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    Azkanan's Avatar Libertus
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    Default MyWorld

    The Team

    Azkanan

    (3D Artist required)

    If you're interested, pop a message on this thread saying so and/or pass me a PM with your availability and any previous works, if possible.

    Features


    Magic
    Most of the factions have magic. This can range from enchanted blades, which simply
    makes them more powerful, magical trinkets that give them an inner armour bonus,
    or actual magic, such as summoned fireballs, gathered earth (Thrown as a boulder),
    pure energy that blasts enemies away, and so forth.

    Character Development
    Totally remade system for generals. Generals will start out as nothing but their wits
    and personality, with a handful of men. Over time, they will gain new men from random
    events, such as bumping into people in the wild, freeing slaves or making a friend in the tavern.
    When you recruit these people into the General's Bodyguard, your General's Unit size increases,
    alongside any useful statistics or abilities that person gives.

    Total War
    All the factions have their own civil wars going on - on top of international diplomacies
    that may be going on. The Ghul are split into two factions; The Ghul Empire and a
    Southern Alliance attempting to claim themselves as the new empire, the Itsek into
    three factions; Wildfolk, a Tribal Federation and followers of The Ancestors.
    The Neonni into three factions; The Senate, Koiin (Magic) Rogues and anti-slavery Separatists.
    The Steir have split into three allied hives, the Vapiole have split into the
    original authoratarian Dictatorship, free-market Traders and an anti-government Liberation Army.
    And lastly, the Tatoime that are burrowed deep under the desert have split into two;
    The Republic staying as they are, and another, The Seekers, attempting to relead the
    lives they knew once before, centuries ago above the ground.









    The units
    Spoiler Alert, click show to read: 

    Ghul

    Dekunsek-kik


    [image]

    Equipment + Abilities
    Ranged: Stones
    Melee: Fists
    Armour: Cloth
    Shield: None
    Ability: None

    Strengths
    Their bravery and numbers allows them to stand
    as a decent distraction till their last Ghul.

    Weaknesses

    Their weaponry is quite weak.
    The stones do nothing more than knockback anybody wearing armour,
    and their fists cause minor blunt damage.

    Dekunsek-kik are the common males of the Ghul people. They are often quickly thrown together from the town
    citizens in times of need, bringing their own weapons and armour - as limitted as they may be.
    As with all Ghul, they are honourable and will fight to the death.



    Jakunkogra

    [image]

    Equipment + Abilities
    Ranged: None
    Melee: Clawed Fists
    Armour: Cloth
    Shield: None
    Ability: To send opponents flying occasionally.

    Strengths
    Jakunkogra are one of the fastest fighters in the game. Their resilience
    and often attacks make them an excellent light-unit killer.

    Weaknesses

    Their claws aren't very useful against thicker armour,
    and their own armour is near-inexistent.

    Jakunkogra are Ghul who train themselves in the wild with clawed weapons, after leaving the
    Koikdakunure (School of Melee Arts). From this experience, they return as wild yet effective
    warriors, but somewhat untrained and impetuous. Nethertheless, they will fight to the death.



    Trukunkogra

    [image]

    Equipment + Abilities
    Ranged: Javelin
    Melee: Spear
    Armour: Leather
    Shield: None
    Ability: Schiltrom

    Strengths
    Trukunkogra are the earliest unit in the Ghul Army to be able to stand in
    formation, as opposed to a hordish rabble. Alongside this, their volley
    of javelin are armor piercing, making them an effective strike force.

    Weaknesses

    Their own spears aren't nearly as effective as their thrown javelin, however.
    Trukunkogra are built to keep away light mounted enemies,
    and otherwise hold no advantage over regular soldiers.

    Trukunkogra are spear and javelin-wielding Ghul, armoured lightly in Leather.
    These are the front-line soldiers,and the simplest of the Ghul army to know how to stand in a straight line.
    Whilst they may be able to control themselves from charging head-first against orders,
    they still hold onto their values of fighting to the death.



    Kodedatokogra

    [image]

    Equipment + Abilities
    Ranged: None
    Melee: Halberd
    Armour: Metal
    Shield: None
    Ability: Schiltrom

    Strengths
    Kodedatokogra are heavy, slow and bulky soldiers. From this, they make
    excellent counterweight against the charge of cavalry - a single unit can
    easily fend off a horde of light mounted units, and a half-horde of heavy mounted units.

    Weaknesses

    Their long weapons however are to their own downfall, having no close-range
    weapon to fall back on when they are encountered by melee soldiers.

    Kodedatokogra are heavily armoured spear-wielding Ghul.
    These are excellent mount-murderers and are quite disciplined.



    Kaokokogra

    [image]

    Equipment + Abilities
    Ranged: Shortbow
    Melee: Handaxe
    Armour: Cloth
    Shield: Buckler
    Ability: None

    Strengths
    Kaokokogra are long-ranged units as with most archers, and as such, can
    easily take down half a unit before they even reach one's front-line.

    Weaknesses
    However, the Kaokokogra have spent their days training in the way of the
    bow, not in melee. Whilst they can and will defend themselves,
    they are quite useless as a base fighting force in melee.

    Kaokokogra have spent years practicing with their shortbow. That, crossed with the ingenius
    design of the shortbow itself, allow them to fire over great distances. Whilst they are
    lightly armoured, they will nethertheless stand their ground if they need to.



    <Unnamed "Marksmen">

    [image]

    Equipment + Abilities
    Ranged: Longbow
    Melee: Handaxe
    Armour: Metal
    Shield: Buckler
    Ability: None

    Strengths
    <Unnamed Marksmen> are an advanced version of the Kaokokogra.
    They're equipped in Metal armour, making them resillient versus return fire,
    and their bow and arrows are far more advanced. The arrows themselves are armour piercing.

    Weaknesses
    Due to the metal armour however, they are slower. In addition, their are far less Ghul in this unit, than their predecessor.

    -



    Kasikkogra

    [image]

    Equipment + Abilities
    Ranged: None
    Melee: Warhammer
    Armour: Metal
    Shield: None
    Ability: Heavy Charge

    Strengths
    Kasikkogra are absolutely merciless. Their heavy warhammer often send
    their opponents flying, and their charge can decimate an entire front line - and the second!
    Kasikkogra are the perfect light-melee killers.

    Weaknesses
    Their only weakness is their impetuousness.

    Kasikkogra, infamously known to be translated as "Pain Warriors", are Ghul of great burden. They carry
    a large, heavy two-handed warhammer and are armoured in heavy plate armour suits. With such great,
    comes endurance. And from practiced endurance, comes strength. In fact, Kasikkogra
    often send their opponents flying with a strike of their mighty weapons.



    More:
    Kasrekogra
    Ghul Bodyguard
    Itseil Rider


    ;===========================================================
    ;=======================Development=========================
    ;===========================================================

    Random Bugs Fixed
    Random Bugs to fix



    Give Civs Diplomat + Spy
    Give Civs more Units/Generals (Awaiting Names.txt)
    Give Civs a family tree (Awaiting Names.txt)
    Fix Unit Prices
    Make Tatoime/Steir less pussified
    Reduce Bodyguard Upkeep
    Krikuyen, No Skirmish {17/Jun}
    Check Classes of Itsek {17/Jun}
    Steir Troops underpowered
    Change Currency Name
    Reduce Vapiole Pusher's Unit Number {17/Jun}
    Increase Itsek Archer's Arrows {18/Jun}


    =======================

    Currently Working on: Traits
    (Writing this section in to aid me in development tracking)


    General
    On-creation Random Personality{18/Jun} {20/Jun)
    Spoiler Alert, click show to read: 

    \ Others (v2)
    Post-battle Heroic {20/Jun} {21/Jun}
    Spoiler Alert, click show to read: 

    Post-battle Clear
    Post-battle Crushing
    Post-battle Ambush

    Post-battle Siege
    Whilst In Settlement
    Whilst In Wild
    Whilst In Enemy Lands
    Whilst Far Away

    Racism VS Faction
    Racism VS Race


    Ghul
    Ghul Loyalty

    Itsek
    Evil Nature

    Neonni
    Magical

    Tatoime
    Xenophobic

    Steir
    Steir Empress Growth-boost {20/Jun}

    Vapiole

    Authoratarian Bloodline



    =======================

    100% (All done)
    100%, but bugged
    75% (Done, needs retexturing and such)
    50% (Working on)
    25% (Started)
    0% (Not Started)


    Factions
    Spoiler Alert, click show to read: 

    Diplomacy
    Spoiler Alert, click show to read: 

    World Map
    Spoiler Alert, click show to read: 

    Religion {20/Jun}
    Spoiler Alert, click show to read: 

    Names {20/Jun}
    Resources
    Events
    New Missions


    Base Units
    Magic
    Buildings
    Worker Agents {20/Jun}
    Expanded Units
    Siege Engines
    Wild Creatures
    Mercenaries
    Mounts

    Rebel Factions
    Cultures


    Renaming of Entities (expanded.txt)
    Quotes
    Renaming of Characters

    Retinue
    Traits
    Ancillaries
    Ancillaries Images
    Retinue Images


    Battle Models
    Campaign Models
    Battle Animations
    Campaign Animations
    Battle Textures
    Campaign Textures

    Ghul Voice-Acting
    Steir Voice-Acting
    Tatoime Voice-Acting
    Neonni Voice-Acting
    Itsek Voice-Acting
    Vapiole Voice-Acting

    Menu Graphics
    Faction Graphics
    In-game Graphics
    Banner Graphics


    (What else is there? So much to do...)


    ;===========================================================
    ;=======================Mod Information=======================
    ;===========================================================


    Introduction

    Spoiler Alert, click show to read: 
    MyWorld is a totally fictional world. Whilst initially intended to be a Full MMORPG, it soon became clear (After 1+ year of development/trial+error, heh) that for the full potential of the game to be realised, it would need to be 3D. In that respect, it is postponed.
    Meanwhile, I'm working on Project Terra, links available in my signature, which is a 2D MMORPG.

    However, I still yearn to see MyWorld live, one way or another, and I think that a Medieval 2 Mod would realise that.
    I have everything from the World itself, to the 4000+ fauna/flora of the world, to the species (their weapons, language, ethics and politics), developed already - all it needs is a couple of hands to get it going into this mod.
    300 Years of game-history was developed.

    Now, why do I need a hand? Because for one, this is my first time modifying Medieval 2: Kingdoms. Secondly, this Laptop doesn't support my 3D software (Maya 8.5), due to shortcomings in the Video Card aspect.

    I have full ability other than these two points in the marketing (Well, in getting people's attention, heh), hours of mindless typing, 2D graphics, textures and whatever else may need doing inbetween.



    General World Information

    Spoiler Alert, click show to read: 


    MyWorld's Cerria

    Spoiler Alert, click show to read: 
    Whilst the game itself is called MyWorld, the planet is called Cerria. It is a high-fantasy place, full of magic, monsters and dragon-like creatures.

    The world was created on a basic rule: 60% water and 40% land. Through a "Habitational Theory" that I made at the time (Quite... primitive, looking back. But it works);

    Spoiler Alert, click show to read: 

    BASE WORKOUT

    Water source 0%+ = Plants (33*Water)
    Plants % = Herbivore % (Herbivores/Water)
    Herbivore % = Carnivore %

    water%=plants#
    Herbivore#=(water%/2)+10% water %
    Carnivore#=(herbivore%/2)+10% Herbivore#

    33 plants = 0% Water
    Water =(60%)= 1980 Plants
    2000 plants =(60%)= 1188 Herbivores
    1188 Herbivores =(60%)= 782 Carnivores

    CREATURE WORKOUT

    50% Land
    50% Sea

    1Water Creatures 30% (591)
    2Land Creatures 50% (985)
    3Amphibian 10% (197)
    4Flying Creatures 20% (197)

    Deep Sea (W)15%
    Sea (W)15%
    Coast (W)70% (A)50%
    Marshes (A)50% (F)10%
    Grasslands (L)26% (F)15%
    Forests (L)26% (F)25%
    Hills (L)24% (F)15%
    Mountains (L)24% (F)25%

    CREATURE_TYPE in LOCATION=MAX (Carn+Herb)

    Water Creatures in Deep Sea: 88
    Water Creatures in Sea: 88
    Water Creatures in Coast: 177

    Amphibious Creatures in Coast: 98 (40 + 59)
    Amphibious Creatures in Marsh: 98 (39 + 58)

    Flying Creatures in Marsh: 25 (10+15)
    Flying Creatures in Grasslands: 34 (14 + 20)
    Flying Creatures in Forests: 54 (22 + 32)
    Flying Creatures in Hills: 30 (12 + 18)
    Flying Creatures in Mountains: 54 (22 + 32)

    Land Creatures in Grasslands: 256 (96 + 148)
    Land Creatures in Forests: 256 (96 + 148)
    Land Creatures in Hills: 236 (96 + 144)
    Land Creatures in Mountains: 236 (95 + 143)

    Aquatic Creatures in Coast: 155 (62 + 93)
    Aquatic Creatures in Sea: 155 (62 + 93)
    Aquatic Creatures in Deep Sea: 309 (112 + 197)

    Aquatic
    236 (carn) + 383 (Herb)

    Aerial
    79 (carn) + 118 (herb) = 197

    Land
    383 (carn) + 583 (herb) = 966

    Amphibian
    79 (carn) + 118 (herb) = 196

    PLANT WORKOUT

    50% Land
    50% Sea

    Deep Sea Flora: 165 (17)
    Sea Flora: 165 (17)
    Coastal Flora: 165 (17)
    Grassland: 371 (37)
    Marsh Flora: 371 (37)
    Mountain Flora: 371 (37)
    Forest Flora: 371 (37)

    Aquatic Flora: 495
    Grassland Flora: 371
    Marsh Flora: 371
    Mountain Flora: 371
    Forest Flora: 371


    Through a home-made generator, six creatures (by chance) "Evolved" their intelligence into "Tribal" (Out of the 1970 creatures). These, are the following:



    The Species

    Spoiler Alert, click show to read: 

    Ghul
    Primitive. Aggressive. War-loving. Honourable. Loyal. Ape-looking.



    National Colour Theme: Red
    Special Unit: Kasrekunre "Warrior" (Melee Swordsmen)
    Strengths: High morale and skilled warriors.
    Weaknesses: Units may frenzy and be lost from control, no magic available.
    Enemies: Itsek
    Allies: None

    The Ghul are a loyal and honourable bunch. They will never lie, and will always honour a deal. However, they are shortcoming in their belief and use of magic - infact, it's taboo to even think of using it.
    They are short and hunched, using their knuckles to run. Ghul are aggressive and war-loving people, their perfect death being that of which in battle.
    During their last years in education/training, if they fail to pass a criteria in Strength, Endurance and Honourability, they are executed.



    Itsek
    Highly Primitive. Evil. Hunter-gatherers. Disloyal. Dishonourable. Monsterous-looking.



    National Colour Theme: Yellow
    Special Unit: Kripizuyin "Night Death" (Long-ranged Venom Arrows)
    Strengths: Excellent hide-and-hit units.
    Weaknesses: Mostly untrained and primitive weapons.
    Enemies: Ghul
    Allies: None

    Itsek are lonesome creatures, their only possessions being poisoned arrows, blowdarts, spears, a skinning knife and a medallion made of wood, their family crest carved into it.
    Itsek are abandoned at a young age once they are able to walk and hunt.
    By nature, Itsek are evil, disloyal and dishonourable. They have no notion of companionship, and survive quite well, hunting in their homelands in the frozen jungles of the north.
    However, due to the events of the cataclysm - which resulted in their lush jungles turning to frost-adapted things - they were forced to band together in trading depots, of sorts, and so civilization was *somewhat* formed.

    Neonni
    Magical. Intelligent. Prideful. Arrogant. Snake-looking.



    National Colour Theme: Cyan
    Special Unit: Tismeinikoi "Old Magic" (Powerful magic-users)
    Strengths: Powerful contraptions of warfare and magically able.
    Weaknesses: Generally weak array of weapons and armour.
    Enemies: None
    Allies: Tatoime

    Neonni are the typical intelligent and magical beings, arrogant in their knowledge of all things. They spend their days mostly in court and political events, otherwise in pursuits of knowledge and magical advancements.


    Tatoime
    Small. Ferocious. Friendly. Burrowing. Loyal. Mouse-looking.



    National Colour Theme: White
    Special Unit: Hichiidokukro "Family Warrior" (Heavy Shortswordsman)
    Strengths: Many men per unit, mostly spear/ranged troops.
    Weaknesses: Small and not difficult to beat one-on-one.
    Enemies: None
    Allies: Neonni

    Tatoime once held the rolling hills in the center of what is now the known world, farmlands as far as the eye could see, small village communities held together by a trade-and-favour system, as opposed to monetary.
    With the cataclysm, however, their lands heated and burned and over the heightened decades, turned to a wasteland. The tatoime now live in huge, underground burrow-complexes.

    Vapiole
    Amphibious. Traders. Authoritarian. Rich. Island-nationers. Happy. Fishman-cera-looking.



    National Colour Theme: Turquoise
    Special Unit: Ibevpioxloro "Supreme Warrior of the Sea" (Heavy Trident-bearing Soldier)
    Strengths: Strong economy and many available troops.
    Weaknesses: Generally jack-of-all-trades, as opposed to specialized troops.
    Enemies: Vapiole Rebellion
    Allies: Steir

    Vapiole are amphibious fish-tailed humanoids with a triceratops-like shield ontop of his head and webbed frog-like toes. Their lands in the south-east are highly wealthy. Before the cataclysm, their lands went far, far to the south-east. However, they were cut off from the rest of their empire as the cataclysm unfolded.
    Nethertheless, they survived and are still the largest and most prosperous of all peoples in Cerria.
    Their government is Authoritarian, controlling as much as they can of the empire in as many aspects as they can, to keep the market controlled.

    Steir
    Old. Large. Hivemind. Diggers. Lumbering. Heavy. Lonesome.



    National Colour Theme: Brown
    Special Unit: Nagetarkese "Hive Warrior" (Very heavy two-handed hammer-bearing melee)
    Strengths: Large soldiers that send smaller units flying with their strikes.
    Weaknesses: Lacks cavalry.
    Enemies: None
    Allies: Vapiole

    Steir are the oldest of the species, being the first to evolve, hundreds of years before the others. Their homeland was to the south-west, which was, alike to the Vapiole, destroyed. A princess and her guards were able to escape and, with the aid of the Vapiole, form a new nest.
    The Steir are a hiveminded people, all being born from the Queen. The offspring of the Queen are given and allocated out to able couples.
    Steir are large and heavy beings, making excellent use of heavy hammers, picks and crossbows.


    The Plan

    Spoiler Alert, click show to read: 
    This would be a total rebuild.

    - Factions
    \ Ghul, Itsek, Neonni, Vapiole, Steir, Tatoime
    - Units
    \ As required, per faction (Steir Hammermen, Tatoime spearmen, etc)
    - Buildings
    \ As required, per faction (Ghul Training College, Steir queen chamber, etc)
    - Weapons
    \ As required, per faction (Steir's Hammer, Ghul's knuckles, Vapiole Trident, etc)
    - Mounts
    \ As required, per faction.
    - Wild Creatures
    \ "Wilderness" faction, wandering monsters (sp).
    - World
    \ Cerria, images below, Screenshots section.
    - Sounds
    \ Sound Effects, Grunts, Roars, Speeches (Later Development).
    - UI
    \ Self-explanatory, eh?
    - Magical dabbling
    \ Fiery Arrows, Icey arrows (Bow and Arrow graphics removed, particles remain)

    ===============================

    I have currently drawn up the world, resulting in 160 regions that span the entire world.

    I'd like to have a form of magic input into the game, as crude as it may be. It is possible to edit arrows and their particle affects, right? Well, that's one way it may be possible - simple modify an arrow to look more alike to a fireball - or icebolt.
    Magical "contraptions" (Cannon) could emit balls of force (Cannonballs), that act like an invisible force.

    "Mercenaries" could be creatures that are capturable and tameable, and native peoples indigenous to the area.

    I repeat, my knowledge in Medieval 2 modding is limitted, but with appropriate aid, it could be something pretty cool.


    Timeline

    Spoiler Alert, click show to read: 

    The first three sections below (First to Third Era) were half-baked as the game developed, and maybe need rewording/redrafting/etc.

    The fourth section will be during the Mod.

    Spoiler for First Era

    0-520 First Era


    The First Era is before the planet began to destabilize, and the beginning of the formation of the species.
    In the First Era, The entire world was open for exploration, and there were many more than just six main species.


    BFE – Before First Era
    FE – First Era




    Ghul

    Evolved: 0FE
    In the beginning, the Ghuls were ruled under a single banner in the Dujakaokun and later the Kojedare provinces. From there, they expanded as a single peoples, Spreading further south.
    Their society has barely changed in five centuries.


    Neonni

    Evolved: 60FE
    In the beginning, the Neonni were a simple peoples who farmed a much smaller Hynimeiki province. It wasn’t till a hundred years later that they realised their massive ability with magic.
    With this, the Neonni spread forth with less time having to spend toiling fields and such, whereas magic made this far easier for them. As the population grew, so did the expansion, spreading as far east as Nikieimi and as far south-west as Neinekiba.
    After their magical revoloution, they Neonni turned their ideals to gathering knowledge of all things.


    Itsek

    Evolved: 10FE
    The Itsek have barely changed through the Eras. In the beginning, they evolved by themselves and the evolution spread across their entire species. But nethertheless, they stayed as hunter-gatherers and lonesome.
    Over the centuries, their abilities in this have been passed down from parent to child, before the child was abandoned in the wild.
    The sharing of ancestral necklace-amulets appeared around 250FE and grew in popularity quickly.


    Steir

    Evolved: 500BFE
    In the beginning, the Steir were the most advanced species on Cerria – both in technology and in population rates. Their hives were bustling with millions of Steir, their hive located in the south-west continent, near the edge of the modern-day shield.
    The hive was the only one in the entirety of Cerria.


    Vapiole

    Evolved: 80FE
    In the beginning, the Vapiole were an unruly number of tribes located in and near the Vayoge province. Their hamlets and villages were mostly nestled on tiny islands and coastlines.
    In 120FE, a great war was instigated by the Vapiva Tribe. The Vapiva tribe had the strongest bloodlines and greatest weaponsmiths. They went to each of the other tribes and offered the ultimatum of either joining the Vapiva tribe, or dying.
    The start of this campaign was tough, where the Vapiva’s numbers were tested in each battle. But eventually, as the Vapiva’s rule spread and numbers increased, many fell in line and joined Vapiva.
    This then became the Vayoge province.
    As time wore on, the Vayoge spread north, east and south into warm waters, as far as Yovavu and now-lost Valoro province.


    Tatoime

    Evolved: 400FE
    In the beginning, the Tatoime farmed the fertile lands and lived happily in hundreds of small villages on the continent.
    Their existant was a serene one, where Tatoime worked for most of the day to provide food for their family and traded with their neighbours.
    During the Cataclysm, their province was the first to be damaged powerfully.


    Spoiler for Second Era

    521-599 Second Era


    The Second Era was when the planet began to destabilize. Slowly, Cerrias temperatures went to extremes – the equator became extremely hot (Eventually forming deserts) whilst the poles became extremely cold.
    The polar temperatures began to spread towards the equator, causing Panic, Disruption and chaos.


    Ghul



    Ghuls expanded under the rule of Dujakaokun as far as Dejadega in the east and Truduja to the south. When the Ghuls began to notice the destabilization on the planet in 541, all hell broke loose, the great Dejakaokun empire breaking into hundreds of factions. When the great transparent blue blanket that is the shield fell across the sky, and therefore all of nature stabilized, the factions began to reform. But, rather than returning to a single huge empire, they became individual warring provinces.
    Truduja and Kugradu are, during the post-cataclysm second era, part of the Dakasje province.


    Neonni

    Discovered magical strength.
    Understood danger in 560.
    <INVENTOR> made plans for shield in 575.
    Shield made in 576, found Tatoime settlements scorched-dead – Tatoime thought extinct.
    Shield activated in 578.




    Itsek

    Itsek felt the cold first in 525.
    Itsek formed “trading posts” to support one another – future becoming settlements.


    Steir



    The Steir’s single Hive was destroyed by a massive volcanic chasm that cracked open during the cataclysm. As the surface temperature became unbearable and the air hard to breath due to such humidity, the upper complexes were abandoned. Lack of space required the Steir to dig further down which eventually opened up into a chasm filled with Magma. The pressure of the cavern was released by this opening, causing the Magma to flood the entire underground megalopolis.
    The queen, unable to be moved from her chamber, ordered for the Royal guards to take her last living heir, a princess, through an isolated corridor to the south that led to a more stable temperature-wise surface. This small band barely made it out, locking a massive security door behind them to stop, or at least slow, the magma.
    They escaped to the surface and in 556 gained help from wandering Vapiole Scouts to take them eastward across the sea. The LEADER of Vayoge gave them mountainous land to the north-west, where the Steir resettled in Jetenei in 558.


    Vapiole

    The Vapiole Empire spread further to the south-east to now-unknown provinces and north to existing provinces such as Culogo, Cutiyoge and Twapilo. To the west, Ciyotien Province was settled.
    In 556, the Vapioles made first contact with the remnants of the once-glorious Steir Hive. The small band came to them with warnings of the destabilising planet. In return, the Vapiole gave the Steir the northern part of Ciyotien Province to repopulate, where the Steir capital, Jetenei now is.
    In 573, the shield was witnessed by the Vapiole in wander – like a great, transparent, blue blanket being thrown over the skies.
    To this day, many Vapiole still believe that this was the engagement of their gods protecting them.
    Yet many more thought it was an enactment of otherwise. For it were the gods, then why did they block out so many of their peoples? Nethertheless, through the shield, families torn apart would be able to see each other, but not touch or speak due to the shield – eventually, all froze over outside of the shield in 600.

    Tatoime

    In the beginning, the Tatoime farmed the fertile lands and lived happily in hundreds of small villages on the continent.
    Their existant was a serene one, where Tatoime worked for most of the day to provide food for their family and traded with their neighbours.
    During the Cataclysm, their province was the first to be damaged powerfully.




    Spoiler for Third Era

    600-750 CENTURY Second Era


    The Third Era was after the shield was created. Nations began to reform and rebuild, some attempting to become what they once were whilst others embracing the new world.


    Cataclysm – Neonni form guild, protect shield
    600-750 Third Era: Post-shield

    - Samgekta broke off from Samgekgekta and the remaining provinces in north/south were created.


    Ghul



    Ghul history is a bloody one, Dakaseje and Dujakaokun being the main instigators in two wars that can be separated by the north and south.
    Meanwhile, a handful of Ghuls have decided that they wish to lead rather than be led, and had gathered large groups to follow under their banner. These groups then went out and sought land for their own – formed nations such as Trudukun, Kokaoreta, Gaktakik, Kogekda, Gujega and Kaoke – Kaoke and Gaktakik being the latest.

    Neonni

    On the turn of the century, it was decided amongst the Neonni that a special caste should be made for the Mages. This special group would defend and protect the Neonni nations.
    In 600, construction began of a fortress for the mages.
    In 600, selection began of the heads of the Mages.
    Through the centuries, the Neonni government has been ruled by a monarch, and this has not changed at all. The king still expands north-east and south-west along land routes and relatively short expanses of open sea.
    With the lands being so far reaching, these have been split into provinces that are ruled by monarch-elected officials on judgement of character.
    During the journey to the Great Mountain where the Shield was constructed, their once-neighbouring allies, the Tatoime, had been found destroyed by the desertlands. They are now thought extinct. A shrine in the capital city of Shonnemi had been constructed in their honour, a statue of a Tatoime.


    Itsek

    Itsek life had barely changed through the cataclysm for the most. Many generations continued through the cold and harsh overtaking of the land, where food became sparse – and this continues to this day.
    Meanwhile, the self-imposed lords of the trading posts began to collect support for his cause amongst loyal – as far as loyalty goes with the Itsek – followers.
    These lords and their followers began to build outposts to state their territories boundaries. Within these boundaries, other provinces were not allowed to gather the resources that they held.
    Soon enough, conflicts from tavern-brawls to small battles broke out between supporters, forcing walls to be erected in defence.


    Steir

    After fifty years, the Steirs new home in the Vapiole-given mountains had turned out quite profitable for its residents.
    Long and deep tunnels had been carved into the rock and small antechambers off of them – the deepest and largest for the Queen.
    To avoid the same calamity happening that had happened to them a half-century before, in 684 the Queen ordered for two of her heirs to go out and settle two more Hives. Not too close that the tunnels would entwine easily, but not so far that travel between the two were too dangerous.


    Vapiole

    When the kingdom had been separated, the grief and anger of the thousands were taken out on each other, if not many attempts on the King himself. This sent the king into a deep paranoia, where he would never leave his castle.
    The Vapiole King forced extra measures to maintain control on his many streets. Soldiers were given full control of any situation, able to enact punishment on the spot. This new force of engagement had tremendous effects on the peoples. Whilst the rich and well were happy to see the scum of the Vapiole Kingdom being wiped out, applauding the king and his soldiers, the poor, weak and starving were forced to attempt robberies and such to survive. They soon realised that alone they would not survive the soldier’s extermination and thus, the Rebellion began.
    A single rebel, named <NAME> was the initiator of this in 740. He has gathered together a number of the poor together and gone into hiding, where they survive in open plains and forests, farming and self-supporting, the rebels once-in-a-while send out raiding parties and waylay caravans, staying a reminder that they are still thriving and a constant thorn in the kingdom’s side.
    Even when poverty was completely removed from the Vapiole Kingdom, the king-turned-dictator kept to his near-nazi ways. It is said the paranoia now runs through the bloodlines.





    Tatoime

    When the Tatoime’s settlements were destroyed, by 600 the sand of the grasslands-turned-deserts had all but wiped out their existence. Yet below the surface, survivors of the Tatoime remain. Fishing in deep underground caverns and farming mushrooms, they survive.
    There are currently four known Tatoime survivor camps, all of which have found each other and connected to each other with tunnels. There is only one known tunnel to the surface, which is tightly closed and disguised. This tunnel is only used to kick out exiles.
    The legends of the once-thriving Tatoime settlements live on with the generations. After the Tatoime were so badly devastated and then later only know of other Tatoime, they react with unjustified anger and cautiousness to other species, preferring their hermit-community-like ways.



    750+ (Game Timeline) To be designed.


    Last edited by Azkanan; June 21, 2011 at 08:24 AM.

  2. #2

    Default Re: MyWorld

    Couldn't help but giggle at the covered boob. Alas, this sounds like an interesting venture and I'm looking forward to what you get up to!

  3. #3
    Azkanan's Avatar Libertus
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    Default Re: MyWorld

    Quote Originally Posted by PaulH View Post
    Couldn't help but giggle at the covered boob. Alas, this sounds like an interesting venture and I'm looking forward to what you get up to!
    I wasn't sure about the rules over on ModDB at the time, so I played it safe. Does slightly ruin it, though

    And, my thanks!

  4. #4

    Default Re: MyWorld

    No problem! I'll keep an eye out on this one. You're not the only one who has considered making a total war mod from their own world. Been building mine for two years ^^

  5. #5
    Azkanan's Avatar Libertus
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    Default Re: MyWorld

    Quote Originally Posted by PaulH View Post
    No problem! I'll keep an eye out on this one. You're not the only one who has considered making a total war mod from their own world. Been building mine for two years ^^
    Ah, Hyrule. My friend was making a 2D MMORPG of that, and it looked friggin awesome. Had such a following, that Nintendo (Or, whoever made Zelda?) made him stop producing it.

  6. #6

    Default Re: MyWorld

    Nooo nooo, I'm not making Hyrule Total War, though I have been giving as much help as possible to the one doing so. Tis a shame about your friend though. What I had meant, was that I've been building my very own fantasy world as well, and that I've long considered making a Total War from it.

  7. #7
    Azkanan's Avatar Libertus
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    Default Re: MyWorld

    OP Updated

    "The Species" Updated with;

    - Badge
    - National Colour Theme
    - Special Unit
    - Strengths
    - Weaknesses
    - Enemies
    - Allies



    Basic Faction Badges
    (Just noticed I missed the back-slats on some of them. Woops.)

    Ghul


    Itsek


    Neonni


    Tatoime


    Vapiole


    "Vapiole; Vapiole"

    Steir


    "Nagetia; To Rule"
    Last edited by Azkanan; June 06, 2011 at 07:59 AM.

  8. #8
    Azkanan's Avatar Libertus
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    Default Re: MyWorld

    No worries, Wigar. I'm beginning to get stressed with modding now, after 4 days of the same error. I havn't even gotten in-game with MyWorld's world yet. Serious patience right there - starting to climb the walls, though.

    And, danke. I've actually made mistakes on all six shields... The first two didn't have the bump-overlayer I made, the third I didn't cut the print into the shield, and the last two don't have the backslats. xD

  9. #9
    Azkanan's Avatar Libertus
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    Default Re: MyWorld

    Just a few base units for the moment, per idea;

    Ghul Peasants (Dekunsek-kik) - Peasants
    Jakunkogra (Fight Warrior) - Melee Scrapper (Claws)
    Trukun Kogra (Intentional Warrior) - Spearman (Melee spear + Thrown Spear)
    Kodedatok Kogra (Large Warrior) - Halberder
    Kaoko Kogra (Sky Warrior) - Archers
    Kasikkogra (Pain Warrior) - Heavy hitters (Hammers + Thrown Hammers)
    Kasrekogra (Warriors) - All-round soldiers (Shortsword + Shield)
    Ikigkogra (Charging Warrior) - Mounted Soldier (Spear + "Iseil" mount)
    Tarekogra (Controlling Warrior) - Handler Soldier (Dog Handling, alike, but with "Hrex"... Handling is still in, from Rome, yes?)


    Dujakide (Faction Leader)
    Dujakode (Faction Heir)

    Dujakogra (General)
    Dekitokik (Family Member)

    Ghigkao-Kasdakun (Spy)
    Ghigkao-Dasek (Assassin)
    Ghigkao-Dajareul (Diplomat)
    Ghigkao-Retada (Trader)

    What I really like about the Ghul warriors are that they may "Run Amok" during battle. Whilst this may look quite cool, as they tear into the enemy's lines, I'm not sure about its practicality on a battlefield-wide scenario. However, it's definetly worth a try.
    Last edited by Azkanan; June 06, 2011 at 03:37 PM.

  10. #10
    Derpy Hooves's Avatar Bombs for Muffins
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    Default Re: MyWorld

    Sounds great. I love it when modders make their own worlds. One of my two mods I am working on is of my own creation. I will be paying attention to this in the future.
    +rep



  11. #11
    Wígár's Avatar Tiro
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    Default Re: MyWorld

    Do you need any help with the mapping? Because I'm currently learning how to. I'd be glad to help.

  12. #12

    Default Re: MyWorld

    Damn, that map is a pain to smooth out. Amazing work though + rep!

  13. #13
    Azkanan's Avatar Libertus
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    Default Re: MyWorld

    Still working on this! Recently lost the Internet as were switching to Sky, will be back 6 days if all goes well.

    - map finished + playable.
    - ghul + itsek soldiers finished (no models, but awesome)
    - faction renaming + play style.
    And more. On iPhone so I'll be here all day totype them out.

    Two awesome things: fatal venomous blowdarts and magic fireballs. These two are so damn epic. Screenshots/videos in 6 days

  14. #14
    Azkanan's Avatar Libertus
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    Default Re: MyWorld

    I redrew the map with geomod, and now it's bug free. I'm working on a system at the moment where generals start out with a handful of men, and each military retinue counts towards the units numbers. Retinue choices will be huge. I'd there is one for each building, minimum, times that by 6 for each species, plus wild encounters, freed slaves and so forth - all of which are named.
    There are also more factions now, counting 13.

  15. #15
    Azkanan's Avatar Libertus
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    Default

    Test-play scenario:

    I began as the ghul. After forcing the local lands into my claim, I spent 20 years forming a bond with neonni magic-rogues and farming the lands, constantly at threat from the itsek woodmen of the north and a ghul southern alliance to the south.

    Tatoime Seekers and the ruling hive of the steir fell during this time, and my outcast neonni allies warred with the southern alliance.

    With that, I was able to concentrate my forces on the northern itsek. The closest of the three, whom of which are warring each other, are the traditionalists. With a mere forces of 950 men (500 archers, 450 spearmen) plus my retinue bodyguard of 23, I stormed a town of 2000-ish. I noticed they had not any archers so I began by pummelling those within reach. When they were spent, I charged in with spearman and ram.

    I was ambushed by assassins, vivuxen, their darts knocking down a few ranks of my men.
    Before long however, I won the town with my thousand reduced to 216... With a full army, according to my spy, marching on me.

  16. #16
    Azkanan's Avatar Libertus
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    Default Re: MyWorld

    I spent 10 friggin hours straight working on this today. Basic unit sets are made for all factions and are ready for modelling, which I need direct access to the Internet for... Two days to go...

    Oh, and magic looks ace.

  17. #17
    Azkanan's Avatar Libertus
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    Default Re: MyWorld

    I truly did love this mod... I still do. But alas, the files were lost to a Suicidal Machine. (.

    It was heading for ruin in any case, due to lack of interest by Modellers.

  18. #18

    Default Re: MyWorld

    Azkanan, that is such a deep shame. I was looking forward to this mod but I am afraid I did not provide it with support, apologies for that.

    Do keep working upon your world though, if you can't make it into a Total War then make it into a book. Keep it going.

    That, or you could just work upon the mod's code again and get it all running up until all that is left is modelling. If you get enough work done well enough, someone is bound to offer some support.

  19. #19
    ComnenusTheOne's Avatar Primicerius
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    Default Re: MyWorld

    Can you mod?

  20. #20
    Wígár's Avatar Tiro
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    Default Re: MyWorld

    Yes, he can.

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