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  1. #1

    Icon3 The Elder Scrolls: Total War

    Hi!
    I want to share with you my idea of making a fantasy mod for Medieval 2 based on The Elder Scrolls series.
    HISTORY
    As some of you may know in the last game, Oblivion, the Empire of Tamariel is left without a king. All the races of this world fought with it's neighbours before, and now they may want do it again. We also can make a campaign of conquering the land of Akavir.
    FACTIONS
    We already have factions: Imperials of Cyrodill, Argonians of Black Marsh, Khajit of Elsweyr, Nords of Skyrim, Wood Elves of Valenwood, High Elves of Summerset, Bretons of High Rock, Redguards of Hammerfell, Dark Elves of Morrowind and Akavirians. As authors didn't said much about the last ones we can only predict that they have similar culture to Asian.
    GAMEPLAY
    -Magic units could be gunpowder units with changed models, textures, animations and effects. In this case ammo would be Magicka.
    -Rebel armies
    a) normal armies of bandits and rebels
    b) armies of monsters; other factions shouldn't be able to produce them

    I used "we" few times, but I must worn you, that I can't make moddels, scripts, and even textures. I just have ideas.

    PS Sorry for all mistakes. I'm learning English and I am not an eagle, as I would say in my country.

  2. #2

    Default Re: The Elder Scrolls: Total War

    Quote Originally Posted by Thras View Post
    Hi!
    I want to share with you my idea of making a fantasy mod for Medieval 2 based on The Elder Scrolls series.
    HISTORY
    As some of you may know in the last game, Oblivion, the Empire of Tamariel is left without a king. All the races of this world fought with it's neighbours before, and now they may want do it again. We also can make a campaign of conquering the land of Akavir.
    FACTIONS
    We already have factions: Imperials of Cyrodill, Argonians of Black Marsh, Khajit of Elsweyr, Nords of Skyrim, Wood Elves of Valenwood, High Elves of Summerset, Bretons of High Rock, Redguards of Hammerfell, Dark Elves of Morrowind and Akavirians. As authors didn't said much about the last ones we can only predict that they have similar culture to Asian.
    GAMEPLAY
    -Magic units could be gunpowder units with changed models, textures, animations and effects. In this case ammo would be Magicka.
    -Rebel armies
    a) normal armies of bandits and rebels
    b) armies of monsters; other factions shouldn't be able to produce them

    I used "we" few times, but I must worn you, that I can't make moddels, scripts, and even textures. I just have ideas.

    PS Sorry for all mistakes. I'm learning English and I am not an eagle, as I would say in my country.
    Short answer: It's been thought of numerous times before...

    Is it practical modding wise? Is there something else that someone is working on that suits your tastes similarly? Can you be bothered modding this by yourself? Can you at the very least work out mapping (I'd suggest doing coding as well... but mapping is a start)?

    I think this, like a lot of other fantasy ideas would work great and be different and have good gameplay.
    BTW yes magicka can be a projectile weopen but magicka recharges and projectile ammo doesn't.
    How you can represent magic:
    -Projectile weopens
    -Could be armour piercing
    -Could cause fear
    -Could be different from other weopens by balancing ammo/damage/rate of fire etc
    -You could script the enemies slowing down in your territory (or in general)
    -You can script your armies moving faster in general. You might want to have it in friendly territory or enemy
    -You can have a basic yes or no question via advisor... the script can cost the player ongoing money and or a lump sum
    e.g. Pay tribute to the god of Pain! If you pay 10,000 a turn the enemy will move 30% slower while in your territory (hell it could even be depending on how many cities you have) don't forget though that world wide scripts are probably a bit tedious... you'd have to write a "detect if settlement x belongs to faction y" for each settlement and faction so that could possibly be 6,000 scripts! That may sound like a lot.. but in practice it's control c template... type the next city etc... and then copy the first faction's into a new text document... find and replace their name with faction number 2 etc etc
    -You can have ancillaries... for example you could implement healing via the surgeon ancillary (heals x number of wounded troops after battle) ancillaries are awarded depending on different conditions... for example some come via have a general in a settlement with a certain building
    -Traits.... as mentioned above they can change move speed of armies(albeit only with generals... but generals are rather important)... but you could give your general more or less hitpoints... more or less command, more or less chivalry....
    Last edited by Darkarbiter; October 07, 2007 at 09:36 PM.

  3. #3
    Haqiq's Avatar Civis
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    Default Re: The Elder Scrolls: Total War

    Yes, even making it would be a tough one. How bout just wait for a mod in Empires instead?




  4. #4
    WImPyTjeH's Avatar Wimpy of the Sore Ass
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    Default Re: The Elder Scrolls: Total War

    I don't want to be pessimistic.... but I'll speak to you again in about 5 years...

    W


  5. #5

    Default Re: The Elder Scrolls: Total War

    Dont see why you were all so pessimistic, aside from the fact that he has no modding skills or anyone ready to work with him who does, its a great idea.

    And yes massive necro but I'd love to see someone with modding skills take it up.

    Pm me if you do

    Also its almost at 5 years...

  6. #6

    Default Re: The Elder Scrolls: Total War

    It's a third theme about TES for last mounth)

    But you must learn some after-crisis Lore. Infernal City, for example.
    Last edited by Zuzya; July 04, 2011 at 04:32 AM.
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  7. #7

    Default Re: The Elder Scrolls: Total War

    omg, there are so many threads on an Elder Scrolls mod. I'm not pessimistic though. I have a German team and we're doing a mod on the same period of time. If you gather a team, we can help each other. We have parts of a map and the faction symbols. PM me, if you're interested.

    Edit: Uh, I didn't notice that Thras hasn't been active since 2007
    Last edited by vercassivelaunos; July 05, 2011 at 11:18 AM.

  8. #8

    Default Re: The Elder Scrolls: Total War

    vercassivelaunos
    Hi! Have you some news about your mod?
    We are watching you, scum!

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  9. #9

    Default Re: The Elder Scrolls: Total War

    We have a map and some faction symbols
    http://www.strategie-zone.de/forum/v...p?f=505&t=4570
    The link to the first two previews. Don't get upset, if you see High Rock being one faction. We'll first do it like this, and when it's finished, we'll split High Rock up, most likely into Daggerfall and Wayrest.

  10. #10
    Ixor_Drakar's Avatar Senator
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    Default Re: The Elder Scrolls: Total War

    Thats a really nice map you have there, a great start. Are you going to add in some of the forts around cyrodil, at least the ring of forts around the capitol?
    I survived the Mayan Apocalypse 12/21/12

  11. #11

    Default Re: The Elder Scrolls: Total War

    Do you mean the forts like Carmala or Sancre Tor? We want to add them as lootable places. You go there, do a battle (maybe a fort siege?) and get artifacts, money or maybe some special traits. We have not yet worked it out though. Ideas are welcome

  12. #12

    Default Re: The Elder Scrolls: Total War

    Ideas welcome? Make a working, bug free mod before you start to get fancy ideas.

  13. #13

    Default Re: The Elder Scrolls: Total War

    Does it make any difference, if we get the ideas now? Be sure that we'll first do important things like finishing the map and creating units, before starting those little things.

  14. #14

    Default Re: The Elder Scrolls: Total War

    This would be a pretty sweet mod imo. Would daedra be included?

  15. #15

    Default Re: The Elder Scrolls: Total War

    Most likely not, as Oblivion's gates are locked forever. Maybe as rebels. But we'd need a modeller. It will be hard work to do at least the units we have worked out by now.

  16. #16

    Default Re: The Elder Scrolls: Total War

    vercassivelaunos
    Daedric units will be in mwtw)
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  17. #17

    Default Re: The Elder Scrolls: Total War

    Only Dremoras, or also Daedroth and stuff like that? Wouldn't be too bad to have those

  18. #18

    Default Re: The Elder Scrolls: Total War

    Skamps, daedroths, ogrims, etc. Something will be in Mechrunes' army (skamps, clanfears, dremoras), something - like a summons or/and rebels.
    We are watching you, scum!

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  19. #19

    Default Re: The Elder Scrolls: Total War

    If you could share those, it would be GREAT!!!

  20. #20
    Van Helm's Avatar Foederatus
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    Default Re: The Elder Scrolls: Total War

    I'm working on a small project for Elder Scrolls as well, centered around Western Tamriel (and the Illiac in particular). Progress is slow since it's just me, but I almost have the map all done

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