Results 1 to 8 of 8

Thread: Some questions and ideas [ghosts, assasins, Numenor etc]

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Some questions and ideas [ghosts, assasins, Numenor etc]

    Well, firstly i would like to say apologize if the answer for my questions already exists somewhere... i have browsed forum a little and searched for them but i couldn't find them.

    1. Turns. There was a way to increase number of turns per year, resulting in longer playtime (more turns for whole game), i just forgot what and where to change - in which file.

    2. Assassins. Well they may have been mentioned in LOTR or other Tolkien-realm based books, i don't care rly. I just want to completely remove them from a game. If it can' be done, there should be a way to make every assassination atempt a fail (success rate 0 %), both human tries and ai tries (no more computer controling assassins wiping your best generals).
    Question is what lines need to be altered. (it's not suggestion for next relase lol, just my selfish desire to mod my mod )

    3. It's just a idea i got recently, probably will be rejected, but maybe someone would make a mod with it . If it's possible to remade Arnor (and maybe some other realms too, i heard there is submod where you can get Durin/Elves realms (don't know really if it's in FROME, downloaded it today )) maybe it could be possible for Gondor to remade (capture? get from the bottom of the sea?) Numenor? Yeah i know that Numenor was sunk. Yeah i know Valars got pissed on them. But maybe, under some certain (and extreme) conditions you could get a possibility to achieve it? Getting redemption? [conditions like: alliance with every elven race, peace with dwarves and Eriador, some epic building on the shore, maybe one ring captured (or the Nazgul rings captured & destroyed - would be perfect with immortal Nazguls - defeat in battle, ninja ring, destroy but the Nazgults themself are still alive... and weakend), high culture...] If you were be able to complete them there would be just event saying about island emerging from the water in the west (small part of map unlocked) - rest - the decision about future gameplay would depent only on the creator (new, unplayable faction already present on island (well, can be explained somehow)/Numenor would be empty and would need to be rebuilt/Gondorian ships arriving in close proximity to the land would trigger neutral island to join Gondor).
    Future changes could include changes to the Gondor faction/recruitable units... It's just basic idea. It could be solution for those who have troubles dealing with Mordor and it's allies as Gondor, as other faction you still would need to help the White City - i doubt ai could unlock Numenor.

    4. Dwarven rings. According to books we do not know what happend to every ring that dwarves got, but maybe there could be a some sort of side/hidden mission for them to recapture all 7, resulting in some small gameplay boost. (same as with one ring and Mordor - but there is already a submod for that).

    5. Dead men. There is a discussion about beasts in good faction armies. Well, as far as i remember someone has given this suggestion before (including ghosts - dead men as a unit), but was turned down. What about including them as custom battle type only?

  2. #2
    Gallus's Avatar Protector Domesticus
    Join Date
    Jan 2011
    Posts
    4,765

    Default Re: Some questions and ideas [ghosts, assasins, Numenor etc]

    Quote Originally Posted by Despot View Post
    Well, firstly i would like to say apologize if the answer for my questions already exists somewhere... i have browsed forum a little and searched for them but i couldn't find them.

    1. Turns. There was a way to increase number of turns per year, resulting in longer playtime (more turns for whole game), i just forgot what and where to change - in which file.

    2. Assassins. Well they may have been mentioned in LOTR or other Tolkien-realm based books, i don't care rly. I just want to completely remove them from a game. If it can' be done, there should be a way to make every assassination atempt a fail (success rate 0 %), both human tries and ai tries (no more computer controling assassins wiping your best generals).
    Question is what lines need to be altered. (it's not suggestion for next relase lol, just my selfish desire to mod my mod )

    3. It's just a idea i got recently, probably will be rejected, but maybe someone would make a mod with it . If it's possible to remade Arnor (and maybe some other realms too, i heard there is submod where you can get Durin/Elves realms (don't know really if it's in FROME, downloaded it today )) maybe it could be possible for Gondor to remade (capture? get from the bottom of the sea?) Numenor? Yeah i know that Numenor was sunk. Yeah i know Valars got pissed on them. But maybe, under some certain (and extreme) conditions you could get a possibility to achieve it? Getting redemption? [conditions like: alliance with every elven race, peace with dwarves and Eriador, some epic building on the shore, maybe one ring captured (or the Nazgul rings captured & destroyed - would be perfect with immortal Nazguls - defeat in battle, ninja ring, destroy but the Nazgults themself are still alive... and weakend), high culture...] If you were be able to complete them there would be just event saying about island emerging from the water in the west (small part of map unlocked) - rest - the decision about future gameplay would depent only on the creator (new, unplayable faction already present on island (well, can be explained somehow)/Numenor would be empty and would need to be rebuilt/Gondorian ships arriving in close proximity to the land would trigger neutral island to join Gondor).
    Future changes could include changes to the Gondor faction/recruitable units... It's just basic idea. It could be solution for those who have troubles dealing with Mordor and it's allies as Gondor, as other faction you still would need to help the White City - i doubt ai could unlock Numenor.

    4. Dwarven rings. According to books we do not know what happend to every ring that dwarves got, but maybe there could be a some sort of side/hidden mission for them to recapture all 7, resulting in some small gameplay boost. (same as with one ring and Mordor - but there is already a submod for that).

    5. Dead men. There is a discussion about beasts in good faction armies. Well, as far as i remember someone has given this suggestion before (including ghosts - dead men as a unit), but was turned down. What about including them as custom battle type only?
    I agree with numbers 2 & 5, definetly not number 4. numenor could be interesting but it's a lore rape to say the least. If somebody would make army of the dead they should only be recrutable as mercenarys by Aragron(in Dunharrow of course), and they would be disband after 1 battle. I agree there should be no assassins, however, there could be "corruptors"(yeah I know, lame expresion) like Grima Wormtongue wich would destroy the target nation from the inside.

  3. #3

    Default Re: Some questions and ideas [ghosts, assasins, Numenor etc]

    Quote Originally Posted by Gallus View Post
    If somebody would make army of the dead they should only be recrutable as mercenarys by Aragron(in Dunharrow of course), and they would be disband after 1 battle.
    Erech. At the stone. Otherwise, I agree.

  4. #4

    Default Re: Some questions and ideas [ghosts, assasins, Numenor etc]

    4. IIRC all the Dwarven Rings were either reclaimed by Sauron or destroyed by dragons.
    And Numenor is surely not going to happen.

  5. #5

    Default Re: Some questions and ideas [ghosts, assasins, Numenor etc]

    Numenor - i know its not going to happen, its rather idea for submod.

    Good idea with dead men - disbanding after one battle and as mercenaries.

    About 2nd: i just ask about a way to custom modify my 3rd age to get rid of assassins - asking which lines in script files need to be changed


    Edit: Beh i kinda lamed about that 7 rings.
    Last edited by Despot; January 28, 2011 at 02:26 PM.

  6. #6
    Madari's Avatar Libertus
    Join Date
    Mar 2009
    Location
    Bilbao, Basque Country, Spain
    Posts
    85

    Default Re: Some questions and ideas [ghosts, assasins, Numenor etc]

    1- I think the game is long enought for now. And i like the idea of one turn for each season.
    2- I think that only the men and evil factions can get assasins and I support this. Assasins add chalenge to the game, knowing that your king could be killed when he´s sleeping on bed.
    3- ... Ill not give my opinion about these idea
    4- All the dwarven rings where took by sauron on destroyed by dragons
    5- Good idea, rather than disbanding then, we could add them as mercenaries with a veeeery high cost and upkeep. I think that they need to be added to the fellowship campaign.
    Euskalduna ta euskaraz bizia



  7. #7

    Default Re: Some questions and ideas [ghosts, assasins, Numenor etc]

    I already know 4 and i realize Numenor idea is kinda silly, but well.

    Nobody answered me about my first 2 questions but i managed to find them myself in general modding section <uff>.

    1. Number of turns/years change -> data->world->maps->campaign->imperial_campaign->desc_strat:
    2 Options: can change number of turns per year or number of years total

    Code:
    start_date    2980 summer
    end_date    3280 winter  //changed from 3075
    timescale    0.25
    That game me like 1200 turns total. It's custom modification for those who want play longer too and forgot <as me> where the heck was that file .

    2.data->descr_campaign_db
    Code:
    <assassinate_base_chance float="15"/>
          <assassinate_attack_modifier float="0.5"/>
          <assassinate_defence_modifier float="0.5"/>
          <assassinate_public_modifier float="1.0"/>
          <assassinate_personal_modifier float="1.0"/>
          <assassinate_counter_spy_modifier float="1.0"/>
          <assassinate_agent_modifier float="4.0"/>
          <assassinate_own_region_modifier float="1.0"/>
          <assassinate_assassinate_attr_modifier float="0.33"/>
          <assassinate_chance_min int="5"/>
          <assassinate_chance_max int="90"/>
    chaned to

    Code:
    <assassinate_base_chance float="0"/>
          <assassinate_attack_modifier float="0.5"/>
          <assassinate_defence_modifier float="0.5"/>
          <assassinate_public_modifier float="1.0"/>
          <assassinate_personal_modifier float="1.0"/>
          <assassinate_counter_spy_modifier float="1.0"/>
          <assassinate_agent_modifier float="4.0"/>
          <assassinate_own_region_modifier float="1.0"/>
          <assassinate_assassinate_attr_modifier float="0.1"/>
          <assassinate_chance_min int="0"/>
          <assassinate_chance_max int="1"/>
    The unchanged sections are modifiers changing success rate depending on situation. With modified lines i hope i got rid of assassins now. Unless 0 stands for 100% <lol>

    About Army of Dead i found that Ancillary is present:

    Code:
    ################### Army of Dead Ancillary ###########################
    monitor_event CharacterTurnStart CharacterIsLocal
              and AgentType = named character
              and Trait Aragorn >= 1
              and IsRegionOneOf 95
    console_command give_ancillary strider1 army_of_dead
    historic_event army_of_dead
    terminate_monitor
    end_monitor
    Last edited by Despot; January 29, 2011 at 05:54 AM.

  8. #8
    dannyalex's Avatar Campidoctor
    Join Date
    Oct 2008
    Location
    Athens,Greece
    Posts
    1,868

    Default Re: Some questions and ideas [ghosts, assasins, Numenor etc]

    good idea
    Most Chivalrous commander 2020-2021

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •