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Thread: Faerūn[Forgotten Realms]TW - v0.2 released, check the first post

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  1. #1

    Default Re: Faerūn[Forgotten Realms]TW - last update 23.05.2016 NEW PREVIEW OUT NOW! page 37: Luruar

    Followed this mod for so many years, and I am so happy to see that it has not been abandoned. You are doing very good work, keep it up!

  2. #2
    Vladyvid's Avatar Wizard of Turmish
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    Default Re: Faerūn[Forgotten Realms]TW - last update 23.05.2016 NEW PREVIEW OUT NOW! page 37: Luruar

    Quote Originally Posted by Arclath View Post
    Followed this mod for so many years, and I am so happy to see that it has not been abandoned. You are doing very good work, keep it up!
    Thanks! Ive had two long breaks from modding (and total war games altogether for that matter) so thats a major reason why its taking so long, but I returned last year with determination to finally finish this mod so that it can be released. Cheers!

    Quote Originally Posted by Feasogach
    Wow, that's a lot of work for two people. Have you asked the modders for either Call of Warhammer or The Third Age to see if you'd be able to use their Dwarf and Elf and perhaps even Orc models and just remake them with FR-related skins to cut down on the work? I don't even know if you'd want to do that, or how much work it would save you, so apologies if that has been discussed and cast aside
    The Warhammer models might not be all too Faerun-friendly so we didn't ask, but we did ask the Third Age team - we were granted permission to use moria orcs (suitable for goblins in our mod) a long time ago, but haven't got a reply when asked for using dwarves or elves models (which we would still modify and retexture to fit this mod). At this point though, we already have the skills necessary to make all the models we need ourselves (had to learn how to do it), so the only issue would be the time it takes to do everything. Anyways, no need to apologize for asking.

  3. #3

    Default Re: Faerūn[Forgotten Realms]TW - last update 23.05.2016 NEW PREVIEW OUT NOW! page 37: Luruar

    Quote Originally Posted by Vladyvid View Post
    Thanks! Ive had two long breaks from modding (and total war games altogether for that matter) so thats a major reason why its taking so long, but I returned last year with determination to finally finish this mod so that it can be released. Cheers!



    The Warhammer models might not be all too Faerun-friendly so we didn't ask, but we did ask the Third Age team - we were granted permission to use moria orcs (suitable for goblins in our mod) a long time ago, but haven't got a reply when asked for using dwarves or elves models (which we would still modify and retexture to fit this mod). At this point though, we already have the skills necessary to make all the models we need ourselves (had to learn how to do it), so the only issue would be the time it takes to do everything. Anyways, no need to apologize for asking.

    Right on, I'm glad that at least some of the work will be cut down for you.

  4. #4
    Socrates1984's Avatar Decanus
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    Default Re: Faerūn[Forgotten Realms]TW - last update 23.05.2016 NEW PREVIEW OUT NOW! page 37: Luruar

    Quote Originally Posted by Feasogach View Post
    Right on, I'm glad that at least some of the work will be cut down for you.
    The amount of effort to put in this project is still huge! Still (still..) the mod team is more than happy to break their necks to release the mod as planned.

    Anyway, thank you kind sir (or madam) for your kind words!


  5. #5

    Default Re: Faerūn[Forgotten Realms]TW - last update 23.05.2016 NEW PREVIEW OUT NOW! page 37: Luruar

    Hopefully it won't come to that

  6. #6
    Titus le Chmakus's Avatar Biarchus
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    Default Re: Faerūn[Forgotten Realms]TW - last update 23.05.2016 NEW PREVIEW OUT NOW! page 37: Luruar

    I was just brainstorming about different Dwarf Generals and what their traits and backgrounds might be, and I could potentially help with coding some of that perhaps once I get my post count up and can join the team.
    Sure, any help is more than welcome ! Even for simple tasks if you don't know anything about coding. It is not that hard to understand anyway !

  7. #7

    Default Re: Faerūn[Forgotten Realms]TW - last update 23.05.2016 NEW PREVIEW OUT NOW! page 37: Luruar

    Quote Originally Posted by Titus le Chmakus View Post
    Sure, any help is more than welcome ! Even for simple tasks if you don't know anything about coding. It is not that hard to understand anyway !
    What would you say is the best place to start? I know there are guides on here, any in particular you recommend?

  8. #8

    Default Re: Faerūn[Forgotten Realms]TW - last update 23.05.2016 NEW PREVIEW OUT NOW! page 37: Luruar

    I just stumbled across this mod for the first time. It looks great! Good job to everyone working on it. I have read most of the thread (albeit quickly, so please forgive me if these questions have been answered already) and have just two questions so far:
    1. What are the wizard units going to be like? Is it going to be a really high accuracy and high attack lightly armored archer unit? Can you have bolts of lightning instead of arrows?
    2. Any chance that dark elves could make an appearance? I realize they might not make much sense in terms of location but it would be cool to find a way to stick them in even if it means bending lore a little bit.

    Cheers and keep up the amazing work!

  9. #9
    Vladyvid's Avatar Wizard of Turmish
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    Default Re: Faerūn[Forgotten Realms]TW - last update 23.05.2016 NEW PREVIEW OUT NOW! page 37: Luruar

    Quote Originally Posted by inge View Post
    I just stumbled across this mod for the first time. It looks great! Good job to everyone working on it. I have read most of the thread (albeit quickly, so please forgive me if these questions have been answered already) and have just two questions so far: 1. What are the wizard units going to be like? Is it going to be a really high accuracy and high attack lightly armored archer unit? Can you have bolts of lightning instead of arrows? 2. Any chance that dark elves could make an appearance? I realize they might not make much sense in terms of location but it would be cool to find a way to stick them in even if it means bending lore a little bit. Cheers and keep up the amazing work!
    Thank you, and to answer your questions:

    1. They will be like "superheroes", shooting magic missiles, or lightning bolts or other such magical "death rays". For now we have them shooting something like fire balls. They are nothing like archers, they are very small units but very powerful range attack with special projectiles (want to make a variety for different wizards units, for now only fire attack).

    They will also be quite different one unit from another as for their stats and abilities, with the strongest of the wizards units (which are like 8 men) able to wipe out hundreds of enemies (or their own if friendly fire occurs). As for their strength in melee, that will depend on the exact unit because the elves often use hybrid mage-warriors which would be strong in melee aswell, and also Im thinking of including some "magical" defences for some of the units like for example a spell "shield-force field" that would be activated together with the secondary weapon and displayed as a semi transparent bubble or something like that. Seems doable but will have to give it a try to really be sure.

    I should have at least one new wizard unit ready for the upcoming preview, which could be this weekend.

    2. Most likely will be included as rebel units in some places both at the start of the campaign and as rebels spawned in those specific regions during the campaign. Won't even have to bend the lore to do it I think.



    Im still busy with the Captains Confederation roster but its going pretty well and I'll probably make a new update and preview this weekend. I hope.
    Last edited by Vladyvid; June 16, 2016 at 12:14 PM.

  10. #10

    Default Re: Faerūn[Forgotten Realms]TW - last update 23.05.2016 NEW PREVIEW OUT NOW! page 37: Luruar

    Quote Originally Posted by Vladyvid View Post
    Thank you, and to answer your questions:

    1. They will be like "superheroes", shooting magic missiles, or lightning bolts or other such magical "death rays". For now we have them shooting something like fire balls. They are nothing like archers, they are very small units but very powerful range attack with special projectiles (want to make a variety for different wizards units, for now only fire attack).

    They will also be quite different one unit from another as for their stats and abilities, with the strongest of the wizards units (which are like 8 men) able to wipe out hundreds of enemies (or their own if friendly fire occurs). As for their strength in melee, that will depend on the exact unit because the elves often use hybrid mage-warriors which would be strong in melee aswell, and also Im thinking of including some "magical" defences for some of the units like for example a spell "shield-force field" that would be activated together with the secondary weapon and displayed as a semi transparent bubble or something like that. Seems doable but will have to give it a try to really be sure.

    I should have at least one new wizard unit ready for the upcoming preview, which could be this weekend.
    Wow that sounds really cool! And makes a lot of sense. I assumed a high attack value and poor melee skills. My only concern is how does that work with attack animations and such? I don't know much about modding so I apologize if that is a dumb question.

    As for dark elves, what about including some as mercenaries? It would be lore accurate.

  11. #11

    Default Re: Faerūn[Forgotten Realms]TW - last update 23.05.2016 NEW PREVIEW OUT NOW! page 37: Luruar

    Since it has been a while since you displayed the War Wizards of Cormyr in a preview, are you considering updating their skin to something like this (http://ddowiki.com/images/Collared_C...War_Wizard.jpg), which show how they are displayed in DDO?

  12. #12

    Default Re: Faerūn[Forgotten Realms]TW - last update 23.05.2016 NEW PREVIEW OUT NOW! page 37: Luruar

    If you're going to fill up my beloved city (Myth Drannor) with Drow, does that mean there won't be any Daemonfey units for rebel armies?

  13. #13
    Vladyvid's Avatar Wizard of Turmish
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    Default Re: Faerūn[Forgotten Realms]TW - last update 23.05.2016 NEW PREVIEW OUT NOW! page 37: Luruar

    Hey all, thanks for posting!

    Quote Originally Posted by Inge
    Wow that sounds really cool! And makes a lot of sense. I assumed a high attack value and poor melee skills. My only concern is how does that work with attack animations and such? I don't know much about modding so I apologize if that is a dumb question.

    As for dark elves, what about including some as mercenaries? It would be lore accurate.
    The attack animations work fine, not perfect but fine. Using javelinmen animations for "throwing" spells but might look around to change them for something more appropriate. Still, it doesn't look bad. Would be more important to add new sounds so they don't sound as archers but that will be done later too I'm sure...

    Not sure about drow mercenaries but we will surely look into this matter when we are making mercs.

    Quote Originally Posted by Arclath
    Since it has been a while since you displayed the War Wizards of Cormyr in a preview, are you considering updating their skin to something like this (http://ddowiki.com/images/Collared_C...War_Wizard.jpg), which show how they are displayed in DDO?
    Yes it would be rather easy too. Will do them together with other wizards and mages that I'm going to be making soon. It's only a matter of time.

    Quote Originally Posted by Valiyn
    If you're going to fill up my beloved city (Myth Drannor) with Drow, does that mean there won't be any Daemonfey units for rebel armies?
    Hey! Yes there could be. We will have to research that, but if we need deamonfey then we could make them I guess. Or at least try


    Now, the preview I announced earlier:

    Captains' Confederation

    This is not yet a 100% completed roster because there will also be Frost Giants and the bodyguard unit for this faction (which I want to make really nice and all), but I decided I will add them later cause I will still have to work on some more skins for upgrades of some of the units presented today.
    Next time also more mages, not sure when exactly but should be still this month.

    This faction, I wrote about it earlier not so long ago, can be described as viking - like, nordic, with a fantasy twist ofcourse.

    Wizards of the Arcane Brotherhood
    Spoiler Alert, click show to read: 

    The Arcane Brotherhood are a secretive and powerful organization of mages and wizzards based in Luskan's Host Tower of the Arcane.
    Leaders of the Brotherhood are regarded as puppet masters over the nominal rulers of Luskan (and the Captains' Confederation as a result) - the High Captains.

    This unit is very small, at the moment testing 10 men in a unit on huge size units and might even reduce the numbers more because they are VERY powerful, if used properly.
    They are vulnerable in melee and can die really fast but from distance, if covered by another unit, they can destroy whole units. When in melee they switch their staves from left hand to right and fight using them.
    I did that because the animation used for attacking is from javelinmen, might have to look for an alternative animation. This is actually my first wizard unit ever made that is my own.
    I tried making the "magic sphere" effect for when they are in melee, but had some problems as it worked for ranged attack and not melee or I just made a mistake somewhere.
    Will see about that later when I'll be making more mages units.

    Riders of the North
    Spoiler Alert, click show to read: 

    This is elite cavalry unit for the Captains Confederation. They represent the savage riders of the northern lands.
    Small in numbers (30 on huge), they use spears when charging and switch to large one handed axes in close combat. They are no match for knights of the more civilized factions, but still very useful.

    Horsemen
    Spoiler Alert, click show to read: 

    These horsemen carry javelins for ranged attack and swords for close combat. They are good against armoured enemies but it's difficult to find good horses in the north, so their numbers are smaller (50 on huge) from cavalry units of other factions (80 on huge).

    Tuernish Berserkers
    Spoiler Alert, click show to read: 

    The island of Tuern is part of the Captains' Confederation and the northermost island of this faction.
    The warriors of Tuern, who venerate red dragons which live on their island, are known to fight as berserkers. Armed with huge double axes, with superior morale and stamine, they are a deadly force against any enemy, no matter how well armoured.

    Axes of Ruathym
    Spoiler Alert, click show to read: 

    Only the best of the Northmen warriors who live on the island of Ruathym, become known as Axes of Ruathym. They serve the First Axe of Ruathym - ruler of the island. Their axes are larger than regular one handed axes, and their shields are also larger than most other round shields.

    Dragonboat Warriors + Dragonboat Archers
    Spoiler Alert, click show to read: 

    Dragonboats are the best ships of the Northmen of Luskan, Ruathym, Tuern, and other islands. Each of these ships holds a crew of warriors and archers. They often fight with swords as most of them are rich warriors or veterans.

    Luskanite Crossbowmen + Luskanite Spearmen
    Spoiler Alert, click show to read: 

    Luskan is the largest city of the Confederation and its militia is somewhat similar to militias of other human factions.

    Northmen Javelin Warband + Northmen Raiders + Northmen Berserkers
    Spoiler Alert, click show to read: 

    Northmen are the dominant ethnicity in northern Faerun and live in abundance in Moonshae Isles and along the Sword Coast. They are often semi-barbaric people (though some are more civilized) and their culture could be basicly described as inspired by vikings.
    These units represent the most iconic and most common types among the Northmen. The javelinmen use spears for close combat, which are larger than the javelins they throw.

  14. #14
    BarnicleBill1's Avatar Centenarius
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    Default Re: Faerūn[Forgotten Realms]TW - last update 19.06.2016 NEW PREVIEW OUT NOW! page 38: Captains' Confederation ("vikings")

    Awesome!

    Sent from my LG-D851 using Tapatalk

  15. #15
    Frunk's Avatar Form Follows Function
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    Default Re: Faerūn[Forgotten Realms]TW - last update 19.06.2016 NEW PREVIEW OUT NOW! page 38: Captains' Confederation ("vikings")

    That looks awesome, Vlad.
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  16. #16
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    Default Re: Faerūn[Forgotten Realms]TW - last update 19.06.2016 NEW PREVIEW OUT NOW! page 38: Captains' Confederation ("vikings")

    Truly awesome! congratulations!!!!!!
    Temporarily retired from modding.

  17. #17

    Default Re: Faerūn[Forgotten Realms]TW - last update 19.06.2016 NEW PREVIEW OUT NOW! page 38: Captains' Confederation ("vikings")

    This really looks great!

  18. #18
    Vladyvid's Avatar Wizard of Turmish
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    Default Re: Faerūn[Forgotten Realms]TW - last update 19.06.2016 NEW PREVIEW OUT NOW! page 38: Captains' Confederation ("vikings")

    Thank you all!

  19. #19
    assurbanippal's Avatar Biarchus
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    Default Re: Faerūn[Forgotten Realms]TW - last update 19.06.2016 NEW PREVIEW OUT NOW! page 38: Captains' Confederation ("vikings")

    Great work those viking riders are awesome!!

    http://www.twcenter.net/forums/showt...Page-48/page48

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  20. #20
    Vladyvid's Avatar Wizard of Turmish
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    Default Re: Faerūn[Forgotten Realms]TW - last update 19.06.2016 NEW PREVIEW OUT NOW! page 38: Captains' Confederation ("vikings")

    I thought I post this now, cause the Frost Giants will still take a couple of days (maybe will have them ready during this weekend).

    Ive done the bodyguard unit for the Captains' Confederation, so far I don't really have a name for it, Im sure will come up with something eventually. The lore sources say that the high captains, kings (petty kings to be honest) and other such high ranking Northmen, use plate mail armours, so based on that and some other sources this is the bodyguard unit:

    Spoiler Alert, click show to read: 


    And here some of the additional skins for upgrades of the previously presented units:

    Spoiler Alert, click show to read: 
    Northmen skins, here with Northmen Raiders as an example but the same upgrades apply to Northmen Javelin Warband and Northmen Berserkers aswell.

    upgrade 0 - mix of cloth and fur tunics, not all men have helmets
    upgrade 1 - mix of fur and leather jerkins, all wear helmets
    Spoiler Alert, click show to read: 


    Dragonboat skins, apply to both Warriors and Archers units.

    upgrade 0 - almost the same as they were only I adjusted the cloak position on the shoulders and now not all wear cloaks, all wear jeather jerkins
    upgrade 1 - mix of leather and mail shirts
    upgrade 2 - all wear mail shirts and all have leather coifs attatched to helmets, covering all face
    Spoiler Alert, click show to read: 


    Horsemen skins

    upgrade 0 - same as before only changed the helmet hair to be red not brown
    upgrade 1 - mix of leather and mail shirts, some wear brown cloaks
    upgrade 2 - all wear mail shirts and all have leather coifs attatched to helmets, some wear red, brown or grey cloaks
    Spoiler Alert, click show to read: 


    Riders of the North

    This is the skin for upgrade 1.
    Spoiler Alert, click show to read: 

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