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Lonhaldar
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PostPosted: Mon 2 Jun - 13:09 (2014)    Post subject: Dwarven Buildings Reply with quote

Here's a thread to talk about the buildings for the Dwarves.

A list of the ones already made :

City Buildings:
ct_dwarfmines_1 = tax_income + 3
ct_dwarfmines_2 = tax_income + 4 / heavy infantry +30
ct_dwarfmines_3 = tax_income + 5 / heavy infantry +60

Castle Buildings:
ca_dwarvenforges_1 = tax_income +3 / heavy infantry +30
ca_dwarvenforges_2 = tax_income +4 / heavy infantry +80
ca_dwarvenforges_3 = tax_income +5 / heavy infantry +200

Temple Buildings :
tp_dwarven_ancestrors = tax_income +3 / heavy infantry +40

Unique Buildings :
ca_erebor = fort_level + 8 / garrison size +2 / heavy infantry +300 / tax income +5 (Erebor)
ca_khazad = fort_level + 8 / garrison size +2.5 / heavy infantry +450 / tax income +5 (Khazad-dûm)
ca_stone_durin = tax income +2 (Nandhuirion)
ca_mirrormere = tax income +2 (Nandhuirion)
ca_assembly_dwarves = fort_level + 8 / garrison size +2.5 / heavy infantry +800 / tax income +5 (Gundabad)
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Publicité






PostPosted: Mon 2 Jun - 13:09 (2014)    Post subject: Publicité

PublicitéSupprimer les publicités ?
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Athoen
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PostPosted: Tue 29 Jul - 16:30 (2014)    Post subject: Dwarven Buildings Reply with quote

Hello, as I just joined the team to work on buildings, I would like to explain what I think about it :
- unique buildings : they should be build with several upgrades : Khazad dum was not build in one time (less powerfull at the beginning, for the last version, I woul propose something similar to waht alreday exist for other races.
- a lesser version of erebor and khazad dum could be available to other dwarven clans

What about temples ? There is little gained from temples in MEP at that point (while some bonuses applies to temple taxe like the one from copper mines found in erebor).
There could still be buildings giving tech points and morale/piety boost.

As dwarves are great builders, they should have access to many buildings, of course, there are balancing issues that could partially be dealt with increased costs and building times...
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Lonhaldar
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PostPosted: Tue 29 Jul - 17:22 (2014)    Post subject: Dwarven Buildings Reply with quote

As i told you, i agree for the several levels of the unique buildings of Khazad-Dûm and Erebor. It should add some flavour, certainly!


Maybe can we limit them by events? For exemple, they needs to make some events before to be able to upgrade the building? Then, they'll have more flavour around it, and it won't be just a "click and build", but something with more immersion. I can make the events for this if you want.


For the temples, for now, they're useless, but yeah, maybe some buildings with morale boost can be good. For exemple, you can build a "hall of the ancestrors" with several levels, and things like this. No religious things, but more something like archives, libraries, ...


If you needs some helps to make new buildings, don't hesitate! You can first make a list of new buildings, and submit it here, then we'll talk about the bonus it could give for balance purpose?  Okay
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Athoen
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PostPosted: Tue 29 Jul - 17:59 (2014)    Post subject: Dwarven Buildings Reply with quote

I will not make events so far : the ones I have tried to make failed to do as I wanted... so unless I learn how to make them corretly ...
Moria could have mithril mines / forges upgrades if mirthril is found again. I would have wanted to make it dependent on the balrog's defeat, but I failed

As I said, I did some buildings for fun, but I need to recheck them before I post them here (they were probably unbalancing the game).
For the upgrades of erebor/khazad dum, I put some technical prerequisite. However the game seems to build them at start even without th technical prerequisite
I intend to make minor versions of them for Azanulimbar-dum, Thorin's Gate, Nurunkhizdin, Tamnogoth and Zirakdum

For the temples, here what I did before, I have the descriptions too (English and sometimes french) but again I will recheck all of that, I am puting some now so you can see the kind of thing I have in mind.
Income is useles since temple vassals pay no tax, and since a temple is supposed oi be just a building and not really a holding, it cannot give many troops...
Keep in mind that I copy what I saw on mods and just modify what I think I understand, so some parameters could need to be changed.

#TEMPLES (anything done for the dwarves in the temples should have its equivalent for other races) maybe high cost , medium building time for dwarves, medium cost and longer building time for elves, medium cost shorter time for shorter lived races (lesser bonuses but one or 2 more upgrades?)

temple = {


tp_mahal_temple = { #name need to be changed, something about alcove/altar
desc = tp_mahal_temple_desc
trigger = {
TECH_TEMPLE_CONSTRUCTION = 0
}
build_cost = 150
build_time = 547
monthly_character_piety = 0.25
land_morale = 0.1
land_organisation = 0.01
ai_creation_factor = 109
add_number_to_name = no
potential = {
has_global_flag = building
FROM = {
culture_group = culture_group_dwarves
}
}
extra_tech_building_start = 0.5
}

tp_dwarven_archives = {
desc = tp_dwarven_archives_desc
trigger = {
TECH_TEMPLE_CONSTRUCTION = 1
}
build_cost = 400
build_time = 600
tech_growth_modifier_military = 0.05
tech_growth_modifier_economy = 0.05
tech_growth_modifier_culture = 0.05
military_techpoints = 0.01
culture_techpoints = 0.01
economy_techpoints = 0.01
ai_creation_factor = 109
add_number_to_name = no
potential = {
has_global_flag = building
FROM = {
culture_group = culture_group_dwarves
}
}
extra_tech_building_start = 0.7
}

tp_warrior_archives = {
desc = tp_warrior_archives_desc
trigger = {
TECH_TEMPLE_CONSTRUCTION = 2
}
prerequisites = { tp_dwarven_archives }
build_cost = 500
build_time = 610
tech_growth_modifier_military = 0.10
military_techpoints = 0.05
ai_creation_factor = 109
add_number_to_name = no
potential = {
has_global_flag = building
FROM = {
culture_group = culture_group_dwarves
}
}
extra_tech_building_start = 0.8
}

tp_warrior_archives2 = {
desc = tp_warrior_archives_desc
trigger = {
TECH_TEMPLE_CONSTRUCTION = 3
}
prerequisites = { tp_dwarven_archives }
upgrades_from = tp_warrior_archives
build_cost = 700
build_time = 620
tech_growth_modifier_military = 0.10
military_techpoints = 0.05
ai_creation_factor = 109
add_number_to_name = no
potential = {
has_global_flag = building
FROM = {
culture_group = culture_group_dwarves
}
}
extra_tech_building_start = 0.8
}

tp_warrior_archives3 = {
desc = tp_warrior_archives_desc
trigger = {
TECH_TEMPLE_CONSTRUCTION = 4
}
prerequisites = { tp_dwarven_archives }
upgrades_from = tp_warrior_archives2
build_cost = 900
build_time = 630
tech_growth_modifier_military = 0.10
military_techpoints = 0.05
ai_creation_factor = 109
add_number_to_name = no
potential = {
has_global_flag = building
FROM = {
culture_group = culture_group_dwarves
}
}
extra_tech_building_start = 0.8
}

tp_loremaster_archives = {
desc = tp_loremaster_archives_desc
trigger = {
TECH_TEMPLE_CONSTRUCTION = 2
}
prerequisites = { tp_dwarven_archives }
build_cost = 500
build_time = 610
tech_growth_modifier_culture = 0.10
culture_techpoints = 0.05
ai_creation_factor = 109
add_number_to_name = no
potential = {
has_global_flag = building
FROM = {
culture_group = culture_group_dwarves
}
}
extra_tech_building_start = 0.8
}

tp_loremaster_archives2 = {
desc = tp_loremaster_archives_desc
trigger = {
TECH_TEMPLE_CONSTRUCTION = 3
}
prerequisites = { tp_dwarven_archives }
upgrades_from = tp_loremaster_archives
build_cost = 700
build_time = 620
tech_growth_modifier_culture = 0.10
culture_techpoints = 0.05
ai_creation_factor = 109
add_number_to_name = no
potential = {
has_global_flag = building
FROM = {
culture_group = culture_group_dwarves
}
}
extra_tech_building_start = 0.8
}

tp_loremaster_archives3 = {
desc = tp_loremaster_archives_desc
trigger = {
TECH_TEMPLE_CONSTRUCTION = 4
}
prerequisites = { tp_dwarven_archives }
upgrades_from = tp_loremaster_archives2
build_cost = 900
build_time = 630
tech_growth_modifier_culture = 0.10
culture_techpoints = 0.05
ai_creation_factor = 109
add_number_to_name = no
potential = {
has_global_flag = building
FROM = {
culture_group = culture_group_dwarves
}
}
extra_tech_building_start = 0.8
}

tp_craftmans_archives = {
desc = tp_craftmans_archives_desc
trigger = {
TECH_TEMPLE_CONSTRUCTION = 2
}
prerequisites = { tp_dwarven_archives }
build_cost = 500
build_time = 610
tech_growth_modifier_economy = 0.10
economy_techpoints = 0.05
ai_creation_factor = 109
add_number_to_name = no
potential = {
has_global_flag = building
FROM = {
culture_group = culture_group_dwarves
}
}
extra_tech_building_start = 0.8
}

tp_craftmans_archives2 = {
desc = tp_craftmans_archives_desc
trigger = {
TECH_TEMPLE_CONSTRUCTION = 3
}
prerequisites = { tp_dwarven_archives }
upgrades_from = tp_craftmans_archives
build_cost = 700
build_time = 620
tech_growth_modifier_economy = 0.10
economy_techpoints = 0.05
ai_creation_factor = 109
add_number_to_name = no
potential = {
has_global_flag = building
FROM = {
culture_group = culture_group_dwarves
}
}
extra_tech_building_start = 0.8
}

tp_craftmans_archives3 = {
desc = tp_craftmans_archives_desc
trigger = {
TECH_TEMPLE_CONSTRUCTION = 4
}
prerequisites = { tp_dwarven_archives }
upgrades_from = tp_craftmans_archives2
build_cost = 900
build_time = 630
tech_growth_modifier_economy = 0.10
economy_techpoints = 0.05
ai_creation_factor = 109
add_number_to_name = no
potential = {
has_global_flag = building
FROM = {
culture_group = culture_group_dwarves
}
}
extra_tech_building_start = 0.8
}
}

By the way, Lonhaldar, maybe we could communicate in french by phone /teamspeak or anything like that, it would be so easier and faster Smile PM me if you like the idea
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Athoen
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PostPosted: Tue 29 Jul - 18:40 (2014)    Post subject: Dwarven Buildings Reply with quote

By the way, 2 questions :
- why is the dwarf temple picture still the vanilla one while there is a new picture in the failes (I checked it) ? I tryed to make this picture show, but failed
- why can't the assembly of dwarves be build ? The event must be completed first ?
the potential "has_global_flag = assembly_dwarves_rebuilded" means the flag is a prerequisite ?

-the rest of the data was obsolete-


Last edited by Athoen on Wed 30 Jul - 14:02 (2014); edited 2 times in total
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Lonhaldar
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PostPosted: Tue 29 Jul - 18:52 (2014)    Post subject: Dwarven Buildings Reply with quote

For the two first things :
- Yeah, i don't know why it doesn't works. We're missing certainly something somewhere...
- Yeah, the Assembly of the Dwarves needs some events to be triggered. For now, the events don't works as intended, so the building isn't able. But i hope i'll find out what's wrong on them.


Sounds good, just one thing for me:
We shouldn't add a tech requirement. I know that's in vanilla, but i think it'll be more break immersive. Technologies levels aren't really needed in Middle-Earth, and needs the lvl 8 to make the Khazad-Dûm building as it most important level sounds wrong to me. I suggest to remove them, as the team spoke about removing the technology, like the AGOT mod.


Oh, and if you can't make some events, as i told you, i can make them Wink
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Moridin997
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PostPosted: Tue 29 Jul - 19:09 (2014)    Post subject: Dwarven Buildings Reply with quote

Shouldn't Khazad-Dûm be a holding, though?

Last edited by Moridin997 on Tue 29 Jul - 20:07 (2014); edited 1 time in total
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Lonhaldar
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PostPosted: Tue 29 Jul - 19:10 (2014)    Post subject: Dwarven Buildings Reply with quote

It's a holding, and we just add a "building" that'll simulate the strength of this holding Wink
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Athoen
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PostPosted: Tue 29 Jul - 19:34 (2014)    Post subject: Dwarven Buildings Reply with quote

I agree with Moridin, that's why I propose to change the text :
ca_khazad;Great Halls of Khazad-dûm;Grandes Salles de Khazad-dûm;;;;;;;;;;;;x

I will try to redo the files for the great halls tomorrow morning so I can test them and send them to you before we speak about them.
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Lonhaldar
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PostPosted: Tue 29 Jul - 19:49 (2014)    Post subject: Dwarven Buildings Reply with quote

that's not really a problem by the way... I believed that it was good, everyone understand it the way it is : The localisation says "khazad-Dûm", and the descriptions "Khazad-dûm, the most powerful city of the dwarves, offers protection, wealth and glory to its owner." It looks clear enough for me, the "building" is here to simulate the strength of the province, nothing else. it's not a real building present in the holding, just something to give some bonuses, no?


After, we can have more buildings only for this place, but i think that's interesting to have at least one "Unique Location" building.
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Moridin997
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PostPosted: Tue 29 Jul - 20:55 (2014)    Post subject: Dwarven Buildings Reply with quote

Is it possible to add requirements to buildings that are "more abstract" than another building?

My idea is that we could add requirements say, to smithies, like "ruler or loremaster has more than 8 Learning" or "ruler or steward has more than 8 Stewardship" for a market.
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Athoen
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PostPosted: Wed 30 Jul - 05:21 (2014)    Post subject: Dwarven Buildings Reply with quote

Moridin997 wrote:
Is it possible to add requirements to buildings that are "more abstract" than another building?

My idea is that we could add requirements say, to smithies, like "ruler or loremaster has more than 8 Learning" or "ruler or steward has more than 8 Stewardship" for a market.


I have had difficulties adding special conditions to buildings, so unless you want to experiment a way to do it, I would prefer to keep it simple.
However, If technology is put aside, this kind of thing could be nice... if it can be done.

Lonhaldar wrote:
that's not really a problem by the way... .

Not a problem at all, just a personnel preference, but I am not at all adamant about it...
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Athoen
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PostPosted: Wed 30 Jul - 13:56 (2014)    Post subject: Dwarven Buildings Reply with quote

So here are the files for dwarven special buildings, with an excell sheet showing their stats (per upgrade + total) :
http://www.sendspace.com/file/x07of6

(No event yet, but Lonhaldar will look into it.)
So far, Dwarves in Moria or Erebor will start with less powerfull bases, and it will take time and money to upgrade it. Max military stats are unchanged, max economic stats are upped from 5 to 8 considering the total cost should be about x10 or x20
The game should start only with basic building.
First upgrade can be accessed immediately, upgrades 2 and 3 (tier2) will be available after completing an event, same kind of thing for uprgrades 4 and 5 (tier3).

Other major dwarven cities (Azanulimbar-dûm, Nurunkhizdin, Tamnogoth, Zirakdum and Thorin's Gate) are given a less powerfull and less upgreadable version (half global cost, for half benefit) but without events.

Localisation in English and french... I tried to translate the dwarves clan's name in french, but this particularly needs to be checked
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Lonhaldar
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PostPosted: Wed 30 Jul - 15:17 (2014)    Post subject: Dwarven Buildings Reply with quote

Thanks for this quick first work Athoen !
I'm making the events for these buildings right now !  Okay Okay
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Athoen
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PostPosted: Wed 30 Jul - 15:31 (2014)    Post subject: Dwarven Buildings Reply with quote

You are welcome
I will explore files to find interresting bonus for new buildings.
About the archives, I would rather like to make them available for all races exept those of the cult of sauron (who already have temple buildings I think° To make it short, I need to check who needs temple building : dwarves, elves, humans (all of them ?)...

About the dwarven mines and forges, I get it that the total expected effect are those ot the final version (tax income = 5, and not the cumulative 12 that is given now), so I might correct it : I would like to add special mines based on the location, and maybe special conditions...
mithril mines for moria (not always of course, but since there is only one city in moria, it is not a major unbalancement anyway - need to figure out how to make it- by the way, it was actuellay planned, wasn't it ?) gold mines for erebor, iron mines for iron hills, marble quarry for blue mountains (uprgrade from stone quarry ?)... well this kind of thing.
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