Results 1 to 6 of 6

Thread: [Wip] Might and Magic: Total war

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default [Wip] Might and Magic: Total war

    [Wip] Might and Magic: Total War

    I have a idea for a mod based on heroes of might and magic V set in 100 years after the events of Dark Messiah.
    If you know the new setting of heroes V, then you know it is a entire new world bases on the Might and magic Concept. I don’t think that it would be possible to include every element of the game. But I think it would be fun playing as one of the amazing factions that the game brings us.

    First the map of Ashan
    Spoiler Alert, click show to read: 



    The names of the empire’s are included and gives a vague idea of where the borders may lie. But I can’t say for sure where they lie. In the map of Heroes: Clash of heroes. There are only the borders of Irollan, Holy Griffin Empire and the Silver citys. But Ygg-Chall and Grimhein are not included. Also I don’t know the specific location of every settlement in the world. But if I play the game again, maybe I can see where these settlements are.

    I always was a great fan of might and magic and I think it would be a good idea to bring it to life in a total war setting. I am inexperienced in modding so far but I can do some good research concerning the might and magic concept, furthermore I have some writing skills (in dutch), but I can translate them in English.

    My idea is based later in a hundred years after the events of dark messiah.

    As a royal feast in name of the hundred year existence of the Unicorn Line occurs at the capitol of the nation. The young son of the king is found dead in his room. Not long after, a massacre of the royal house is placed in the king’s house. All known relatives of the Unicorn line are found death. The unicorn line is no more. As these events occur, a old priest thinks back at the events when the Griffin empire was found, as the nobles battled their way to achieve the crown of the empire. This man lay’s a spell on the Capitol of the former empire. Saying: “no man of noble blood will enter this royal court. Without being the chosen lord of the people.” As the news of the death of the king and his family spreads throughout the empire. From every corner of the land the nobles gather, only to wait at the front gate of the Capitol, with no man to enter. As the nobles stand there for long days and nights. The old priest stands on the gate guarded by 2 Archangels. And speaks “From this day on, We will be known as the Crown Guards of the Empire. There will not be another bloody leader raising ubove all others. Only the true leader of our people will enter.” The man turns his back and marches towards the castle. Leaving the nobles in indignation. As the years turn and the nobles wait. Wars within the empire begin to occur. Leaving the once great empire at Chaos. And without a empire, all the Unicorn’s former alliances begin to Scatter. Leaving a Chaotic State.

    This is a little story which could took place and gives a reason for al time war within the Unicorn empire.

    It could also take place in other times where you have a united griffen or unicorn empire. But I thought this would be easier. Considering the Griffin empire as the center of the map. And I don’t see it coming that they would enter war with other faction at their borders easily.

    Why a diversity of the Holy Unicorn Empire?:
    Because most of the (good) factions are surrounding this empire, and I think that if the old alliances would be scattered. That there would be more reason for an all time war within this world.

    I think it would be best if the Unicorn Empire is divided into 4 factions.

    At first the Crown Guardians, they would be a pope faction for the rest of the humans. Giving them missions. And making sure they don’t screw up to much into war.

    Then a faction located at the north-east of the empire. They could be in war with the orcs and eventually the dwarves. And of course the rest of the empire remains

    A Faction with the west border of the empire. Having war with the dark elves and the Sylvan elves.

    And last a faction concerning the south border of the empire , confronted by the opportunity to attack the unguarded borders of the silver citys. Or to stand and focus on the rebel units in heresh.




    As for the other faction of Ashan

    Irollan: the Sylvan elves laying to the west of the Empire
    No war
    Spoiler Alert, click show to read: 
    Aka: The Wood Elves
    Associated colors: green and brown
    Worship: Sylanna, the Dragon of Earth, Nature’s Great Mother
    Core Philosophy: Swift as the wind, graceful as the stream, strong as the waterfall, wise as the oak… At one with nature…
    Core philosophy: “Live and let live… in harmony”
    Country / kingdom: Irollan, the forest maze
    Capital city: Shataqua “New Green”
    Key symbols: tree leave, feather, “triskel” rune

    Description: (Adapted from the Official Site)
    "Sylvans are graceful and patient souls who live in close harmony with the earth. Distrustful of machinery and cities, they keep to their ancient ways and ally with others only rarely.
    The sylvan society is built around several people that all experience a symbiotic relationship, making the Sylvan realm a very united nation.
    Along with the elves (druids, hunters, warriors) live wild legendary beasts (Direwolves, Unicorns, Treants…), and Faeries (Sprites, Pixies…)."

    A Summary:
    Assuming the role of classic environmentalists: despising modern technology and machinery, the Nature Town has returned under its adopted name of Sylvan, which means 'Woods'. Associated with the Earth and Nature, the Sylvan continues its strong Heroes tradition, and this time violently opposing their dark counterparts in the Dungeon.

    The unmistakably quick and adept Nature dwellers, mostly composed of elves and fantastical creatures, have welcomed a few newcomers. The Green Dragon has taken the spot of the Phoenix, while hysterical War Dancers are a bersker-like, tatooed elf. Having a strong focus on magic, the Druid has returned to strengthen the metaphysical aspect of the town.

    Having two rival elf factions in the game makes for some intense rivalry, which includes a born-again rivalry between Black and Green Dragons. The elves are the driving forces behind their respective armies - whose army will emerge victorious?


    Ygg-Chall: the dark elves living in the mountains
    In war with Grimheim
    Spoiler Alert, click show to read: 
    Facts and Traits:
    Also Known As: The Dark Elves.
    Associated colors: Black and purple.
    Worship: Malassa, the Dragon of Darkness, keeper of deadly secrets.
    Core philosophy: “We rule the shadows, and someday the shadows will rule everything.”
    Country/Kingdom: Ygg-Chal, the Dark Below.
    Home terrain: Dungeon.
    Capital city: Konos, the Maze of Shadows.
    Key symbols: Snake, featureless mask.

    DescriptionFrom the Official Site)
    The Dark Elves are renegades from the Sylvan factions who long ago made a pact with the mysterious Faceless. As a result, the whole nation embraced the darkness and chose to live in the underground world of Ashan, building their cities in the huge caves there.

    The Dark Elves worship the Dragon of Darkness, and because their deeds in her name are their worship, the Dungeon society is built around secrecy, plots, betrayal, and occultism. Each town is ruled by a clan with a High Priestess at its head. Women are almighty in the Dungeon society, for they lead the religious, political, and military powers. They do not raise their children themselves, but send them to the temple instead, where they will learn all the arts a young Dark Elf must know to survive.

    In peace time, the Dark Elves use their very particular skills against other Dark Elf cities, to strengthen their own clans. But in war time, all these skills dedicated to murder and plots are turned on the common enemy. On the battlefield, Dungeon troops are renowned for their superior agility and power, even amongst their basic units. Fortunately for their enemies, this superiority is scarce and comes at a higher cost, for the Dark Elves are few in numbers and each loss is a severe blow to their military might.

    A Summary:
    The town of the underground - The Dungeon - has formed an alliance with the Dark Elves to strengthen its reptilian ranks in Heroes V. The role of women is higher than usual in this town, especially for the Dark Elves, who have renegaded from the traditional 'Sylvan' Elves.

    Despite this change towards a more elvish faction, beasts and reptiles remain a focus for the Dungeon town, even moreso than in Heroes III. The ominous and legendary Black Dragons return to terrorise enemy ranks, as do the Minotaurs. A female application of Heroes IV's Bandit, the Scout, epitomises the Dungeon's shadowy and stealthy nature. The colossal Hydra is another Heroes classic creature to return to its roots of the Warlock town, armed with an extra head. Two elvish creatures are also included in the Dungeon, the Blood Sister, and the Shadow Witch, augmenting the traditionally strong magical element of the town.

    Judging on the basis of a divergent culture such as the Dark Elves, the Dungeon look to be ensued in a fierce contest with the 'pure' Sylvan elves. The legacy of Heroes I's Warlock town is alive in Heroes V, albeit under the guise that the Dark Elves have placed over the town.


    Grimheim: the dwarves living on the northern region
    In war with Ygg-Chall
    Spoiler Alert, click show to read: 
    Facts and Traits:
    Also Known As: The Dwarves
    Associated Colours: Bright red and steel grey
    Worship: Arkath, the Dragon of Fire. They and fire are old friends, and their worship is an intensely personal ritual that most outsiders have never seen
    Core Philosophy: “Never yield and never lose face”. Be proud of who you are. Defend your kinsmen, your homeland and your honor. Always protect the hearth
    Country/Kingdom: Grimheim, the Kingdom Under the Mountain
    Capital City: Tor Myrdal, the Fire-rumbling Fortress
    Key Symbols: N/A

    Description: (From the Official Site)
    Fierce warriors, industrious blacksmiths, skilled sailors and masters of Rune (War) Magic (tattooed bodies, runic weapons & armors…).

    Suspicious of outsiders. Wardens of the Demons (for they live closest to the Demons’ “lava core” prison), rivals of the Dark Elves (they compete for underground territory).

    Politics:
    Internal / Social Organization:
    Each dwarven city has its own king, with a council of advisors from the wealthiest and most industrious families. The King Under the Mountains is the king of kings among the dwarves, and it is he who sets policy and summons them to war. Kingship is not hereditary, though it is a lifetime post. After each king’s death, the council convenes and elects his successor. At such times, the tunnels are filled with both celebration and intrigue, as various candidates court voters and attempt to discredit – or eliminate – rivals.

    Dwarven culture is very much male-driven – though women are neither bearded nor as rare as one might think.

    Social structure is based around three relationships: family, fostering and fighting. There is a complicated web of apprenticeships that serves to train up young dwarves and cement relations between clans. These ties are precious – a single unworthy apprentice can poison an alliance that has existed for centuries.

    While there are numerous ties that bind the kingdom together – race, family, city – the most important by far is the clan. The six dwarven clans are:
    Deepflame – Rune Priests, the religious leaders of the Dwarves
    Grimsteel – a fierce clan noted for its famous warriors
    Stonefist – the clan responsible for mining and building the great underground cities
    Stronghammer – artisans and blacksmiths, creators of the Dwarves’ famed handicrafts and weapons
    Hearthguard – a clan of magistrates and administrators, slow and serious
    Winterwind – the beastmasters, accustomed to the outdoors and friendly with other races.
    Clans and families are not the same thing. Families are different lineages within a single clan, with each clan having its own name, battle history, customs and so forth. Ultimately, dwarves always fall back on their clans. While a single city may house families from a half-dozen different clans, at important times, such as the election of a new king, dwarves fall out along clan lines before anything else.

    Warfare:
    Armed Forces:
    The dwarven warbands are one of the most feared fighting forces in the world. Featuring unparalleled ferocity and iron discipline, they can be mustered on a moment’s notice. In combat, warbands from various cities try to outdo each other in terms of enemies killed, banners taken and the like – war is a game, and this is a way of keeping score. On the other hand, dwarves never, ever surrender. They fight to the death, even when the odds are hopelessly against them. The best death a dwarf can hope for is one in battle, against impossible odds, with a witness who will someday make a song of their deeds.

    While they prefer fighting underground, dwarves do occasionally muster on the surface. In the tunnels, where large bands are less useful, they build complicated defensive fortifications and traps. Dwarves who explore unknown tunnels are called Delvers, and they are often the first line of defense against an incursion by dark elves, necromancers and the like.

    A Summary:
    Dwarves have never featured too prominently in a Heroes game, but now, with the addition of the Fortress (which has no correlation with its Heroes III counterpart), that fact has changed. 12 Dwarves are now featured in Heroes V, Hammers of Fate, along with 2 more dragons.

    The Dwarves are a unique race who live "under the mountains", and are also partial to snowy terrain. Undoubtedly, though, their most characteristic feature is their mastery of Runes. Substituting for their spell system, Dwarves pay resources to imbue runes on units in combat.

    The Fortress town as a whole is opposed to the Dark Elves, with which they share the underground, but also wary of the Demons. Like the Haven and Sylvan, the Dwarves seem to be a 'good' faction, and are indeed similar to the humans. Whether they are a substitute for the Barbarians is yet to be seen.



    Orcs: Established in the west. Having large plain territories over there.
    in war with the Silver Cities

    Silver Cities: The kingdom of wizards living in the southern desert lands
    In war with and Orcs and Heresh
    Spoiler Alert, click show to read: 
    Facts and Traits
    Aka: The Wizards, the Mages
    Associated colors: orange (saffron) and gold
    Worship: Wizards do not view the dragons as gods, merely as more powerful beings. With enough study and experimentation, they too will achieve the power of the dragons
    Core philosophy: “No Gods, no Masters. Knowledge is Power, Power is Freedom”. The universe is a puzzle to be solved… and the ends justify the means.
    Country / kingdom: The Silver Cities
    Capital city: Al-Safir, the Sky Dome
    Key symbols: the Silver Star, the Cross of Wisdom

    Description: (From the Official Site)
    The Academy wizards are proud seekers after knowledge and subjugators of the natural order. The Academy society is dedicated to wisdom and knowledge. The mages spend their lives studying and writing occult research studies.
    A senate of wizards, called The Circle of Nine, rules the Silver Cities, though each of the cities maintains a greater or lesser degree of independence. Citizens who are incapable of magic are essentially second class, with an ability to harness sorcerous power being the key to social and political advancement.
    Magic is taught in academies in the large cities, as hedge wizardry is frowned upon. These academies are formal places (much like Oxford or Cambridge in the real world) where which school you’re in means a great deal about what you will learn, how you learn it, and how the rest of your life plays out. Wizards tend to cluster into “schools” following the teachings of one great magus or another, and rivalries between schools are fierce.

    The wizards rule a people of servant creatures that have been either summoned or magically animated by them.

    A Summary
    The Academy, from it's humble beginnings as the Wizard town in Heroes II, has always been a predominantly magical alignment. This ideal is certain emphasised in Heroes V's Academy, though the setting has been changed from one of snow and ice to a vibrant desert scene, filled with middle-eastern dress.

    Often dubbed 'the wizards' for their mastery of the magical arts, the Academy town also includes 2 spellcasting creatures, as well as two shooters and a flyer. The heroes will again focus on magic, and hence the might element of the town will be weaker, perhaps reflected in their creatures. The Academy town is always luxurious and costly, and therefore targeted at more advanced players, who will make use of their spellcasting prowess.

    The Wizards are in direct competition with the Necromancers, their undead counterparts, and their history reflects a heated past. The Academy is the only town whose inhabitants do not worship a dragon, rather they rely on their technological skills to make creatures presumably just as powerful (Titans), in addition to other things, such as mini-artifacts for their creatures through the 'artificer' skill.


    Sheog: the Demons who will come to ashan to earn their freedom and conquer the world!!.. again…
    War with all Human factions
    Spoiler Alert, click show to read: 
    Facts and Traits:
    Also Known As: The Demons, the Lords of Chaos
    Associated Colours: Black and red
    Worship: Urgash, the Primordial Dragon of Chaos - their progenitor
    Core Philosophy: 'Might makes Right' ; conquer, plunder and rape the weak, laugh when you’re wounded or tortured, indulge yourself in selfish pleasures, spread anarchy and chaos, corrupt the righteous
    Country/Kingdom: Sheogh, the Prison of Fire
    Capital City: Ur-Hekal, the "Gate of the Burning Heart"
    Key Symbols: Unicursal Hexagram, Ouroboros (the snake that eats its own tail)

    Description: (Adapted from the Official Site)
    "The Demons are ravenours monsters that would burn the world to a cinder just to watch it burn. Demons are an alien pantheon of hostile monsters that are bent on conquering Ashan. Fortunately, they are imprisoned in Hell (a 'dimensional jail' created in the lava core of the planet) and can’t exist for long in the material (surface) world, except when they are summoned by a sorcerer or when they can possess a mortal body. On the battlefield, Inferno troops are famous for their insane brutality in both the might and magic fields. Inferno troops will rush into the melee, while creatures with magic abilities will disrupt the normal order of proceedings and call for demonic reinforcements or to summon the fury of the 'fire element' and set it upon their enemy. The inferno heroes will of course support their troops, sometimes taking part in combat, but most of the time they will use their boundless mana reserves to cast a multitude of devastating spells. "

    A Summary:
    Imprisoned between worlds by the legendary wizard known as the Seventh Dragon, the Legions of Chaos want out in the worst way - using any destructive, spiteful, vicious and sadistic methods to get what they want.

    The Inferno, introduced as a new town in Heroes III, was amalgamated with the Death alignment in Heroes IV following the genocide of the Kreegans, but have once again dissociated themselves with Death, but maintained their correlation with evil. Witnessing the advent of new creatures such as the Horned Overseer and the Succubus, the Inferno town has a formidable line-up, and plays a large role in the storyline.

    The rivalry between Angels and Devils will be rekindled in the latest installment of the Heroes series, their hatred for each other already showcased in the latest E3 videos.


    Heresh: a human faction who has chosen death over life
    War with Silver Cities
    Spoiler Alert, click show to read: 
    Facts and Traits:
    Also Known As: The Necromancers, The Undead
    Associated Colours: Black and fluorescent (toxic) green
    Worship: The Primordial Dragon of Order in a twisted version of her destructive aspect
    Core Philosophy: “Embrace the Void”. Morbid fascination for death and fanatic devotion to the cause
    Country/Kingdom: None (they are a secret society hidden within Academy and Haven)
    Capital City: None (same reason)
    Key Symbols: The Mother Spider

    Description: (From the Official Site)
    "Necromancers are a split-order of the Wizards. They study death-magic to become eternal. They can control the spirits of the deceased (ghosts) or raise the dead form their graves (skeletons, zombies). Necromancers believe that pleasures are sensual (linked to our five senses) and that each pleasure leads to pain (being sick from eating too much, grieving the death of one’s beloved, etc.). The solution is to embrace death, which is perfection through sensory deprivation. Necromancers believe in an eternal, unchanging, neutral life rather than maintaining moderation in all things until the next life. High-ranking Necromancers become Vampires: eternally young, beautiful and powerful, but as cold and insensitive as alabaster statues.

    On the battlefield, Necropolis troops are generally weaker than their opponents. However their cost is lower as they are less dependent on “material” resources to grow. So they tend to benefit from a clear numeric advantage.
    But Necropolis troops also compensate their relative weakness with other abilities. All Necropolis creatures are Undead. Undead creatures are not affected by morale: the dead don't care, you can't motivate them with the prospect of victory and they are not afraid to die. Mind Effects and poisons also don't work on them: they don't have minds or bodies.
    On top of that some units will drain life from their enemies or remain untouched by non-magical attacks. "

    A Summary:
    The Necropolis town adds another dimension of evil to the game, after having departed from the igneous brothers at the end of Heroes IV. The 'toxic green' legacy of the Venom Spawn remains, but the trump card in the Necropolis Town is their undead state and cheap recruitment price.

    The Necropolis Castle has been a mainstay in the Heroes series since Heroes II. The Heroes II and III creature line-ups are much the same as Heroes V, again with an emphasis on magic rather than might. A new facet to the Necropolis town in Heroes IV is that they are a hidden society, deep within the bounds of the Haven and Academy alignments. The Necromancers are seen as a divergence from their roots as Academy wizards into undead liches.

    We can already see a clear distinction and rivalry emerging. The Inferno is the sworn enemy of the Haven, while the Necromancers despise the Wizards; the Academy.


    My first idea was to make all the 8 races separated cultures, but kingdoms only supports 6 cultures. so I come up with some ideas for demons and necromancers.

    For the Sheog faction.
    If it is possible, they can be combined with another faction (preferring orcs) and let their generals and armies being spawned at specific dates in the game, their generals portraits could be unique with that person, this has also been proven in other mods. They could maybe be counted as a none playable faction. And be attacking other factions at different locations. Giving them only one building to build. A demon spawning building (which of course can be upgraded in order to gain better units). I think this also gives better in with the lore. As they don’t start with one settlement and build up from there, but only make sure that they can spawn new demons to Ashan in order to conquer at different locations. They could mabybe have a useless settlement on a corner of the map. As they are counted as non-playable, players should not be bothered with this settlement.

    For the necromancers
    Instead of making the necromancers a own Culture. You could present players the opportunity of establishing necromancy in their kingdom. Building a temple of Asha in their kingdom allows players to become undead. Giving good and bad aspects to their people. If they build the temple of Asha, they can build further necromancy buildings. Establishing a necromancy state. This gives bad reputation and decreased population in settlements. But gives a new opportunity of cheap (because they don’t have to eat) controllable armies, without fear, doubt and Morale. Giving the player a opportunity for a whole new campaign. With totally new units and unique bonuses.

    This could only be a idea. I also have some further ideas concerning the mod. If anyone would be interested. Please contact me
    Last edited by Kyronite; March 04, 2010 at 12:35 PM.

  2. #2

    Default Re: [Wip] Might and Magic: Total war

    For me the Might and Magic universe means the old realms of Erathia and Enroth with their related titles (HOMM 1-3 and M&M 6-7).

    You got some interesting ideas but this mod would require a lot people to get involved in and huge amount of work. Do you have any modding experience?

  3. #3
    Glowbal's Avatar Tiro
    Join Date
    Dec 2009
    Location
    The Netherlands
    Posts
    218

    Default Re: [Wip] Might and Magic: Total war

    Before you start, you need to be sure you wish to spend the next 1/2 years modding.

    I guess you haven't mod before, since you said kingdoms only supports 6 factions (which isn't true), but please, correct me if I'm wrong on your experience..

    Kingdoms supports 31 factions, as does mw2. You can add new factions to it.

  4. #4

    Default Re: [Wip] Might and Magic: Total war

    Yes, i don't have any experience in modding . And at the moment i don't have time to learn it because of serious private problems. And sorry by factions i mean cultures (Spanish, Aztec etc.) I will correct that. and i first thought of Axeoth and Enroth but because of the huge size of these worlds and large amounts of information i would rather have Ashan as World (i think the information is more concrete and because most of Heroes III heroes are different races, and that's different in 5). but my first concern is putting up a team and mod leader. The only thing i am capable of at the moment is research. in other times i would have started to learn modding right away.
    Last edited by Kyronite; March 04, 2010 at 12:37 PM.

  5. #5
    DAVIDE's Avatar QVID MELIVS ROMA?
    Join Date
    Nov 2005
    Location
    ITALIA
    Posts
    15,811

    Default Re: [Wip] Might and Magic: Total war

    isnt the name might and magic copyrighted? i m just asking dont kill me guys

  6. #6

    Default Re: [Wip] Might and Magic: Total war

    I guess Ubisoft is the owner.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •