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Author Topic: Suggestions for a Tolkien total conversion mod  (Read 1528 times)

Chromie

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Suggestions for a Tolkien total conversion mod
« on: October 03, 2009, 12:03:45 pm »

This started out as an exercise in dicking around. It might be fun, and yes I did see the few existing 'hobbit mods'.

Goals -

1. Dwarves, Humans, Evil Humans, Elves and Hobbits, Orcs (goblins) and Uruk-Hai (something more like Orc mod Orcs) as distinct, flavorful races.

2. Reasonable-sounding languages.
Quenya is the most complete, Sindarin has the most nerds adding to it but has insane grammar, Westron might be possible for the hUmies, Black Speech would need to be 80% invented.
For the sake of prurient interest, I put 'anus' in the elf language down as úquétima "unmentionable" but assa "opening" is tempting...

3. New megabeasts!
Some can stay as they are with new names. Dragons will stay. Hydra will go. I'd like input on these. Barrow-wights, Undead Oath-Breakers, gaurhoth/werewolfs, Trolls, enraged ents, fell beasts, Oliphaunts... I imagine myself playing as Hobbits more often than not, so I'm afraid of making my megas TOO intense.

4. a farming/plants overhaul
like I said I'm fond of the Hobbits. More dyes for clothing, pipeweed as a valuable export (non-cookable, probably processed into bags like Qbush leaves) larger plots required for farming (increased harvest times) more names for food products. New plants and trees, Aethelas, Elanor, Lebethron (essentially re-named Feather Tree), Mallorn, Simbelmynë... JT sure did like his flowers.

Questions --

Is it possible to make a second 'wagon' beast, smaller and used by Hobbits - with smaller sized wagon-pullers? It would break immersion a bit to see a hUman caravan come pulled by pigs...

« Last Edit: October 04, 2009, 11:27:54 pm by Chromie »
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Deon

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Re: Suggestions for a Tolkein total conversion mod
« Reply #1 on: October 03, 2009, 12:53:26 pm »

http://www.bay12games.com/forum/index.php?topic=18703.0
It's 39c because I didn't like the "all peace" in 40d which broke the picture. Back in 39c there were 2 alliances: good forces vs evil forces, and you could embark on an orc fortress to fight them in the fortress mode, and you could kill orcs and goblins as a white wizard or harrass hobbits and elves as a dark sorcerer or a wight. It's still playable if you want it, but it lacks 40d features (mostly worldgen-related).

The list of races:
GOOD:
Humans, Elves, Dwarves, Halflings, Ents, Wizards
EVIL:
Haradrim, Goblins, Orcs(Uruk-hai), Cave trolls, Nazgul
NUISANCE:
Barrow-wights, human raiders


Back in the days I've made a lot of total conversion mods. Middle earth, Faerun (forgotten realms), discworld etc. Only two of my advanced mods are playable in 40d, it's Fallout total conversion and DF Complete which became DF Genesis.
« Last Edit: October 03, 2009, 12:57:18 pm by Deon »
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Chromie

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Re: Suggestions for a Tolkein total conversion mod
« Reply #2 on: October 03, 2009, 01:03:16 pm »

*Checks this out* The breadth of a total conversion mod is pretty daunting, I might see what you've got there, and incorporate bits.

With the new version on the horizon (however distantly) this is mostly for me to play around with rather than provide for the community.

Thanks for the reply :)
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Deon

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Re: Suggestions for a Tolkein total conversion mod
« Reply #3 on: October 03, 2009, 01:06:55 pm »

It's quite easy to port it to 40d, but orcs will walk aside hobbits and ents will hug goblins. It's a bit weird.

There're screenshots if you're interested:
Spoiler (click to show/hide)
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Chromie

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Re: Suggestions for a Tolkein total conversion mod
« Reply #4 on: October 03, 2009, 01:44:36 pm »

:(

I like the idea of Ents coming with treecutting quotas though.

You have some seriously detailed stuff sir. *checking out DF Complete right now*
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Deon

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Re: Suggestions for a Tolkein total conversion mod
« Reply #5 on: October 03, 2009, 01:58:51 pm »

Check the latest version, there's a link. I need someone to playtest the stone dwarf attack because I am hardly posting at forums and can't play now. Gah, the wife is raging :D.
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Angellus

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Re: Suggestions for a Tolkein total conversion mod
« Reply #6 on: October 03, 2009, 02:19:57 pm »

A megabeast can only be called TOO tough when it kills more then one million of yours before you slay it, hence the name MEGAbeast.
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Deon

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Re: Suggestions for a Tolkein total conversion mod
« Reply #7 on: October 03, 2009, 02:51:52 pm »

What is this about? About the wife? :D
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Chromie

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Re: Suggestions for a Tolkein total conversion mod
« Reply #8 on: October 03, 2009, 05:40:52 pm »

nah I mentioned too-tough megas when I said I'd probably play a middle-earth mod as twee ickle hobbits.

:) I'll give the mod a spin though.

This will sound dumb but where can I get the 39c version from?
« Last Edit: October 03, 2009, 05:42:38 pm by Chromie »
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shadowclasper

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Re: Suggestions for a Tolkein total conversion mod
« Reply #9 on: October 04, 2009, 04:24:27 am »

You read the books right? Then you know Ents don't become enraged. They become Huorns, but meaner, nastier, and able to command huorns better than ents are normally able.
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Deon

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Re: Suggestions for a Tolkein total conversion mod
« Reply #10 on: October 04, 2009, 05:31:35 am »

Which books? I don't remember it being actually mentioned in the 3 books of LOTR, probably in Silmarillion. I know this but I don't remember the source.
Also I took the event of ents besieging Orthank as a base for "tree cutting quota".
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shadowclasper

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Re: Suggestions for a Tolkein total conversion mod
« Reply #11 on: October 04, 2009, 05:47:45 am »

The trilogy of course O_O

Huorns, angry trees and Ents who have the ability to move about and manipulate shadows to disguise themselves and toy with animals. It's the whole reason why Fanghorn forest was mostly devoid of animal life, and it's highly suspected that Old Man Willow just outside the shire was one too.

Think trees. But they can move, and have stealth abilities like thieves, possibly you can't even tell they're actually not trees until one MUNCHES A DWARF!

They helped out in blowing Isengard to heck and back. Classifications:
Ents: Badass giant tree herders, can command just about everything.
Ents turned Huorn: Lost to rage against the despoiling animals, usually because their flock was destroyed. Think normal huorns, but MUCH MUCH smarter.
Hourn: As described above, but normal trees turned to hatred against the animals. Attack by swallowing things and smothering them.
Trees: Those pointy green and brown things with leaves on 'em. Good for making beds.

They're described when Pippen and Merry meat with Treebeard and go to the Entmoot.
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Chromie

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Re: Suggestions for a Tolkein total conversion mod
« Reply #12 on: October 04, 2009, 10:35:34 am »

Quote
The trilogy of course O_O

Have you played LotR Online? Quite a few 'balrog's wings' have been added in for the sake of fun. (which is to say stuff that might have not explicitly been there, but not explicitly not there either.) Anyway, I'm contenting myself to fiddle around with the existing Middle Earth mod, and Dark Dwarves and vanilla until the new version.

Also...
Quote
You read the books right? Then you know Ents don't become enraged.
Quote
Ents turned Huorn: Lost to rage
...

I just chose to use the pretendy-fantasy name more people were likely to know.
« Last Edit: October 04, 2009, 10:37:53 am by Chromie »
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Deon

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Re: Suggestions for a Tolkein total conversion mod
« Reply #13 on: October 04, 2009, 12:30:59 pm »

And in case you wonder, I have huorns in the [EVIL] forests in my mod.
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Haspen

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Re: Suggestions for a Tolkein total conversion mod
« Reply #14 on: October 04, 2009, 03:02:11 pm »

Offtopic: You mispelled 'Tolkien' in topic name
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