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Author Topic: EÄ (Lord of The Rings) [1.4]  (Read 54454 times)

LemSpike

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Re: EÄ (Lord of The Rings) [1.3]
« Reply #105 on: March 30, 2014, 05:36:48 pm »

Really good but could be better. If possible there should be more LotR related weapons e.g Sauron's Ring
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Thuellai

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Re: EÄ (Lord of The Rings) [1.3]
« Reply #106 on: April 06, 2014, 03:49:23 am »

So I see the elves are using Sindarin, and that you've got a language file for the Black Speech.  I assume the Dwarven language is likewise LotR-style Dwarven, not the Urists of the base game.

Question, though - have you done anything with the human language?  If you have, did you have any source to work off of?  I've never found any resources on Westron.
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Deon

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Re: EÄ (Lord of The Rings) [1.3]
« Reply #107 on: April 07, 2014, 01:53:24 am »

Humans/dwarves still need languages :). I did not even try to work on them yet. And yep, Westron is most likely supposed to be close to english, so Latin could work I guess.
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Jasturd

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Re: EÄ (Lord of The Rings) [1.3]
« Reply #108 on: April 11, 2014, 03:02:33 pm »

Thanks for making the mod but three questions
1. Is the any way to have the world map as middle earth?
2. How do you pick a race for a fortress? mine doesn't seem to have different races.
3. Any way to get rid of aquifers?
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Vattic

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Re: EÄ (Lord of The Rings) [1.3]
« Reply #109 on: April 11, 2014, 09:31:15 pm »

I'd vote for Old English over Latin when it comes to Westron.
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Deon

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Re: EÄ (Lord of The Rings) [1.3]
« Reply #110 on: April 12, 2014, 06:44:54 am »

Thanks for making the mod but three questions
1. Is the any way to have the world map as middle earth?
2. How do you pick a race for a fortress? mine doesn't seem to have different races.
3. Any way to get rid of aquifers?

Thanks for playing :).

1) I used to have Middle Earth map paramater, but it took AGES to make a map like that, mostly because DF worldgen for some reason does not like Middle-Earth ocean/mountain ratio. I always wanted to fix it, but haven't got to it yet.
2) Currently orcs are not playable, I will rework them to be a legit playable race in the future. You can always slap INDIV_CONTROLLABLE on them.
3) You'd have to go through inorganic_stone_soil.txt and remove all [AQUIFIER], then create a world.

Thank you that you have an interest in this mod, it's what motivates me to continue to work on stuff :). Lately after my hiatus with Genesis I haven't got any updates on my DF mods, that's why I am not as interested in developing them for now (and ofc the fulltime job, hehe). Feedback is always cool!

I'd vote for Old English over Latin when it comes to Westron.
I think I had an "english" translation language file somewhere, let's see if I can turn it into Old English somehow, heh.
« Last Edit: April 12, 2014, 06:46:40 am by Deon »
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Cimbri

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Re: EÄ (Lord of The Rings) [1.3]
« Reply #111 on: April 13, 2014, 05:06:52 am »

If you want I could try making a separate language file that used the Quenya elven language, that is only if you want/plan to add in the separate groups of Elves however, otherwise it's not really needed. Also it would be neat, but not overly missed if you want to keep the races/factions simple which would be understandable, to see more of the human groups that followed Sauron than just the Easterlings, there were also the Horsemen of Rhun, the Corsairs of Umbar and the Black Numenoreans of Mordor.

Other than my random ideas being thrown at the wall, I like the mod so far, and Tolkien has always been a big addiction of mine, I've read the encyclopedia, the Silmarillion, and all of the books (obviously). So it's great to see one of my addictions being added into another of mine in a pretty decent, albeit early stage, mix.
« Last Edit: April 13, 2014, 05:09:39 am by Cimbri »
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Deon

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Re: EÄ (Lord of The Rings) [1.3]
« Reply #112 on: April 13, 2014, 05:29:05 am »

Well, the main issue I have with Tolkien lore is that there is not a lot of variety if you compare it to stuff like DnD or magic. And it's more character-centric, mostly because Tolkien was the main guy who used his own lore. It's like making a Game of Thrones mod: it would be pretty bland because you cannot really take into account that the main features of the world/books are related to named characters with their adventures.

If you could spend your time on Quenya, I would definitely use it. You would help all other modders as well, because different flavors of elven language are always looked for.
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cAPSLOCK

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Re: EÄ (Lord of The Rings) [1.3]
« Reply #113 on: April 21, 2014, 02:54:35 am »

FARMING CIVILIZATION PLACED WITHOUT CROPS. Anyone else getting this issue?

Probably unrelated to this issue, but with every failed world generation, dfhack says:
"Fixing cloth stockpile handling <bug 5739>...
Patched 0 bad references in 7444 materials."

Anything I can do on my end to lessen the problem?
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The flying -Wooden Bolt- strikes the Steel Clad Adventurer in the right foot, tearing the muscle and chipping the bone!

The Steel Clad Adventurer gives into pain.

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Deon

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Re: EÄ (Lord of The Rings) [1.3]
« Reply #114 on: April 21, 2014, 03:13:58 am »

Try to set cavern water min to 10, it may be the reason. Or some nations overexpand due to big populations, I will take a look at that.
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cAPSLOCK

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Re: EÄ (Lord of The Rings) [1.3]
« Reply #115 on: April 21, 2014, 03:38:00 am »

Lowering the number of civs to 15 on a default large world worked.
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The flying -Wooden Bolt- strikes the Steel Clad Adventurer in the right foot, tearing the muscle and chipping the bone!

The Steel Clad Adventurer gives into pain.

The cAPSLOCK has become enraged!

Deon

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Re: EÄ (Lord of The Rings) [1.3]
« Reply #116 on: April 21, 2014, 05:07:53 am »

Thanks, I think reducing the number of total civs for each civ type should help this as well. Most likely the game spawns too many civs with all the variety, and they cannot find enough space to make farms which take huge amounts of land in the recent DF version.
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Repseki

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Re: EÄ (Lord of The Rings) [1.3]
« Reply #117 on: April 24, 2014, 05:33:55 am »

I can't seem to get World Gen part the "Placed Farming Entity without Crops" issue.

I've dropped the number of Civs, toned down the max starting number, and made sure the caverns have the minimum amount of water.

Any ideas about what I might be missing?
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Deon

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Re: EÄ (Lord of The Rings) [1.3]
« Reply #118 on: April 24, 2014, 12:40:14 pm »

Which world size do you use?
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Repseki

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Re: EÄ (Lord of The Rings) [1.3]
« Reply #119 on: April 24, 2014, 02:32:55 pm »

Large
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