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Lords of Middle Earth3.4

Lords of Middle Earth
By GolluM[KoMe]


Your realms suffered from the wars opposing Harondor, Gondor and Umbar; but this time of conflict is about to end with the fall of Harondor.
A new age is about to begin! ; Liege Man, Gallant, Doughty, Tyrant, Bandit, Trader, Young, Old or whatever you are, you are the Lords of Middle Earth !
You will have to thrive, find new allies and protect your lands in these new but uncertain times. New conflicts will rise, kingdoms will fall, corruption will grow, Lords will die...

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Kind of Map : Anno-like (Rpg/Builder/Diplomacy)

Number of Players : 1-8

Concept's key words : Start from scratch, do whatever you want, make your region prosperous, sell your goods, make alliances, declare war, dominate colonies.

Victory : Defeat all other players (with your possible ally) / destroy all the Factions or reach the victory conditions set by the host.

Players : Gondor, Khand, Umbar, Harondor and 8 players.



Unprotected Version now available!



You can now download the unprotected 2.3 on this website : http://warlotr.free.fr/.
You should read these information if you really want to improve/change the map!
If you are interested in improving the map or just want to check out how the map goes on, check the newly created forum there: http://www.hiveworkshop.com/forums/map-development-202/lords-middle-earth-180985/#post1733588.



Needed stuff to work on LoME:
-Time free xD
-Rather good level with the World Editor
-You absolutly need to know the map rather well!





-A trading system with your ally player, like in Age of Mythology (or Age of Empire) : a trading unit is sent to your ally and it comes back with gold. The more your ally is far, the more you get, exponentially, which might encourage alliances with a far village. It would be automatical, with a boat (which would be easier to be made and more realistic). Theses boats could be attacked and you could not make more than X of 'em. There could be upgrades in the Shipyard to increase the speed and the limit...

-A better terrain

-Mercenaries to buy

-More slaves to buy

-New units for the Inns: saboteurs; invisible Hobbit Spies (which could be made everytime, but with a limit)

-New victory conditions: instead of having to destroy everything to win, the host could set victory conditions.
He would first choose a stuff (like Money in Stock; Bread in Stock; Number of Kills; Number of Colonies.....) and then an integer to reach between 5, according to the stuff chosen before (like for Money in Stock: 15 000; 20 000; 30 000; 50 000; 75 000).
Once done, he could choose an other condition etc etc...
This would be rather long to make, but not that hard, and would be SOOOO great ! With that, the whole gameplay would be redifined and you could not to make any soldier and only focus on your development :).
These conditions would then be written in the quest!

-Find a better way to make the unit entrance/leaving in and out of your town.
You could first also make a command like Type "-L" (for Leave) and the units you are curently selecting leave the place properly, like a Packsaddle horse leaving.

-A building that produces Items with :
Common Items (like Iron Sword)
Items according to the current warfare (like Armor of Gondor etc...) PS: Be careful with the warfare change with Elves/Orcs
Powerful Items very expensive, according to the Heroes you have, that cannot be broken, and that can be done only once (like 'Vilya' (the elven ring of Air, if you have Elrond, who actually owns this ring). These items would only be available when the hero reaches level X or after Y minutes...

-Archer tower uprgradable in Elite Archer Tower (in which you can place your Elite archers, with their abilities ....)

-According to the town you chose, in the Library, you can research something which makes you able to use a special ability (in the Library).
This ability would of that kind: Increases the Trade Rate (the price) for a specific good (that you choose in a Dialog Box); Decreases one; Create a little inflation in a specific place (Gondor, Khand or Umbar); Create Revolts which create an attack in a random town..........................

-Events which would occure each X sec. The could be negative, like the collapse of the price of a type of goods in a region, orc raids, bad weather which makes people leave a region, earthquakes, fires.....; positive: inflation, a baby boom .......; But also both: like a famine which would increases the price of Grain, Bread and Sheeps but stop the population growth (or even make it negative)..... You can find a lot of ideas with this :)

-The diplomatic system has to be rethought!
By example If a player which owns a town (like Amon Eithel) Which originally belongs to a Computer (Red here) breaks an ally treaty with this player (still Red xD), the Computer would declare war to the player to get the town back in its influence :).
A lot can be done !

-Add all towns a Faction captures to be bought by its allies.

-Updates according of the chosen town at the beggining.

-Multiboard :
Create 12 icons : 1 red, 1 blue, 1teal, .... 1 brown
Add 2 columns :
-Ally player, in which there is the color of the ally
-Ally faction




YES !! Except removing the the credits of those who made custom stuff :)




You can mail me at [email protected] or contact me here on the Hive :)
If you want any kind of stuff like the original minimap preview without my name etc etc... I'll send it to you! I really want this project to be continued!



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Beggining
Each player begins by picking a hero and a location on the map : your village. The rune in front of the hero indicates if it is a strength hero (red), intelligence (purple) or agility hero (teal). You will have to upgrade your town and make it thrive while you must defend it. Your townhall can reach 4 levels. Each new researched level unlock new abilities/buildings/... (like in wc3).

Growth
To grow your village, you first have to produce raw materials (like grain/wood/grape...) that you will sell in the three big trade places : Pelargir in Gondor, the Havens of Umbar in Umbar and Amrûn in Khand. You can also buy these goods at these places.

Income/Population
The second important stuff to thrive is growing your population. Each potential new citizen needs an accomodation (houses) and a job (posts) (you can check in the multiboard if you need to make new houses or if there is a lack of job. Then, each inhabitant will pay taxes (each 3min) according to their wealth (2 gold $; 6 gold $$; ;12 gold $$$). If your are not allied with a faction you will pay to the nearest one a tribute of 25% of this income.

Ways
When you reach level 2, you must choose between 3 ways :
-Mayor : you will be more focused on development, taxes and selling.
-General : you will be more focused on troop production and elite units.
-Outlaw : you will be at war against all the faction and you'll be more focused on raids and piracy.


Warfare/Weapons
If you choose Mayor or General you must choose between 3 kind of warfare (gondorian, umbarean or khandish). It ONLY determines the kind of soldiers/towers/boats you will be able to make. (yes you can make Mûmakil in deep Gondor :).
To be made, each soldier needs a weapon (that is an item). To be used, a weapon must be put in a war building's inventory and will be added to a virtual stock. The knights and the packsaddle horses also need a horse in stock.




Alliance with a Player
To use diplomacy, you must click on 'Diplomatic Action' in your main building.

Since level 2 you can :
Become allied with an other Player if he is at least level 2 too. You can only ally 1 Player. You can unally a player each time you want.
Declare war on a Player if he's also at least level 2. You can propose peace to a player any time you want.


Since level 3 you can :

Become allied with 1 Faction. You and your ally player will be allied to the same Faction. You can unally a faction anytime you want but if you own one of the town that originally belonged to this faction (which usually happens), the faction will then declare war on you.

Since level 4 you can :
Declare war on a faction which will send you some troops each X seconds. Thanks to this war, you can capture new towns by force (having more inhabitants and more raw materials)!



What will the factions do during the game?

At the beginning, Umbar and Gondor invade Harondor and after a cold war, they will enter at war and will begin attack the opponent towns (progressively thanks to the already taken places).
If you enter at war against a faction, it will attack you at your "village" and also in the towns you took from it or the towns it would like to capture.
Each town is also protected by a few guards. Before taking a new one, make sure you will be able to keep it!




Where sell your goods?
Each faction capital (Pelargir, Amrûn and Heaven of Umbar) have 2 selling places. Just drop your resources or send your animals to sell them. When animals/packsaddle horse (with the activated option) leave your town, they will automatically go to the nearest place to sell (and drop goods and go back to your town if it's a packsaddle horse).

Impossible to sell goods
You cannot sell your goods to an ennmy faction or to a faction at war against one of your ally (faction or player).
By exemple if you are allied with Umbar and if Gondor is at war against it, you cannot sell your goods in Pelargir.


How much will you earn?
Each faction have a selling rate for each kind of good. The selling rates always increase (if there is not a negative event :) (Max : 1.3; Min : 0.7). Each time you sell goods in a region, it will decreases the rate, but only at this place. If the rate of a good is below 1, it will increase faster.
The selling rates also grow faster the more players there are.
By exemple, the Grain rate in Gondor increases by 1% each (2+(X*(0.91^number of player)) with X =18.
Some special hero skills (developement heroes)(Not already done) and som specific events (Not already done) can also influence those rates.




Raw Materials
When you choose a village (a place on the map) at the beginning, you also choose specific raw materials, according the climate, the landscape etc...
To produce a new resource, you hav to "upgrade" a circle of power and then will be created 1 item of X every Y seconds (or an animal).
Then you can upgrade this production site (each time you reach a new level) what will reduce the time to produce one good. This time can also be decreased by researching updates.

Raw materials you can produce :
-Since level 1 : Grape, Grain, Sheeps, Wood/Rock (that is directly added to your stock (100 Wood/Rock per unit).
-Since level 2 : Horses, Iron Ore.
-Since level 3 : Silk.

Raw materials produced in colonies :
When a good is produced in a colony, it's not turned into item but into a dummy transport. This transport must reach your village to be turned into item.

Workshops
They can be built since level 3 and permit to turn your raw materials into manufactured goods. The workshops need an amount of raw material for each manufactured good or will just not be created.

Manufactured Goods
-Since level 3 : Bread, Wine, Weapons, Supplies and Milk (that is a bit different).
-Since level 4 : Silk Fabric.


Houses
Three kinds of houses (that create accomodations) can be built :
-Tents : 10 accomodations for poors.($)
-Thatched Cottages : (tent upgraded) 20 accomodations for poors.($)
-Stone Houses : 10 accomodations for middle-class inhabitants.($$)
-Manors : 5 accomodations for upper-class inhabitants.($$$)


Jobs
Each time anew building is created, it increases the number of posts, according to the qualification of the employees ($, $$ or $$$) and the level of the building.

Markets
Since level2, you can make markets in which you can :
-Sell your goods (25% of the basical price) to your inhabitants.
-Turn your wood into item. (to sell it or trade it with other players)
-Turn your gold into item. (to trade it with other players)
-Train Packsaddle Horses
-Stock any kind of item (the other buildings automatically drop the items that are not linked with their workings).


Shiping Port
The shiping ports increase the food limit (only used by the soldiers).

Mason's Guild
You can reseach some technologies to improve your buildings, such as "Fortress" that greatly increases the HP, range and damages of your towncenter but also add a trebuchet on its top.
You can also train engineers that can make siege weapons anywhere on the map with an additional cost of 150 gold.
Mason's Guilds also regenerte the nearby buildings.


Inns
They add a lot of job, have no limit and you can recruit random travellers that lodge themselves in it each x second : Prawler, Barbarians, Bounty Hunter, Dirty-Minded Assassin, Errant Priest, Gashed Veteran, Old Hermit, Knight Errant and Cleric; with custom abilities.

Libraries
You can research "knowledge" to increase the skill points of your heroes by 1.
You can also get bonuses thanks to your "stats" (like the number of used horses, your kills, how many time you played...) : Metropolis; Bloodthursty; Master of Cavalry; The Grande Armée; Creditor; Supplies of Mass; Obstinate.


Town Squares
They permit to organise some events in your town since level 2 : Dance Festival; Military Parade; Tournament; Feast; Town Fair; Torture Performance and Charity Meal.

Smithy
There you can buy items according to your warfare and your heroes, who can get a very unique and powerful item.

Milk
You can upgrade "Milking" since your Sheep Pen is level 3. It allows all your Sheep Pen (at level 3 and 4) to produce Milk thanks to sheeps in its fence. Every 50+(200 - ((Number of Sheeps) x 15)) seconds will be created a Milk. Make sure the sheeps are in the fence. (min=50 sec <=> max sheeps= 14).




Warfare
When you reach level 2, you choose beetween 3 warfares that will define the soldiers you will be able to make, but also what upgrades you will be able to research in each kind of barrack:
-Gondorian Warfare : resistant units, good siege weapons, researches based on armor and HP.
-Khandish Warfare : speed units, good cavalry, researches based on MS and AS.
-Umbarean Warfare : powerful units, good archery, researches based on damages and ranges.


Defence
Your War Workers can build towers according to the warfare you choose.
-Guard Tower : small damages, but 3 targets.
-Elite Tower : great damage, 1 target, one arrow ability (according to the warfare)
-Archer Tower : tower in which you can put your archers in garrison.
-Prefectures : A main building with 4 light towers that has an aura that increases the the damages.

In your barracks, you can also "create walls" which will reduce the entrance size and make your town easier to defend.


Barracks
Your war warkers can build 5 kinds of barracks : Barracks(lvl2), Archeries (lvl2), Stables(lvl3), Elite Barracks(lvl4) and Siege Workshops(lvl4).
You can make the soldiers of the warfare you choose.
Elite Barracks are a bit different as the units you can train in it are according to the place you choose at te beginning:
-Ardûmir : Corsair Glaive Launcher; Sea Dragon
-Endil : Knight of Belfalas; Captain of Belfalas; Archers of Belfalas
-Fanuilond : Lebennin Battle Mage; Sorcerors of Lebennin
-Hyarpende : Archer of Ithilien; Rider of Ithilien
-Isigir : Dunadan Knight; Dunadan Spearman; Dunadan Swordsman; Dunadan Captain
-Methir : Apothecary; Apothecary Fighter
-Oud Ilaz : Variag Captain; Suderon Rider; Variag Chariot
-Ramlond : Black Guard of Mirlond; Captain of Mirlond; Witcher


Shipyards
Where you can create your boats : two kinds of transporting ships, one kind of anti-boat ship and a anti-structure ship. (according to the warfare you choose). In shipyards you can also research Improved Nets which increases the food limit.

Scouts
Scouts are trained in barracks. This is a fast unit with a large field of vision, even by night that can build Watch Towers (invisible) to keep an eye on parts of the map.



How to get some?
You can get/loose renown by:
-Making specific events on your Town Square
-Sending money to Mithlond/Angmar
-Building a dark/light Statue/Academy

What is it useful for?
When you'll reach +40/-40 Renown, you'll be able to bing a delegation from Mithlond/Angmar. They will propose you a treaty in which they wil be able to settle in your village to have enclave in the South of Middle Earth in exchange of their knowledge:
If you accept, you'll have a whole new warfare (Elvish/Orcish). The barracks, stables, towers ... will be replaced by new ones and Elite barracks will be destroyed. You can instead make an Ent Stone/Troll Cage. You will also be able to choose a third hero in a list of 8, - those that have already been picked.
If you refuse, you will get the third hero liked to your town + a new unit in your Elite Barrack according to your warfare : Dome Guard (Gondorian); Consul Bodyguard (Umbarean); Suderon Chariot (Khandish).




Heroes
[COLOR=&RoyalBlue]At the beggining, you will have to choose between 3 heroes of a city. Then, when you will reach level 3, you will have to choose a second hero (one of the 2 others of the region).
When a hero dies, he will needs (50+12*level-1.25^level) seconds to be revived (at your town).


Bonuses
If your first chosen hero is more focused on developement (purple rune), you will earn 15% extra income + at the beginning you have an extra packsaddle horse.
If your hero is more focused on war (red rune), you will get free extra weapons in your virtual stock.


Demi-Heroes
When you will reach level 2 and 4 you will receive a demi hero that can be made again in a barrack (or an archery) if he dies. Each place (village) has 2 specific demi-heroes.



Each 3 min you will earn an income (which can be negative:).
Each poor inhabitant($) adds +2 to the income;
Each middle-class inhabitant($$) adds +6 to the income;
Each upper-class inhabitant($$$) adds +12 to the income;

From this income is deduced a maintenance cost of your troop. (0 (level 1); 1x used food (level 2 and 3); 2x used food (level 4)).
If you are not allied with a faction, you pay 25% of this sum to the nearest one for "protection" :).




Quests arrive in the big towns each x seconds. Check the Town Criers to know what quests are active. They are very useful to get xp and gold, but also items (especially at the beggining).
Before someone reaches level 3 : Pelargir, Amrun and Umbar will each generate 4/5 "easy" quests.
After someone reaches level 3 : Pelargir, Amrun and Umbar will each generate 4/5 hard quests.(The hard quests are not already made).





Random events can occur (weather event, bandit attack, famine, epidemics...) according to the levels of the player.



There are a lot of creeps on the map. Some of them can hide treasures...
You can hire mercenaries in mercenary camps (not already done).
You can buy slaves to slave merchants.
You can buy items to itinerant merchants.



Ardûmir is a place of beauty. Between desert, oasis and sea, this region offers multitude sumptuous panoramas, but also a high variety of tropical resources.
In such an arid place, you can produce Horses/Sheep, Grape and Silk. The fertile bank of the river also permit the running of palm trees.
In spite of its richness, this region is far from the high trade places in which you can at least sell your scarce goods with an expensive price.

Between mountain and sea, Endil is a remote town of Belfalas.
Its region is known for its mines that provide the foundry of the southern Gondor.
In this realm, you can produce Wheat (Grain), Sheep/Horses and Iron Ore. The nearby mountain also permit the exploitation of a Quarry to gather Rock.

With the fall of Harondor, the plunderings of Fanuilond have stopped and the region can be exploited again. Nevertheless, if a new war is triggered, this wealthy realm will plundered again; without counting on the frequent bandit raids.
Thanks to the heavy rain brought by the wind of the South, this land is maybe the most fertile of Southern Gondor which permit to cultivate varied plantations.
In this realm, you can produce Wheat ([COLOR=darkred"]Grain[/COLOR]), Grape and Sheep/Horses.The nearby forest also permit to provide the town in wood.

Next to the prosperous Pelargir, Hyarpendë is a village of Ithilien which suffers from the war against Harondor.
Nevertheless, the vicinity with both the river Poros and The Anduin, this city can thrive.
In this realm, you can produce Wheat (Grain), and 2 Sheeps/Horses. The nearby forest also permit to provide the town in wood.

Right in the middle of a desert, between mountain and sea, Isigir is in a very harsh place.
But the factors that permited the settlement of this region is a little oasis, its mountain that can be exploited, as well as its position, close to Umbar and on the trade route from Caldûr and Erädas.
In such an arid place, you can produce Grape, Silk and Iron Ore. The nearby mountain also permit the exploitation of a Quarry to gather Rock.

During the prosperous reign of Sanghayandion in Harondor, Methir was unfortunetly a place battle, which Gondorians used to assail by boat.
Nevertheless, with the fall of Harondor, this realm can thrive again, but it will have to find new allies with the arrival of the Gondorians that can claim this land.
In this realm, you can produce Wheat (Grain), and 2 Sheep/Horses. The nearby forest also permit to provide the town in wood.

Between the Ephel Dúath and the river of Harnen, [COLOR=Orange&]Oud Ilaz is a continental place.[/COLOR]
Its region is known for its horses and its wines but also for its mining exploitations.
In this realm, you can produce Grape, Sheep/Horses and Iron Ore. The nearby mountain also permit the exploitation of a Quarry to gather Rock.

After Gobel Ancalimon, Ramlond is the second town of Harnen.
Its region is known for its great plains where breeding is exelent. Its position near the capital of Harondor would have been a great advantage; unfortunately this kingdom is in decline and at war against Umbar and Gondor.
In this realm, you can produce Corn (Grain), and 2 Sheep/Horses. The nearby forest also permit to provide the town in wood.




-Upgrade as fast as you can at beginning
-Use your hero (he revives for 100 gold!)
-Don't waste any soldier
-Prepare carefully sellings (place to sell, way to bring the goods...)
-Use the abilities of the Packsaddle Horses.
-Build your village cleverly
-Choose a player ally
-Use boats (for amphibious attacks)
-Capture/buy colonies to expand your production
-Make sure your village can always handle an unexpected attack
-Make artillery to attack villages/towns
-If you don't want to be allied with a faction, make sure you sell your goods at the good place.




To get the hint list:
-hint
To change view type:
-min ; -med ; -far ; -very far
To choose your height :
-set number (~beetween 500 and 3500)
To order to all your units to Hold Position:

-hold
/ -stophold
To order to all your units to use Defend:
-def
/ -stopdef
To debug your Warhouse :
-debug

To know your Renown :
-renown

To know from how many time you play :
-time



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Before 1650 T.A (Third.Age) -The influence of Gondor decreases in the South, while the one of Umbar is growing. The ambitious prince Sangahyandion, son of the current concil of Umbar, takes the head of a powerful army and in only 1 year, conquer all Harondor which he makes his realm.

~1650 T.A -The talented and fiery strategist was taken by his run-up and invades Ithilien. During the Battle for Ithil, he seizes Minas Ithil. He also plunders Pelargir but doesn't manage to control the city.

~1653 -In spite of its successes, the armies of Sangahyandion are manhandled in Ithilien because of guerillas. So he decides to continue his plan as fast as possible and begins the siege of the capital of Gondor : Osgiliath; but the armies of Gondor are now organized and repel his attack during the bloody Battle For Osgiliath. After this failure, the prince is chased away from Ithilien and Pelargir began its recovery.

~1660 -After a time of raid and guerillas, the Gondorians launch a counter offensive against Harondor and Umbar. During the Battle to Umbar, the King Tarondor manages to force Umbar to stop its support to Harondor by making a daring blockade of the Heaven and after a few naval victories.

~1664 -The Harondor begins to decline and Prince Sangahyandion takes refuge in Ramlond, leaving his realm to the assaults of Gondor; but Umbar also wants a slice of the cake and send armies to at least conquer the southern Harondor (Harnen). This period is a time of opportunity for all ambitious Lord.
In the scenario Lords of Middle Earth, you control one of these lords that have been ruined by the late wars and take a new beginning.

Write the next instalment of this story ! Rule Middle Earth !


This fictive scenario is inspired by the books and letters of J.R.R. Tolkien and the website of Sampsa Rydman: Lindefirion.
This is a fiction story from what could occur in about 1650 T.A. If you wanna know more about this period, I invite you to visit the website Lindefirion.

Time References : Before the First Age : Creation of the world by Eru Ilúvatar and the Valars; 0 F.A : arrival of the Elves; 0 S.A : Morgoth is defeated (a second time xD); 0 T.A : Sauron is defeated by Isildur, 1000 T.A : Istari came to Middle Earth, 1300 T.A : Creation of Angmar, 2463 T.A GolluM finds the One Ring, 3019 T.A : Beggining of Fourth Age.

[COLOR=teal;]1650 T.A : Battle For Ithil[/COLOR]
1653 T.A : Battle For Osgiliath
1660 T.A : Battle To Umbar
1664 T.A : Lords of Middle Earth
You can find these four maps here : http://warlotr.free.fr/




Original map creator, Producer and Editor : GolluM[KoMe]

Website to download the last version : http://warlotr.free.fr/ (not already updated)

Many thanks to :
Advisers and Ideas finder:
Tleno
Desktop_General
FoFiF,Gloin[KoMe], Green.Heaven, SasuhKun, TheGodEmperor (aka stefan131), krisserz, Vaiar, Pomerancak, shadonavan, 88Warcraft3.
Testers: shadonavan, SasuhKun, TheGodEmperor, k13k, The Flamestorm, Tleno, D.A.R.M, SwampRaider, Spider22, Cortezz, 88Warcraft3 and CHILLA_KILLA (for his stupendous Square)!!
Master Tester: Desktop_General

-Documentation : http://wiki.lindefirion.net/ (many thanks to that amazing website and to Sampsa Rydman!).

-Model creators :
Many many thanks to OlofMoleman (trebuchet); Fingolfin (Gondor type ; wall, towers, roof); StormLegacy (lancer); HappyTauren (, houses); Nasrudin ( white houses); Tranquil (draw bridge) ;Communist_Orc(windmill); Willthealmighty(effects); Mr.Bob(Pelargir, lumbermill, town halls ........); GolluM[KoMe] (a nooby aura); sorry for those i forgot.

-Skin makers :
GolluM[KoMe] (Flags of Umbar and Gondor / white tree paving(based on the work of Mr.Goblin))

-Icon makers :
GolluM[KoMe] (lotr images + miscellaneous) ;sorry for those that I "forgot" ...

-Sound makers :
GolluM[KoMe] and Le_Bucheron.


-More than 600 custom units.
-More than 400 custom abilities.
-More than 120 items.
-More than 12 000 doodads/destructibles.
-More than 1380 triggers.
-More than 580 variables.
-More than 500 regions.
-40 custom heroes.
-Map size before optimization : 6.69 Mo.
-A lot of hour of work :)





Map Story
I started (5/6 years ago xD) to work on Battle For Osgiliath (from scratch) thanks to Lindëfirion, with my poor knowledge of roc maps with my late map Battle For Middle Earth 6.5. Most of the units/skills of LoME are from this map.
After ending that rather bad but appreciated map, I started Battle To Umbar by erasing the terrain of Osgiliath. After a while I thought about doing a trilogy, so I gave the management of the first map Battle For Ithil to my half brother that is still working on it (also originally based on Battle For Osgiliath).
Battle To Umbar was really appreciated but the map never really worked and in January 2010 I decided to make an other kind of map with the same terrain to save time and to keep spreading the story of this period : Lords of Middle Earth.
And the map came out in March 2010; and thanks to you guys is working as I couldnt have expected!

(You can find these five maps here : http://warlotr.free.fr/)

Influences
First influences of course come from the Tolkien's universe and from the maps of the Lord of the Ring on Warcraft.
Influences also come from old strategy games such as Age of Empire, Age of Mythologie, Starcraft... but mostly from management games like Anno (1701/1404), Sim City (3000, 4), Total War or even Mount and Blade.
Now you know (almost ^^) everything !


Modern Gamers : An other warcraft/starcraft website.
A chinese website xD
Some other not interesting websites like epicwar...



Some of the screenshots must be updated as the map changed :).

Whole map without doodads/units + Name of towns (Old)
150914-albums3110-picture26318.png


Overview from Ardûmir (Old)
150914-albums3110-picture26330.png


Pelargir
150914-albums3110-picture29938.png


Linhir (Old)
150914-albums3110-picture26372.png


Haven of Umbar (Old)
150914-albums3110-picture26325.png


Bay of Belfalas
150914-albums3110-picture29935.png


Amrûn
150914-albums3110-picture29934.png




A good Town after 45 min
150914-albums3110-picture46397.png


A good Town after 35 min
150914-albums3110-picture46396.png


Multiboard and Packsaddle Horse
150914-albums3110-picture26370.png


Prosperous Town and Warehouse
150914-albums3110-picture29941.bmp







-A huge bug with Marshall specialization removed
-The attack on Ancalimon was on Mirlond ... Fixed
-A few little stuff remade/bugs removed


-Peace with a faction now works perfectly
-New victory conditons : you can still use the late victory condtions OR you can set a game difficulty : Easy/Average/Hard/Very Hard/Impossible :
Outlaw : Gold:10K/20K/30K/50K/90K ; Kills:200/300/400/600/900
Mayor : Inhabitants:700/900/1100/1400/1900 ; Gold:5K/8K/14K/20K/30K
General : Towns Taken:3/5/7/9/13 ; Kills:200/300/400/600/900
-Some bugs removed


-Plunder income decreased (a lot :)
-Now outlaws can make Dragon Nest (Sea Dragons (Pirate King) and Fire Drakes (Godfather))
-New command for outlaws to know where are there colonies : -colonies
-MAYBE I solved the problem with neutral hostile/faction stuck behind your town when they attack you. It has to be tested !!
-Some little stuff remade like usual :)


-Sorry I forgot to give workers the ability to build Taverns (to make bounty Hunters and Terrorists xD)
-Now Outlaws have their own terrain path
-Each colony can now produce its own units !! (according to where they are on the map, you can therefore you can make Ithilien Rangers or even Variag Guards
-Sry I'm too drunk right now to tell u each new stuff/bug I remade :) Have fun !!!


-5 Month of work xD
-New gameplay : you choose between 3 ways at level 2 : Mayor, General or Outlaw.
-Whole new gameplay for Outlaw.
-At level 4, with 40+ renown, you can specialize in 2 other path (2 path per way : Mayor ---> Governor or Merchant Prince; General ---> Warlord or Marshall; Outlaw ---> Pirate King or Godfather).
-Milk is now Whool.
-A loooooot of other stuff :)

-Looter : can loot the dead ennemies which turns them into gold, according to the level of the unit. If you specialized in Pirate King, you can upgrade it.
-Slave Master : can summon 3 kind of slaves: wargs, goblins or spear throwers.
-Arsonist : use torches to burn down buidlings.
-Plunderer : mounted unit which also uses torches and have pillage ability. They can also ensnare fleeing units :)
-Courtesan : can entice ennemies to slow them down.
Terrorist : they can set up traps that will block resource units (such as sheep, or packsaddle horses) for 20 seconds! and warn you on the map: you might have the time to slaughter them and get their items. They can also sabotage buildings.

-Archer Ship : put buccaneers in it and it will become very deadly !
-Raider Ship (Pirate King only) : can summon little ships or a group of soldier to plunder to coast.

-You can settle in colonies in which there are 2 new kind of resources : Tobacco and Pearls. You can sell them, but also turn Tobacco into Smoke Barrier (-50% accuracy for ennemies when casted) and Pearls into 4 types of item boosting your heroes.



-A loooot of change in triggers (now almost all arrayed :)
-Diplomacy remade
-Selling remade
-Renown remade
-Upkeep doubled
-Now each of the 3 factions are able to attack/defend each position on the map (renown is now considered to set the power of the attacks). Everything is ready for the soon coming adventurers :)
-A loooot of stuff remade


-Now dummy lumberjacks harvest the wood (with animations etc etc)
-Bugs fixed: splash damage doesnt affect buildings anymore;; You now get a third hero by refusing the elven deal;; Some icons fixed;; a lot of other little stuff
-The counter attack of Umbar toward Eradas is less effective


-New building (since the beggining): Trading Post: you can transfer your resources to your ally (goods, gold, wood, weapons and horses) for a better cooperation.
-Units now get easily outside of the towns: just tell them where to go outside ;)
-Some little stuff reviewed.


-The host now set victory conditions at the beggining. To win, the players must filfull each of these conditions OR do like before (kill everything but his ally xD). There are 4 conditions you can modulate : Money in Stock (20K, 30K, 40K, 75K or 100K); Population (500, 750, 1000, 1250, 1500); Number of Colonies (2, 3, 4, 5, 6); Bread or Wine in the Warehouse (30, 50, 75, 100). These conditions are then written in the quest.
-After picking the conditions (or none), the host choose the modes (Money/wood and weapons at the beggining).
-Little bugs removed
-New line in the multiboard: the money of each player.


-The command -renown to check your renown now works properly.
-New game modes: -vqm : 15000 gold / 9000 wood ;; -em : +150 weapons
-The town of Amon Eithel now produce grapes instead of grain.


-A lot of balancing/bug removing
-New building: the Smithy, in which you can produce items, according to your warfare and also according to your heroes (by exemple if you have Morgomir you can make a 'Ring of Men') (all heroes have 1 custom item except Beorn, Barakiant, Bolg, Guhlavar and the elvish heroes). Which means a lot of new items :)


-Some Bugs fixed (like some orcs with no food cost)
-All elven heroes except the Istari have their own skills


-Some Bugs of 2.0 fixed


-Renown: you can gain/loose renown in order to reach 55/-55 renown. When this point is reached, Cirdan/Er-Murazor suggest you a deal : to set up an enclave in your lands. If you refuse it, you get the third hero of your place and a new unit type (made in the Elite Barrack) (Suderon Chariot (Khandish warfare), Dome Guard (Gondorian Warfare) or Consul Body-Guard (Umbarean Warfare).
If you accept the deal, all your Warfare is changed: all your towers/ships/military buildings/units/siege weapons ... are turned into an elvish/orcish way. (note : you also loose the Elite of your Village and the capability of making Elite Barrack with instead Ent Stone/Troll Cage). You can also choose between 8(-those chosen) elven/orcish heroes.

-Ways to get/loose renown:
By organising some events on your Town Square (check 1.9 changelog)
By building a lighty/darky statue that provides an aura
By building a lighty/darky "arcane sanctum" in which you can train mages
By sending some resources to Mithlond/Angmar

-A lot of new units, skills, upgrade, buildings...
-Fortress update issue fixed
-A lot of minor bugs i cannot remember fixed
-A lot of new icons and some new models
-Map neater, but not enough for now :)


-You can now buy the towns seized to Harondor by Gondor and Umbar if you are allied to the faction. (Amon Eithel, Barad Harn, Gobel Mirlond, Gobel Ancalimon).
-The goldmine of Korb Chelkar is more efficient
-Archers of Umbar spawning issue fixed
-Little issues fixed


-New building (since level 2) : Town Square : you can organise some events on it which will give a buff to the troops that see/participate it (with a some great (xD) animations on it)
1)Dance festival : +2 armor for 4 minutes / 350 gold
2)Military parade : +15% damages for 5 minutes / 300 gold and 2 weapons in stock
3)Tournament : +23% AS for 5 minutes + you choose if it's made with noble rules or if you allow blows below the belt (to win or loose renown) / 400 gold and 3 weapons in stock
4)Town Fair : Brings a Horse Merchant, a Slave Merchant, an Itininerant Merchant and a Goods Merchant (which sells each kind of resources) to your town for 2.5 minutes / 400 gold
5)Feast : +15% MS for 7 minutes / 300 gold, 2 wine and 2 bread
6)Torture performance : +7% AS and -5 renown for 5 minutes/ 350 gold, 125 wood and 1 weapon.
7)Charity Meal : +0.5 HP regen and +5 renown for 4 minutes/ 350 gold, 3 grain and 3 milk
-New ability for the packsaddle horse (again xD) : Item Transfer : if the horse is in your town, press it and all items it carries go in the warehouse and the weapons in the virtual stock.
-New command : -debug : it unstucks the warehouse that can sometimes be blocked
-New command : -time : tells you the time xD
-New command : -renown : tells you your renown
-New picture !
-Some buggs fixed
-Renown useful soon :)


-I'm happy to tell you that you can now play hours without any extra lag :) (there are still some lags when a big group of unit appears for a faction by example, but it doesn't prevent to play AT ALL; + the more you play, the more you take cities/kill players, the less Umbar/Gondor/Khand/Neutrals get soldiers.)
-A stupid bug removed
-I played all day (during 3Hours; and won xD) and it was Awesome ! (I've got the replay if you want ...)


-Fixed bug that after someone upgraded to level 2, all messages that would normally be displayed to all players were not displayed a all xD
-Removed a bug wth stone houses
-Set the integer to reach to get "The Grand Army" from 135 units recruite to 400 xD
-Sorry for this little version bu thefirst bug was REALLY annoying :)
-Square in 1.7 if I wnt die tommorow.


Bonuses at the beggining : you choose between:
+450 gold
+600 wood
+5 horses
+6 weapons
+1 random item (between 8 ones)
+nothing xD


-A lot of Leaks fixed !
-The attacks of the factions over the player towns are harder.
-New unit for the orcish attack(xDDD) : Orc Catapult, which can throw corpse to threaten humans muhahahaha.
-Prefectures no longer has Troops In Garrison but increases this skill (the one of the townhall).
-Milk price reduced from 60 to 40 ! $(
-Time to get new free weapon increased.


-New Building (Based on the idea of 88Warcraft3) : Library :
You can research "knowledge" to increase the skill points of your heroes by 1.
You can also get bonuses thanks to your "stats" (like the number of used horses, your kills, how many time you played...) : Metropolis; Bloodthursty; Master of Cavalry; The Grande Armée; Creditor; Supplies of Mass; Obstinate.
-The upkeep increment (+1) is restablished at the level 3. (which makes an upkeep of 3 per used food at level 4).
-Now workers are divided in 3 : worker, advanced worker and war worker.
-Now in China ! (By s8637800); with new screenshots : http://bbs.uuu9.com/read.php?tid=3732615
-Stupid bug removed :).


-Detailed tuto thanks to "-hint":
1.What to do at the beggining
2.Inhabitants/Taxes
3.Town Development
4.How to Sell your Goods
5.How to Make Soldiers
6.Diplomacy
7.Factions
8.Needed Stuff to Win a Game
9.How to leave your Town


-Minor fixed.
-New command : -tuto for all : the host can do this which will force the tutorial for each player.


-New item management : you now have a warehouse in which you get all your item, which is muuuuuuuuuch more practical :) (like in Anno). When the packsaddle horses go back to your village, they will automatically go next to it.
-New terrain : new tiles, new doodads, new trees ... more to come in 1.01.
-You can now make tower(s) to defend your colonies.
-The tax are doubled! $D
-You will now get free weapons, even if you didn't take a "fighter hero".
-Price of the horses increased.
-Towers now limited by 4. (not the archer and defense towers.)
-The research "Fortress" now makes a trebuchet on the top of your "real" townhall but ALSO on the one outside.
-Supplies now need 2 grain, 1 wine and 1 wine to be made (instead of 3 grain/2grape).
-Minor stuff remade.
-Post me what you think about this and please report each bug you see! Sorry to delay doing the new update, I really add to work xD.
-1.01: Bug with the horse going to the stock fixed
-Some stupid bugs removed :)


-Minor stuff remade
-Prefecture : an additional garrison, 4 low towers and an aura.
-Mason's Guild : you can research 4 stuff : advanced masonry (buildings +HP; 2 levels), advanced wells (increases the HP regen provided by your wells), advanced tower (+damages to towers, townhall, colonies), Fortress (+1000 HP, 100 range, 10 damages to your townhall + a trebuchet on the top of it).
Engineer can be trained in it : they can make siege weapons (with cost +150 gold) anywhere you want.
Regen the nearby structures.
-Number of towers limited by 6.
-0.91: Bug with warfare fixed.


-Little stuff remade
-New building : Inns. They add a lot of job, have no limit and you can recruit random travellers that lodge themselves in the inn each x second : 10 new units : Prawler, Barbarians, Bounty Hunter, Dirty-Minded Assassin, Errant Priest, Gashed Veteran, Old Hermit, Knight Errant and Cleric; with new custom abilities.
-Credits updated : Thx guys :)
-0.81; stupid bug with the Silk removed
-Time between 2 drops increased
-0.82 ; diplomatic bug removed


-Weapon bug fixed
-Transport Units problem maybe fixed xD
-Kicking bug fixed
-a lot of little stuff remade
-Time between two attacks reduced
-0.71 : All major bugs fixed
-a lot of little stuff remade :)
-0.72 : Weapon bug fixed
-Mumakil horn doesn't trigger Teleport Back anymore


-Now you can pick the position where you want to send your packsaddle horses when they leave home !
-Heroes has a teleport to the town (325 sec cooldown)
-Some stuff fixed
-Workers and War Workers are now a single unit (with morph ability)
-You can now sell your goods to a faction even if you are allied with an other : now the 2 restrictions are If you are an ennemy of this faction AND if one of your allies (faction or player) is at war against this faction).
-Diplomacy major change : You can now make peace with a faction and stop being allied with one. After each diplomatic action (peace, unhally, war or alliance) toward a specific faction, there is a cooldown of 10 min to be able to do an other action with this faction.
-Damages of the demi-heroes reduced.
-New ulti skill for Morëinion Orchaldor-Eldalótë : Call of the Depths.
-Some bugs fixed
-Optimized with Optimizer 4.9 insted of 4.7 (maybe less bugs after, and maybe fits with Mac; you tell me !).
-New model for archers
-0.63 : some little bugs fixed
-Kick System removed (maybe is it the thing that kicks everyone xD)
-Price of weapons and iron ore reduced (150 ---> 130 and 60--->52)


-bug with Umbar ennemy with Orange but attacking Blue fixed
-food produced by shiping ports greatly increased
-bug when a Resource Transport enters in a village not controlled by the owner fixed.(when you produce goods out of your town, you get a Transport (dummy) that need to reach your village to be turned into item)
-siege weapons cost increased
-cost of barracks decreased; with Khand warfare, you can now make stables since lvl2.
-cost of building updates increased
-overall cost in Wood/Rock increased
-"Troops in Garrison" decreased by 1 archer and 1 soldier
-Hero's time to revive increased (now equal to 50+12*level-1.25^level)
-"-Quick Mode" : if blue types it before 1 min, each player get 7500 Gold and 3500 Wood
-Watch Towers (made by scouts) are now always invisible and can see invisible units.
-Some weather effects fixed (SandStorms and Eclipses).
-New (and first :) Events : you can be attacked each x sec by x soldiers (according to your level) since level 2. Each place can be attaked by Orcs, Bandits or Pirates. Since level 3 places can also be attacked by specific unit (according to the location). Since level 4, the 4 possibilities of attacks also contain siege weapons (or heavy units like trolls or mumaks:)
-building's HP decreased
-Improved Nets (+15 to food limit) can be researched in shipyards since level 4.


-a lot of minor "bugs" fixed again
-skills minor change
-'Drops the Items' now works instantly
-Town criers (the ones who give quests) are replaced by Taverns
-When someone chooses a place at beggining, it tells it to everyone
-Faction's attacks fixed
-'Drop the items' of packsaddle horses now completly works
-Umbarean Scouts can now create Banners (aura '+armor')
-Thanks you a lot for suggestions! I'll add your names at the next version


-a lot of minor "bugs"
-town attacks (umbar vs gondor) fixed
-milk is now also produced in the Sheep Pens that belongs to captured cities
-Sheep Pens can now drop their milk without having to stop producing
-items size are increased
-Valdûmir Alcarialë now has "Robustness" (+str) instead of "Parry"
-workers don't have anymore 2 building abilities ^^
-some other stuff I forgot :)
-tell me what to do in 0.4 !!



Other screenshots : http://www.hiveworkshop.com/forums/members/gollum_kome/albums/

Please leave some advices, ideas, bug reports etc... (it's not perfect yet !! (no, no really !^^))
The map is still in progress!
And btw it's protected :)


Enjoy !


I am looking for :
-Testers
-Ideas
-Someone who speaks english very well (and that is ready to revise all the scripts in the map xD)
-Someone who could remake the human user interface in a Lotrish way.

I would of course give credits, rep, recognition and gratitude to the helpers (and a pet on the map !). Tell me if you're in! :)
Btw thanks again to those who already helped me to improve this game !




HF !


Keywords:
Builder, Anno-like, Strategy, Complicated, Lords, Middle Earth.
Contents

Lords of Middle Earth3.4 (Map)

Reviews
12:22, 26th Maj 2011 -Kobas-: Status: Approved 23:01, 27th Mar 2010 ap0calypse: approved
Level 5
Joined
May 12, 2009
Messages
201
Yeah, I've played it about 5 times with friends and we have so much fun that time passes by really fast.
 
The renown is to be able to sign a deal (or refuse it) with elves (40+ renown) or orcs (-40- renown); you can do it in your main building. If you refuse the deal, you'll get the third hero of the town you chose and an extra elite unit based on your warfare in your Elite Barrack.
If you accept the deal, your whole warefare is turned into an orcish or an elvish one: all your military buildings/towers change instantly and you can play a different way; + you choose between 8 heroes (8orcish heroes or 8 elvish heroes)
 
Level 27
Joined
Jul 6, 2008
Messages
11,325
hmm is it possible that a player can also build walls?? making the game cooler??

You can already build defencive spikes, allowing units to pass just trough a small gap when entering town. So walls are completely unneceseary.
Oh, and that just gave me an idea, what about a further upgrade that would allow you to spawn gates at those entrances which when attackedwould close themselves automatically, and would be aviable at last tier of defence?
 
Level 1
Joined
Mar 25, 2011
Messages
8
i was just jealous on the other cities. umbar,khand,and gondor have walls and have cool columns and obelisks.. and their capital looks like some dalaran tower.. i just wish they could be added..
 
i was just jealous on the other cities. umbar,khand,and gondor have walls and have cool columns and obelisks.. and their capital looks like some dalaran tower.. i just wish they could be added..
Ah ye it's a good idea to be able to build decoration! (+not so hard) but for the walls, it's just impossible (due to the editor which is not evolved enough). Btw you still can capture the big cities ;).
also!! what are altered melee maps?? how are they different from melee maps? *new here* X(
They are quite the same, but there is sometimes new races and always, a new terrain :)
 
Last edited:
Level 4
Joined
Jan 3, 2011
Messages
103
And don't forget to keep on topic. This isn't a chat box. :p
Loving the new ver, i can finaly get outside my city without breaking my neck three times! XD
 
Level 3
Joined
Nov 13, 2010
Messages
57
Idea:

Hey i have one idea its: You can control the towers of the citys. Its a good idea but have one request: if destroy become a circle you need upgrade. And good map its a great project. THANKS
 
Last edited:
Level 4
Joined
Jan 3, 2011
Messages
103
Still doesn't change the fact i love Umbar, buahahaha, to hell with gondor :3
Maybe the occasional khand, but no silvery ponce bastards!
Light that's already implemented :p
Or you mean the player owned ones? not the ones outside your towns?
 
Level 1
Joined
Jun 25, 2010
Messages
5
i appear to be having trouble playing the last 2 versions, when i download it and put it into a map folder it doesnt show up on warcraft, and ive tried moving it to a different folder, and when i tried to join a friends match it wouldnt let me join, sends me back to the main b.net screen

any ideas to help?
 
Level 1
Joined
Jun 25, 2010
Messages
5
i was getting it hosted as a private, with like 4 letters/numbers
and it wasnt appearing in my map folders in game after i put it there either,
ill try new ver, hopefully it'll work when u bring it out
 
Level 4
Joined
Oct 19, 2010
Messages
71
Hi Gollum. I love your map. I've been hosting and playing it at least twice a day lately. I even opened up the unprotected version in the world editor and fixed one of the bugs. Since you're working on it again, I want to suggest some changes and let you know about a few bugs.

SUGGESTIONS
I'm very happy with the map, and so are roughly 25% of the people who join the games I host, although they admit that the game is complicated for first-time players. About 50% of people have a hard time understanding how to play and leave within 30 minutes (half of them leave within 10 minutes). It's obvious you tried very hard to make it easier to learn how to play. There are many tips, tutorials, hints, and help files. Those are user-friendlyfeatures I was going to include in my own map. However, many players don't bother to take advantage of those or the MOTD and announcement I put on my bot. I find myself having to explain the same things multiple times every game. This experience has really taught me a lot about how lazy a lot of players are when learning a new map. However, I do think there are a number of ways you can simplify the map.

1) After a hero is chosen, remove the town's other 2 heroes. There is no feedback to let a player know why the other 2 heroes can't be chosen. I almost always have to explain this. I had to play several games to learn it myself. Looking at the triggers, I realize you'd have to change how you get your 2nd hero, but it would be worth it.

An easier way to handle this would be to give the player a message when they try to pick a hero that's no longer available, but I don't think that is the better solution.

2) Remove housing. The relationship between jobs, housing, inhabitants, and income is very difficult for new players to learn. I often have to explain this several times. Creating jobs is an interesting system. Making players create housing too makes the map unnecessarily complicated. If you implemented this change, you might have to change construction costs and slow down population growth a tiny bit. I think that would be more logical too, because the government doesn't often have to build people's housing.

If you really like the housing aspect, an alternative solution would be to make players build tents/cottages (I would just use cottages) before they can create new jobs. You could give them a message prompting them to build more cottages if they try to create new jobs without doing so. Then you could have the computer upgrade the buildings for them, and the player wouldn't benefit from the richer inhabitants until it has done so. For example if a player builds a mason's guild, he would have to have 32 $ housing available. Then triggers will convert some cottages to stone houses and some stone houses to manors (enough to cover the 6 $$ jobs and 6 $$$ jobs with leftover higher class housing able to be used by lower class inhabitants).

Another solution would be to keep everything the same, but send players a message when they need to build more housing, letting them know what how many and what types to build.

3) Remove town levels. I always tell people that the most important thing to do in the beginning is to upgrade their town. In quick mode, it takes me about 30 minutes before it's a good idea to start building mililtary. In normal mode it takes about 90 minutes! This seems unnecessary, and players are often discouraged by how little they are able to build in the beginning. I think a better system would be to remove town levels, and instead, give buildings more standard requirements. For example, for a player to build a bakery, he must build a plantation first. If a player builds a barracks, then he can build an archery or cavalry building, etc. Such a change would allow players to get to the action faster.

4) My last suggestion is an idea I was going to implement in my map, and that's to allow players to enter a chat command that will teach other players about an aspect of the game. For example, if someone asks me how to trade, instead of my having to explain it, I'm able to enter a command that will explain it to the player for me. It could even go so far as to show it to the player (with his units or some tutorial units). You could allow it to be sent to all players. Players should also have an option to accept/block such messages.

BUGS
1) (The one I fixed) If a player builds a siege workshop before building a smithy, he can't build a smithy. There are 3 triggers that happen if someone build's a siege workshop, but they affect the smithy limit instead.

2) Something is wrong with the milking triggers. I think it's related to the trigger being turned off (which I saw among the trigger actions). It usually (but not always) happens when I let the pen get so full that sheep are spawning outside the pen.

3) Sometimes when I go Orc, I'm able to build more elite towers or another prefecture. That's all I've noticed. It may affect more than just those buildings, and it might affect elves. I'm not sure. This doesn't happen every time.

4) I've been unable to build cavalry units before, even though I had weapons and horses in stock, and food available. I had another player who wasn't able to build any units at all except for ships. It was giving him a message about weapons in stock, but he had some in stock (not just in warehouse).

5) If you drop items for a quest or while trading, you can pick them up again really fast and still get the reward or gold.

OTHER IDEAS
1) I don't know if this is intentional, but you can build an unlimited number of mason's guilds allowing you to get a very high income.

2) Ships don't count against the food limit, making them overpowered in my opinion, especially since you can attack many places using them.


Anyway, thank you very much for the awesome map. I think if you implement some of the suggestions I made, many more people would play the map. I hope none of my suggestions were offensive. I am just a fan offering feedback. I want more new people to stick around longer when I play with them.
 
Level 27
Joined
Jul 6, 2008
Messages
11,325
Yes, those are really great suggestions!

About the hero choosing, I agree that all unchosable heroes must be marked or hidden.

Income system is kinda like one of coolest systems ingame... you know, the whole "Inform when more houses/jobs should be built would be the best... but every time the notification for this is given, you should also give an advice on how to disable the notifications with what command... oh and this should be on from begining.
Town levels are pretty great, just I think that the same notification system should notify that you can upgrade already... you could also make the town upgrades cost nothing and get ordered to upgrade automatically when the conditions are fulfilled.

Yes, lots of people already compained about ships requiring upkeep, you should make that definetly, Gollum. Same for mason's guild.
 
I'm very happy with the map, and so are roughly 25% of the people who join the games I host, although they admit that the game is complicated for first-time players. About 50% of people have a hard time understanding how to play and leave within 30 minutes (half of them leave within 10 minutes). It's obvious you tried very hard to make it easier to learn how to play. There are many tips, tutorials, hints, and help files. Those are user-friendlyfeatures I was going to include in my own map. However, many players don't bother to take advantage of those or the MOTD and announcement I put on my bot. I find myself having to explain the same things multiple times every game. This experience has really taught me a lot about how lazy a lot of players are when learning a new map. However, I do think there are a number of ways you can simplify the map.
You can't be more right xDDD
1) After a hero is chosen, remove the town's other 2 heroes. There is no feedback to let a player know why the other 2 heroes can't be chosen. I almost always have to explain this. I had to play several games to learn it myself. Looking at the triggers, I realize you'd have to change how you get your 2nd hero, but it would be worth it.

An easier way to handle this would be to give the player a message when they try to pick a hero that's no longer available, but I don't think that is the better solution.
Yer in fact there is runes that stop shining when someone get a hero of the town. I think an easier way to do would be to simply remove those runes :).
Making players create housing too makes the map unnecessarily complicated. If you implemented this change, you might have to change construction costs and slow down population growth a tiny bit. I think that would be more logical too, because the government doesn't often have to build people's housing.
Well with this system you can actually build pretty cities :) would you imagine if the houses would spawn randomly or if there were none ??.
If you really like the housing aspect, an alternative solution would be to make players build tents/cottages (I would just use cottages) before they can create new jobs. You could give them a message prompting them to build more cottages if they try to create new jobs without doing so. Then you could have the computer upgrade the buildings for them, and the player wouldn't benefit from the richer inhabitants until it has done so. For example if a player builds a mason's guild, he would have to have 32 $ housing available. Then triggers will convert some cottages to stone houses and some stone houses to manors (enough to cover the 6 $$ jobs and 6 $$$ jobs with leftover higher class housing able to be used by lower class inhabitants).

Another solution would be to keep everything the same, but send players a message when they need to build more housing, letting them know what how many and what types to build.
Yer this is a very interesting idea but I think the second is the best! each would, at the beggining, choose if they want this kind of help (which would include a message to make them go to level 2, or even maybe a box 'Do you want to go to Level 2' "Yes" "No"; it would even tell them to build a fishing port etc...).

3) Remove town levels. I always tell people that the most important thing to do in the beginning is to upgrade their town. In quick mode, it takes me about 30 minutes before it's a good idea to start building mililtary. In normal mode it takes about 90 minutes! This seems unnecessary, and players are often discouraged by how little they are able to build in the beginning. I think a better system would be to remove town levels, and instead, give buildings more standard requirements. For example, for a player to build a bakery, he must build a plantation first. If a player builds a barracks, then he can build an archery or cavalry building, etc. Such a change would allow players to get to the action faster.
I don't think I will change the level system, but you're right about the military aspect. Btw in the last versions, you can now get a LOT of money a a LOT of weapons since the beggining. With this, since level 2, you can already attack strong creeps and also other players.
4) My last suggestion is an idea I was going to implement in my map, and that's to allow players to enter a chat command that will teach other players about an aspect of the game. For example, if someone asks me how to trade, instead of my having to explain it, I'm able to enter a command that will explain it to the player for me. It could even go so far as to show it to the player (with his units or some tutorial units). You could allow it to be sent to all players. Players should also have an option to accept/block such messages.
Oh ye really great !!
BUGS
1) (The one I fixed) If a player builds a siege workshop before building a smithy, he can't build a smithy. There are 3 triggers that happen if someone build's a siege workshop, but they affect the smithy limit instead.
Ouch ! xD I never met this one.
2) Something is wrong with the milking triggers. I think it's related to the trigger being turned off (which I saw among the trigger actions). It usually (but not always) happens when I let the pen get so full that sheep are spawning outside the pen.
yer some of the sheep pen doesnt work well :( I've to work on that.
3) Sometimes when I go Orc, I'm able to build more elite towers or another prefecture. That's all I've noticed. It may affect more than just those buildings, and it might affect elves. I'm not sure. This doesn't happen every time.
Hum that's weird, since the tower limits are the same for each race. Maybe when it replaces a tower, it considers it as if it was destroyed and so allow you to build a new one. But for the prefecture I don't get it ^^.
4) I've been unable to build cavalry units before, even though I had weapons and horses in stock, and food available. I had another player who wasn't able to build any units at all except for ships. It was giving him a message about weapons in stock, but he had some in stock (not just in warehouse).
Hum I've never met this one :( .
5) If you drop items for a quest or while trading, you can pick them up again really fast and still get the reward or gold.
Ouch really ?? I never tried actually ^^.
1) I don't know if this is intentional, but you can build an unlimited number of mason's guilds allowing you to get a very high income.
This is not intentional, as you might have seen in the map, I made Mason's Guild Limit (normally). I might have been too lazy to end make the triggers this day xD (but actually I knew there were this bug, there should only be the Inn that have no limits).
2) Ships don't count against the food limit, making them overpowered in my opinion, especially since you can attack many places using them.
Hum you're right, especially when you attack umbarean places :). But then, we should increase the food the shiping port would provide.
Anyway, thank you very much for the awesome map. I think if you implement some of the suggestions I made, many more people would play the map. I hope none of my suggestions were offensive. I am just a fan offering feedback. I want more new people to stick around longer when I play with them.
Thanks guy ! This is soooo useful ! You seem having understood what the map needs and it which way it has to be improved.
You might be interested in an "offer". As you might have seen, I couldn't make a lot of new versions this year, I work too much :((. You could lead the map progress, not a new one as you wanna do, but this one, as co-creator. 2.8 is finished but has a little bug I must fix, but then I could send you the map and you could make 2.9 with implementing your ideas :). This would have one drawback for u : for each major change (like removing the level system), I should agree, but for all other things, you would to have a free hand .
Tell me what you think about it ;)


you could also make the town upgrades cost nothing and get ordered to upgrade automatically when the conditions are fulfilled.
Ye why not Tleno, it would also make the town progress more realistic as the town center represent the town advancement and would change with the town itself, not when u click. But there would be a little drawback: by example, me, I prefer to upgrade it to level 4 only after the first creep attack not to be overcrowded with my two warriors :). The other drawback would be that new players wouldn't understand why there town suddenly changed and why now they can make new buildings whereas they havnt done anything.


EDIT: Ow Btw Desktop, rate the map, it will help !!
And btw this map also need a better terrain, don't you think ??
 
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Level 4
Joined
Oct 19, 2010
Messages
71
there is runes that stop shining when someone get a hero of the town. I think an easier way to do would be to simply remove those runes :).

Oh. I didn't realize that. I remember seeing them now. I just thought there were more than 2 types of runes. Now I will be able to explain faster. Yeah. Removing the runes might help.

each would, at the beggining, choose if they want this kind of help (which would include a message to make them go to level 2, or even maybe a box 'Do you want to go to Level 2' "Yes" "No"; it would even tell them to build a fishing port etc...).

That should help. Allow them to start or stop the help anytime, so they can change their minds. Also, if a dialogue box pops up while you are chatting, it's possible to make a choice accidentally.

in the last versions, you can now get a LOT of money a a LOT of weapons since the beggining. With this, since level 2, you can already attack strong creeps and also other players.

I like those options very much. Usually, I like to play maps in normal mode, but now I always play "quick mode" to speed up the beginning. I guess I didn't consider how someone with a different play style could use those resources.

some of the sheep pen doesnt work well :( I've to work on that.

I'm pretty sure it happens with all pens. I'm trying to fix this bug now. I spent about 2 hours looking at it, asked people a couple of questions, and I still haven't figured it out.

By the way, Maker said:
These kind of enumerations leak, add bj_wantDestroyGroup before them:
  • (Number of units in (Units in MilkingOudIlaz <gen> matching ((Unit-type of (Matching unit)) Equal to Sheep 1))) Equal to 0
I notice that you have quite a few of those in the milking triggers (and maybe others too).

Although it take a little bit away from the variety of details, since the regions are square, you might want to make the pens square. It would be nice if the pens not located inside the player towns could produce milk too. It seems like you partially worked on those.

You might be interested in an "offer". As you might have seen, I couldn't make a lot of new versions this year, I work too much :((. You could lead the map progress, not a new one as you wanna do, but this one, as co-creator. 2.8 is finished but has a little bug I must fix, but then I could send you the map and you could make 2.9 with implementing your ideas :). This would have one drawback for u : for each major change (like removing the level system), I should agree, but for all other things, you would to have a free hand .
Tell me what you think about it ;)

I am very honored by your offer. Kobas made a similar offer (for his Vampire Clan Wars map), but I haven't even fixed any of the bugs yet. To be honest, I have to admit that I am pretty lazy, so I can't commit to helping you release new versions. However, I have spent some time working on a couple of the bugs, so I think it's more realistic if I help out as I find the motivation to do so. I want to fix some of the bugs. I can easily fix some of the grammar and spelling for you after you finish 2.8, if you want. Maybe eventually I can help you implement some of your ideas. I think people would prefer if the map remains true to your vision rather than being taken over by someone else, but as a creator, I realize that you might prefer for your map to live on even after you stop working on it. I told my wife that if I die, one of my last wishes is to have her come here and see if someone will finish my map. haha :)

My dream is to be a game designer, and I am trying to motivate myself to work on my map more. I've spent quite a bit of time on it, and my goal is to finish by the end of the year. The sooner the better, so more people are still playing Warcraft III. I've never finished anything like that, so that would be a big accomplishment for me and one step on my journey to being a game designer. Then I'm going to make a website for the game and start designing web-based games. Anway, I identify myself as a game player first. I've been hooked ever since I put a quarter in a Space Invaders arcade game when I was a kid. I spend about 3-4 hours a day playing your map. I probably wouldn't have made so many suggestions if more people would stay during the games. I probably would have just brought some of the bugs to your attention.

I prefer to upgrade it to level 4 only after the first creep attack not to be overcrowded with my two warriors :).

haha I do the same thing. I noticed that attacks are stronger at level 4, but I didn't have enough time/resources to build additional defenses to compensate. So, now I just wait until after the attack. I also put off quests, so I can use my forces to help defend against that first attack. It's usually a fierce battle.

The other drawback would be that new players wouldn't understand why there town suddenly changed and why now they can make new buildings whereas they havnt done anything.

Well, some players seem completely clueless, so anything you can do to help them would be good. If you really like this idea, you could give them a message (and even play a sound effect), but it would probably be a good idea to keep the upgrade button too, so players could see it. Alternatively, you could spread around info that the town will be upgraded automatically. However, it probably is easier just to give the player more information and help.

EDIT: Ow Btw Desktop, rate the map, it will help !!

Oh sure! 5/5 of course. :)

And btw this map also need a better terrain, don't you think ??

Although, I saw some people make negative comments about your terrain, I will not be one of them. Having to create terrain is what I find most intimidating about making a map (certainly skins and models would be worse, but at least those are optional). Although I think I'm a very creative person, I'm not very artistic, and making terrain seems very artistic to me. Personally, I like your terrain. I feel like there is a lot of variety, and some things are quite clever. I love your mountains, and I'm going to use some of your methods.

I was going to use rock chunk models for my mining system, but now I'm going to use rock models similar to the ones you used for your quarry (and sprinkled around your mountains). I was already using one of the smaller ones for ore, so not only will it look better your way, it will be more uniform too.

Anyway, some other people in this thread like your terrain, and some players have commented during the game that they like it too. I just think that some people at this site may be very good artists and have very high standards. So, don't feel bad about it. I am much more concerned with game play than graphics when I play games, and a lot of other people are the same. Your map has great game play.

2 NEW THINGS
The ability where the hero can disappear into units and they explode afterwards doesn't work as intended. After the unit explodes the ability creates a permanent, invulnerable (and possibly invisible) unit (which is actually quite useful for scouting but I'm sure that's not what you wanted).

Also in the new version, when the trading post is too close to the warehouse, it is annoying because then I have to manually select the packhorse every time I want to load goods. I don't build barracks and similar buildings next to the warehouse for that reason.

I hope the long posts are not annoying. Your map is worth talking a lot about. :)
 
It would be nice if the pens not located inside the player towns could produce milk too. It seems like you partially worked on those.
Normally they do produce milk ! (normally xD)
By the way, Maker said:
Agh I didn't know conditions would also leek x(
I am very honored by your offer. Kobas made a similar offer (for his Vampire Clan Wars map), but I haven't even fixed any of the bugs yet. To be honest, I have to admit that I am pretty lazy, so I can't commit to helping you release new versions. However, I have spent some time working on a couple of the bugs, so I think it's more realistic if I help out as I find the motivation to do so. I want to fix some of the bugs. I can easily fix some of the grammar and spelling for you after you finish 2.8, if you want. Maybe eventually I can help you implement some of your ideas. I think people would prefer if the map remains true to your vision rather than being taken over by someone else, but as a creator, I realize that you might prefer for your map to live on even after you stop working on it. I told my wife that if I die, one of my last wishes is to have her come here and see if someone will finish my map. haha :)

My dream is to be a game designer, and I am trying to motivate myself to work on my map more. I've spent quite a bit of time on it, and my goal is to finish by the end of the year. The sooner the better, so more people are still playing Warcraft III. I've never finished anything like that, so that would be a big accomplishment for me and one step on my journey to being a game designer. Then I'm going to make a website for the game and start designing web-based games. Anway, I identify myself as a game player first. I've been hooked ever since I put a quarter in a Space Invaders arcade game when I was a kid. I spend about 3-4 hours a day playing your map. I probably wouldn't have made so many suggestions if more people would stay during the games. I probably would have just brought some of the bugs to your attention.
Woaw you're already married xD. Btw your dream seems great! It's kinda one of mine but I don't have the courage (maybe the skill too) to follow it...
3-4 hours a day xDDDD u're a crazy person you know that ?? have u ever reached the bonus in the library "4 hours of playing" (i never did and I dunno if it works xDDD)
The ability where the hero can disappear into units and they explode afterwards doesn't work as intended. After the unit explodes the ability creates a permanent, invulnerable (and possibly invisible) unit (which is actually quite useful for scouting but I'm sure that's not what you wanted).
Ah ye this skill ... it worked well before, then I changed something (can t remember what) and now it sucks xDDD
Also in the new version, when the trading post is too close to the warehouse, it is annoying because then I have to manually select the packhorse every time I want to load goods. I don't build barracks and similar buildings next to the warehouse for that reason.
Agh I didn't tested it once :p okay I'll change that ;).
I hope the long posts are not annoying.
I LOVE those posts ♥ :)
Btw when u're map is playable, show it to me !! (and if you need any idea ...)
But btw I didn't quite understand, have u already started it ? are u talking about a new version of LoME you wanna create ??
 
Level 4
Joined
Oct 19, 2010
Messages
71
Normally they do produce milk ! (normally xD)

Oops. I saw the triggers, but I had missed the regions. There they are. :)

Agh I didn't know conditions would also leek x(

I didn't know that what he pointed out would leak either. I'm assuming he's right. He seems very good.

Woaw you're already married xD. Btw your dream seems great! It's kinda one of mine but I don't have the courage (maybe the skill too) to follow it...

I think you should already consider yourself to be a game designer. once I finish my map I will consider myself to be one. My wife is a teacher, and every year a computer game designer comes to her school to speak to several classes. He talks about how there are so many ways to get into the computer gaming industry, including things like playtesting and making your own small independent game.

There are examples in the industry of how making a map like you did have led to stand-alone computer games. I just saw a game on the shelves called League of Legends that said it was made by one of the original creators of DOTA All-Stars (Guinsoo). Here is an article about it: http://www.gamasutra.com/view/news/20557/DOTA_Creator_Goes_Commercial_With_League_of_Legends.php

Apparently another game called Demigod was also inspired by DOTA, and don't forget HoN. Icefrog is also leading a team at a game company called Valve (http://www.playdota.com/forums/blogs/icefrog/264/great-news-dota-fans/).

Call of Duty was built using a game engine like the World Editor. There's a game engine you can get called Torque that you can use to make games, and I think it's only $99.00 (http://www.garagegames.com/). I only found out about Torque because I bought a game that was made with it (Hinterland Orc Lords). I've seen a book at the bookstore that teaches you how to use Torque, plus I think there's a strong community for it like Hive Workshop.

Web-based games seem easy to make and the gameplay of those are simple. Yet they seem to be very successful (such as Evony and many Facebook games like Crime City and Frontierville). There's a guy at our local Saturday market who makes and sells a simple board game. That's all he does, and he is able to make a living off of it. (http://www.gameofreallife.com/) Just imagine how much easier it would be to make a living with some small web-based games. So if you would like to be a professional game designer, there's no reason to think that you can't live that dream. :) You could work on it a little bit when you have free time.

have u ever reached the bonus in the library "4 hours of playing" (i never did and I dunno if it works xDDD)

A few times. Once, the first time I conquered the NPC factions, and a couple of other times because I went AFK for a long time. I saw that the bonus was active in the library, but I wasn't paying close enough attention to notice any difference. I'll keep an eye out next time.

Btw when u're map is playable, show it to me !! (and if you need any idea ...)

Okay. I would love to.

But btw I didn't quite understand, have u already started it ? are u talking about a new version of LoME you wanna create ??

It's not LOME. I have already started it. I started it sometime before February 25, 2010. Then I stopped working on it for about 7 months. Recently I had stopped working on it for about 4 months. So, really I only worked on it for maybe a couple of months. :)

Anyway, so far I have created a spellbook-based equipment system with 11 slots for items and part of the farming system (crops, animals and harvested items). I had started the mining system before, but now I'm going to start reworking that.

I'm going to call it Realm. My map will be a "LOAP/RPG/Strategy" style map. There is going to be a barbarian invasion and the people of the realm must defeat them. I'll probably make it so you can start as a barbarian if you choose (similar to how you can start orc or undead or join any of the 4 factions in Life in Lordaeron). As lords, players can try to conquer the realm themselves. I would like to add some AOS elements for battles, and I'm thinking there will be some company/army based combat. I really liked the strategic warfare of the computer game Kohan. I may use some implementation similar to that of Bloody Pirates where an army unit can hold soldiers then when there is a battle it unloads the units into a different screen. Soldiers can gain experience, and morale will affect the outcome of battles. I want there to be areas you can conquer and control for resources like you have done.

My map will be very hero-based with lots of different things for players to do. Various things I want people to be able to do: farmer, fisherman, hunter, lord, merchant (can have their own stores), smith (player created equipment), wizard (player enchanted equipment, alchemy, player-customized spells), soldier, officer, gladiator, guard, thief, bandit, pirate, and whatever else I can think of. I also want there to be mini games which can affect your success (like in Bloody Pirates) for example navigating your sheep past wolves at night, escorting a merchant caravan to safety, etc. I want there to be strong quest-like objectives you can accomplish which will give you rewards (like Life of a Marine).

When I saw Founders of the North, I felt like his map was very similar to what I wanted to do, although mine was going to be much more hero-based. However, if you read some of the ideas he has for future changes, they are things I'm trying to do (such as a smithing system where players build their own usable items). He does have the blacksmith building. I feel like FOTN is much more town-based. I want there to be a lot of automation available like the production and trading systems in your Lords of Middle Earth.

I strongly believe in letting players play the way they want. I'm going to have pvp be optional. Even if heroes don't participate in the war, their actions will ultimately affect the realm. For example farmers, artisans, merchants, bandits, pirates and guards will affect the economy. You can particpate in non pvp battles that can affect the strategic situation. This kind of approach will allow players many different opportunities and allow them to become immersed in the game at their own pace. A player can start as a farmer and learn just that part of the game, expanding into other areas of the game when they are ready.

Whew. That's long. I got a little excited. I'm a dreamer with lots of ideas but little execution. Wish me luck in delivering on the execution part. :)
 
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I think you should already consider yourself to be a game designer. once I finish my map I will consider myself to be one. My wife is a teacher, and every year a computer game designer comes to her school to speak to several classes. He talks about how there are so many ways to get into the computer gaming industry, including things like playtesting and making your own small independent game.

There are examples in the industry of how making a map like you did have led to stand-alone computer games. I just saw a game on the shelves called League of Legends that said it was made by one of the original creators of DOTA All-Stars (Guinsoo). Here is an article about it: http://www.gamasutra.com/view/news/2...of_Legends.php

Apparently another game called Demigod was also inspired by DOTA, and don't forget HoN. Icefrog is also leading a team at a game company called Valve (http://www.playdota.com/forums/blogs...ews-dota-fans/).

Call of Duty was built using a game engine like the World Editor. There's a game engine you can get called Torque that you can use to make games, and I think it's only $99.00 (http://www.garagegames.com/). I only found out about Torque because I bought a game that was made with it (Hinterland Orc Lords). I've seen a book at the bookstore that teaches you how to use Torque, plus I think there's a strong community for it like Hive Workshop.

Web-based games seem easy to make and the gameplay of those are simple. Yet they seem to be very successful (such as Evony and many Facebook games like Crime City and Frontierville). There's a guy at our local Saturday market who makes and sells a simple board game. That's all he does, and he is able to make a living off of it. (http://www.gameofreallife.com/) Just imagine how much easier it would be to make a living with some small web-based games. So if you would like to be a professional game designer, there's no reason to think that you can't live that dream. :) You could work on it a little bit when you have free time.
>All these stuff are amazing and would be my dream, but how could I make money as I don't even know C++ more than the basics ? I don't think have the skills to work on an independant game, and how could I make money with a warcraft game ? I can't sell it :( I would have to work with other softwares that I dunno at all xD. In fact my dream would be to work only as a game "manager"; I would only supervise a project, find new ideas, those kind of stuff xD.
I'm going to call it Realm
aha I first wanted to call LoME Realms of Middle Earth (which make Rome !! xD). Btw this name is just great ;)
There is going to be a barbarian invasion and the people of the realm must defeat them. I'll probably make it so you can start as a barbarian if you choose (similar to how you can start orc or undead or join any of the 4 factions in Life in Lordaeron). As lords, players can try to conquer the realm themselves. I would like to add some AOS elements for battles, and I'm thinking there will be some company/army based combat. I really liked the strategic warfare of the computer game Kohan. I may use some implementation similar to that of Bloody Pirates where an army unit can hold soldiers then when there is a battle it unloads the units into a different screen. Soldiers can gain experience, and morale will affect the outcome of battles. I want there to be areas you can conquer and control for resources like you have done.

My map will be very hero-based with lots of different things for players to do. Various things I want people to be able to do: farmer, fisherman, hunter, lord, merchant (can have their own stores), smith (player created equipment), wizard (player enchanted equipment, alchemy, player-customized spells), soldier, officer, gladiator, guard, thief, bandit, pirate, and whatever else I can think of. I also want there to be mini games which can affect your success (like in Bloody Pirates) for example navigating your sheep past wolves at night, escorting a merchant caravan to safety, etc. I want there to be strong quest-like objectives you can accomplish which will give you rewards (like Life of a Marine).

When I saw Founders of the North, I felt like his map was very similar to what I wanted to do, although mine was going to be much more hero-based. However, if you read some of the ideas he has for future changes, they are things I'm trying to do (such as a smithing system where players build their own usable items). He does have the blacksmith building. I feel like FOTN is much more town-based. I want there to be a lot of automation available like the production and trading systems in your Lords of Middle Earth.

I strongly believe in letting players play the way they want. I'm going to have pvp be optional. Even if heroes don't participate in the war, their actions will ultimately affect the realm. For example farmers, artisans, merchants, bandits, pirates and guards will affect the economy. You can particpate in non pvp battles that can affect the strategic situation. This kind of approach will allow players many different opportunities and allow them to become immersed in the game at their own pace. A player can start as a farmer and learn just that part of the game, expanding into other areas of the game when they are ready.

Whew. That's long. I got a little excited
Ehe you remember me when I started LoME. Btw ur idea seems really great! have u heard about warlords ?? http://www.mapgnome.org/map-info/190207 Ur map kinda remind me this :) (for the barbarian/lord aspect)
Btw what could the heroes do after earning money from their stores ???
I strongly believe in letting players play the way they want.
Yer this is a great thing, but won't he be lost ?? and it will be very hard to make the whole game coherent; in multiplayer games, it's always hard to give a lot of freedom to the players, but I'm sure u will handle it :)
Wish me luck in delivering on the execution part. :)
Ow yer gooood luck xD This will be more than hard xDD Are u starting from scratch ?? As for LoME I took an old map of mine : Battle To Umbar which is also taken from my other map Battle For Osgiliath which I started from scratch years and years ago xD
 
Level 27
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Oh great, you two want to be game designers, too. Men this is gonna be a tough competition. *Takes out a chainsaw*
Ironically, I myself was making a Loap/RS/RPG/Titan's Land map, called Lords of Zintalia. :D
Now I kinda abandoned it since I'm off to Starcraft 2 modding, though I still have all my papers with all tech trees, heroes and ability names, and some tables with stats... but whatever.

Oh, and don't want to be too nag, but we're a bit off-topic... and just an advice: if you're going to make a large post with lots of Off-Topic info, you can use [hidden tags.
 
Level 4
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Wow. Another version so fast? That's awesome. I look forward to checking it out.

I was wondering, do the Gondor and Umbar attacks on each other and players get stronger as they capture more towns? That would make an interesting feature someday. Maybe their defenses could start slightly weaker but increase past the current levels as they become more powerful. Maybe Khand could join the fighting too. That would create an interesting new way to play the game where you could help your faction ally to victory. Then you wouldn't care as much if the faction captured a town you were fighting at. A new victory condition could even come with it. Probably alliances would need to be locked in some way. Personally, I tend to avoid fighting other players unless they attack me or are experienced because most people are learning the game.
 
I was wondering, do the Gondor and Umbar attacks on each other and players get stronger as they capture more towns? That would make an interesting feature someday. Maybe their defenses could start slightly weaker but increase past the current levels as they become more powerful.
It would be great in fact ^^ But the only difference when they attack the player is where the player is located according to the faction. By example a town next to umbar which declares war to it will have to handle harder attacks :)
Maybe Khand could join the fighting too.
Why not xD But I wanted it to remain neutral ^^ (ye I'm lazy).
That would create an interesting new way to play the game where you could help your faction ally to victory
Ehe why not ! but I also wanted to add the fact that you can pay a faction to begin a war against an other, or against a player !!
A new victory condition could even come with it. Probably alliances would need to be locked in some way.
Yeah it would be just great ! But as a single condition victory. The players couldnt attack each other villages but could give ressources/units to their affiliated faction!
Personally, I tend to avoid fighting other players unless they attack me or are experienced because most people are learning the game.
Ye that's one of the "problem" of the map. People never attack each other ...
 
Level 4
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BUGS

I was attacking a faction town a player had captured. I almost captured it, but then he attacked his own building and it reset the life to full.

Even if you're not at war with a faction, you can attack the ground, and by damaging a town that way, you can capture it. In the game I was in, a player captured Gondor's main town with just 2 ent stone throwers.

Another player ran into a couple of bugs today. I think it's probably related to that particular player town (Ramlond), because it looked like the same one I saw have one of these bugs before. First, he upgraded to level 4, but for some reason the game didn't recognize that he was level 4. Later, he became unable to make any units except for ships. I allied him, noticed I hadn't finished production on my darkness academy, finished the building, and then he was able to build units again (I'm not sure which action if any helped). I attached a replay fo the game to the pastebin in case that helps:

http://www.hiveworkshop.com/forums/pastebin.php?id=xp4ep2
 
I was attacking a faction town a player had captured. I almost captured it, but then he attacked his own building and it reset the life to full.
Agh it happened to me once too :(
Even if you're not at war with a faction, you can attack the ground, and by damaging a town that way, you can capture it. In the game I was in, a player captured Gondor's main town with just 2 ent stone throwers.
Ouch ... I must find a solution for this xD
Later, he became unable to make any units except for ships
Are u sure it's not related to weapons ? (ships doesn t need 'em, or maybe food :)
I allied him, noticed I hadn't finished production on my darkness academy, finished the building, and then he was able to build units again (I'm not sure which action if any helped).
It can't be related to the bug. I'll see the replay !
 
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