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The Lord of the Rings The Rise of Mordor [Mod]

The Lord of the Rings The Rise of Mordor [Mod]

A Lord of the Rings mod for Elemental

http://72.167.167.222/drupal/?q=forum/13

Forums (Curtesy of E:EE): http://72.167.167.222/drupal/?q=forum/13

I know it's rediculously early to start thinking about mods, but since I've already started making Barad-dur (go here: https://forums.elementalgame.com/363168 ) I figured I might as well "claim" the LotR mod now:P

Since very little is known about the exact game mechanics of Elemental, all of this is very much up in the air and subject to change, but here are my preliminary ideas.

I plan to have this mod span more than just the 3rd Age (ie, the Silmarillion) but at the beginning it will be primarily focused on the 3rd age, with more races, etc to follow. The first release will be Sauron, then probably Gondor, the Lonely Mtn, Rohan, then Saruman, followed by more.

Playable Factions:

Color coded to make it easier to differentiate factions

  • Red = Evil
  • Blue = Good
  • Green = NPC

1. Gondor 3rd Age - I'm still not completely sure how they will work out. They don't really have anything comparable to a "channeler" so this could be hard. They will be strong defensively, but less so offensively.

  • Sovereign - Denethor
  • Heros
    • Aragorn (maybe)
    • Prince Imrahil
    • Faramir
    • Boromir
  • Units 
    • Generic Soldier - Relatively well equiped, somewhat expensive
    • Tower Guard - Elite soldier. Well equiped, very expensive

2. Sauron 3rd Age - Sauron will obviously be your channeler. Hopefully it will be possible for channelers to be made immobile, in which case Sauron will be confined to his foretress (Barad-dur). Sauron will be basicly all about military. Mainly spamming orcs, but with some other stronger units thrown in. For the most part, his magical abilities will be limited to changing the weather and that sort of thing (assuming that is possible) So he can send black clouds over his opponents that weaken/demoralize them but strenghten his own army, that sort of thing.

  • Sovereign - Sauron
  • Heros
    • Nazgul (8 of them)
    • Lord of the Nazgul - Both the Lord and the regular Nazgul start on foot, but can be upgraded to horses, then eventually to the giant bird-things
  • Units
    • Orc - Cheap, poorly equiped, but easy to get a lot of them
    • Troll - Expensive but still poorly equiped. Make up for it with brute strength
    • Southron - Better equiped than orcs but still not equal to soldier of Gondor

3. Rohan - Much like Gondor, I'm not completely sure how they will work. Their army will obviously be based around calvary.

  • Sovereign - King Theoden
  • Heros
    • Eomer
    • Eowyn (maybe)
    • Elfhelm (maybe)
    • Erkenbrand (maybe)
  • Units
    • Genreic Soldier - Just your ordinary soldier. Slightly less well equipped and less expensive than Gondor generic soldier
    • Rider - Mounted calvary (duh) Best calvary of all factions. Expensive and well equipped

4. The Lonely Mountain (Dwarves) - Yet again, how their channeler will work is unkown. They will be very good at mining resources, building weapons/armor, and they will be hard to kill, but their will be relatively few of them.

  • Sovereign - Dain
  • Heros
    • Gimli
  • Units
    • Dwarf - Very well equipped, hard to kill, but expensive

5. Isengard - One of the few factions that will have a mobile channeler of sorts. They will obviously be based out of the Orthanc. They will be very good at manipulating others to do their will (ie, good diplomacy). Uruk-hai will be stronger + better armored than Mordor Orcs, but less numerous.

  • Sovereign - Saruman
  • Heros
    • Wormtounge (maybe)
    • Ugluk (maybe)
  • Units
    • Uruk-hai - Stronger than normal orcs, better equipped, more expensive
    • Men of Dunland - Cheaper than Uruk-hai, not as well equiped

6. Gondor 2nd Age (Possibly combined with Arnor) - Similar to 3rd Age Gondor, but with more emphasis on offence over defence.

  • Sovereign - Elendil
  • Heros
    • Isildur
    • Anarion
  • Units
    • Generic Soldier - Similar to 3rd Age soldier, but better equiped and more expensive

7. Elves 2nd Age - They will have less emphasis on military than the other races, but still be a force to be reckoned with. Beyond that, I'm not sure.

  • Sovereign - Gil-Galad
  • Heros
    • Cirdan
    • Elrond (maybe)

8. ?Numenor - Maybe. How they will be done, assuming they are put in, remains to be seen.

  • Sovereign - Unknown

9. Kazad-Dum/Moria - Similar to Lonely Mtn Dwarves. Better at mining, better armor (Mithril).

  • Sovereign - Durin (maybe)

10. Sauron 2nd Age - More emphasis on building of strength of channeler (Sauron) than 3rd Age varient but otherwise similar. Sauron will be mobile.

  • Sovereign - Sauron

11. Melkor/Morgorth - Similar to Sauron of the 3rd Age. Relatively immobile (maybe can move a little) Has ability to recruit many powerful heros (dragons, balrogs, etc. Sauron may also be one of his heros)

  • Sovereign - Morgoth

12. Gondolin - Specializes in steath and secrecy and is good at defence. Smaller army, but good at hit + runs

  • Sovereign - Turgon

13. Doriath - I have no idea how to do this. They will try to stay out of conflict. They will be able to use powerful defensive spells to protect their kingdom, but have little magic beyond that.

  • Sovereign - Thingol

14. ?Valar - This one is very questionable. How to make them balanced but at the same time incredibly powerful? If any one of these races were likely not to be included, it would be the Valar.

  • Sovereign - Manwe

15. Angmar - Not really sure how this would work, but there needs to be more evil factions to balance things out.

  • Sovereign - Witch-King

Non-Playable Factions:

 

1. Lothlorien - They will mind their own business, pretty much safe from all but the biggest attacks on their land. If you do something to piss them off, they will come down on you like a ton of bricks and smash you to little pieces, but they won't be willing to chase you very far.

2. Ents - Similar to Lothlorien. Stay away from them and you'll be good. But if you start building cities in the middle of their forest, or cutting it down for resources, they will ravage your lands and cities, worse than Lothlorien. As a trade off, though, it will take more to make them angry. They may also be "invisible" so that players wont' know which forests are Ent forests until it's too late, so they want to be careful about where they get resources from/build cities/march armies, etc. They would also be less cohesive than Lothlorien, so you might end up with only one Ent attacking you, or 20 of them plus hundreds of Hurons, depending on how deep into the forest you go/what you do to them.

So, as you can see, I plan to have many races, but how they will all work out is unknown. For pretty much all of them, how their channeler will be used is completely unknown.

Until Elemental gets closer to release, my main focus will be the visual aspects, since that is really all I can do at the moment. As I said earlier, I am working on Barad-dur (I'll post info on that later) Once it is done, I'll probably make the Orthanc, but after that, I'm not sure. I could model Minas Tirith, but because that is a city, it might not be possible for it to "grow" if I just model the whole thing.

Anyway, what are your thoughts? Any other races/factions I'm forgetting? (I'm sure there are;P ) And I can not stress enough that all of this is very preliminary and none of it is set in stone. I just wanted to post my ideas, and "stake my claim" so to speak in the LotR mod:P

Oh yes, and hopefully when the Modding section of the forums is made, a moderator can move this thread there.

I'm sure there are other things I'm forgetting, so I'll add those as I think of them. And sorry for the wall of textx_x

 

95,926 views 145 replies
Reply #26 Top

Oh boy, someone should start working on the creature models already...Orcs, Ents...the BALROG!..etc. :D

Reply #27 Top

Quoting kyogre12, reply 22

Doriath is already on the list Right now I'm leaning towards having Doriath being playable. If I remember correctly, they did send out an army once. I might be remembering this wrong (so tell me if I am) but I'm pretty sure they sent out a force to help the Noldor in their "final" assualt on Morgorth. When they all amassed their forces for a massive assualt on Morgorth, and even Gondolin sent out an army to help. But again, I might be remembering that wrong.

I think I know where your mistake came from, You probably confused the coming of Turgon's troops from Gondolin at the Battle of Unnumbered Tears with troops from Doriath, since both are secretive and Gondolin had never marched an army outside its area before.  Doriath never did anything but defend, but they did defend fiercely.

To spell it, just spell Silmaril (easy enough) and add lion (ROAR) to the end. :thumbsup:

Reply #28 Top

Quoting pigeonpigeon, reply 25




Nevermind then. I obviously need to reread the Silmarilian (I hate trying to spell that  )


It's spelled 'Silmarillion'

Dang it! I didn't want to go look on my bookshelf, and this is what I getXO

Reply #29 Top

I think that Harad should be a playable faction also. [3rd age of course..]

Reply #30 Top

I realized I forgot to add Angmar to the list of factions, so it has now been added. I also added the respective sovreigns of each kingdom/race/empire. Heros will be coming later.

Reply #31 Top

I've updated the main post with my initial thoughts on the heros+units for Gondor and Sauron. I will add them for the other races eventually. Keep in mind that these are still preliminary.

Reply #32 Top

It's been a while since I've posted anything here (partly because my computer has been dead) but don't worry! I'm back! (I'm sure you all were worrying:P ) Work on Barad-dur stalled because of my computer issues, but I might have something else coming soon.

Reply #33 Top

I would suggest working exclusively on the third age, at least at first.

Reply #34 Top

Quoting Tasunke, reply 33
I would suggest working exclusively on the third age, at least at first.

That's the plan. 3rd age races first (starting with Sauron), then add additionaly races as they are finished.

Reply #35 Top

GL guys! I am not that crazy about Tolkien & Co. to provide any viable suggestions, but for sure we will meet each other somewher in the ... modders forum.

Reply #36 Top

I'm starting to come around on the non-playable nations idea, I think it may be a good idea (for now) to focus on the less esoteric nations in the 3rd age.

To keep with Elemental's gameplay I would suggest the game start as early in 3rd age as possible, so that the empires are small (1 to 2 cities with a smattering of hamlets for the bigger nations), in order to keep the game from being very deterministic.

One question regarding your vision: Are you going to pre-set the game according the the books or have it be more random? For example, on the map are you thinking of having us create a whole map of Arda, or would pseudo-random with various bonuses to the nations be good enough? Are you planning on modding the game to be more LOTR style (magic-wise, army-wise) or just doing Nation Mods?

No matter your answers, here are some possibilities

(all 3rd age in this post):

 

Neutral-

 Shire - Hobbits with slings, a very desireable area food production-wise. Perhaps the men of Bree could be stuck here also.

 Rivendell - Very powerful magic but (if possible) only within their national boundries.

Lindon - Before the events of the Hobbit, Cirdan wields Narya, the Ring of Fire. This and his advanced age, wisdom and skill (especially naval skill) made him one of the most powerful characters in the series. His kingdom though is so far West that it may be best to leave it out of the game, depending on how advanced Elemental's naval system is.

Mirkwood - Thanduil of the Sindar has a small but potent kingdom, again may not be significant enough.

 

Evil -

 

Haradrim - I would make the Southern men their own nation, just as Rohan and Gondor are separate. The Haradrim do not have access to the Orcs or Magic of Mordor, but have their own special Mamluks and hordes of horsemen and archers.

Reply #37 Top

One question regarding your vision: Are you going to pre-set the game according the the books or have it be more random? For example, on the map are you thinking of having us create a whole map of Arda, or would pseudo-random with various bonuses to the nations be good enough? Are you planning on modding the game to be more LOTR style (magic-wise, army-wise) or just doing Nation Mods?

Depending on how the map creator works, I was thinking of having a couple different pre-made maps included that would basically do what you're asking. One map would be preset for 3rd Age Middle Earth, with all the factions in respective places, and maybe they would start with what they had the beginning of the War of the Ring (Gondor starts with Minas Tirith, garrison at Osgiliath, etc).

Another map would be 1st Age, War of the Jewels, then maybe a 2nd Age map (depending on if I put Numenor in or not). There would also be the option to just play on a random map, where all you choose is your faction. One thing I'm not sure about is how to treat the Eastern and Southern sections of Middle Earth. None of Tolkien's maps have anything there, they just focus one little section of middle earth. Maybe I'll just pretend they don't exist, and put an ocean there to simplify things.

I am planning on making the game more LotR-style, but for the first race or two it will probably be more of a nation mod. Since the first release will probably only have Sauron in it, it would get pretty boring to play with just a bunch of Saurons battling it out, so the regular Elemental races will still be in it for a while. But as I get more races done, the Elemental ones will be phased out, and things will be more LotR.

For the Hobbits, I was thinking of having them be recruitable heros. The "adventurous" ones leave to go on... adventures. Since the Shire was basically ignored and no one knew it existed, it might be best to just leave it out, but with Hobbits appearing from time to time. I don't know though.

The Haradrim I was planning on just grouping together with Sauron. I mean, they don't really ever seem to do anything for themselves, just what Sauron wants them to do. They already are basically his "units" But again, I don't know yet.

Reply #38 Top

One thing I'm not sure about is how to treat the Eastern and Southern sections of Middle Earth. None of Tolkien's maps have anything there, they just focus one little section of middle earth. Maybe I'll just pretend they don't exist, and put an ocean there to simplify things.

Just set it up so that Mordor is basically in the south-easternmost portion of the map, and the eastern and southern sections will be naturally cut off.

Reply #39 Top

Maybe you could have a southern Island filled with Mercenary Lanun/Hippus, erm I mean Corsairs :D

Reply #40 Top

Just set it up so that Mordor is basically in the south-easternmost portion of the map, and the eastern and southern sections will be naturally cut off.
I would use my imagination, personally, but I', sure you could also duplicate the appropriate sections of a randomly-generated map.

Reply #41 Top

I would use my imagination, personally, but I', sure you could also duplicate the appropriate sections of a randomly-generated map.

Huh? If you mean you would make up cities and points of interest in the lands that Tolkien never laid out in any detail (south and east), I don't think that's a good idea. Personally I wouldn't really mind, but I'm sure there are a lot of people out there who would object to it. If that's not what you meant, then I have no idea :P

Reply #42 Top

Huh? If you mean you would make up cities and points of interest in the lands that Tolkien never laid out in any detail (south and east), I don't think that's a good idea. Personally I wouldn't really mind, but I'm sure there are a lot of people out there who would object to it.
With a massive fan following like Tolkein's, you're gonna tick off people whatever you do. I just think it would be best to tick them off in a way that looks good and makes the game the most enjoyable.

Reply #43 Top

My big question (and my general worry for strongly thematic mods) is how will you handle unit design? The ability to design your own units makes it seem like it would be very difficult to get players to use the kind of units they're supposed to use. What prevents the Rohirrim from forming a primarily infantry based army?

Reply #44 Top

Quoting pigeonpigeon, reply 38

One thing I'm not sure about is how to treat the Eastern and Southern sections of Middle Earth. None of Tolkien's maps have anything there, they just focus one little section of middle earth. Maybe I'll just pretend they don't exist, and put an ocean there to simplify things.


Just set it up so that Mordor is basically in the south-easternmost portion of the map, and the eastern and southern sections will be naturally cut off.

Duh! I should've thought of that;P I'm just so used to the beta maps where you have one big continent in the middle surrounded by ocean. I think I'll start with that, then maybe if the mod gets far enough I might create my own stuff "back there" like Scoutdog suggests. I know the other two wizards not named went out East, so there has to be something there:P

As for unit creation, I'm thinking two things. For "senarios" where the goal is to recreate as much of the story as possible, the AI will be coded to only build "canon" units. Since the AI will be moddable, I would think that this is possible.

On the other hand, if you just want to do "alternate reality" like Rohan with infantry, you can do that on "non-senario" maps. However, each faction's natural bonuses and research will "guide" you towards the canon faction. Rohan will have a huge bonus for mounted units, and a lot of research for it, but very little research for generic infantry.

Reply #45 Top

You can also guide a factions path with what resources it has availible. Give Rohan horses (maybe high quality horses). Maybe have special resources to represent cities that train a sort of legendary warrior unit.

Reply #46 Top

lol j/k, sorry, couldn't resist.

:P

Don't everyone try to kill me all at the same time now, I like LotR as much as the next guy.

Reply #47 Top

Quoting Raven, reply 46


lol j/k, sorry, couldn't resist.



Don't everyone try to kill me all at the same time now, I like LotR as much as the next guy.

Sacrilege! Burn the non-believer!XO

Sorry, but you were asking for it:P

Quoting Sarudak, reply 45
You can also guide a factions path with what resources it has availible. Give Rohan horses (maybe high quality horses). Maybe have special resources to represent cities that train a sort of legendary warrior unit.

The problem with doing it like that is that it only works on pre-made maps. On a random map, how do make sure Rohan starts near horses?...Actually, on second thought, it could probably be coded in so that no matter the map they start near (or with) horses...

And now, I give you the first peice of 2d art for Lord of the Elements:

It's supposed to be a background for a medallion. Of course, I'm a crappy artist, so it isn't very good, but it's the best I could do.

Reply #48 Top

Anywho, as far as resource based, you could have the "Palace" of a faction supply a steady source of its specialty resource, without any meaningful map-tweaks needed. Now, you could try to code starting positions so that Rohan would be more likely to exist in open plains rather than dense forests, but either way they would have Palace-Horses, which could be graphically represented some-where nearby/very close to the capital, but soemthing that can never be denied to them (at least in their capital city)

Reply #49 Top

So I just got Gimp reinstalled after all of my computer issues, and I had a little free time, so I made a couple banners for the mod. They are now in the main post.

Reply #50 Top

The banners are looking good!

 

On the Haradrim: The reason I suggest a separation from Mordor is for multiple reasons.

Firstly, Mordor's "population" is Orc with Troll and Man minorities, wheras the Southrons were Man, with no other races mentioned as far as my memory goes. This is at least as different as Man and Dwarf or Elf.

The second reason is that the Haradrim did not have access to Sauron's magic. Sauron did not provide them with Ringwraiths, Risen Dead, or any supernatural powers.

Thirdly, in game terms it would break versimilitude to have Southron cities defended by Trolls or to have Mordor breed Mamluks, at least as much as it would to have Sindar Elf Archers at the gates of Osgiliath or Dunedain Knights defending the Lonely Mountain. Part of the feel of LOTR is the diversity and exotic nature of Arda, I just think that the villainous nations should share that diversity.

And last but not least, in a pre-set map of the third age where Sauron directly controls Mordor, southern Mirkwood, Moria and the Haradrim lands you would have a major imbalance in gameplay. I think part of the fun of playing Sauron would be managing the loyalties of "vassals" like the Goblins of Moria and the various nations of Southern and Eastern Men.