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Lords of The North 1.2

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The shadows of Angmar rise again in the North. While Arnor is trying to recover, orcs and black men come down the hills of Rhudhaur to threaten the Dúnadan realm again. The greedy Dwarves and the haughty Elves will likely interfere in the conflict to monopolize the human lands.
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 The North !
You will have to thrive, find new allies and protect your lands in these 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

Players : Arnor, Angmar, Elves, Dwarves and 8 players.

Gameplay : You choose a Lord (hero) to begin with and a location (town) on the map. You will then have to make your region prosperous, sell your goods, make alliances, declare wars, seize new towns... You can actually play this game the way you want... And still win!

Victory : Reach the victory conditions set by the host (difficulty), according to the Way you chose : Mayor, General or Outlaw. See Victory for more information.




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Leveling

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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 consul of Umbar, takes the head of a powerful army and in only 1 year, conquers 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 and Umbar which agreeded on sharing out the realm at the Treaty of Linhir. 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.

~1672 -The political instability of Northern Middle Earth reaches its height with the unstopping raids of Angmar on Arthedain and the freezing relationship with the Elves and the Dwarves. A large-scale War is in the air and the strife-torn land of the North might not handle a new outburst of violence. As a Lord in Lords of the North, you will have to take advantages of the wars of the Great Powers, thrive and expand to become the new leading faction of the North.

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

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Map Screenshots

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Political Map



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Staff



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

Map based on Lords of Middle Earth which is based on Battle to Umbar which is based on Battle for Osgiliath which I started from scratch :p

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0.3



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-Brace yourself, Weapon System have been wiped out ! You don't need any weapon in your stock to produce any soldier from now on
-When you add 1 Horse, you now get 5 in your stock, 7 if you're a General and 9 if you specialized as a Marshall
-Now Factions declare war on one an other (or Peace) + to their ally players whenever their Faction Power becomes too high or too low. WWIII in Middle Earth !
-Costs of the Goods you can sell have been increased AND balanced ;)
-Now the Specialization Godfather gives you a Tax Rate bonus
-Picture of the Outlaw Warfare added
-The number of Charges that can carry a slot (per item type) have been greatly increased
-Some annoying creeps have been moved
-Pets of friends added on the map, gotta catch'em all !
-Many little/average/big bugs removed :p

Notes


If you enjoyed the map, please rate the map, it helps a lot!

Open



You can increase your 'Town Level' at your main building, which requires wood, gold and also a specific amount of Inhabitants (See Advanced for more information about population). Each level will unlock new buildings and units, but also diplomatic options and new heroes.

After reaching level 2, you will be asked to choose your Way: this is the way you want to play the game. It will change your gameplay as you'll have different objectives to reach to win the game.

Mayor : your main goal will be to expand your town as much as possible to get more Inhabitants, but also to produce a lot of goods to get Gold. Nevertheless, you will also have to seize foreign towns to be able to reach the conditions to win: you have to win economically to have the best army.
You get bonuses on Trade Rate and Tax Rate, and even more if you specialize after level 4.

General : your main goal is to expand militarily to seize as many Towns as possible while Killing a maximum of units. Nevertheless, you will also have to build up an economy important enough to support a constant army to reach the conditions to win.
You get bonuses on Upkeep Rate and Food Rate.

Outlaw : your main goal is here simple: get as many Gold as possible while Killing a maximum of units. Nevertheless, your diplomatic conditions are tough: you are constantly at war on the four factions and you can only ally other Outlaws.
You get bonuses on Upkeep Rate and Selling.

After reaching level 3 or Specialization, you will be able to pick a new Hero according to the Town you chose at the beggining and your Warfare.


Warfares

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Arnor Warfare

Angmar Warfare

Elvish Warfare

Dwarven Warfare

Outlaw Warfare



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Basics : When you reach level 2, you can choose between Arnorian, Angmar, Elven or Dwarven Warfares; unless your Way is Outlaw which automatically get you the Outlaw Warfare. The Warfare ONLY determines the kind of units/items/upgrades you'll be able to produce; it has no impact on diplomacy. The only other impact of the Warfare is the heroes you'll be able to pick at level 3 and after specialization.

Differences : you should choose it wisely as it will shape of your army:

Arnorian Warfare: Versatile army with the best cavalry and the best siege weapons. The updates are mainly based on the armor. The Arnorian heroes have not been made yet (there will be some Istari); they will be mainly based on Intelligence.

Angmar Warfare: Huge army with cheap units, with the best tanks : Trolls but the worst archery. The updates are based on the troop production. There are already 8 Angmar heroes which are mainly based on Strength.

Elven Warfare : Expensive elite units with the best archery. The updates are mainly for archers. There are already 5 Elven heroes which are mainly based on Agility.

Dwarven Warfare : Resistant units with the best infantry but no cavalry at all. The updates are mainly based on the armor. The Dwarven heroes have not been made yet and will be mainly based on Strength.

Outlaw Warfare : Versatile army with the best specialized units; this warfare is shaped for the Outlaw Way. The updates are based on looting/plundering. The Outlaw heroes have not been made yet and will be mainly based on Agility.





Victory Conditions

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At the very beggining, the host can set a difficulty of the game which shall determine the goals of each player according to the Way they're going to choose at Level 2.

Nevertheless, the host can also set specific victory conditions with specific criteria with a certain amount to reach for each : Gold, Population, Number of Towns and Bread or Whine in Warehouse. The new created condition set will be for each player (regardless of their ways) and replace the classic one. This is not adviced to make up your own set if you don't know the game or if you want it to be the fairest for each people. This is for advanced players that look for new challenges.


Town Development

Production

Population

Diplomacy

Factions

Commands


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The first thing to do when you get your Town is to develop Raw Material production. Each Town has its own set of production possibilities (that are based on its position on the map). To use them, you just have to click on a production site (circle of power on the ground) and upgrade them. They shall then be upgradable after each new Town Level.

Then, you shall be able to pick them up in your Warehouse in order to sell them. The goods can be sold in selling places in Fornost, Carn-Dûm and Khazad-Dûm. The easiest way to send the items there in to place them in a Packsaddle Horse and then use its Automatically Go to the Picked Place, a location that you can change (shortcut : 'e').

The smartest way to make money is not to sell directly your raw materials, but to manufacture them before, thanks to building that shall turn for example Grain into Bread which costs much more.

Hints : you should check the multiboard to know in which place it's most profitable to sell a specific good: if you sell your goods at the same place, the prices there will go down quickly and you would lose a lot of money : the prices fluctuate from 130% to 70%.

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There are three kinds of Inhabitants according to their wealth : Poors ($), Middle Class ($$) and Upper Class ($$$).

Jobs : each building you make will provide a certain amount of jobs for each kind of inhabitants.

Housing : you can make three types of houses for each kind of inhabitants.

Growth : each x seconds, a new inhabitant will settle in your town if it has a vacant job and a housing, still according to the wealth.

Hints : you should check the multiboard rather often to know if your town misses a few more houses : having a lot of inhabitants is always a good thing as each inhabitant pays taxes according to his wealth.

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There is a complex diplomacy in this game and this is a big part of the gameplay so you should read it carefully (though it's explained ingame ofc)

To use diplomatic options, you click on Diplomat in your city hall. Here you can pick between 8 possibilities :

Alliance with a Player : the game checks each persons you can ally with and opens a menu in which you pick who to send the request:
Restrictions
The player must be at least level 2
You/the player musn't have an other ally player
You/the player musn't have different ally faction
Outlaws can only ally other Outlaws
The player musn't be at war against your ally faction​
Consequences
You share vision
You share ally faction : if you/the player is already/becomes allied with a faction, the other one will too
You can send each other resources (instantly) thanks to the trading post
You DON'T share victory ;)

Declare War on a Player : the game checks each persons you can declare war on and opens a menu:
Restrictions
The player must be at least level 2
You/the player musn't be your ally player​
Consequences
You can attack each other​

Break Alliance with a Player :
Consequences
Cancels the alliance between you and your ally player
You can once again declare war on each other​

Peace with a Player :
Consequences
The player can accept peace... or not :)

Alliance with a Faction :
Restrictions
You can ally only one faction
Your ally player/you musn't be at war against it​
Consequences
You share vision
You help increasing the Faction Power of the faction : number of town controlled by the faction and its allies. It impacts on how powerful the faction will be (number of soldiers produced) and how other factions feel about this one

Declare War on a Faction :
Restrictions
You musn't be allied with the faction​
Consequences
You can attack each other
The faction will send troops to your main town, but also at the towns on the map next to ones that are owned by this faction

Break Alliance with a Faction :
Consequences
If you own towns that first belonged to the faction (at the very start of the game), the faction will declare war on you
Your ally player will get the same effect as you as you share ally faction

Peace with a Faction :
Restrictions
You musn't own its capital
Your renown must be below 120​
Consequences
All the drawbacks of the war are cancelled
The faction will send troops to your main town, but also at the towns on the map next to ones that are owned by this faction
You must pay a certain amount of Gold : 2000+1500*number of towns originally owned by this faction


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The factions are played by the computer and don't have a true AI, but they will react to what happens during the game (sometime randomly).

They will send troops to the towns (map area)
owned by its ennemies (player and/or factions). Troops will spawn repetitively until a town is seized. These attacks are only triggered if a Town owned by the faction or an Ally Player is next to it; the spawn will be made in the nearest one.
The strength of the attacks are based on the Faction Power of the attacker (see diplomacy) and on the Renown of the target (the 'threat' of the attacked Town).
They also send troops directly to Player Towns, directly in it, regardless of the position on the map. The strength of these attacks are also based on the same criteria.

If a faction reaches certain amounts of Faction Power, they might be considered as a huge threat by the others. Therefore they might declare war on it and on its allies.


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Here is the list of commands you can type to ease your gaming experience :

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 everybody's Renowns :
-renowns


To know from how many time you play :
-time


To Debug your warhouse that can be stuck :
-debug


To Find the Colonies on the map if you are an Outlaw :
-colonies


To know the Faction Power of each faction :
-factions


To know the Number of Towns controlled by each player :
-towns


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Scenario

Map Story

Map Influences

The Map In Numbers


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I started to work on Battle For Osgiliath (from scratch) in 2007 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/LoTN are still 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. The map came out in March 2010.

As the terrain was not really fancy to be played on because of the sea, I decided to move the war in the northern Middle Earth, with more fantasy creatures which is really appreciated by the players. I wanted the game to be simpler and faster while remaining complex. So I started Lords of The North in September 2012 and ended the first version in March 2013, hoping I filfulled my objectives and your expectections ;)

You can find these maps on my poor website : http://warlotr.free.fr/

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Of course, my main influence comes 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 Mythology, Starcraft... but mostly from management games like Anno (1701/1404/2070), Sim City (3000, 4), Total War or even Mount and Blade.
I've also been inspired by books such as Game of Thrones, The Pillars of the Earth or even 1984.

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[TD] 765 custom units
264 custom items
338 custom destructibles/doodads
471 custom abilities
195 custom buffs
68 custom updates

1258 triggers
95321 lines of code
644 variables
510 regions
553 imported files

966 units on the map
18000 doodads/destructibles

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Political Map

Fornost

Carn-Dûm

Rivendell

Khazad-Dûm

Tharbad

Cameth Brin

Barrow Downs

Khazad Gate

Orthanc


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Playable Towns

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Morkai

Athilin

Wrakyaburg

Maethelburg

Seren

Barnas

Undrond

Dunlostir



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Gameplay Screenshots




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Staff

Model Makers

Skin Makers

Icon Makers

Sound Makers

Documentation

Testers, Advisers and Support


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In no particular order :

  • OlofMoleman : Trebuchet
  • Fingolfin : Gondorian style Walls, Roof, Towers; High Elf Cavalry, Archer, Swordsman and Lancer
  • StormLegacy : Lancer
  • HappyTauren : House
  • Nasrudin : White House
  • Tranquil : Draw Bridge, Dwarven Phalanx, Dwarven Catapult
  • Urkdrengi : Dwarf Warrior
  • Communist_Orc : Windmill
  • Willthealmighty : Effects and Auras
  • Mr.Bob : Library, Market, Lumbermill, Stables, Town Halls
  • paulH : Heavy Dwarf
  • CHILLA_KILLA : White Plaza (on request)
  • GolluM[KoMe] : A nooby aura
  • Sorry for those I forgot ! Please slap me in tha face if you find a model of yours in the map ;)

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  • GolluM[KoMe] : Flags of Umbar and Gondor; White Tree paving (based on the work of Mr.Goblin
  • Deligaris : Map Preview picture
  • Kwaliti : The UI of the map (which I customized a bit)
  • Sorry I can't remember if I actually used custom texture :p

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  • GolluM[KoMe] : All LoTR icons + some miscellaneous (like weapons)
  • Am I lazy enough not to search in the whole site to look for the names of all the icons I've used ? Yes. And sorry :p

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  • Le_Bucheron : optimized the sizes
  • GolluM[KoMe]

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Lindëfirion : Lindëfirion wiki: Lindëfirion: An Encyclopaedia An amazing website made by Sampsa Rydman

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In no particular order :

  • Clan HEA : Great support and testers
  • Railto
  • Hoth
  • Hell_Master
  • Purparisien
  • Demonex
  • texugo1337
  • FLACCl
  • Spiderligh
  • ldragogode297

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0.3

0.4

0.5

0.6

0.7

0.8

0.9

1.0

1.1

1.2

TO DO LIST

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-Voices of Elven Archers fixed
-Weapons needed for events/demi-heroes removed;
-Cost of knights increased
-Message explaining which town you are about to pick at the beggining telling you the name, the production buildings and the nearest faction.
-A few little/average bugs removed;
-Brace yourself, you can now find a golden ring that can give you the ability to become invisible ... but maybe much more ! Only the luckiest and those who know the best Middle Earth will find it ! Are you the chosen one ? (event not quite finished on the diplomatic level (if you see what I mean ^^))
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-Some diplomatic bugs removed
-Random weather made (according to the climate)
-You can now make basic units in each town you seized (according to your warfare). With elvish warfare, can produce ents in fangorn this way ;)
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-Some diplomatic bugs removed (sorry for the little mistake on 0.5 that made you unable to ally anyone ^^)
-Item price/CD balanced
-It's easier to get the One Ring
-A few units still needed weapons in stock ...
-New pets on the map :p
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-Little bugs removed thanks to you ;)
-Moria and big plains filled
-All existing hero skills have been revised
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-5 New heroes for Arnorian Warfare: Arvegil, King of Arthedain; Mindacil Vinyarion, City Prefect of Fornst; Saruman the White, Maia, Istar of Aulë; Gandalf he Grey, Maia, Istar of Manwë; Alatar the Blue, Maia, Istar of Oromë.
-Elrond, Arwen, Arvegil, Mindacil, Saruman, Gandalf and Alatar now have their private weapons in the smithy.
-Wells no longer regen mana.
-Little bugs removed
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-Towns seized now produce 5 or 10 food (according to the importance of the city)
-Wood is quicker to produce at level 3 and 4.
-You can now get the new heroes of 0.8 as a third hero (sorry this was not expected :p)
-A bug with neutral heroes reviving at the center removed
-Quest tables remade
-New pets on the map :p
-You can now see in the quest at Victory Conditions what are your goals, how much do you fulfill the conditions and how the others are doing. (remember you can also type -victory to know it)
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-The message telling when an Outlaw invested a colony is fixed (told the names of LoME colonies)
-The Pack Horse journey from Maethelburg to Khazad Dûm is fixed
-New models for dwarven units and for the Witch King
-New UI (by Kwaliti); Tell me what you think about it/how I could improve it
-Two new heroes for Dwarven Warfare : Durin VI, King of Khazad-Dûm and Dain, High General of Moria
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-Siege weapons can't destroy non-ennemy buildings anymore
-New UI removed (took too much space :p)
-Foods issues with outlaws fixed
-Jewel made with gems fixed
-Terrorist abilities fixed
-Troll Cage and Elite Barrack limit : 1--->2
-Well selection size new fits its size (and not its ability range)
-Making 2 demi-heroes of the same type is fixed
-Many many little stuff remade/fixed
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-While making 1.1 I had to destroy a few triggers and didn't check all they were doing ... Sorry ;) ---> Demi Heroes remade; Now destroyed building producing raw material goods respawn with level 0 (like before)
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Tell me which ones you want to be made first please :). And if you have any suggestion, post them on this forum !

Terrain
  • Vast and empty plains
  • Moria
  • Dol Guldur
  • Specific tiles when buildings are produced and specific doodad for houses according to the warfare
  • Citizens/animals hanging around in the towns (according to the population)

Units
  • Balance the prices
  • Fix the Horse Trapp Terrorist's ability
  • Add mercenary camps on the map

Heroes
  • Fix all the abilities and balance them for the map
  • Add 5 Arnorian heroes : 3 Istari : Alatar, Curunir and Olórin + the King of Arthedain + 1 shtoopid lord of Arnor
  • Add 5 Dwarven heroes : Durin VI, NEED IDEAS
  • Add 5 Outlaw heroes : Well I've got the ideas ;)
  • I need a lot of ideas for their skills !
  • Make their teleport ability to be able to be used on any of your town (main one and seized one)

Gameplay
  • Make the Fortresses (Dol Guldur, Angrenost, Amon Sûl, Gram) : can be captured, don't attack, are more or less fortified, can produce unique units/have unique abilities, are not attacked by factions
  • Ability to ask (for gold) your ally faction to declare war to a faction/player
  • If a player declares war on you, your ally faction declares war on the player if it's not one of its allies
  • Random events that can be benefic or not (like Baby Boom : decreases the time for people to settle in your town or Monsoon that stop for a time grape production, etc etc etc etc)
  • Ability for Pack Horse (Pick Where To Send) opens a menu in which you choose between the 3 factions you can sell goods to and automatically make safe rally point(s) for your sheep/horses/pack horse to reach the selling place
  • New Way : Adventurer (or Hero of Middle Earth) ---> you cannot improve your town (or even loose it dunno yet), you swear allegiance to a Faction, follow its diplomacy (even if you can declare war to its ally players), you get +3 heroes. After getting enough renown you can choose between Fellowship (+2 heroes to a total of 6) or War Heroes (+1 hero, + buffs or I don't know what). Conditions to win would be based on number of Towns Owned by the faction and the Lowest level of your heroes. Note : heroes can be choose between all warfares.
  • Enhance the leaving out of the towns
  • Outlaws' town is attack by several factions (only one for now) as their renown is getting higher


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

Lords of The North 1.2 (Map)

Reviews
19:54, 3rd Apr 2013 Orcnet: map approved
Level 24
Joined
Jul 9, 2009
Messages
4,097
It looks really great but I'd want too see some nicer tree models especially in Rivendell. Rivendell does not really look like how beautiful I imagine it. Otherwise it's some really nice work.
 
Level 4
Joined
Mar 24, 2013
Messages
117
Planning to host this on battle net western us soon. Come play, if you see this. :)
I hosted this, and I had a lot of fun. Protip: When you label the custom game Lords of the North LOTR people join almost instantly. In 2 minutes we were maxed.
Also, there's a bug with the Statues, no one could build them.
 
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Level 1
Joined
Nov 2, 2012
Messages
2
This is an awesome map, but dear lawd, please make trees destructible inside your base, so many awesome sim city moments have been ruined by trees being in the way. Great map otherwise. Keep up doing this awesome stuff. :D
 
Level 5
Joined
Jun 23, 2013
Messages
151
This map was epic! In my view, this map is pretty similiar to your old map, yes?
Oh, and 5/5 for this map!
 
Level 1
Joined
Feb 13, 2014
Messages
5
playing it since 0.2 or i don't remember which version it was when you first released it :D but you did a great job
 
Level 1
Joined
Apr 19, 2013
Messages
1
The map is great, but there is a weird thing about the description: While Arnor is trying to recover, orcs and BLACK MEN come down the hills of Rhudhaur to threaten the Dúnadan realm again.

Never knew the only evil men in middle earth are black...
 
Level 1
Joined
Nov 25, 2012
Messages
3
:thumbs_up:I like the map... but i can't save the game (Well i can save, but not load the game again).

And some lord of the Rings skins, would be good. 4/5 :thumbs_up:
 
Level 8
Joined
Nov 27, 2015
Messages
157
Unfortunately, no. I barely have the time to work on Rome Total War... But if you yourself want to work on it I can give you the last version : )

Ow btw : Today is the day Lords of Middle Earth reached 30 000 DL on the Hive !
Well no actualy.I might do something and ruin it.Its good for now.When you get time you will work on it.Its okey.
 
Level 2
Joined
May 3, 2013
Messages
17
Hi, i just noticed that the game crashes when you use the town square this way: for example you summon merchants , 5 mins have not passed , you destroy the town square (the summoned ones are still there) , then the second you try to build another town square it crashes.
 
Oh wow ^^
Hum; that looks like a bug that wouldn't happen 99.5% of the time and I cannot allocate my time to this map these days, sorry ...

But I am curious, I haven't played the map since 4 years ^^ and is it still enjoyable ? Do you know if people play it often ? Do you play it a lot ?

Thanks for notifying the bug mate !
Perhaps I'll go back to it and fix some bugs some day (the diplomacy in multiplayer is bugged I think ??)
 
Level 8
Joined
Nov 27, 2015
Messages
157
Oh wow ^^
Hum; that looks like a bug that wouldn't happen 99.5% of the time and I cannot allocate my time to this map these days, sorry ...

But I am curious, I haven't played the map since 4 years ^^ and is it still enjoyable ? Do you know if people play it often ? Do you play it a lot ?

Thanks for notifying the bug mate !
Perhaps I'll go back to it and fix some bugs some day (the diplomacy in multiplayer is bugged I think ??)
The map is still being played.Sometimes i see it hosted on gameranger and sometimes me and my brother play it.
 
Level 2
Joined
May 3, 2013
Messages
17
While recently i didnt had that much time to play , I've got to say this: Man your map is played and appreciated , there are 2 types of players of this map , there is no in between , they either dont have the patience and time to enjoy that map and say its too complicated or complex , or they either say they love it and wished they could play it more often. Yes the diplomacy in either this map or Lord of Middle earth is somehow bugged, when someone offers you alliance , if you refuse you ally a faction or something else automatically , its more of a minor bug that might annoy just a few guys. Your maps have great repeatability and can be played days in a row without getting bored , it's just a lot to experiment and to try in this.
The arnor str hero from Seren shows in the town picking zone slightly stronger abilities than when you pick the hero itself ,so is that another minor bug?Might apply to some other starting heroes as well dunno for sure. I know you are busy with Rome but maybe there will come a time when you will get back to this and we will play it until it crashes .I was wondering if there are any secrets minor or big? LOTR maps will always have appeal to people don't you think? At the moment there isn't anything in particular annoying or something to be added necessarily , probably only a drake for the Witch king of Angmar to ride on ;)
 
Level 8
Joined
Nov 27, 2015
Messages
157
Oh wow, I did not expect that ^^
You who know the map better than me by now, is there any very annoying stuff that you would like to see changed ? (or new stuff that you really want ?)

Btw, have you tried Rome II Total War ? The Beta is out !
Didnt try it Rome and there arent any stuff that annoy me the map is perfect.Tho there is only one thing.The gameplay is kinda slow sometimes.I mean you need time to make money and all so you could maybe add a vote on start to choose how fast the game will go.I mean Normal 2x,3x and 4x.2x like twice as much money when selling and more resources(lumber).3x three times and 4x four times.This is the only thing that i could suggest you and the reason is that on GR you dc after 1 hour and 30 mins cuz of game ranger kick dont know why its added but thats the only problem.So since gr probably wont fix that i think that maybe adding this thing the game might be finishable.Since all people dc around that time i get to capture Carn Dum.
 
Level 2
Joined
May 3, 2013
Messages
17
You know the fast starting that the host can choose when the game begins but yeah, If i am right when the game starts income comes every minute and grows up to 2-3 minutes no? It takes around 30 mins to build a well growing town with proper defense and to allow it to sustain armies, for some the pacing might be too slow , and while the starting 15k gold / 7k wood might be helpful and skip some tens of minutes it doesnt feel that much later , only decent players or those who have at least a little experience get it how to make the best use of it.
 
Level 8
Joined
Nov 27, 2015
Messages
157
You know the fast starting that the host can choose when the game begins but yeah, If i am right when the game starts income comes every minute and grows up to 2-3 minutes no? It takes around 30 mins to build a well growing town with proper defense and to allow it to sustain armies, for some the pacing might be too slow , and while the starting 15k gold / 7k wood might be helpful and skip some tens of minutes it doesnt feel that much later , only decent players or those who have at least a little experience get it how to make the best use of it.
You might be right.I need to train more.


Anyway here you go.There are still many that play the map.
Untitled.png
Dont know if you can see it.But i think you will see.

Its a picture from 30 minutes ago.
 
Level 2
Joined
May 3, 2013
Messages
17
i know i just hosted that and it filled in 5 minutes , in the end i couldn't play with them because i had 1.28 patch and they had 1.26 :( fml
 
Yes the diplomacy in either this map or Lord of Middle earth is somehow bugged, when someone offers you alliance , if you refuse you ally a faction or something else automatically
Yes, that's what I remember of it... I need to make a new version for that; I fixed it for Rome II
The arnor str hero from Seren shows in the town picking zone slightly stronger abilities than when you pick the hero itself ,so is that another minor bug?
Seren ^^ It's been a long time I've heard this name ! Feels good ! So you mean it's inventory describing his abilities don't match his true ones ?
maybe there will come a time when you will get back to this and we will play it until it crashes .
Arf it still does this bug ... It's quite hard to find out why as it usually happens after playing for a while. I once detected a bug like that when selecting the market a long time ago. Perhaps if you remember what you were doing when it crashed we could try to find out why it occurs.
I was wondering if there are any secrets minor or big?
Aha probably but I can't remember any of them. At the time, I tried my best to avoid any possible exploits though.
OTR maps will always have appeal to people don't you think?
Yep I can only agree ^^ I always played LoTR maps since 2005 on RoC... It was the good times with good old battle for middle earth (I made the version 6.5 in 2007 if I remember correctly)
But I'm more into History these days; ancient world is a lot of fun (and wars ^^)
probably only a drake for the Witch king of Angmar to ride on
Well ye, all those new fancy models did not exist at the time. Models of LoTN kinda suck if I remember right (almost all from warcraft)
Didnt try it Rome and there arent any stuff that annoy me the map is perfect
I'm sure there are quite a few things that need polishing ^^

It takes around 30 mins to build a well growing town with proper defense and to allow it to sustain armies
Yep, with the quick start that's what I remember
I never tried GR, is it any good ?


Anyway here you go.There are still many that play the map.
i know i just hosted that and it filled in 5 minutes

Wow; you can't imagine how surprised I am ^^ it makes me want to play it again !!



Perhaps I'll do a new version with a the diplomacy fixed and some new fancy models ; )



Btw, do you really play the Win Conditions ?? I implemented that so each player play differently and so games are actually "finishable" but I never truly saw people rushing objectives back then...
If I remember there was the Mayor, General and Outlaws; which one do you prefer ?



Ah and do you play Lords of Middle Earth ?? (it reached 30 000 DL last week !)
 
Level 2
Joined
May 3, 2013
Messages
17
Another thing i want to know is if you can capture another player' town and use it as yours or its circle resources buildings , also as bandit you can sack faction towns for some bonus gold , but as the other 2 paths when you conquer the city i see that you get so to speak some power in that zone to spawn units make towers and so on , but about the circle resource of every city , horses and sheep spawn and can be sold just as if they were produced by your own town , but what about other resources? they spawn "packhorses" with said resource lets say grain , but i can't figure how to make us of it , couldn't it give 1 grain like the usual grain resource building? or am i just bad and haven't figured some simple basic thing this whole time xD
Well to tell the truth about the win conditions, people at first sight see even the easiest ones rather hard and far away in the future objectives , but they are newbs so you can't blame it on the map or other things , however as you get more experienced whether you go for objectives or try to conquer everyone just for the sake , there is fun into it . I for example prefer to make a good town first and go objective second , not only for fun and management and other things like that , but it makes it a lot easier if you make a prosperous town and it can keep slowly growing lately while you conquer or do other stuff. I believe that most people don't really go for objectives that much because they would rather explore the map and its potential which is nice from a point of view, as even the win conditions feel also rather formal if you take in consideration the whole image or the map itself where there is a lot to do.
(im talking about Quick mode here starting with 7500 resources at least,i consider it the 'normal' mode as there is no point to not skip 20 minutes of tedious selling and building some hundreds per income)About each path , as a rather experienced player of this , i was most of the time just minding my own business, the mayor is the easiest one to achieve no matter the difficulty , if one would want to win as mayor depending on difficulty he could do it in 25-70 mins , the others however are harder to achieve as the general takes some time to take the towns and kills , lets say you take over 1 faction and win , it will take you 25-40 mins to achieve that if you consider no annoying intervention from other players/faction in the process and cost you huge amounts of gold for the armies literally impairing your town growth if you wanna do it fast, not even talking about taking over a capital which requires you to bring 2 full armies at least to take it cleanly , out of which half or more (depends on you tho) is surely gonna die.
The outlaw? he is the most 0 fucks given path of them all , its like you made it especially for people who wanted to start their own faction with blackjack and hookers, the kills condition is allright , but the gold for that is overkill in my opinion , you could have made it 1.5x or 1.75x the gold required for a mayor , as an outlaw even with colonies you can't match economically speaking a mayor that started conquering, early it might not mean much but the more you play the bonuses for income grow huge ,add the mayor bonus and faction ally bonus and later you get to see someone with an income bonus of 1k or 2k , and trust me that makes a difference. And that's pretty much it. Yes i really like your map :)
Some towns might have problems like the following : for example Wrakyaburg needs 50 inhabitants for level 2 , but you can only get 46 with all the buildings , so you are forced to always pick Sheep at level 1 if you don't want to get stuck. Kinda silly i know not really a problem.
 
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Another thing i want to know is if you can capture another player' town and use it as yours or its circle resources buildings , also as bandit you can sack faction towns for some bonus gold , but as the other 2 paths when you conquer the city i see that you get so to speak some power in that zone to spawn units make towers and so on , but about the circle resource of every city , horses and sheep spawn and can be sold just as if they were produced by your own town , but what about other resources?

I don't even remember that you could capture other player's town ^^ I thought you could only destroy it but if ressources spawn PackHorsesGrain, you should bring them to main Town; it will go to your Warehouse stock. Put the rally-point of your building to your town's entrance and you'll have caravans bringing ressources. With outlaws you can place traps (with some unit I cannot remember) and disrupt them (and steal the ressources if I remember correctly).
but it makes it a lot easier if you make a prosperous town
Yep, that's the best technique.
as mayor depending on difficulty he could do it in 25-70 mins
Well I should balance it then ! (make it easier for the other two seems the good way for the games not to last too long (and eventually crash :D))

The outlaw? he is the most 0 fucks given path of them all , its like you made it especially for people who wanted to start their own faction with blackjack and hookers, the kills condition is allright , but the gold for that is overkill in my opinion , you could have made it 1.5x or 1.75x the gold required for a mayor , as an outlaw even with colonies you can't match economically speaking a mayor that started conquering, early it might not mean much but the more you play the bonuses for income grow huge ,add the mayor bonus and faction ally bonus and later you get to see someone with an income bonus of 1k or 2k , and trust me that makes a difference. And thats pretty much it. Yes i really like your map :)

Wow you really know the map very well !! That looks like a great analysis to me ^^

Well; I am definitively going to rework some stuff. If you have some wishes on what to add, just write it down ; )
 
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Level 8
Joined
Nov 27, 2015
Messages
157
Ah and do you play Lords of Middle Earth ?? (it reached 30 000 DL last week !)
Kinda attached to Lords of the North.
If you have some wishes on what to add, just write it down ; )
More types of ressources?

Tho i am interested in triggers that you used for that map.How complicated they are i wanna make a map similiar about game of thrones but i dont know how those triggers work so if you can give me a picture of triggers on how you get items in your market when a building makes it i will be very glad.
 
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Hum. That wouldn't be the quickest thing to implement but I can think of it.

Have you seen that the Outlaws have Tobacco and Gems from which they can craft unique items ? (and sell them at steady price) They can be made in some colonies.

But by replaying the map I saw I never implemented Orthanc (Angrenost at the time) and Amon Sûl which were both abandoned. I wanted to add the possibility to invest them, making mighty fortresses with unique units to recruit.

Btw : here is the unprotected version for you to check the triggers. But they are bad. Very bad ^^ 4 years later, it hurts seeing them.... but they work :p


Ow btw @EvilRO, I replayed the map; and ye I remembered a secret; you asked about it earlier. This is actually the biggest secret of Middle Earth (and of the map ^^).

When crossing some river (I won't tell exactly which one; just a hint, this is where some Isildur lost it and where some friend of mine Déagol will find it a millennia after the rise of Angmar (and gently give it to me for my birthday)), you may (1/20 chance) fall upon some weird Ring which makes you invisible when put on your finger (when is activated) and when put in fire you may read, written in elvish letters, the black speech :
"Ash nazg durbatulûk, ash nazg gimbatul
Ash nazg thrakatulûk agh burzum-ishi krimpatul
"
But weirdly enough, your Hero finds it very precious and cannot give it away.

Bring it to Elrond or The Witch King and "OH !" He will tell you that it is ... No... It can't be ! And it now also gives +30 to all stats :p. But players with nazguls as heroes will see you at all time (I think I didn't make the triggers for this part though); and you loose it upon death.

full

Another "secret" : have you read the inscriptions on the sigil of Fornost ?
Then there are all the animals with my friends' names.
And then all the treasures that which are guarded by creeps.
There might be some other secrets but I cannot find any from memories. They'll remain secrets for me too ^^
 
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Level 8
Joined
Nov 27, 2015
Messages
157
Hum. That wouldn't be the quickest thing to implement but I can think of it.

Have you seen that the Outlaws have Tobacco and Gems from which they can craft unique items ? (and sell them at steady price) They can be made in some colonies.

But by replaying the map I saw I never implemented Orthanc (Angrenost at the time) and Amon Sûl which were both abandoned. I wanted to add the possibility to invest them, making mighty fortresses with unique units to recruit.

Btw : here is the unprotected version for you to check the triggers. But they are bad. Very bad ^^ 4 years later, it hurts seeing them.... but they work :p


Ow btw @EvilRO, I replayed the map; and ye I remembered a secret; you asked about it earlier. This is actually the biggest secret of Middle Earth (and of the map ^^).

When crossing some river (I won't tell exactly which one; just a hint, this is where some Isildur lost it and where some friend of mine Déagol will find it a millennia after the rise of Angmar (and gently give it to me for my birthday)), you may (1/20 chance) fall upon some weird Ring which makes you invisible when put on your finger (when is activated) and when put in fire you may read, written in elvish letters, the black speech :
"Ash nazg durbatulûk, ash nazg gimbatul
Ash nazg thrakatulûk agh burzum-ishi krimpatul
"
But weirdly enough, your Hero finds it very precious and cannot give it away.

Bring it to Elrond or The Witch King and "OH !" He will tell you that it is ... No... It can't be ! And it now also gives +30 to all stats :p. But players with nazguls as heroes will see you at all time (I think I didn't make the triggers for this part though); and you loose it upon death.

full

Another "secret" : have you read the inscriptions on the sigil of Fornost ?
Then there are all the animals with my friends' names.
And then all the treasures that which are guarded by creeps.
There might be some other secrets but I cannot find any from memories. They'll remain secrets for me too ^^
Thanks for triggers.

And for secret now i only need to find the river.


EDIT: Damn the triggers for selling complicated as fyck.Man how could you work with these things? XD
 
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And for secret now i only need to find the river.
Well you can wikipedia this stuff ^^ (and actually see it in the unprotected version :p)

Damn the triggers for selling complicated as fyck.Man how could you work with these things? XD
Well, the first part is about selling sheep, the second selling horses and then there is a loop which checks each 6 inventory slots of your unit.
In all these parts you have :
-How much you earn (number of item * rate at the place you sell it (Arnor for example) * base price of the ressource)
-The cost of the ressource which goes down (offer/demand system with an other trigger increasing the price over time).
-A floating text indicating how much you sell for
-The cost which is set to 70% if it fell below (it is the minimum)
-The new price is then displayed in the big multiboard
 
Level 8
Joined
Nov 27, 2015
Messages
157
Well you can wikipedia this stuff ^^ (and actually see it in the unprotected version :p)


Well, the first part is about selling sheep, the second selling horses and then there is a loop which checks each 6 inventory slots of your unit.
In all these parts you have :
-How much you earn (number of item * rate at the place you sell it (Arnor for example) * base price of the ressource)
-The cost of the ressource which goes down (offer/demand system with an other trigger increasing the price over time).
-A floating text indicating how much you sell for
-The cost which is set to 70% if it fell below (it is the minimum)
-The new price is then displayed in the big multiboard
then i need to copy paste all units and items
and then use triggers.Thanks for help anyway.
 
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