Middle-earth: Lord of the Mods

    Discussion in 'Civ3 - Completed Modpacks' started by WildWeazel, Nov 26, 2007.

  1. WildWeazel

    WildWeazel Yeah, well... Supporter

    Joined:
    Jul 14, 2003
    Messages:
    6,919
    Location:
    %CIV3%\Conquests\Scenarios\

    "Long they laboured in the regions of Eä, which are vast beyond the thought of Elves and Men,
    until in the time appointed was made Arda..." - J.R.R. Tolkien, Valaquenta

    Middle-earth: Lord of the Mods is a modpack that attempts to recreate J.R.R. Tolkien's fantasy universe within the confines of Civ3 Conquests. The mod dates back to May 2003, with Celeborn and his thread "LotR Modders UNITE!!!" Within weeks, this common interest group formed into a focused team and the skeleton of what would become this mod began to take shape. PCHighway later took on the leadership position, and led the team into a private beta stage in 2005. The private beta sought to refine the mod in a closed environment before opening it to the public. After 12 major releases, hundreds of bug reports and fixes, and changes to virtually every part of the mod, we feel that it is ready for the entire community.

    In the mod you will find 15 civilizations from the pages of Tolkien's writings, as well as custom wonders, resources, and hundreds of units. The Lord of the Rings was taken as the ultimate source of inspiration, along with Tolkien's other works such as The Hobbit and The Silmarillion. Much effort was put into complying with the information therein. The mod has been in a private beta testing stage for 2 1/2 years, during which it has undergone many improvements to make it as fun, balanced, and true to Middle-earth as possible. The mod is still being released as a beta, but with your help we can complete the work and make this one of the greatest and most complete mods available, and a tribute to J.R.R. Tolkien's epic fantasy.

    DOWNLOAD LOTM 1.13.1 (193MB RAR archive)
    Updated 2017-01-03: v1.13 removed from AtomicGamer after 8800+ downloads!
    Installation: Install WinRAR, download and place .rar file in Conquests\Scenarios, right-click and 'Extract Here'
    STEAM USERS:
    Patch 1.13.2 fixes a crash when founding your first city. Just replace Conquests\Scenarios\LotM\Text\labels.txt with this file.

    File structure should look like this:
    Code:
    Conquests\
    -Scenarios\
    --Lord of the Mods 1.13.biq
    --LotM\
    ---Art\
    ---Sounds\
    ---Text\
    
    See post #2 for detailed information on the current version
    Custom maps and other optional downloads are listed in post #3


    Spoiler Screenshots :












    =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=


    CREDITS:
    Celeborn
    for organizing the community and getting the mod started
    PCHighway for his leadership and devotion through the testing stage
    mrtn for his co-leadership and eel juggling
    LotM team current & past for contributions, testing, and patience:
    aaglo
    AlcTrv
    Arathorn
    CamJH
    Cuivienen
    Cyber Dreyk
    egroen
    embryodead
    Isak
    kairob
    Kindred72
    mimic
    Mithadan
    mrtn
    Noldodan
    Olorin0222
    PCHighway
    Plotinus
    RRnut
    The Last Conformist
    Weasel Op
    Yoda Power
    zxe
    [Ant]Wimp

    along with everyone else who contributed to the discussion threads in the pre-beta stage
    our talented creators, specifically those who made units for LotM and/or Middle-earth:
    utahjazz, Plotinus, aaglo, Kinboat, Kindred, and others
    Thuderfall for granting us upload space and a private forum
    Apoc for interviewing mrtn and promoting the mod
    J.R.R. Tolkien for creating Middle-earth, the world we all know and love
    If I have forgotten anyone, I apologize- there are so many to thank! Let me know and I'll add to the list.
     
    Last edited: Jan 30, 2021
  2. WildWeazel

    WildWeazel Yeah, well... Supporter

    Joined:
    Jul 14, 2003
    Messages:
    6,919
    Location:
    %CIV3%\Conquests\Scenarios\
    CURRENT ISSUES AND NEEDS:
    First of all, keep in mind that LotM is still beta. Work will continue, with your help.
    Quick start scenarios are not working properly due to the civ-specific technologies. Specialist citizens are unavailable, and improvements/wonders are be available to civs that should not be able to build them. Fixed!
    Unit lines will be updated soon. With all of the recently created units that fit the mod, we have plenty of options. This has been the most heavily debated area of the mod, but unfortunately that doesn't mean it's the best.
    Isengard and Mordor in particular need further playtesting. Both have many unique gameplay opportunities that may unbalance the game.
    We've been having problems with pollution in the later eras. It has been addressed but not yet tested.
    Some building graphics are placeholders, especially for the evil culture group. We need new icons and wonder splashes for these.
    Hobbits and to a lesser extent Dwarves have not fared well, probably in part because they have no fast units (cavalry, etc). Help us work around this.
    The civilopedia should contain most necessary information but is sparse and repetitive. We can always use new pedia entries. There is a wealth of knowledge about Middle-earth that can be included to improve the feel of the mod.
    Custom music and other additions may be added soon as optional downloads.


    =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=


    MOD INFORMATION:

    Interview with mrtn
    at Chamber of Records (LotR modding site), August 2006

    Civilizations:
    • Angmar
    • Arnor
    • Dwarves
    • Easterlings
    • Harad
    • Gondor
    • Isengard
    • Mordor
    • Moriquendi
    • Noldor
    • Northmen
    • Numenor
    • Rohan
    • The Shire
    • Sindar

    Gameplay:
    Each civilization is a unique experience. Isengard can build a limited number of cities but gets various special improvements and wonders, as well as the powerful Orthanc Fortification unit to defend the capital. Mordor spawns hordes of creatures from its unique city improvements. Dwarves can cross mountains with ease, while others are bound by them. Elves are immune to the diseases that plague other races.

    Units: Hundreds of units, including many custom units made specifically for the mod. Each race and most civilizations have completely unique unit lines. Special units such as Trolls, Balrogs, Dragons, and Ents are available to certain civs. Regicide players will find upgradeable king units with special abilities.

    Technologies: 4 full eras (First Age, Second Age: Rings, Second Age: Numenor, Third Age) of Middle-earth and Dark Age themed technologies, with special civ- or race-specific techs in each era.

    Governments: A least 2 per race, including Stewardship, Mayorship, House Confederacy, and Tyranny.

    Resources: Mine precious Mithril, tame Oliphaunts, and harvest Pipeweed. Many new resources are required for special buildings and units.

    Terrain: Custom terrain graphics based on Snoopy's terrain pack feature dangerous Dark Forests, and high Mountains impassable to most units.


    =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=


    FAQ:

    Is LotM based on the books, the movies, or both?
    The mod is based on Tolkien's writings, with LotR taken as the final authority. We have used elements from the movie trilogy and elsewhere when they do not conflict with the written canon.

    Is the mod played on a map of Middle-earth?
    The main download contains only a random map version. Custom maps can be downloaded from the next post, which may require LotM rules to be imported.

    Are there hero units like Gandalf or Frodo?
    The Istari (wizards) are special Army units spawned from the White Council wonder. Each civ has its own custom king unit(s) with upgrades a la Sengoku. Other specific characters are not represented as individual units, but you may find them among the Great Leaders of their civilization.

    Does it include Balrogs and Dragons?
    Yes! Balrogs, Dragons, Ents, Nazgul, and other special units are spawned from wonders that are only available to certain civs.

    What about Morgoth and the Valar?
    Neither Morgoth nor the Valar appear in the mod. This would completely unbalance gameplay. Because Civ3 is a game of progress, it is sometimes not feasible to represent the declinism seen in Middle-earth.

    Can I build the Rings of Power?
    The Rings of Power is a wonder available to Mordor that produces the Nazul unit. The Rings are not represented by units.

    What's the difference between Sindar, Noldor, and Moriquendi?
    The Sindar are those Elves who stayed behind in Beleriand under the rule of Thingol during the First Age. The Noldor are the Elves who crossed the sea to Valinor but returned with Feanor to fight Morgoth. The Moriquendi represent the rest of the Elves who did not travel to Valinor, particularly the forest dwellers of Lothlorien.

    Does the mod include music from the movie trilogy?
    No. A custom soundtrack is in the works, but it will not include songs from the movie soundtrack due to legal restrictions.
     
  3. WildWeazel

    WildWeazel Yeah, well... Supporter

    Joined:
    Jul 14, 2003
    Messages:
    6,919
    Location:
    %CIV3%\Conquests\Scenarios\
    OPTIONAL DOWNLOADS:

    Here is a list of custom maps and other optional addons for LotM. Files marked "LotM ready" are already set up for use with the mod. Other files may need some manual work, such as importing LotM rules to the map.

    Quick Start scenarios: (Included in 1.13.1) These alternate BIQ scenarios allow you to begin playing in later eras of the mod. All players begin with 3 settlers (Isengard gets 5 but cannot build more), 2 workers, and 2 military units. Research costs are reduced significantly to allow quicker progress with a smaller empire. All civilizations retain their unique abilities and technologies. Due to game limitations, you must play with all 15 civilizations.

    Middle-earth Map 100x114 by Yoda Power (LotM 1.13 ready)

    Beleriand Map 100x100 by Yoda Power (LotM 1.13 ready, no resources**)

    Arda Map 250x200 by I_am_sin7 (LotM 1.13 ready)

    War of the Ring Map 60x80 by Weasel Op (map only*, no resources**)

    Beleriand Map by Lord Malbeth (map only*)

    Age of Númenor Map by Lord Malbeth (map only*)

    Arda Map by Lord Malbeth (map only*)

    Giga Map of Middle-earth 362x362 by Private Byrne (map only*)
    Preview
    Note: This map is huge and may be unplayable in late game. It's recommended to crop it down in the editor to an area that you want to play.

    Middle-earth Rohan to Khand 260x260 by Sir Eric (map only*)

    Huge Middle-earth Map 256x256 by Combat Ingrid

    *To apply LotM to custom maps:
    **To add resources quickly (and randomly), use Map -> Redistribute Natural Resources. Do this AFTER importing LotM rules (if applicable) as it will change the types of resources.


    =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=


    SCREENSHOTS
    (from various stages of the private beta)
     
    Last edited: Jan 30, 2021
  4. RedwallFortress

    RedwallFortress Necromancer Emperor

    Joined:
    Oct 18, 2006
    Messages:
    511
    Location:
    New York City
    First post!!
    Oh my :eek: God!!! The two of things I like most in life, Tolkien :) and stomping ;) enemy Civ's into the dust.
    I am DLing right now. Can't wait :goodjob: to play!
     
  5. pinktilapia

    pinktilapia Homeless

    Joined:
    Feb 18, 2004
    Messages:
    1,219
    Location:
    Belgium
    After lurking on the forums all Sunday, I very nearly just had a heart failure: LOTM is finally out! Now to reinstall Civ3!!! This is going to ruin my family life.
     
  6. Adler17

    Adler17 Prussian Feldmarschall

    Joined:
    Jun 10, 2003
    Messages:
    5,341
    Location:
    Schleswig- Holstein. Germany
    4th to DL. I am still sceptical if it is the mod at all... After this long time I can't really think it is true.

    Adler
     
  7. Plotinus

    Plotinus Philosopher Super Moderator

    Joined:
    Nov 14, 2003
    Messages:
    16,816
    Location:
    Somerset
    "Long they laboured" indeed. Great to see it here at last. I hope there will be lots of ideas in this thread for improvements and tweaks to produce one of the truly great Civ III mods!
     
  8. bigdog5994

    bigdog5994 Lady Day

    Joined:
    Jun 6, 2006
    Messages:
    3,959
    Location:
    Huntsville, Alabama
    i think the units need to be upgraded, it just kinda seems you guys went all over the place with em

    can someone please make some mordor orcs and a isenguard pike orc
     
  9. egroen

    egroen Her Grace

    Joined:
    Jan 24, 2005
    Messages:
    1,391
    The unit lines will continue to be worked on -- There have been a lot of units released lately that are appropriate and have just not been added yet (Sandris' russians for Rohan, being a big one).

    As of now, we only have two "Tolkien" orcs which Kinboat made. Of course we would welcome more to get away from the more cartoony "Warhammer" orcs & goblins.... but we will work with what we have for the time being. I think ED's orcs work great for Tolkien.

    I would love to find a way to differentiate Angmar more from Mordor and welcome suggestions.

    Playtesting:
    Obviously the civilopedia will need a lot of work, and please post any corrections and suggestions you have.

    Isengard: This is a great civ for a challenge. Most of us have playtested Isengard and find it plays well, but because it is so unique (you can not build settlers, they are spawned from a small wonder -- so essentially you start out with much less cities, but they are potentially way more powerful), more playtesting with Isengard would be great.

    Mordor: With Plotinus' winged nazgul complete, we have only just recently added the nazgul to the mod. Few of us have been able to playtest this.

    Lastly, keep in mind this is still a BETA! :)
     
  10. Virote_Considon

    Virote_Considon The Great Dictator

    Joined:
    Jul 7, 2004
    Messages:
    9,363
    Location:
    Skaville UK Reputation: 1
    I'm getting an error opening "LotM1.13 Era 2 Quickstart" in the editor - it says it is not a valid Civ3 Scenario file.
     
  11. egroen

    egroen Her Grace

    Joined:
    Jan 24, 2005
    Messages:
    1,391
    In the previous release we had "quick starts" for each era -- Not sure if Weasel Op was planning on releasing those with this new version.

    Do any of the other quickstart eras work? They may not be intended to.
     
  12. Virote_Considon

    Virote_Considon The Great Dictator

    Joined:
    Jul 7, 2004
    Messages:
    9,363
    Location:
    Skaville UK Reputation: 1
    I can open them all in the editor, it's just that one scenario file.
     
  13. WildWeazel

    WildWeazel Yeah, well... Supporter

    Joined:
    Jul 14, 2003
    Messages:
    6,919
    Location:
    %CIV3%\Conquests\Scenarios\
    I'll look into it. They should all work.
     
  14. bigdog5994

    bigdog5994 Lady Day

    Joined:
    Jun 6, 2006
    Messages:
    3,959
    Location:
    Huntsville, Alabama
    yea virote right it doesn't work

    and about the unit lines and what units should be used id suggest you get in contact with stormrage because he knows all the units inside and out
     
  15. egroen

    egroen Her Grace

    Joined:
    Jan 24, 2005
    Messages:
    1,391
    There is no doubt in my mind stormrage will be popping in here eventually :)

    Here is what I have been putting together for Rohan:

    I have been wanting to use a wose unit for their tracker -- currently I have Kinboat's Somoan there, bu there are other options.

    Some of the names will need to be updated as well.

     
  16. Chris85

    Chris85 Emperor

    Joined:
    Dec 30, 2001
    Messages:
    1,967
    Location:
    Omaha, Nebraska
    Holy crap! I can finally play this thing! :woohoo:

    Props to all you guys who put in a great effort and worked on getting out this fantastic mod. :clap:
     
  17. embryodead

    embryodead Caliph

    Joined:
    Jan 1, 2003
    Messages:
    5,179
    Location:
    basement
    Finally :D Good job guys, I haven't been active lately but I'm getting this one for sure ;)
     
  18. Adler17

    Adler17 Prussian Feldmarschall

    Joined:
    Jun 10, 2003
    Messages:
    5,341
    Location:
    Schleswig- Holstein. Germany
    I suggest to make extra music for the scenario. AoI did so, Vietnam, too, TCW will follow (all El Justo's) as well as my AoI II.

    Adler
     
  19. Arathorn

    Arathorn Catan player

    Joined:
    Jan 10, 2002
    Messages:
    3,778
    Location:
    Illinois
    Wow. It's public. Amazing work to all who did so much for this mod. Might have to dust off C3C and give this a whirl.

    Arathorn
     
  20. Spacer One

    Spacer One Avatar subject to change

    Joined:
    Aug 23, 2005
    Messages:
    3,702
    Location:
    NorCal