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  1. #1

    Default Guild Wars 2 Total War

    Due to the fact that this mod was requested by the public, my other mod will be canceled and progress will resume for this mod.

    Guild Wars 2 is based on the continent of Tyria. On this continent eldar dragons woke up and the races of Tyria need to get together to defeat the elder dragons.

    Races:

    Charr:

    The charr are a race of large, savage, feline creatures that occupy much of eastern Tyria. They have renounced all gods as false and instead view all of life, from magic to combat, with a hard, cynical eye. Their culture has formed into a military state where they are trained from birth to act as warriors.

    Charr society consists of four High Legions: three allied and one outcast. Each legion is then separated into different warbands. Although the charr live in relative peace with one another and their neighbors to the west, the norn, this does not mean that they do not have to defend their territories. Human resistance forces from the Blazeridge Mountains still strike out from their sole remaining fortress, and the ghosts of Ascalon City still zealously guard their home as if they might still have a chance against the might of the charr legions. In addition, the charr must contend with the twisted servants of Kralkatorrik, who were corrupted by the southward flight of the dragon.

    The warbands first united under the first Khan-Ur long ago to attempt to put an end to internal conflicts. Although these conflicts were not completely ended, the unity of the Khan-Ur allowed the charr to expand their territory southward, into the area now known as Ascalon, driving out area's Forgotten custodians. But the end of one enemy brought the start of another: the humans.

    The humans were relentless, and the charr were forced to give up the southern portion of their lands. This strife caused a unity never seen again in the charr, one that probably could have toppled the growing human empire, however tragedy struck when the Khan-Ur was assassinated. Leaving no clear heir, the Khan-Ur’s death split the charr into four legions, beginning a power struggle that continues to this day. Although several charr have since briefly held the title of Khan-Ur, there has been no leader who could unify the charr race for longer than a few weeks, as every charr that has attempted to claim the title of Khan-Ur has been overthrown shortly after making their claim.

    The charr felt that the reason the humans were able to keep them out of Ascalon was that they had something the charr did not - Gods. In desperation, the charr sought for gods to call their own. The Burnt warband of the Flame Legion traveled to the Hrangmer volcano, there, in a pillar of fire, appeared Gods of fire - Gods that the charr could identify with: the Titans. Upon their return, the Flame Legion's Shamans began to worship the gods. Soon the other High Legions' Shamans chose to worship them as well, and eventually all the charr agreed to unify under the banner of the Flame Legion. All except one. Bathea Havocbringer spoke out against the Titans, and became a sacrifice to the new Gods. Her rebelliousness also meant that female charr were to be removed from the battlefield, forced to do domestic duties.

    Once more united, the charr finally resumed the war against the humans. They struck without warning and with a devastating new power, granted to them through the Titans by the dark God Abaddon. Using the Cauldron of Cataclysm, they brought forth the Searing, destroying the Great Northern Wall and flooding south, into Ascalon.

    With the mighty kingdom of Ascalon brought to its knees. The charr moved south and west, to take Orr and Kryta, however, they did not fare so well there. Initially showing promise on both fronts, the advance of the charr in Arah was halted by the Cataclysm, and the charr in Kryta were stopped by the Mursaat.

    It wasn’t until two years after the Searing that the humans defeated Bonfaaz Burntfur and the charr’s initial invasion force at the gates of Rin. But it was too little, too late, Ascalon lay in ruins. A resurgence in charr activity brought on by the global release of the Titans (who were later personally defeated by King Adelbern himself) was all the charr needed to keep their grip on Ascalon for the next five years.

    With the fall of the Titans, charr society was in disarray. However, fortune had brought them new fiery gods: the Destroyers. Thankfully, due to the intervention of Pyre Fierceshot, the Destroyers were removed from their position of worship before they could do any real damage, beginning a long revolution that would eventually see the downfall of the Flame Legion and the Shaman caste. The victory over Hierophant Burntsoul taught the charr a valuable lesson: that they needed no gods to conquer their enemies, and they would never allow themselves to be ruled over by a master again, god or no god.

    Ascalon, despite its aging King, managed to survive for over thirty years after the Searing. The charr fought drawn-out war, slowly advancing over each Ascalonian outpost despite internal strife. Eventually reaching the de facto capital, Ascalon City (Rin having fallen long ago), the charr's dominance over the Ascalonians seemed certain. But the King had one final gambit: a mysterious magic brought forth by the King's sword wiped out all the occupying charr and returned the fallen Ascalon Guard to their posts, where they still stand to this day as spectral warriors. It was a bitter victory for the Ascalonians - although Ascalon City would forever be safe from charr occupation, there were no human survivors left to enjoy that fact.


    Around forty years after the fall of the Flame Legion’s 'gods', the true rebellion against the Shamans began. In a deadlocked conflict with the other legions, the Shaman caste was able to hold their ground. That is, until Kalla Scorchrazor, Pyre Fierceshot’s grandcub, brought female charr who had been training in secret for generations into battle against the Shaman caste. With these new forces, the Shaman caste had no chance of survival, and surrendered on the Plains of Golghein, lest they be annihilated.

    After the Shaman caste’s defeat, the Flame Legion was renamed the Gold Legion out of mockery, and thanks to Kalla, female charr once more regained their place on the battlefield. Finally united, the charr conquered most of the land east of the Shiverpeaks: all but Ascalon City, and the human fort built into the Blazeridge Mountains, Ebonhawke. With their dominance, they have brought new war technologies, such as siege engines and firearms, technologies that will be essential in the upcoming battle against the Elder Dragons.

    The charr still bristle at the mention of the time they were deceived into worshipping the false gods. The other legions still treat the Gold Legion as below them.

    Asura:

    The asura are a race of diminutive artisans who secretly dwelt below-ground for thousands of years until the minions of the Great Destroyer forced them out of their underground homes 250 years ago. Since then, they have adapted to surface life and quickly established themselves as one of the most powerful races in Tyria.
    Technologically adept and the best craftsmen since the dwarves, the asura have a mathematical understanding of the magic that pervades Tyria. Their on-going experiments to understand and harness magic are apparent in the architecture of their cities, their use of golems and blasting rods[1], and their valuable gate network.

    The arrogant asura have found a place in the society of Tyria; on good terms with all races but with a carefully maintained neutrality. Their relations are tinged by an air of superiority from the belief they are destined to rule over the other less intelligent races whom they see only as useful tools for their grand plans. The other races are aware of this about the asura, and they hold a strong distrust regarding them and their schemes.

    Rather than organized government, the asura prefer to utilize krewes, small, efficient task forces led by the most experienced member, designed to allow any individual asura reach their maximum potential in any particular task. The asura also have a group known as the Arcane Council, but their purpose is still unknown.

    Asura believe in the Eternal Alchemy, the idea that all beings and the magic in the world are part of a greater purpose or machine. The latter is the view taken primarily by the Inquest, who believe that it could be controlled and manipulated like any other machine. Members of the Inquest thrive on controlling power and knowledge and their experiments are even less ethical and more dangerous than those performed by other asura.

    While we know of asuran culture and attitudes, little is known about the race before their appearance on the surface of Tyria. Inventors and builders, the asura care little for history, choosing to use their intellect to look forward rather than look back.

    The asura were previously a subterranean race and living below Tyria they regularly interacted with other underground races, dwarves and dredge. The appearance of the destroyers, the minions of Primordus, deep underground forced the asura to the surface. The majority found a home among magical ruins found on the Tarnished Coast, where they quickly learned how to harness these the magical energies to further their research.

    Over the years the asura have increased their network of gates across Tyria, but they jealously guard the technology and enforce gate use for peaceful activities only.

    By human standards, asura are short and slender, with large ears, eyes and mouths and pointed teeth. Asura typically have grayish skin and dark hair, they have a wide variety of eye colors. Like humans, asura give live birth. Male and female asura are very similar in appearance, the most obvious differences are voices, and, in some cases, ear structure.

    The asuran lifespan is 5-10% longer than that of a human.

    Norn:

    The norn are a race of nine-foot tall nordic warriors that currently inhabit parts of Kryta and the abandoned dwarven fortresses in the Shiverpeak Mountains. The individualistic norn live for the hunt, so their tracking, stealth and killing skills make them invaluable allies in any combat situation. The largest gathering of norn one can expect to find outside trading posts is in hunting parties that have united to combat a powerful foe.

    Driven south by the dragon Jormag, their culture in tatters, the norn now hunt among the abandoned dwarven forts of the Shiverpeaks and as far afield as Kryta. New norn homesteads and totem lodges are spread across the high peaks and in snowy valleys of the Shiverpeaks. The largest of the norn settlements is Hoelbrak, their central meeting place. Here they seek to preserve what is to be norn, which means heroic deeds, brawling, drinking and more drinking. They do not consider themselves vanquished by Jormag, however. They think of this as a temporary retreat.

    The norn's claim to the Shiverpeaks does not go unchallenged, as the dredge have also made a claim. The norn revel in the hunt for their new enemy and the battle between them continues across the Shiverpeaks. Leaving the far Shiverpeaks has not completely removed the norn from Jormag's influence as its worshipers, the Sons of Svanir, are still active among them.

    Each norn individual governs themselves, shunning all concepts of government and organized military. Instead they live by strict codes of honor and seek individual challenge to demonstrate their strength. They respect those who display strength, perform heroic deeds and have a strong sense of personal honor; thus their heroes are the closest thing to leaders among the norn. Their views on strength affect their relations with the other races, they respect the strength of the charr for instance, but think the human queen is weak, relying on advisers rather than making strong decisions herself.

    The norn respect the great animal spirits of the wild, primarily those of the Snow Leopard, Raven, Wolf, and Bear. The norn can transform into anthropomorphic representations of these spirits, the most prevalent being the Bear.

    Little is known of the history of the norn before they were first met in Guild Wars: Eye of the North.

    Although for a brief period the norn were united, during the years after the Great Destroyer's downfall the norn reverted to their nomadic lifestyle. About a century later, the slumbering dragon of Drakkar Lake, Jormag, awoke and raised an army of creatures of ice and snow to serve him. Although an incredibly powerful race, the norn stood as individuals, and were no match for Jormag's creatures. His forces pushed the norn southward into the mountains abandoned by the dwarves, where they came into contact with the dredge.

    Sylvari:

    The sylvari are a young, inquisitive race of botanical humanoids spawned from the Pale Tree in Arbor Bay at the dawn of a new age in Tyria. The tree was planted by Ventari and Ronan, a centaur and a human attempting to escape the violence that engulfed Tyria.

    They are beings of light, as they have yet to be corrupted by the knowledge of sorrow, suspicion, or hatred.

    The birth of sylvari was a response to the threat of the dragons, and as such, sylvari believe it is their destiny to hunt the dragons. The sacred Ventari Tablet, inscribed with the ethical views of its creator, remains at the base of the Pale Tree. Sylvari have an innate bond with plants, and each other, which they call the Dream of Dreams. However, concealed within the Dream of Dreams are nightmares, something which the sylvari do not yet understand. These nightmares have manifested themselves in the form of the Nightmare Court, a sylvari faction who have turned against their own kind. Sylvari craft their armor and weapons from organic material, such as roots and leaves

    Humans:

    Once the dominant species of Tyria, the humans have not fared well in the last few years. Their Kingdoms, once spanning the entire continent, lie in ruins, leaving only Kryta. As the charr threat waned, an even more deadly one, that of the elder dragons, has threatened the very existence of the human race.

    Originally appearing either in Cantha or south of Cantha[1], the humans moved north and forced other species, such as the Forgotten, into obscurity. A force to be reckoned with, the humans soon established a grip over the northern continents of Tyria and Elona. When contact was lost from Cantha due to Zhaitan's fleets and Elona subjugated to Palawa Joko's iron fist, humanity's numbers have dwindled.

    The human capital, the fortress city Divinity's Reach, is the core of humanity's culture and its last, best hope. It is the only major human city left, and for this reason they will guard it to the death. Ruled by Queen Jennah, the Krytan government has had to adapt to accommodate refugees from all of the former human kingdoms.

    The only other known human settlement is Ebonhawke, where the remains of Ascalon stubbornly hold out against the charr hordes.

    The humans still revere their Gods, however they have been worryingly absent in human affairs at a time when humanity needs them more than ever. Perhaps they have taken a step back to allow the humans to develop on their own, or maybe they, like the race that worships them, are in decline.

    Major Cities:


    Ascalon:

    Ascalon was the gem of Tyria and the first human kingdom on the continent; Orr was originally its colony. Two hundred and fifty years ago, Ascalon was a beautiful, verdant land. It was the first land players explored in the original Guild Wars.

    The land belonged to the charr initially, but they were driven north by humans into the Charr Homelands during an on-going conflict that lasted for centuries and still continues to a lesser extent today. However, at the end of the Guild Wars it was all but destroyed by the charr in an event since known as the Searing, leaving the land barren and all but empty of life.

    Following the Searing, renewed charr war efforts placed the remaining human population of Ascalon in ever-increasing jeopardy. While King Adelbern led a resistance against the charr, his son, Rurik, led many of the survivors to Kryta in search of refuge. Thirty years after the Searing, Adelbern and his guard made their last stand during the Battle of Ascalon City. Using the powers of his sword, the king raised the spirits of his fallen guards to drive the charr back, giving the remaining civilians and soldiers of the city a chance to flee south to Ebonhawke.

    King Adelbern cursed the land rather than surrender it, and his vengeance spawned ghosts - terrible incarnations - which still trouble the charr.

    In the two centuries since then, the once barren lands have slowly recovered and life has gradually returned, though scars of the Searing and ruins of the human kingdom still mar the landscape. On the site of Rin the charr have raised their Black Citadel. Within the Blazeridge Mountains, the lone fortress of Ebonhawke acts as the sole remnant of Ascalonian resistance and the spirits of Adelbern's soldiers still guard the ruins of the city they died defending.

    The charr now claim they have restored the land to its original rule. They have tamed it with war machines, and the humans have given way. In the modern age, it is now the home of the Iron Legion of the charr nation. Even under its command, it is still a nation of war - against the humans in the fortress of Ebonhawke, against the dragon minions that swarm out of the wildlands.

    It shows a land struggling to heal and providing a harsh homeland for the strong and stalwart charr. After more than two centuries of war, it holds that luster only in isolated areas, in pockets of greenery and fields of rolling grain.

    The other inhabitants in Ascalon, beside the charr, are ogres, ettins, trolls, grawl and other sentient and semi-sentient creatures.

    The people of Ascalon are known as Ascalonians or Ascalons. Ascalonian heritage is one of the background options available to humans during character creation.

    Divinities Reach:

    Divinity's Reach is the capital of Kryta and home for the humans. Members of all races of humanity live here, some of whom have been exiled or are unable to return to their homelands. Built on Divinity Coast, in the province of Shaemoor, it is described as "a breathtaking monument of white parapets and high, pale towers". The royal family and Senators rule from here. It became the capital when the surfacing of Orr flooded Lion's Arch, the previous capital. It has become the bastion to human civilization and culture and is defended by the Seraph.

    The city itself is made of heavy stone and mortar contrasting with the wilderness that surrounds the city. It was built with a large underground crypt, which are lined with bones of dead humans and contains the tomb of Blimm. The crypts are accessed via the Skull Gate and requires paperwork to access legally.

    The city is best described as a cultural melting pot, housing refugees from Ascalon, Cantha, Elona and even people of Orrian descent (although for these people, their heritage is rarely made public). The city is circular in design and divided into six sections and the central palace. The Ascalonians, Canthans, Elonians, and Krytans each have their own districts in the city, and the other two districts belong to stores and festival activities. The Ascalonian district is known to contain a hospital for soldiers of Ebonhawke. The Salma District is the home instance for a human player.

    Divinity's Reach has a year-round carnival in one of the six districts, which could be used for minigames and holiday events.

    Lions Arch:

    The Free City of Lion's Arch is a pirating city in Kryta where the architecture has been described as mostly overturned boats and other old re-purposed nautical equipment. Once the seat of power and the main trading city of Kryta, Lion's Arch was destroyed by flood when Orr rose from the ocean. After the flood water receded, it was rebuilt by mercenaries and corsairs, where it still exists today as the Guild Home and a melting pot to fighters of all races.

    Lion's Arch also contains a portal to the Mists that all races can use - the only currently known others are in Tomb of the Primeval King, which was corrupted by Abaddon and seemingly is near where the Dragonbrand ends, in the Tomb of Drascir, deep in charr territory, and on the Battle Isles, which was sunk by the flood caused by Zhaitan's rise.

    Player versus Player will likely operate out of this city

    Black Citadel:

    The Black Citadel is the headquarters of the Iron Legion. It is built upon the ruins of Rin in Ascalon, being the closest charr capital to the other races.

    Siege devices and mechanical traps are constructed here before being deployed to battle. At its center, there appears to be a large arena.

    Ebonhawke:

    Ebonhawke is an Ascalonian city in the foothills of the Blazeridge Mountains at the merge with the Shiverpeak Mountains. In 1080 AE, King Adelbern sent Gwen Thackeray and the Ebon Vanguard to the city of Ebonhawke in order to solidify supply lines to Ascalon City and to act as a last-ditch holdout position. When Gwen arrived, she fortified the city and withstood siege after siege. After the Foefire, Ebonhawke became the last place in Ascalon to be controlled by humans. The people who control this fortress are the last patriots of Ascalon, the rest of their countrymen having taken refuge in Kryta or turned into ghosts by the Foefire. The fortress is supplied by an asura gate, without which it would have most likely fallen already to the relentless attacks of the charr. Separating it from most of the charr-controlled lands is the Dragonbrand.

    Ever since the fall of Ascalon City, the charr have laid siege to the fortress giving no rest. Many charr now think the fortress is not worth the effort, so only the Iron Legion and a few individual warbands attack the fortress utilizing their siege weapons. The Iron Legion even tests new machinery of theirs on the walls of Ebonhawke.

    Hoelbrak:

    Hoelbrak is the largest of the norn settlements that were built after the servants of Jormag drove the norn from their homeland in the Far Shiverpeaks. Asgeir led his people south to this location, and a fang he took from Jormag lies in the Great Hall. Young norn test their strength against the tooth, and it is said that the one to break it will signal the time for the norn to reclaim their lands. Hoelbrak serves as a central meeting place for the norn.

    It is located in the Shiverpeaks, and within it there are many lodges in which the norn seek the wisdom of the Spirits of the Wild.

    Rata Sum:

    Rata Sum is the capital city of the asura. When the Great Destroyer drove them from their homes in the Depths of Tyria 250 years ago, they arrived at the ruins of some previous civilization, setting up geomystical generators for power within these already fortified confines and establishing the area as their new capital. The aesthetic sensibilities of these ruins are reflected in modern asuran architecture.

    Originally a hastily erected outpost protected by ruins, Rata Sum is now a geometrical masterpiece, a testament to the asura's unstoppable ability to progress.

    The Grove:

    The Grove is the sylvari capital, and the location of the Pale Tree.

    Hundreds of years ago, the Grove was the site of a village of human exiles, including Ronan. The villagers were massacred by Mursaat while Ronan was out adventuring. He planted a seed he had found in a cave upon the graves of his family, and in grief made a vow of non-violence. He was joined by the pacifist centaur Ventari, and the two remained there, attracting a small following, watching the pale tree grow until their deaths. Before he died, Ventari created a tablet containing his morals and his philosophy, which were imprinted upon the sylvari who would eventually emerge from the tree.

    This location shares many parallels to what was once known as Ventari's Refuge, in that it was founded on values of peace and mercy, and that it is also the location of a specimen of rare tree.

    Arah:

    Presumably built by the Gods (as they were its inhabitants), Arah is a holy city situated on the peninsula of Orr. As the city was lost to the sea shortly prior to the events of the original Guild Wars, little is known of the city's actual appearance save that it has many spired towers. Following the Exodus the human Kingdom of Orr assumed stewardship of the city, watching over it in anticipation of the day when the Gods would return. However their protection of the city would come to a catastrophic end in an event that became known as the Cataclysm.

    During the Guild Wars open fighting in the streets of Arah had led to open hostilities between the three human nations of Tyria. As such the nations did not unite against the threat of the charr invasion, each choosing to stand alone. In 1070 AE the Searing shattered Ascalon's defenses and allowed the invading charr to push into Orrian territory, driven by the orders of their Titan Gods to destroy Arah. In 1071 AE, before they could raze the city, Vizier Khilbron, the advisor to King Reza, used magic buried in a vault deep beneath Arah and brought about the Cataclysm, destroying the charr invasion and the Kingdom of Orr in an instant. Arah sank beneath the waves of the Bay of Sirens (later renamed the Sea of Sorrows to reflect this) with the rest of the peninsula and was thought lost, fulfilling the wish of the God Abaddon.

    However, nearly 150 years after the destruction of Orr a new power stirred in the sunken ruins of Arah. The deathless dragon Zhaitan woke from an ancient slumber and raised the drowned Kingdom to the surface once again. The ruins of Arah are now his lair and the main base of operations for the undead legions and fleets that maintain a stranglehold on Tyria's sea routes.

    Gunnar's Hold

    Gunnar's Hold, home of and named after Gunnar Poundfist, was the largest center of norn activity in the Far Shiverpeaks until the awakening of the Elder Dragons. It was assaulted by powerful monsters of ice controlled by Jormag about 150 years ago, forcing the norn to abandon it and move southward.

    Eye of the North

    The Eye of the North is a huge tower of unknown origins in a remote area of the Far Shiverpeaks. It is a large building in which there are two known rooms - the main inside of the tower, which has a large amount of space, and the Hall of Monuments. It is topped with a hollow spire, the uppermost part of which appears to be broken off or incomplete in construction. The Hall of Monuments is filled with commemorations of the deeds of a long-dead hero and a Scrying Pool.

    Although locals avoided the Eye, the Ebon Vanguard made the Eye as their base of operations upon their arrival in the Far Shiverpeaks, and used it to strike out against the Charr Homelands. However, within the last two centuries the minions of Jormag drove out most of the creatures in that region of the Shiverpeaks, the Ebon Vanguard included.

    Durmand Priory:

    Durmand Priory is a monastery hidden in the Shiverpeaks that is maintained by monks. It contains many volumes of information rescued from Lion's Arch during the flood by the Order of Whispers. It is named after Durmand, a master historian who established the truth about the rise of the White Mantle, the Tengu accords and the Battle of Jahai, among other things. Decimus is one of the historians of the monastery. The monks of the monastery are fighter-scholars that come from multiple races and fight to protect their "sacred charge" who are called by the same name of the monastery.

    The Durmand Priory is one of three orders that players may join, along with the Vigil and the Order of Whispers.

    Steeleye Span:


    The Steeleye Span[1] is a charr stronghold. Its cannons defend the line against Kralkatorrik's minions in the Dragonbrand.

    Map:





    TEAM:

    Mapper - Russian Gondor
    Information: Meng; Russian Gondor
    3D Modeler -
    2D Skinner -
    Loading Screens - Russian Gondor
    Strat Map Models -

  2. #2

    Default Re: Guild Wars 2 Total War

    Yay! Glad to see it's back on track. Get a team together this time, you'll have a lot of work otherwise.

  3. #3

    Default Re: Guild Wars 2 Total War

    Yep. Problem is I cannot find anyone >.> ..... maybe Druv and Deku can help....

  4. #4

    Default Re: Guild Wars 2 Total War

    Do you have a coder ? It's definitely going to be the biggest part of the mod

  5. #5

  6. #6

    Default Re: Guild Wars 2 Total War

    A factions list I though up:

    Ghosts of Ascalon
    Flame Legion
    Iron Legion
    Ash Legion
    Blood Legion
    Risen Constructs of Orr
    Kingdom of Kryta
    Norn
    Asura
    Ebonhawke
    Pirates and Corsairs
    Crystal Minions of Kralkatorrik
    Centaurs
    Last edited by Russian Gondor; August 22, 2010 at 04:49 PM. Reason: Wanted to add some more.

  7. #7

    Default Re: Guild Wars 2 Total War

    And the White Mantle.

  8. #8

    Default Re: Guild Wars 2 Total War

    Did they play a significant roll in GW 2? I think they are the Seraph now, no?

  9. #9

    Default Re: Guild Wars 2 Total War

    Guys. I need advice on making the map. What size should the map_heights be?

    MAPPING CONTEST: CREATE A GUILD WARS 2 MAP_HEIGHTS!!! WINNER GETS THEIR MAP USED IN THE MOD AND NAME MENTIONED IN THE CREDITS. WINNER ALSO RECEIVES ++ REP AND GOLD,ITEMS, AND MINIS IN GUILD WARS!
    Last edited by Russian Gondor; August 22, 2010 at 05:54 PM.

  10. #10

    Default Re: Guild Wars 2 Total War

    Unless anyone volunteers to help I am not doing anything because I KNOW that I cannot solo this mod >.>

  11. #11

    Default Re: Guild Wars 2 Total War

    Unless you start the work on the mod yourself and create a basis, you won't get any help.

    [ Cry Havoc:: ] - [ link ] - [ An Expanded World Submod for Call of Warhammer ]
    My turban brings all the muslims to the yard and they're like العنصرية ش

  12. #12

    Default Re: Guild Wars 2 Total War

    Actually, I am already getting help

    Just need more

  13. #13

  14. #14
    Alpha Zeke's Avatar Vicarius
    Join Date
    Dec 2006
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    The US of A
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    Default Re: Guild Wars 2 Total War

    Looks good! I'm liking all the work I see on fantasy mods recently, good luck!

  15. #15
    Goodis's Avatar Libertus
    Join Date
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    Default Re: Guild Wars 2 Total War

    Sounds awesome!

  16. #16

    Default Re: Guild Wars 2 Total War

    Thanks for support. Map is still under construction. Sorry for the wait on a preview, my mapper is busy with work

  17. #17

    Default Re: Guild Wars 2 Total War

    Update

    The map so far !!!!



    SPECIAL THANKS TO DEKUTRASH!

  18. #18

    Default Re: Guild Wars 2 Total War

    wow! RG that is awesome! is it viable? how many regions will you have?

  19. #19

    Default Re: Guild Wars 2 Total War

    Thanks Druv!

    As far as the regions go I have no idea. It depends when Guild Wars 2 will be released. I am thinking around 75-80 regions or more....

  20. #20

    Default Re: Guild Wars 2 Total War

    keep me posted I am more than willing to help with all ui, most coding, symbols
    possible music and events, I will probably need to download the folder when you` gotten it more advanced but for now good luck!

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