city guard, the last unit of aglarond roster
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tomorrow the ingame preview
city guard, the last unit of aglarond roster
Spoiler Alert, click show to read:
tomorrow the ingame preview
Last edited by assurbanippal; April 05, 2017 at 11:14 AM.
http://www.twcenter.net/forums/showt...Page-48/page48
Manus supra idolum age primum et septimum de QuatuoR
Underwater factions would actually be some of the most natural, in the sense that they have large populations, armies, cities, etc. But I didn't mention them at all because I imagine the implementation would be a nightmare.
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Last edited by Martinskyboy; January 25, 2019 at 12:06 PM.
It would have been totally impossible. You cannot split the sea into regions and give them settlements. So it would mean that we would have to give a land settlement to them and that would be their base of operation. But if you look at Sahuagins tacticts, they are raiders, not conquerors. Therefore, they have little interest in a conquest game ! That is why we decided not to use them.Underwater factions would actually be some of the most natural, in the sense that they have large populations, armies, cities, etc. But I didn't mention them at all because I imagine the implementation would be a nightmare.
We could ... but we won't. Elves of Evermeet don't care anymore about the rest of Faerun, they do not want to be mixed with them again. So they would only be defensiv. And on top of that, how do you implement the massiv magical defenses they have, ingame with TW mechanics. Seriously, Evermeet is good for Faerun lore, really useless for a Total War game.For Evermeet you can have made it like in the south-west corner. A little like vanilla america. It will have just a little more pixel to the west.
Aglarond roster in game
All 3D models made by me from the scratch but hands (they are vanilla) including every mount. all units have been designed for me too due to the lack of pics, same for the previous rosters and incoming ones
Textures: some made by me, some taken from TES: oblivion, skirym and romeII
Yuirwood rangers
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Yuirwood archers
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yuirwood riders
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yuirwood druids
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pikemen of the lion
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swordmen of the lion
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archers of the lion
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knights of the lion
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Watchwall guard
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Watchwall patrolling
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griffon riders
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they will look like the last pic, only colours changed
on foot
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Simbulmyn (bodyguards)
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Simbarchs (wizards)
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city guard
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as note aside some of them will need tweaks on normal maps nd some other minor corrections like adding variety, more drawings on shields... but roughly they will look like this
Last edited by assurbanippal; April 06, 2017 at 08:17 AM.
http://www.twcenter.net/forums/showt...Page-48/page48
Manus supra idolum age primum et septimum de QuatuoR
Beautiful units! Love the horse models
Temporarily retired from modding.
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Last edited by Martinskyboy; January 25, 2019 at 12:07 PM.
Screenies are looking good!
I have a general suggestion for models that may or may not have been floated before, and I understand it'll probably take a lot of work to do. It might be interesting to include female models for most of the units, perhaps excepting the heavy infantry and heavy cavalry ones, and elite archers. There's no hard figures for this, but I'm led to expect by what I know of the Realms (I can expound on it if you want) that light skirmisher units would probably contain many females, and so would some militia and city watch units. Wizard, priest and druid units might be close to 50/50.
I mention that since it would be a fairly subtle but VERY Realms-appropriate thing that would go well with the spirit of the mod, I think.
Yeah ! We had thought about generals but not units ! Thanks for the idea.
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Last edited by Martinskyboy; January 25, 2019 at 12:07 PM. Reason: Video link remove bad quality
Beautiful units! Love the horse modelsThanks guys glad you like themScreenies are looking good!
yeah you have a point, the problem with men/women regiments is the time/work. making both for the same regiment duplicates the work you have to spend on as you have to work on 2 different bodies regardlessly. im making mixed regiment for special units like druids, wizards, etc (those simbarchs from aglarond lack of women becouse i have them already done long time ago). there are anyway some women units for mulhorand (the half of the priests are women) the witches for rashemen and these yiurwood druids are a mix. however i ll take it into account for some incoming unitsI have a general suggestion for models that may or may not have been floated before, and I understand it'll probably take a lot of work to do. It might be interesting to include female models for most of the units, perhaps excepting the heavy infantry and heavy cavalry ones, and elite archers. There's no hard figures for this, but I'm led to expect by what I know of the Realms (I can expound on it if you want) that light skirmisher units would probably contain many females, and so would some militia and city watch units. Wizard, priest and druid units might be close to 50/50.
I mention that since it would be a fairly subtle but VERY Realms-appropriate thing that would go well with the spirit of the mod, I think.
http://www.twcenter.net/forums/showt...Page-48/page48
Manus supra idolum age primum et septimum de QuatuoR
As someone who has only just started to read up on this stuff how exactly is each factions thought to play?
Sorry mate I didn't understand your post
How will the campaign of each faction feel when playing them? Do they have a "flavor"?
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Ok you mean is there any specific gameplay for each faction, or that kind of consideration ? If you want something as complicated as EB, then I would say no. But each faction will have its specificities. Firstly, very few units will be common to all rosters and a lot of faction specific units will be in. Then each faction has its own religions, giving different bonuses and each faction does not have access to the same buildings.
Cool! It'll be fun to explore all of them I'm sure.
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Last edited by Martinskyboy; January 25, 2019 at 12:07 PM.
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Last edited by Martinskyboy; January 25, 2019 at 12:08 PM.
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Last edited by Martinskyboy; January 25, 2019 at 12:08 PM. Reason: Preview remove a 2.0 version with major change on work