showt...orthern+rework
    I dont quite see the point of this, the shire is included in eriador which has multiple hobbit units. And which by the way look a lot better (well will after 2.0) then the ones in the thread you linked to.


    But thanks for the supports guys!!!


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  9. #9

    Default Re: The Scouring of the Shire

    I need a few things clarified in order to make sure this mod is possible. What are the limitations of a custom campaign? How do i add a new faction only in a custom campaign? How do i add new/remove old units from a faction only in a custom campaign? How do i make a new culture only for a custom campaign? How can i change the numbers in a unit for a custom campaign? How can i change the stats for a unit for custom campaign?

    I am not sure if all of these are possible for a custom campaign so if someone could help soon i can decide whether wat i plan on doing is possible.

    Also, not related to custom campaigns, well sorta is, can i remove the rebels from a campaign and have it so that all regions are occupied at the start of campaign and when somebody rebels the settlement changes to a different faction?

    I believe most of this stuff is going to be in the campaign_script file. So if it is and knowbody knows how to do these things i just need a basic explanation of how things work in this file and then as i am generally fairly cluey i will just look through and experiment.

    I am also going to need to find information on how to make traits and what i can make a trait do.

    Yes i know wat u are all going to tell me, look through the Text Editing and Scripting forums and find stuff there, but i have looked and a lot of wat i want is not included there and there is almost nothing refering to custom campaings (due to the pain i have been through trying to find stuff i plan on writing a tutorial or two as i go on how to do things that are not already posted).

    +rep for everybody who offers help!!
    _________________________________________________________________________________________

    Now a question on mapping, i am going to pose this to gigantus and some other experienced modders but ill start here, is there a way to specify where to place the roads when u are making a map?

    +rep for help on this too!!


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  10. #10

    Default Re: The Scouring of the Shire

    Quote Originally Posted by SeekerAfterTruth View Post
    1. How do i add a new faction only in a custom campaign? 2. How do i add new/remove old units from a faction only in a custom campaign? 3.How do i make a new culture only for a custom campaign? How can i change the numbers in a unit for a custom campaign? 4.How can i change the stats for a unit for custom campaign?
    1: Impossible but you can add a faction and then it will exist only in custom campaign and in custom battle

    2: cant be done directly i think, but maybe with some research you will find something

    3: you simply make a new culture and you add it only in the custom campaign, leaving the imperial campaign cultures untouched

    4: impossible

    as you can see, for points 1,3 you need to change files that are not custom campaign foldered. they will not affect gameplay but it will not be compatible with most submods.

    Also, not related to custom campaigns, well sorta is, can i remove the rebels from a campaign and have it so that all regions are occupied at the start of campaign and when somebody rebels the settlement changes to a different faction?
    that is simple. in the descr_strat txt you can change all settelement ownership, population etc as well as the rebel spawn value. however, i don't think the last is possible. you could make it so there is huge public order in every city, so that they don't rebel at all, but that doesn't fit with the senario right?? it can be done via campaign scripting so that, whenever a settlement is rebel, it joins a certain faction on the following turn

  11. #11

    Default Re: The Scouring of the Shire

    Quote Originally Posted by glassakias View Post
    1: Impossible but you can add a faction and then it will exist only in custom campaign and in custom battle

    2: cant be done directly i think, but maybe with some research you will find something

    3: you simply make a new culture and you add it only in the custom campaign, leaving the imperial campaign cultures untouched

    4: impossible

    as you can see, for points 1,3 you need to change files that are not custom campaign foldered. they will not affect gameplay but it will not be compatible with most submods.



    that is simple. in the descr_strat txt you can change all settelement ownership, population etc as well as the rebel spawn value. however, i don't think the last is possible. you could make it so there is huge public order in every city, so that they don't rebel at all, but that doesn't fit with the senario right?? it can be done via campaign scripting so that, whenever a settlement is rebel, it joins a certain faction on the following turn
    Thanks so much for this +rep
    With your numbering u missed out one question which is whether u can change the unit numbers only in the custom campaign, however i am presuming this is impossible as changing the stats is, please correct me if im wrong.
    Though it will be possible to duplicate an old unit and change the stats and number and only have it available in the custom campaign(mite stuff up other sub-mods again though)???


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  12. #12
    JorisofHolland's Avatar Primicerius
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    Default Re: The Scouring of the Shire

    Quote Originally Posted by SeekerAfterTruth View Post
    I need a few things clarified in order to make sure this mod is possible. What are the limitations of a custom campaign? How do i add a new faction only in a custom campaign? How do i add new/remove old units from a faction only in a custom campaign? How do i make a new culture only for a custom campaign? How can i change the numbers in a unit for a custom campaign? How can i change the stats for a unit for custom campaign?

    I am not sure if all of these are possible for a custom campaign so if someone could help soon i can decide whether wat i plan on doing is possible.

    Also, not related to custom campaigns, well sorta is, can i remove the rebels from a campaign and have it so that all regions are occupied at the start of campaign and when somebody rebels the settlement changes to a different faction?

    I believe most of this stuff is going to be in the campaign_script file. So if it is and knowbody knows how to do these things i just need a basic explanation of how things work in this file and then as i am generally fairly cluey i will just look through and experiment.

    I am also going to need to find information on how to make traits and what i can make a trait do.

    Yes i know wat u are all going to tell me, look through the Text Editing and Scripting forums and find stuff there, but i have looked and a lot of wat i want is not included there and there is almost nothing refering to custom campaings (due to the pain i have been through trying to find stuff i plan on writing a tutorial or two as i go on how to do things that are not already posted).

    +rep for everybody who offers help!!
    _________________________________________________________________________________________

    Now a question on mapping, i am going to pose this to gigantus and some other experienced modders but ill start here, is there a way to specify where to place the roads when u are making a map?

    +rep for help on this too!!
    I can give you some help:
    The easiest way to do this, is to create two new factions, give them your altered units and cultures. I think it is possible to change road locations, but I'm not sure. It is possible in Rome/BI.
    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.

  13. #13

    Default Re: The Scouring of the Shire

    Work as finally begun!!!


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  14. #14

    Default Re: The Scouring of the Shire

    good luck! its hard being a new modder im sure but just no that you could b the next king kong

  15. #15

    Default Re: The Scouring of the Shire

    Quote Originally Posted by obeetwo2 View Post
    good luck! its hard being a new modder im sure but just no that you could b the next king kong
    Well until i get a reply from a member of the mod team i cat do anymore as it seems something has been played around with in some file i dont know about and therefore my work so far doesnt work, even though it should So hopefully that gets cleared up soon and i can get back to work


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