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Thread: Faerūn[Forgotten Realms]TW - v0.2 released, check the first post

  1. #1
    Vladyvid's Avatar Wizard of Turmish
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    Icon1 Faerūn[Forgotten Realms]TW - v0.2 released, check the first post

    Faerun V0.2 is out now! Its the first campaign release.


    Download link on the moddb:


    https://www.moddb.com/mods/faernforg...-realms-tw-v02

    Quote Originally Posted by Page 55
    The mod is released!

    Install instruction, team and credits etc etc:
    Spoiler Alert, click show to read: 
    Faerun [Forgotten Realms] Total War Volume 0.1, for short later called Faerun v0.1
    ------------------------------------------------------------------------------------------------------------
    1. Contents
    2. How to install
    3. Team and credits
    4. Legal information
    ------------------------------------------------------------------------------------------------------------
    1. Faerun v0.1 includes:

    FaerunV01 - this is the mod folder
    Campreview - this contains campaign files which can be added to run a campaign preview (5 turns demo)
    FaerunV01 includes 10 playable factions in the custom battles mode. Some rosters will receive more units.
    ------------------------------------------------------------------------------------------------------------
    2. Installation

    Simply put the FaerunV01 mod folder into the MedievalIITotalWar/mods .
    To play the mod go inside FaerunV01 and run the Faerun.bat file.
    ------------------------------------------------------------------------------------------------------------
    3. Team and credits

    Vladyvid:
    main creator, mapping, coding, units models and textures (most rosters from this release),
    ui, and lots of research

    Titus le Chmakus:
    scripting, lots of coding, ancillaries, traits, ui (unit cards, ancillaries)
    trade resources, building trees, units stats, and lots of research

    Assurbanippal:
    units models and textures (all of Unther, almost all of Calimshan, many more rosters which are comming soon)
    and ofcourse lots of research

    Former or inactive team members:
    vercassivelaunos - lots of early concept work, research and overall support in early stages
    socrates1984 - help with ancillaries, organization of work, research
    martinskyboy - lots of concept work, texturing, helped by improving the map, research
    Andriscus - research, descriptions, proof-reading
    NekoGenijalan - help with organization of work, earlier moddb page, research and overall development support

    ------------------------------------------------------------------------------------------------------------
    Resources used in the making of this mod and their creators:
    ------------------------------------------------------------------------------------------------------------
    Retrofit mod - by Unspoken Knight
    Rusichi horse textures - Rusichi TW Team

    I would also like to thank everyone on TWC, especially in the M2TW sections, for years of support without which the making of this mod would be most likely not possible.
    Special thanks for all the advice and help from: Gigantus, Withwnar and Makanyane.

    Also thanks to all followers and supporters, and everyone i forgot but should mention. Thank you!
    ------------------------------------------------------------------------------------------------------------
    4. Legal information

    This is an unofficial Mod for Medieval II Total War: Kingdoms. SEGA and the Creative Assembly do not endorse or support this Mod.
    All right, title, interest and ownership rights in this Mod belong to the Author of this Mod (as far as is legally possible).
    The Author of this Mod (and for the avoidance of doubt SEGA and The Creative Assembly) will not be held responsible for the risks connected with any loss (financial or otherwise), damage to property, lost data, console, computer or handheld device failure, errors and lost business or other information as a result of possession, use or malfunction of this Mod.



    Link to the mod download page on moddb: https://www.moddb.com/mods/faernforg...#downloadsform


    List of all playable units (excluding artillery) in FaerunTW v0.1:

    Cormyr:
    Purple Dragon Knights
    Dismounted Purple Dragon Knights
    Clerics
    Apprentice Wizards
    Town Watch Spearmen
    Town Watch Archers
    Town Watch Crossbowmen

    Zhentarim:
    Castellan Champions
    Blackguards
    Scythes of the Pereghost
    Darkhold Outriders
    Darkhold Marksmen
    Zhent Mounted Escort
    Zhent Shooters
    Zhent Enforcers
    Zhent Watchmen
    Clerics
    Apprentice Wizards
    Town Watch Spearmen
    Town Watch Archers
    Town Watch Crossbowmen

    Unther:
    Northern Wizards
    Knights of the Five Thorned Rose
    Serpent Guard
    Untheric Levy Cavalry
    Untheric Levy Spearmen
    Untheric Levy Archers
    Untheric Levy Axemen
    Untheric Slave Spearmen
    Untheric Slave Archers

    Moonshae Isles:
    Bodyguard Knights
    Knights of the Alabaster Throne
    Alabaster Throne Auxilia
    Mounted Lairds
    Foot Lairds
    Ffolk Spearmen
    Ffolk Archers
    Bear Form Druids
    Northmen Berserkers
    Northmen Javelin Warband
    Northmen Raiders
    Clerics
    Apprentice Wizards
    Town Watch Spearmen
    Town Watch Archers
    Town Watch Crossbowmen

    Luruar:
    Shieldsar Cavalry
    Shieldsar Halberdiers
    Luruar Elven Archers
    Argent Legion Cavalry
    Argent Legion Infantry
    Argent Legion Auxilia
    Argent Legion Archers
    Clerics
    Apprentice Wizards
    Town Watch Spearmen
    Town Watch Archers
    Town Watch Crossbowmen

    Calimshan:
    El Pajjabar
    El Ghandaban
    Sidimmin Cavalry
    Sidimmin Scimitars
    Sidimmin Spearmen
    Sidimmin Archers
    Clerics
    Apprentice Wizards
    Amlakkar Horse Archers
    Amlakkar Scimitars
    Amlakkar Spearmen
    Amlakkar Archers

    Captains Confederation:

    Captains Guard
    Axes of Ruathym
    Riders of the North
    Bloodriders
    Arcane Brotherhood Wizards
    Dragonboat Warriors
    Dragonboat Archers
    Luskanite Spearmen
    Luskanite Crossbowmen
    Northmen Berserkers
    Northmen Javelin Warband
    Northmen Raiders
    Clerics
    Town Watch Spearmen
    Town Watch Archers
    Town Watch Crossbowmen

    Waterdeep:
    Bodyguard Knights
    Mounted Knights of Samular
    Knights of Samular
    Waterdhavian Bowmen
    Waterdhavian Swordsmen
    Neverwinter Nines
    Greycloak Spearmen
    Greycloak Archers
    Clerics
    Apprentice Wizards
    Town Watch Spearmen
    Town Watch Archers
    Town Watch Crossbowmen

    Many-Arrows:
    Warlord's Chosen
    Gruuman War Priests
    Heavy Warband
    Orcish Shamans
    Orcish Spearthrowers
    Orcish Warriors
    Orcish Spearmen
    Orcish Archers
    Orcish Tribesmen

    Baldur's Gate:
    Bodyguard Knights
    Cloakwood Rangers
    Flaming Fist Cavaliers
    Flaming Fist Border Patrol
    Flaming Fist Guards
    Flaming Fist Enforcers
    Flaming Fist Watchmen
    Flaming Fist Crossbowmen
    Clerics
    Apprentice Wizards
    Town Watch Spearmen
    Town Watch Archers
    Town Watch Crossbowmen



    FACTIONS SYMBOLS CHART AND FACTIONS MAP PLACEMENT





    CURRENT PROGRESS (updated 23.07.2020)

    Campaign Map /
    COMPLETE
    Traits and Ancillaries /
    COMPLETE
    Items Market Feature / COMPLETE
    Provincial and Faction Titles Ancillaries /
    COMPLETE
    Building Trees / COMPLETE
    Interface Panels /
    COMPLETE
    Loading Screens /
    COMPLETE

    Units Rosters:

    01. Captainst Confederation / COMPLETE & PLAYABLE
    02. Moonshaes / COMPLETE
    & PLAYABLE
    03. Waterdeep
    / COMPLETE & PLAYABLE
    04. Baldur's Gate
    / COMPLETE & PLAYABLE
    05. Luruar
    / COMPLETE & PLAYABLE
    06. Many-Arrows / COMPLETE & PLAYABLE
    07. Delzoun
    / COMPLETE
    08. Zhentarim
    / COMPLETE & PLAYABLE
    09. Cormyr /
    COMPLETE & PLAYABLE
    10. Sembia /
    INCOMPLETE
    11. Amn /
    INCOMPLETE
    12. Tethyr /
    INCOMPLETE/half
    13. Calimshan / COMPLETE
    & PLAYABLE
    14. Chondath /
    INCOMPLETE
    15. Mulhorand /
    COMPLETE
    16. Unther / COMPLETE
    & PLAYABLE
    17. Thay /
    COMPLETE
    18. Rashemen /
    COMPLETE
    19. Aglarond /
    COMPLETE
    20. Cormanthyr /
    COMPLETE
    21. Damara / COMPLETE

    22. Shadovar
    / COMPLETE
    23. rebels & mercs /
    TO DO

    Last edited by Vladyvid; October 15, 2020 at 12:24 PM. Reason: updating content

  2. #2

    Default Re: Faerun Total War - mod idea

    Sounds great! I loved Neverwinter Nights, and I heard that Baldur's Gate and Icewind Dale contain even more lore. I'd love to see this on a Total War engine. A pitty I can't help, as I'm already involved in three modding projects.

    PS: You forgot Neverwinter (or the counts' alliance(don't know what it is called in English)) when you gave some faction examples.

    PPS: +rep

    Edit: Maybe I could get some work done for you, but not much. I'm scripter and coder, so if you need some lesser work to be done, PM me.
    Last edited by vercassivelaunos; August 23, 2011 at 11:37 AM.

  3. #3
    Vladyvid's Avatar Wizard of Turmish
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    Default Re: Faerun Total War - mod idea

    Thanks for your reply!

    Yes I didn't include Neverwinter and yes it is part of the so called Lord's Alliance (other members of it are for example Waterdeep and Baldur's Gate). I didn't include them because at this point the faction arrangement is a secondary issue for me. However, the Lord's Alliance as a whole would be in my opinion too strong to make them one faction.

    For the initial factions I will focus on the most logical choices like Amn, Tethyr, Cormyr, Thay and so forth. There are a couple of dwarven and elvish factions possible, a number of kingdoms in the south and east, and ofcourse the multitude of merchant city states on the Sword Coast. At the moment I'm still working on the campaign map and I want to finish it before I work on the factions. There are easiy 40 or 50 independent factions in Faerun to selecting the 'best' ones will be a bit of a riddle.

    Cheers

  4. #4

    Default Re: Faerun Total War - mod idea

    Btw: The Mongol invasion script should work for the evil deities. How do you want to make the deities? Will they be heroes like Richard Lionheart or William Wallace? And you have to use Helm, Torm and Tyr. I love those paladin gods.

  5. #5
    Vladyvid's Avatar Wizard of Turmish
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    Default Re: Faerun Total War - mod idea

    The dieties, the major ones who took active part in the events of the Times of Troubles, will have to be generals I suppose. The minor ones would be agents. From what I know Helm was surely one of the dieties on the 'good' side (eventhough Helm is a neutral diety) about Torm and Tyr I have to check but if they were there, then they should be in mod. They will surely be units of Torm, Tyr or Helm knights or paladins. The evil ones would be such as Bane and Myrkul (two main negative dieties in the conflict), or Bhaal for instance. I hope Talos was there aswell, would be cool to have him in.

    I want to have religions for each of the group of dieties, so that factions worshipping one or the other side can spread their respective religions, and gain favours from their gods. At this moment my idea about religions in this mod would be to have something like this:

    Cults of Chaos / in place of muslim religion
    Cults of Order / in place of catholic religion
    Cults of Arcane / in place of orthodox religion
    Cults of Nature / in place of pagan religion

    The names are to be researched and corrected, but you can see the general distinction. Chaos for the bad guys, apart from the evil dieties the Zentharim, Orcs, Luskanites, followers of Talos across the realms and few other factions would adhere to this 'religion'. Order would represent the good and neutral dieties and their worshippers, mostly humans, dwarfs and elves. Arcane or magic would be another religion for all those magocratic states, Empire of Calimshan, Aglarond, Thay, to name a few. Nature would be for druidic elves, human barbarians and so forth.

    Cheers

  6. #6

    Default Re: Faerun Total War - mod idea

    Torm killed one of the evil deities. He was, according to the book "the Time of Troubles", one of the more active deities. And I think Tyr was krippled while the time of troubles.

  7. #7

    Default Re: Faerun Total War - mod idea

    I will myself if you do this. R. A. Salvatore is one of my favorite authors ever.

  8. #8
    Vladyvid's Avatar Wizard of Turmish
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    Default Re: Faerun Total War - mod idea

    Hi!

    I've been working on the campaign map during last couple of days and currently I'm adding more regions and adding more features. I will post some screens later, so maybe that would draw some people's attention to this mod.

    While working on the map I am simultaneously researching possible factions. My research has led me to think that including the time of troubles as the mongol invasion event, might not be the best approach. First reason is that the original time of troubles didn't last long - which is hard to expect from TW conflicts which ussually don't end in a couple of turns. Ofcourse if the fate of Faerun is in the player's hands, the time of troubles could last longer or not. Still, the determination of the good dieties to recover the tablets of fate was incredibly strong.

    Faerūn - The Era of Upheaval: Total War

    The more I think about it, the more I see it as a problematic situation. My only sensible solution at this point would be to start the campaign with the time of troubles and have everything arranged from the start (both sides of the conflict and their armies ready). Therefore, the starting date I am looking at right now is 1358 DR, which is the starting date of the time of troubles and the time troubles is the event starting the so called Era of Upheaval (1358-1479+) - a perfect name for this mod I guess.

    Cultures
    ---------
    Northmen (Illuskan, Netherese, Damarans & Orcs) // Northern European
    Southmen (Calishite and Tethyrian) // Southern European
    Sea of Fallen Stars Nations (Chondathan and Rashemi) // Eastern European
    Eladrin (Elvish) // Middle Eastern
    Dwarven // Greek
    Mulan // Mesoamerican
    ---------

    Factions by culture:
    -------------------
    Northmen:

    Banehold
    / evil dieties' forces
    Elturgard / Lords' Alliance member / theocratic paladin state = papacy
    Baldur's Gate / Lords' Alliance member
    Waterdeep / Lords' Alliance member
    Neverwinter / Lords' Alliance member
    Silver Marches / Lords' Alliance member
    Shadovar / invading in 1372 DR / mongols
    Many-Arrows / orcish kingdom
    Luskan

    Southmen:
    Calimshan
    Tethyr
    Amn


    Sea of Fallen Stars Nations:
    Cormyr
    Sembia
    Chondath
    Turmish
    Impiltur
    Rashemen
    Thay
    Aglarond
    Zhentarim


    Eladrin:
    Evereska
    Cormanthyr


    Dwarven:
    The Great Rift

    Mulan:
    Unther
    Mulhorand


    (...)

  9. #9

    Default Re: Faerun Total War - mod idea

    You can have up to ten religions, so xou don't have to limit them to four. And you can have up to seven cultures, so Many-Arrows can get an Orc-culture.
    Anyway, in a fantasy world with many races I could imagine races instead of cultures. You could have Men, Orcs, Elves, Dwarves and some other races, whichs names I don't know in English. This way you could connect recrutement with races (would be odd, if you recruted human soldiers in a town formerly owned by orcs)
    Last edited by vercassivelaunos; August 30, 2011 at 10:39 PM.

  10. #10

    Default Re: Faerun Total War - mod idea

    Thay would be too overpowered

  11. #11

    Default Re: Faerun Total War - mod idea

    Overpowered? Why? It's not hard to do. For religions it's only a few lines, and one additional culture is no hard work.

  12. #12

    Default Re: Faerun Total War - mod idea

    The country of Thay possesses hundreds of thousands of wizards.

    and all sorts of other unearthly creatures at their disposal.

  13. #13
    Vladyvid's Avatar Wizard of Turmish
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    Default Re: Faerun Total War - mod idea

    Forgotten Realms wiki:
    The Red Wizards at their height were the enemies of many forces in Toril and received support from demons, devils, and drow. Amongst those who opposed them were the Witches of Rashemen, the Seven Sisters and their allies, the goodly Harpers, and even the Zhentarim, who disliked the Wizards encroaching on their territory.
    After another failed attempt at securing Rashemen in 1357 DR, the Red Wizards planned to infiltrate the nations of Faerūn legitimately — in Thayan enclaves which would publicly sell magic items and quietly also traffic drugs, wicked spells, and slaves. Using these they hoped to eventually have strongholds and resulting political infiltration that would make them indispensable and powerful, and eventually get them something along the lines of world domination.
    The mod would start in 1358 DR, so in times when Thay would be less expansive. Anyhow I am not getting too much into factions balance just yet, units and all that. Thanks for making this point though.

    Cheers

  14. #14

    Default Re: Faerun Total War - mod idea

    Sorry, I thought you wanted to write "That", instead of "Thay". I was wondering why more religions should be overpowered

    Will you integrate the classes of the games (like paladin, warrior, mage, etc)? Those classes could be a trait giving bonuses.
    A paladin could get piety, chivalry and troop morale, while a warrior could get command and hit points. And by winning battles, their level grows (more bonuses, up to epic levels).
    I'd love that

  15. #15

    Default Re: Faerun Total War - mod idea

    Idea, how about generals being Adventurers?

    It would take some modification of the General Battlefield unit and how the general is generated but it would be awesome.

  16. #16
    Vladyvid's Avatar Wizard of Turmish
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    Default Re: Faerun Total War - mod idea

    Hi!

    As promised before, I have some campaign map screen shots. It's still work in progress and more adjustments and features will be added.

    The Plateaus of Thay
    http://img847.imageshack.us/img847/6916/0013q.png

    The Spine of the World
    http://imageshack.us/photo/my-images/832/0014j.png

    Silver Marches and surrounding
    http://imageshack.us/photo/my-images/84/0015qi.png/

    The Sword Coast
    http://imageshack.us/photo/my-images/707/0016v.png/

    Western Heartlands
    http://imageshack.us/photo/my-images/28/0017a.png/

    Amn
    http://imageshack.us/photo/my-images/225/0018s.png/

    Tethyr
    http://imageshack.us/photo/my-images/822/0019m.png/

    Calimshan
    http://imageshack.us/photo/my-images/851/0020w.png/

    I will post more previews of the map when I get more details in other areas.

    Idea, how about generals being Adventurers?

    It would take some modification of the General Battlefield unit and how the general is generated but it would be awesome.
    I'm not sure how could generals be adventurers, but I imagine it would be possible to include rpg classes for characters, such as warrior, paladin, priest, mage, wizard or druid. For some nations, like the Thay, Haalrua, Aglarond, to name some of the magocratic ones, they would have to be mages only. And for that, their general units should be small units of powerful mages. Using ancilliaries and traits is I think easy to add this feature, but the real challenge will be to make such generals work properly on the battlefield. I imagine it would mean quite many faction specific generals units, so that nations of mages wouldn't get warriors etc.



  17. #17

    Default Re: Faerun Total War - mod idea

    That map looks good. I don't really know the shape of Faerun (the maps in the NWN games are quite small), but it looks fine. Neverwinter and Waterdeep bring back the memories of NWN. I loved it to save the world of those reptiles, flying cities and devils.
    If you need help with traits and ancillaries, PM me. I'd love it to help with this project.

  18. #18
    Polycarpe's Avatar Back into action!
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    Default Re: Faerun Total War - mod idea

    Looks very promising, D&D was always a great a unique game.

  19. #19
    Vladyvid's Avatar Wizard of Turmish
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    Default Re: Faerun Total War - mod idea

    Hi!

    Thanks for your replies!

    vercassivelaunos I would sure need some help with ancilliaries and traits so it's great if you could help with that. There's no urgency yet, as it requires quite a bit researching. Well, not just researching but also discussing what can be included in that area. To elaborate a bit; all the original M2TW traits will have to be changed this way or another, another group would be the character classes as mentioned by you in your earlier post (warrior, pala etc.), then there would be the biggest group of unique culture, religion or nation based traits. 'Adjusting' he core traits to Forgotten Realms counterparts would be the first priority. So like for example good attacker, good defender, as apparent as they are, would need name/desc change to give a different style.

    I know that the geography of faerun is not a common knowledge even among the gamers playing dnd world base games (at least was the case with me until I reasearched it ) so here is the whole map, with possible factions marked - to give some ideas about starting areas and the general situation.



    Uploaded with ImageShack.us

  20. #20

    Default Re: Faerun Total War - mod idea

    Changing the description of vanilla traits is easy. In total it will take about as long as it takes to write the texts. Only copy and paste.

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