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  1. #1
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    Default Daggerfall: Total War (WIP)

    Daggerfall: Total War


    Greetings Total War community. I am Darkom, a writer and student, as well as a large fan of the Elder Scrolls series. I am also a long time Total War fan, primarily Medieval II, with the excellent mods of Stainless Steel and Third Age. As such, it struck me one day to combine my two favorite game series, and I set about creating an Elder Scrolls mod for Medieval. It is still in the concept stage, our primary focus currently is assembling skilled modders to manage and advance this project. Unfortunately, I am not a very skilled modder myself. Therefore my primary interest is finding an excellent modder who would be willing to help us by leading this mod. Thank you for taking the time to look at my proposal, and without further adu, I give you the current concept work for Daggerfall: Total War.

    The Illiac Bay - Campaign Map

    Spoiler Alert, click show to read: 




    The Third Era - Campaigns

    Early Campaign (3E 1 - 3E 415) One turn per year, for 415 turns.
    Late Campaign (3E 210 - 3E 415) Two turns per year, for 410 turns.
    Warp in the West (3E 417 - 3E 433 - 4E 44) Four turns per year, for 240 turns.


    Kingdoms of the Illiac - Factions Early (19) Late (20) Warp (6)





    Province of High Rock (10, 11, 3)
    • Wayrest
    • Daggerfall
    • Orsinium (Emergent AI faction in Late era, playable in Warp)
    • Reich Gradkeep (Anticlere)
    • Camlorn
    • Koegria
    • Sharnhelm
    • Northpoint
    • Evermore
    • Farrun
    • Jehenna
    Province of Hammerfell (7, 6, 1)
    • Sentinel
    • Skaven
    • Dragonstar
    • Riverpoint
    • Sunkeep
    • Totambu
    • Vulnim Gate


    Special Factions (2, 3, 2)
    • Empire (Acting as Papacy)
    • Skyrim (For the War of the Red Diamond and Bend'r Mahk Invasion, similar to Huns)
    • Camoran Usurper (For the Camoran Invasion, similar to Huns)
    • Servants of Dagon (For the Daedric Invasion)



    Guilds
    • Dark Brotherhood (Assassins)
    • Mage's Guild
    • Fighter's Guild
    • Various Knightly Orders (unique to major cities)
    • Thieve's Guild
    • Eight Temples and Temple Orders (unique to major cities)
    • Witch Covens (Heretical religion, but offers excellent units)
    • Daedra Worshippers (Heretical religion, but offers excellent units)
    • Merchant Guild
    • Vampire Bloodlines (Special assassin units, though it does not help your relations with other factions, or the Emperor)
    Regional Cultures
    • Wayrest Bretons
    • Daggerfall Bretons
    • Orcs
    • Northern Bretons
    • North-Eastern Bretons
    • Redguard Crowns (North-west Hammerfell)
    • Redguard Forebears (South-east Hammerfell)
    Special Events
    • War of the Red Diamond 3E 121 (Nordic Invasion on northern High Rock)
    • Camoran Usurper 3E 249 (Bosmer/Daedra invasion on Hammerfell and southern High Rock)
    • Imperial Interregnum 3E 389 (Empire taken over by Jagar Tharn, raised Imperial taxes and excommunications)
    • War of the Bend'r Mahk 3E 396 (Nordic Invasion on eastern High Rock and Hammerfell)
    • Oblivion Crisis 3E 433 (Daedric Invasion throughout Illiac, via Oblivion gates)
    Empire-Papacy
    • The Papacy has been replaced by the Empire, the Pope replaced by the Emperor, and the College of Cardinals replaced by the Elder Council. Each faction can recruit noblemen as diplomats, who, based on their influence (diplomatic skill), can enter the Elder Council. The next Emperor is chosen from the Elder Council, and the Council has a large sway on his decisions, including tax breaks for each Councilman and so on.
    • The Emperor can "excommunicate" certain factions who have low relations with him, which has much the same consequences as normal excommunication. He can also call "crusades" on these excommunicated factions, if they continue to disrupt the peace of his Empire.
    • The Imperial Tax is collected from every faction, meaning a portion of your gold each turn goes to the Emperor based on your own tax revenues. Your relations with the Emperor and the number of nobles you have on the Elder Council affect how large or small this tax is.
    Magic


    (Very pending and subject to change, it will be one of the more difficult tasks, though I believe entirely possible given the right scripting)
    • Magic would be treated as special attacks of special sorcerer units. These units would each have two offensive spells and two defensive or "buff" spells. The special attack slot (fire arrows) would determine which offensive spell is used, and the defensive mode slot (shield) would activate the buffs.
    • Mages would run out of magicka just like archers run out of arrows, various spells costing differing amounts of magicka.
    Offensive Magic (again, subject to change depending on scripting limitations)
    • Fireball (similar to a flaming catapult shot, only without the big artillery)
    • Frostball (re-textured fireball, does special cold damage)
    • Demoralize (lower the morale of an enemy unit)
    • Burden (lower the speed of an enemy unit)
    • Paralyze (halt enemy unit)
    • Silence (prevent enemy mages from using spell-scripts)
    • Detect (detect any hidden units)
    Defensive Magic
    • Shield (increase nearby unit defense)
    • Rally (increase nearby unit morale)
    • Feather (increase nearby unit speed)
    • Dispel (stop any enemy spell-scripts on nearby units)
    • Invisibility (hide nearby units, stops if units move)
    • Conjure (spawn unit of Daedra in front of mages, similar to wooden stake script)
    • Fortify Attack (increase nearby unit attack)

    • More coming, dependent on scripting limitations and ideas



    Religion
    • The Eight Divines are all part of the same religion, but each region in the Illiac worships a specific divine. The region's divine does not impact their relation on the Emperor, so long as it is not a heretical one (Daedra worship, witch covens).
    • You can build temples to support the various divines, similar to the system in Rome: Total War, and spread your divine that way. Eight major cities have the various Temples to each divine, which act like specialty buildings that allow you to recruit higher skilled priests and special religious order units.
    • The Redguard state of Hammerfell is also inhabited by practitioners of their ethnic Yokudan religion, divided between the Crowns and Forebears.
    Homogenous Mercenary Units
    • Mercenaries spread throughout the Illiac, due to their extreme skill and renown as warriors. Please note that there are other regional mercenaries, but they depend on the AOR.

    • Orcish Heavy Infantry (spear and heavy) - Usually the most fearsome warriors on the battlefield, orcs are equipped with excellent armor and weapons and possess a special berserk ability that boosts their combat abilities (combination of rally, shield, and feather spells).
    • Bosmer Archers - Some of the most skilled archers in Tamriel, they are also excellent at hiding in the woods, and recieve a combat bonus while in them. They can also call animal familiars while in the woods (similar to the conjuration script).
    • Nordic Infantry (light, spear, and heavy) - While not as skilled as Orcish mercenaries, they are far cheaper and more numerous, and gain a combat bonus fighting in snow and on mountainous territory. They also have a resistance to cold damage, and have a special shield ability.
    • Breton Spell-Swords (light and heavy) - A mixture of mages and infantry, they act like skirmisher units, that can use both spells and sword, though neither skill is as honed as the individual units.
    The Current Team
    • We are always looking for new members, and any small help is appreciated. Even those without modding skill can assist us by working on the concept team, coming up with new ideas to best represent the Elder Scrolls series.
    Mod Team
    • So far, nobody, really But I have already asked several skilled modders, and eagerly await their response
    Concept Team
    • Leader and Founder- Darkom
    • Co-Founder - WoolyMammoth
    • "Breton Expert" - Person From Anticlere
    • I am also awaiting confirmation from several lore experts and political roleplayers over at Bethesda Softworks forum, so trust me when I say there are at least a dozen others who are eager to help
    Thank you for looking through the concept for the mod. Any feedback is appreciated, and any offers for modding assistance are deeply appreciated. We can use all the help we can get

    If you would like to learn more about the Elder Scrolls universe, our join us for lore discussion or roleplaying, please stop by Bethesda Game Studios Forums.
    Last edited by Darkom; July 17, 2010 at 03:14 PM.

  2. #2
    Swagger's Avatar Imperial Coffee-Runner
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    Default Re: Daggerfall: Total War (WIP)

    are you a modder?
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  3. #3
    Woolymammoth's Avatar Laetus
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    Default Re: Daggerfall: Total War (WIP)

    He's got some knowledge.. We'd rather back to lore up, and let more experienced modders do the hard work. We can learn, of course.

    We are writers, war Elder Scrolls studiers as well as even war writers, and even some cases war roleplayers.

    We know quite a bit about TES lore and history all together.

    And after Dragonstar is split, we should do the two halves as two separate cities directly beside each other.
    Last edited by Woolymammoth; July 10, 2010 at 08:49 PM.

  4. #4
    Swagger's Avatar Imperial Coffee-Runner
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    Default Re: Daggerfall: Total War (WIP)

    Quote Originally Posted by Woolymammoth View Post
    He's got some knowledge.. We'd rather back to lore up, and let more experienced modders do the hard work. We can learn, of course.
    that's where a mod proposal dies


    if you cant mod, dont expect anyone else to mod for you
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  5. #5
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    Default Re: Daggerfall: Total War (WIP)

    Quote Originally Posted by Swagger View Post
    that's where a mod proposal dies


    if you cant mod, dont expect anyone else to mod for you

    I completely understand, however, there is nothing to be done except for me to learn. Meanwhile, most of the concept work is already laid out, and I would like to begin working on it. While I cannot do much of the modding myself, I am completely ready to contribute in every other way possible.

    I do not expect someone "to mod for me", I am simply proposing a mod idea, and if there are any modders out there that think this idea has promise and are willing to devote their skills I would be deeply in their debt. I am not expecting anything, I know that this would work out much better if I too were a skilled modder, but unfortunately I am not, and there is little I can do but work on getting better.

    If the mod is succesful, and half as entertaining as I believe it will be, then all credit will go to the actual modders. If there is anyone interested in leading this project, that has enough skill to pull it off, I would then defer any authority I would have to him (or her). Unfortunately, I am simply a conceptionalist, but if my work can inspire a true modder to help, then I have been succesful.

    Take that as you will, but I am still confident in the idea of the mod, if not my ability to create it. Of course, that's not to say I wouldn't put in as much effort as physically possible to see it completed

    Thank you for the advice, by the way. Is there anything you would like to see changed or implemented into the actual mod?

  6. #6
    Swagger's Avatar Imperial Coffee-Runner
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    Default Re: Daggerfall: Total War (WIP)

    I completely understand, however, there is nothing to be done except for me to learn. Meanwhile, most of the concept work is already laid out, and I would like to begin working on it. While I cannot do much of the modding myself, I am completely ready to contribute in every other way possible.
    if you're willing to learn, then there's a whole section with a bunch of tutorials covering all parts of modding (i've got a few of my own, check sign), and also lots of experienced modders willing to help out with any question

    I do not expect someone "to mod for me", I am simply proposing a mod idea, and if there are any modders out there that think this idea has promise and are willing to devote their skills I would be deeply in their debt. I am not expecting anything, I know that this would work out much better if I too were a skilled modder, but unfortunately I am not, and there is little I can do but work on getting better.
    the problem is that modders work under this tought:

    1- their own ideas
    2- wih other modders = teams
    3- projects they've liked and decided to help

    what you're looking for is number 3, if there's some modders that love daggerfall, they might actually decide to join your team and help (i personally dont even know what it is)

    thats how "3" works, if they like the time period/concept, they might join, but let me say, it's very rare

    not saying it wont happen, but 99% of the mod proposals that INDEED, get a mod team, eventually dies out.. (thats what happens to most proposals here)

    If the mod is succesful, and half as entertaining as I believe it will be, then all credit will go to the actual modders. If there is anyone interested in leading this project, that has enough skill to pull it off, I would then defer any authority I would have to him (or her). Unfortunately, I am simply a conceptionalist, but if my work can inspire a true modder to help, then I have been succesful.
    not much of a modder side comment on this.. but as i said, you might be lucky and someone joins the team

    it may sounds like im trying to dig your mod's future, but honestly, im just being realistic, as i would love to see many, many, many of the proposals that have gone by this sub-forum..

    Take that as you will, but I am still confident in the idea of the mod, if not my ability to create it. Of course, that's not to say I wouldn't put in as much effort as physically possible to see it completed


    have you also took a look around of what's possible to be modabble on med2tw?

    there's been dudes proposing with great concepts and ''we'll do this, and my modder's do that'' etc, of projects like ww2, when then some member with mod knowledge will just facepalm at their proposals saying it's impossible to add tanks, machine guns, naval battles, etc

    i've seen you've added magic on your plans, but if i were you, i would cut that out, becouse either the magic works really crapply on the game, or you wont add it at all, becouse med2tw engine is not supposed to support spells and other fairy stuff (just how it works..)

    Thank you for the advice, by the way. Is there anything you would like to see changed or implemented into the actual mod?
    as i said i dont even know what daggerfall is, so i rather keep my mouth shut


    good luck with the project..
    Under the Patronage of the Dreadful cedric37!
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  7. #7
    Hrobatos's Avatar Praeses
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    Default Re: Daggerfall: Total War (WIP)

    I would suggest you boys to start learning modding if you ever wanna see any Elder Scrols mod

  8. #8
    Hrobatos's Avatar Praeses
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    Default Re: Daggerfall: Total War (WIP)

    some magic can be done, do usualy it isnt very "realistic"

    what you should think is how to get a mapper and unit makers, you and others Elder Scrols fans can make a team wiling to learn modding, there are tutorials for almost any aspect of moding
    except new battle models of cities
    just start learning...and mod mught become reality

  9. #9
    Nesimî's Avatar Protector Domesticus
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    Default Re: Daggerfall: Total War (WIP)

    If only a modder had started this. Frankly Im too lazy for such a huge mod. LOTR is one thing but Magicka and Total War dont mix well
    shum

  10. #10
    Marcion's Avatar Semisalis
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    Default Re: Daggerfall: Total War (WIP)

    Before you post something like this you should both learn what you're trying to do (how to actually edit the game), and have something to show off. If people think your work is good and know that you can do this they're going to be way more inspired to work for you. I don't know that any mod has gotten anywhere with someone just tossing out ideas and others picking them up and working on them. If some real modder was such a huge Daggerfall fan he'd already be making this.

  11. #11
    Swagger's Avatar Imperial Coffee-Runner
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    Default Re: Daggerfall: Total War (WIP)

    I've looked into the scripting, but I don't know enough to be certain. I thought that given my proposals (using the special attack button and pre-existing modifiers like morale) and a little bit of effects modelling, it could work, but I defer to your knowledge on the subject. I know it wouldn't support something like tanks or ridiculous spells like levitation, but I figured that a few spells that resemble real things (like a fireball being similar to a catapult shot) might be possible.
    fireballs and such might be possible, if you clone a catapult shot and mod it so it looks like a fireball, but from common sense of my modding knowledge, it wont work as you're expecting/hoping too

    PS Please tell me I don't sound as ridiculous as the guy in the link you gave. I had thought most of what I proposed was completely possible, though I admit that I would be the last one to know such a thing.
    your mod is alot more plausible
    Under the Patronage of the Dreadful cedric37!
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