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  1. #1

    Icon3 Farseer: Total War

    I know the factions would be potentially limited in this mod, but if anyone has read the farseer series do they think that it would make a good basis for a mod? I'm not entierly sure, but I think that if done well, it could be.

    The basic setting of this book see this.

    If it were to go a head my idea would be to use the six duchies as factions as well as the other kingdoms that are in the series. The duchies would be largely non movers and the player would take charge of the royal household that controls the kingdom as a whole. The player would have the task of maintaining the independance of the duchies and protect their interests whilst dealing with the red ships who plague their coast.

    The duchies would provide missions such as reclaiming towns that they lose (if the player doesn't manage to defend them), getting trade rights etc (is it possible to link other factions to have the same dipolmacy etc as the player?) for them. If one the player falls from grace with one of the duchies they would be given a fine or have to complete a difficult mission or face all the duchies revolting?

    And if possible talk to the creators of other mods that already use grand councils etc in game to get a similar system going and if possible use theirs if they permit it.

    The player could also play as the other kingdoms involved but not the duchies.

    With relation to the use of the skill and coteries I have some ideas but will only go into them if there is any interest in this idea.

    I have no real modding exp, only what I have picked up in adapting mods for personal use but am willing to try and learn. I can do basics, e.g. unit stats, buildings, descriptions, adding an existing texture but no advanced work such as creating new textures etc

    But I am willing to learn and pick things up quite quickly usually.

    Momus

  2. #2

    Default Re: Farseer: Total War

    It would be great to see a mod based around those books, but I have trouble seeing how the storyline will go (if you plan to include it).
    After all, weren't the Six Duchies doomed, and only Verity's sacrifice managed to push them back?
    How would the Court intrigue be played out (Regal seizing power, etc)?

  3. #3

    Default Re: Farseer: Total War

    tbh I dont reli think the story would be included - only the framework and diplomatic stances. I would very much like to do so, but making it work would be next to impossible if the game was to be enjoyable IMO.

    I would have the characters as they are in the books (king, hier assassins etc, and would give the the stats appropriate to them (e.g. a trait of "Chivalry, King-In-Waiting" would give 5 influence, +3 LoS (due to skill), 10 chivaly (obvs), 4/5 command) and it would only be avaliable to Chiv (like the biographies in other games)

    Regal would require more thought but possibly make him another faction to appear as a mongol style horde around buck keep after a certain time or trigger due to circumstances. But on the whole I think that the story would be a bit the background to the mod, the characters, the map and initial relations, but this is a game, not a book and as such the book could never be played out in the game really unless you used hotseat and micro managed all the factions (*sigh* effort!) The time frame i think would if possible be adapted to be done in weeks tho so that the effect of the seasons on the ability of the red ships to raid would be seen more visably - the movement of ships in the winter would be reduced by 90-95% (changing turn stats, ageing rate and the other things as well)

    Because of this the towns would be quite well built up in ways that reflect them, i.e. buck keep - highend military building and middling financial, forge - max blacksmith, the more commercial towns would have the buildings to reflect their commerce, but would have next to no military buildings.

    But if there are any story parts people think that would contribute to the mod as a GAME they would be considered (if this gets off the ground), but not if they are just on a lore based complaint. This is a game, not a book, this is a moding website not a ing library!

    edit: With this mod I would be hoping for realism in terms of marching, time scale and all related parts of the campaign - It pisses me off when it takes 6 months/1 year depending on the mod to march from London to Edinburgh........just
    Last edited by Momus; August 06, 2009 at 11:44 AM.

  4. #4

    Default Re: Farseer: Total War

    I totally agree with the timescale, but it could also be possible to script some events ingame, like Fitz being found or maybe even Chivalry's death a short while afterwards.
    Fitz wouldn't really have any role to play, since he's only nominally an assassin (his plans to assassinate Regal failed pretty much every single time and his poisoning of Rurik was just another one of Regal's plots, one which Fitz knew nothing about) so I don't see how he could be included in a mod about the Six Duchies.
    Another fairly good event idea would be the first Forging.
    After that, bands of Forged ones could appear as rebels and the Six Duchies would start to truly mobilise (family members getting traits similar to the "war council" ancillaries in Byg's Grim Reality mod).
    Skill and Wit would be fairly substantial traits, having a large chance to appear when coming of age from parents who also have it or a very small one from parents who don't and then being developed through a unique building in Buck, which would use something similar to SS's education system.
    Would any other factions be included (like Bingtown, the Mountain Kingdom, etc) and what could their rosters be, since there's very little mention of the armed forces in the books?

  5. #5

    Default Re: Farseer: Total War

    I think we can pretty much lift the rosters of England and the Danes from the British Isles campaigns really. And for the Chyrudas I would say use the mongols, but I don't want start planning now, get my hopes up and then it not getting off the ground as I have very very very limited modding exp

  6. #6

    Default Re: Farseer: Total War

    I guess I have just about as much modding experience as you do lol. I know how to script but that's pretty much it.

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