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  1. #1
    thewolflord's Avatar Civis
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    Default Dragon Age: Total War?

    For those of you who have played the (AWESOME) RPG, "Dragon Age: Origins" by BioWare, I think you would agree when I say that it would make an AWESOME conversion mod.

    For example, some factions could be:

    Arling of Amaranthine
    Dwarves of Orzammar (with possible subfactions like supporters of Bhelen/Harrowmont and the Legion of the Dead)
    Darkspawn (of course)
    Circle of Magi/Templars (possibly two factions)
    Brecilian Elves
    Werewolves of the Brecilian Forest
    Teyrn Loghain's Forces
    The Armies of Denerim
    The Blackstone Irregulars (maybe? Or as support units)
    Grey Wardens as Heavy Infantry?

    Those are the ones I can think of for now.

    "FOR FERELDEN!"

  2. #2

    Default Re: Dragon Age: Total War?

    Interesting idea. I wouldn't mind fighting off some goddam darkspawn with werewolves.

    mmm I think though, that these units might be too sparse so the there should only be two factions (good and bad)

    If you do split them up, then you get factions with a really small number of units.

  3. #3

    Default Re: Dragon Age: Total War?

    Hmmmmmmmmm I wouldn't agree on the faction list. Here is my suggestion:

    Orlais (Units like bards and French like troops);

    Antiva (The crows and Italian like troops);

    Ferelden (Well not going to comment this );

    Anderfels (Nord units and a lot of gray wardens);

    Par Vollen (Qunari);

    Seheron (Also Qunari);

    Rivain (Qunari, elves and dark skinned humans.);

    Daelish tribes;

    Dwarves;

    Darkspawn;

    All other like blood mages or chaisent can be rebels or quest rebel units.

    Just my 2 cents.




  4. #4
    thewolflord's Avatar Civis
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    Default Re: Dragon Age: Total War?

    I actually like that faction list better.

    I was just basing mine off of what BioWare's already made in Ferelden.

  5. #5

    Default Re: Dragon Age: Total War?

    Interesting idea. It would be cool to have a Dragon age mod =)

    But, you know how total conversions are , right?

    First, you need weeks to rally an entire team. Skinners, scripters, etc.
    Then, you have to spend months decoding 10.000 lines files , modeling, and boring things, not making cool plans about factions and units.

    You'll spend hours of resolving stupid programing problems, and there will be months ( or even years ) of none release. Then, your team can start deserting and you mod will be fail. You will want to give up and stop the mod.

    And, as in many big mods,even if you complete ( Which is very hard.) it probably can result into a total fail that no one will download neither play.

    Erhm... should have asked that before warning you. Are you planning to DO the mod or only giving a suggestion?
    Last edited by beckyolt; July 20, 2010 at 09:01 AM.

  6. #6

    Default Re: Dragon Age: Total War?

    Quote Originally Posted by beckyolt View Post
    Interesting idea. It would be cool to have a Dragon age mod =)

    But, you know how total conversions are , right?

    First, you need weeks to rally an entire team. Skinners, scripters, etc.
    Then, you have to spend months decoding 10.000 lines files , modeling, and boring things, not making cool plans about factions and units.

    You'll spend hours of resolving stupid programing problems, and months ( or even years ) of none release. Then, your team can start deserting and you mod will be fail. You will want to give up and stop the mod.

    And, as in many big mods,even if you complete ( Which is very hard.) it probably can result into a total fail that no one will download neither play.

    Erhm... should have asked that before warning you. Are you planning to DO the mod or only giving a suggestion?






  7. #7

    Default Re: Dragon Age: Total War?

    Quote Originally Posted by Master Necromancer View Post



    ? What did i do?

  8. #8

    Default Re: Dragon Age: Total War?

    You should start off small, create few factions and a small map. And add more factions and a larger map later.

  9. #9

    Default Re: Dragon Age: Total War?

    Quote Originally Posted by beckyolt View Post
    ? What did i do?
    Intentionally discouraged the man, if everyone thought like that we wouldn't have any mods.




  10. #10
    DekuTrash's Avatar Human Directional
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    Default Re: Dragon Age: Total War?

    Quote Originally Posted by beckyolt View Post
    Interesting idea. It would be cool to have a Dragon age mod =)

    But, you know how total conversions are , right?

    First, you need weeks to rally an entire team. Skinners, scripters, etc.
    Then, you have to spend months decoding 10.000 lines files , modeling, and boring things, not making cool plans about factions and units.

    You'll spend hours of resolving stupid programing problems, and there will be months ( or even years ) of none release. Then, your team can start deserting and you mod will be fail. You will want to give up and stop the mod.

    And, as in many big mods,even if you complete ( Which is very hard.) it probably can result into a total fail that no one will download neither play.

    Erhm... should have asked that before warning you. Are you planning to DO the mod or only giving a suggestion?

    -----
    Oh, I see Master Necromancer has taken care of the face palming. I'm pretty sure thewolflord is fully aware of the difficult road that lays ahead for total conversions.
    -----
    3,900th post! Whoo!
    Last edited by DekuTrash; August 16, 2010 at 07:23 PM.



  11. #11
    Valandur's Avatar Campidoctor
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    Default Re: Dragon Age: Total War?

    Well it depends how you want to set out the Game.
    Do you want the mod to be set in just Ferelden or across all of Thedas.

    If Ferelden you'd have -

    Arldom of Denerim/Teryn Loghain- Denerim and surrounding area.
    Arldom of Amaranthine - An ally of Teryn Loghain, surrounding Amaranthine and surrounding area.
    Loghain's Supporters - A chain of Banns, Arldoms and Teys that are loyal to Teryn Loghain.
    Arldom of Redcliffe/Arl Eamon - Arldom of Redcliffe and surrounding areas.
    Eamon Supporters - A chain of Banns, Arldoms and Teys that are loyal to Arl Eamon, opposed to Loghain.
    Dalish Elves - Elves of the Brecillian Forest.
    Werewolves - The wild Werewolves of the Brecillian Forest, hate the Dalish.
    Orzammar - The Dwarves of Orzammar.
    The Darkspawn - The Daekspawn of the Fifth Blight.
    The Circle of Magi - The Mages and their Templar "guardians".
    Haven - The insane village bent on guarding dangerous holy secrets.
    The Chasind - The Chasind Wilders, hostile to nearly anyone.

    If all of Thedas -
    Ferelden - A relatively weak nation in the southeast of Thedas.
    The Chasind - The barbaric tribes on the very south of Thedas.
    Orlais - An extremely strong nation in the south of Thedas, west of Ferelden.
    Free Marches - A chain of city states and small Kingdoms to the north of Ferelden, in the centre of Thedas.
    Nevarra - A war scarred nation in the centre of Thedas, west of the Free Marches.
    Anderfels - A warlike nation in the north of Ferelden, west of the Tevinter.
    Tevinter Imperium - Once the strongest nation of Thedas, now in decline, but still strong.
    Antiva - A nation in the east of Thedas.
    Rivain - A secluded nation in the northeast of Thedas.
    Seheron - An island Kingdom north of Thedas.
    Par Vollen - A nation of Qunari to the north of Thedas (emergent perhaps).
    Orzammar and Kal Sharok - The remaining Dwarves in Thedas.
    Dalish Elves - Bands of Elves scattered across Thedas.


    And yeh, that is just a rough thought.
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  12. #12
    Mugg's Avatar Semisalis
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    Default Re: Dragon Age: Total War?

    give it a try! hell yea

    Wrath of the Norsemen Researcher and Historian and Second Age Total War 2D Helper


  13. #13
    Mr. Sorrow's Avatar Ordinarius
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    Default Re: Dragon Age: Total War?

    I would suport this, only recently finished my DA campaigns...This certainly piques my interest...

  14. #14

    Default Re: Dragon Age: Total War?

    I could help out with some 2D.

  15. #15

    Default Re: Dragon Age: Total War?

    Seriously, Necromancer. I wasn't discouraging him. I was only WARNING him.

    And what i said it's true, lol. Modding is spending months decoding files, modeling textures, solving stupid bug problems, etc, not making cool plans about factions and units .
    Last edited by beckyolt; July 23, 2010 at 06:54 PM.

  16. #16

    Default Re: Dragon Age: Total War?

    Quote Originally Posted by beckyolt View Post
    Seriously, Necromancer. I wasn't discouraging him. I was only WARNING him.

    And what i said it's true, lol. Modding is spending months decoding files, modeling textures, solving stupid bug problems, etc, not making cool plans about factions and units .
    All mods started by making cool plans about factions and units, and then getting a team together and all and then the grunt work and if one has a large enough team the work is easier so that what you said was most useless and only thing that you could achieve is to discourage the man.

    So please if you want to say anything like that to any possible future moder please don't...




  17. #17
    Kamakai's Avatar Biarchus
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    Default Re: Dragon Age: Total War?

    I was just gonna post this idea because I just finished the game. This would be awesome, but little unit variety is the only bad thing and I dont think it would suit massive armies fighting more small groups fighting. And you would have to make new animations if you wanted to add Dragons and The Archdemon!!

    But still I want someone to do this! You'd have to have the heroes though.

    My factions idea
    Dwarves of Orzammar
    Darkspawn
    Circle of Magi/Templars (Both merged into another faction as Rare units? Waiting lots of turns to get them?)
    Elves, Both city and Dalish just, different units require different settlements e.g Dalish Forest places
    Werewolves of the Brecilian Forest (maybe but how would it be added?)
    Teyrn Loghain's Forces
    The Armies of Denerim (Could add redcliff etc to it aswell)
    Grey Wardens as amazingly good Heavy/Light infantry with small numbers but high attack, defence, hit points?
    Last edited by Kamakai; August 16, 2010 at 02:26 PM.


  18. #18

    Default Re: Dragon Age: Total War?

    Werewolves could AOR units perhaps?

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  19. #19

    Default Re: Dragon Age: Total War?

    Well, I was wondering when a mod would come around. I like Valandur's list meaning that you should do just Ferelden and possible Orlais as emergent.

  20. #20

    Default Re: Dragon Age: Total War?

    This "project" could be a great idea

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