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  1. #1
    Valandur's Avatar Campidoctor
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    Default Midkemia Total War IDEA

    Now, I've always wanted to make my own mod. But ironically, I don't have the technological understanding of how to mod or even to learn how to mod.
    I like LOTR, I play a lot of TATW but although TATW is my favourite Fantasy Fiction series, there are so many other ones that have great potential. And one of these would be the Riftwar Saga, along with its sequels like the Serpentwar, the Conclave of Shadows etc..
    I always liked the thought of a Midkemian RTS game but sadly, none have materialised and if no other is willing to lead a Midkemia Modification, I will...thats if, my proposal gets past the first post.
    For those who haven't read any of Raymond E Feist's work, I recommend reading them and for those who have no intention of reading them, Midkemia is a diverse planet with many different races (Dark Elves, Elves, Dwarves, Goblins, Trolls etc...and of course men, unless your too smart to pick up that fact already hehe). It is filled with vast Kingdoms and Empires, and also other small pieces of crap that don't deserve to be called a nation.
    The books mostly focus on The Kingdom of the Isles, one of the largest nations in the series, and it provides me with enough info to think of an entire unit roster or the politics, relations with other factions, basically all the things needed to support a good ol Total War faction.
    Each faction has a diverse military and politic structure, such as the Kingdom of Queg, a small island Kingdom which heavily relies on its navy...or the Dwarves which specialise in heavy infantry, and of course the Elves run around with their bows being pansies.
    Although, some of the downsides of the idea is that some of the factions would only start with one settlement or would have no early room for expansion as most of the nations on Midkemia aren't internally ed to pieces.
    For the map, I'm thinking that all of the continent of Triagia should be included because not only does it offer a large amount of factions, landscapes and war-like feel to the game, but it also makes the game not so easy for the extremely large factions like Great Kesh or the Kingdom. I'm not sure how many settlements the engine can support, nor how big the map size can be but honestly, the bigger the better.
    A lot of historical events happened throughout the history of Midkemia over a time period of 150 years. Such as, a human race known as the Tsurani invade the Kingdom of the Isles through a magical rift in space, the Dark Elves of the north rally under a warlord named Murmandamus and launch an invasion on the Kingdom of the Isles, a fleet consisting of 300 000 mercenaries lands in the Kingdom from across the ocean...yes, hatin on the Kingdom. Sometimes I wonder if these books were specifically made for Total War.
    The books give good insight on the Nobles throughout the time periods of the Midkemia. Also, a whole new load of options are available for ancillaries and traits.

    Now, if you think I'm all talk and no do, I am a Lore-Master, and often write my own descriptions for things and usually think up my own crap. But like I said I suck at modding. I'll write down a list of the possible factions.

    Kingdom of the Isles - Located in Northern Triagia, the second largest nation in Midkemia and is usually on good terms with its neighbours. Culture is European like, and they live in a cool climate surrounded by dense forests, large mountains and vast plains.

    The Empire of Great Kesh - The biggest military power in the game but is often subject to internal war and constant rebellions, they are exactly south of the Kingdom and pretty much located in the dead centre of Triagia. Culture is Persian like, and they live in an extremely hot climate surrounded by deserts and huge plains, the capital is protected by a range of mountains.

    Kingdom of Queg - The best Naval Power in the game but has no standing field army and often has to remain on good terms with their larger neighbours, located in the centre of the Bitter Sea which north-west-central Triagia. Culture is Ancient Roman like, their climate is relatively unknown but the island is volcanic and great for farmland.

    The Moredhel of the Northlands - The Dark Elves located in the far north of Triagia, they probably have some of the most battle hardened troops in the game and are arch enemies of nearly everyone. Culture is that of clans of Dark Elves, warring against each other and the outside world, united in this special occassion. Climate is extremely cold and mountainous.

    Goblins of the Iron Mountains - The Goblins are close Allies with the Dark Elves and probably field the best cannon fodder in the game (hehehhe), they live in the same general area but in the mountains themselves. Not much is known about their culture and climate, other than they live in tribes and in caves up in the mountains. They are very numerous.

    Moredhel of the Green Heart - The Dark Elves of the South are often in strained relations with their cousins to the north and are more skilled with their archers and light infantry. They are surrounded by enemies and will probably get eaten up straight away. Their climate is a forest...yes a giant forest, and their culture is similar to that of the Dark Elves, but they are probably more environmentally friendly(hehheeh).

    Dwarves of the Grey Towers - Living in the Highlands of the Grey Mountains, these guys are extremely tough to take down and would probably have the best infantry in the game. They are positioned however, between 6 other larger factions so it would be wise to stay on good terms. When you think of the Dwarves, think of the Scots, you get the picture now? Drink, farm, drink, farm, sing, pass out, bed.

    Elves of Elvandar - These guys live in an enchaned forest with magical pixies and fairies which named their capital Fairytopia. I'm joking of course, except about the forest part, these guys arne't evil and are the most skilled archers in the game. But are on extremely bad terms with their Moredhel cousins which are more numerous and war-like. These guys are united under one queen and are relatively peaceful with culture.

    The Free Cities - A confederation of cities under seperate lords in an unofficial alliance. These guys are surrounded by the much larger Kingdom of the Isles and barely have an army to withstand them should they attack. Would probably be the hardest faction in the game, but as most of their cities are on the seaside, excellent for trade. Culture is mixed between Persian and Greek, so lets say they are Anatolians.

    The Keshian Confederacy/Lesser Kesh - These guys were once under Keshian control but rebelled and are now currently fighting in a war of independance against their much larger neighbours. Located at the very south of Triagia, they only have to fight on one front and are united in one cause. Culture is Indian like, climate is similar to Kesh but more tropical and cooler.

    Sunset Isles - Pirates of the Sunset Isles, an archipelago west of the Kingdom. Probably the second best navy in the world and would field excellent raiding infantry. Climate is tropical like and their culture is Viking like. They raid coastal settlements for slaves and if they finally learn what an education is, they might finally actually launch an invasion!

    Kingdom of Roldem - These guys are very similar to the Kingdom of the Isles in politics and in some forms military. Roldem is an island Kingdom with a decent navy, excellent marines and heavily armoured soldiers. Judging by the names they use, I'm guessing their culture would be Eastern European/Russian and their climate would be similar to the Kingdom.

    The Eastern Kingdoms - These mini Kingdoms and Dukedoms Princedoms are just too small and too many to be all split into seperate factions so I've decided they're better off as a single united Kingdom. They are located in north east of Triagia and naturally hate themselves and their neighbours. Politics play a great part in their existance. Their culture is Russian and their climate is...well probably something like New Zealand if you've ever been there, or otherwise known as, cold, mountainous, huge forests and other stuff.

    Other factions - Ideas are welcome.

    Emerging Factions -
    The Tsurani
    Novindus

    and maybe some requirement implemented factions.
    Thats all for now, feedback would be appreciated. If you give the thumbs up and wish to organise a team, I'll unleash the next batch of Lore info.

  2. #2
    James the Red's Avatar Campidoctor
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    Default Re: Midkemia Total War IDEA

    Never heard of the story, it would be hard to find people to work on it I think.

  3. #3
    Valandur's Avatar Campidoctor
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    Default Re: Midkemia Total War IDEA

    Quote Originally Posted by James the Red View Post
    Never heard of the story, it would be hard to find people to work on it I think.
    Thats a major problem, because unlike TATW where there are a lot of different people who know about it, the Riftwar Saga is a quiet achiever and is no where near as popular.

    But, I've already thought of a diverse unit roster for a few of the factions...EVERYONE GET READING!!
    Last edited by Valandur; June 08, 2010 at 01:52 AM.

  4. #4
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    Default Re: Midkemia Total War IDEA

    Damn shame this never took off, I quite liked the sound of it.

  5. #5
    Calaurin's Avatar Libertus
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    Default Re: Midkemia Total War IDEA

    Hi Valandur
    When I was younger I read all R. Feist's books of the Riftwar saga, the books about the war in Novindus, and the 3 books of the Tsurani saga.
    They were fun and I liked them very much, so I would be glad to play this setting on TW of course

    I don't know if it will be possible to gather a team to work on this mod... it seems to me that everyone with some knowledge of modding is already working hard on other projects, sometimes in more than one at the same time!
    However, I wish you all luck to find interested modders for this idea!

  6. #6

    Icon14 Re: Midkemia Total War IDEA

    Hi,

    I did think about doing a Midkemia mod some time ago (2-3 yrs), and put some effort into creating the map. Then I realised I had no idea what I was doing, so it got put onto the back-burner. Since then what I had done has long gone.

    For the maps I went to http://www.elvandar.com/maps.htm which has most of what's needed, for the Triagia continent anyway. Putting them together and forming the regions themselves wasn't too much of a problem. Taking it on from there was... ;-)

    If you can get one or two experienced modders on board, I'd be happy to help, if I can.

    Cheers

    Barry

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