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Communitnerd92

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One random question, is it possible to play as Samwise Gamgee somehow, cause that would have been nice :) and just wanna say that you guys deserve credit for this mod. Its awesome :)
 

gmellos

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No offense, but you clearly don't know much about modding - Removing the war of the ring events and the associated mechanics took 5 minutes, rewriting the entire thing to make it better and more dynamic would take tens of hours ;)

The problem is that I wrote the events a long time ago, they're a mess, and no one wants to/knows how to fix them anymore so the best choice is to let the new team try to rebuild things from scratch so that they know what's what and can fix what?ever issues might come up in the future.
So what is the ETA of the new mod coming out
 
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Blood Royal

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So what is the ETA of the new mod coming out

The mod needs an event-writer, or someone willing to invest a serious amount of hours to learn ;)

Without an event writer doing actual work on a mod, the ETA and release date is pretty much never.
 
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Urzhail64

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I always change the static modifiers a bit for this. I recall reading somewhere that the total as single Eored of Rohan was 120 men and the Eohere, the full muster, was 12000 riders. I usually change the values to reflect this by giving Rohan stronger cavalry(Gondorian based but not changing anything else aside from cavalry) and dividing their numbers by half.

Edit: Found it. http://lotr.wikia.com/wiki/Éoherë
The army Theoden was able to muster was only 6000 men in the books. I always found it unrealistic that I was able to gather 22000 men playing as Eomer's son after the war.

Can you point me to where you made the changes and exactly what changes were made ? I've always thought the retainer units were too small to begin with.
 

TheAzureLiger

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Can you point me to where you made the changes and exactly what changes were made ? I've always thought the retainer units were too small to begin with.

I just edited the static_modifiers file. The original goal was giving Rohan a maximum of 12000 soldiers but I couldn't do that without making them severely OP to make up for it. I gave them Arnorian level cavalry and Urukhai values for the rest. I made their levy size modifiers like this.
levy_size = -0.50
levy_reinforce_rate = -0.50
 

Lonhaldar

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It'll be out when it's out. Don't ask.

Okay?

No needs to be unpleasant, it was a "normal" question. ;)

Well, i was away from CKII and modding for a while now, happy to see that peoples are still working on it, and happy to see that your still waiting for improvments for this. I'll work again on it, with the team, and i hope that we'll be able to release something. I saw some good ideas, and i think that things are going well !

I saw some questions about a First Age mod. I worked a little on a map for it some times ago, but this one doesn't works for now. And only a part of Beleriand wall done (mostly, the northern and coastal one). I believe that Third Age fit better with CKII, but well... First Age is so epic! Nobody interested in Second Age and Numenor? ^^
But well, another mod/submod on another age is a ton of work, and you can see that working on Third Age with a small team is already not so easy ;)
 
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No needs to be unpleasant, it was a "normal" question. ;)

Well, i was away from CKII and modding for a while now, happy to see that peoples are still working on it, and happy to see that your still waiting for improvments for this. I'll work again on it, with the team, and i hope that we'll be able to release something. I saw some good ideas, and i think that things are going well !

I saw some questions about a First Age mod. I worked a little on a map for it some times ago, but this one doesn't works for now. And only a part of Beleriand wall done (mostly, the northern and coastal one). I believe that Third Age fit better with CKII, but well... First Age is so epic! Nobody interested in Second Age and Numenor? ^^
But well, another mod/submod on another age is a ton of work, and you can see that working on Third Age with a small team is already not so easy ;)


I'm certainly interested in the Second Age.

As for the unpleasantness... Yeah, I was just a bit... erm... peeved, at the time. See, I'm a GM on a few other sites... and you can guess one of the most common question by impatient individuals.:oops:
 
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Epicmarkvan

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The mod needs an event-writer, or someone willing to invest a serious amount of hours to learn ;)

Without an event writer doing actual work on a mod, the ETA and release date is pretty much never.

I've been meaning to get into the CK2 Modding game for a few months now. I'd be willing to learn, if you're willing to point me in the right direction. Mod's fantastic, and I've sunk quite a few hours into it. Would love nothing more than to help.
 
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I've recently begun participating, however I am still notably new to it and will likely not be contributing anything substantial until I get a good feel for it. This is likely for the best, despite myself also wanting to get the mod progressing as fast as I can, as I do not want to mess anything up in my impatience and inexperience.
 
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So, from what I've gathered, the mod's being rewritten?
 
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Blood Royal

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So, from what I've gathered, the mod's being rewritten?

Ideally, yes, because since I'm no longer actively modding I do think it'll be quicker rewriting most of the major events rather than patching my old ones, which will tend to lead to more broken things and more bugs. It'll also be a more enjoyable experience for the modding team since it's much more fun building something new rather than fixing something old (bug fixing is the least fun part of modding, and especially bug fixing someone else's events).

That said, the mod is more or less in limbo, and has been since Lonhaldar and I stopped working on it, as we were the only event writers.

It's a shame, because the mod IS quite well built up from a basic level, ie, it has a great map, custom portaits, and basic middle earth mechanics. Most of the tedious work is done, what remains to be worked on is the fun stuff, like events and flavor and maybe rethinking some core mechanics.
 
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So, from what I've gathered, the mod's being rewritten?
I would like to do that. Unfortunately, other team members don't like the idea and say we won't be able to do that...
 
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