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Thread: [Idea/Proposal] Farseer: Total War

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  1. #1
    StealthEvo's Avatar Campidoctor
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    Default [Idea/Proposal] Farseer: Total War

    Hi there collective masses. Unlike the rest of you. I am a professional! (that was a joke. You may all laugh now. I'm no where near professional)

    Right with that introduction out the way. I am slowly getting together idea's, resources, feedback and eventually a potential team for my own Mod. My own child. As none of you know who I am perse. I don't do historical. So this is probably going to only excite 2% of you. But I encourage the rest to keep reading.

    If anyone is familar with the writings of Robin Hobb. Critically the works concerning the Farseer Trilogy, Tawny Man Trilogy, less importantly the Liveship Traders Trilogy as well. This is an alternative what if situation in the Realm of the Elderlings. You may start celebrating.

    To those not familar the proposal is in a pre Feudal setting. Standard British setting during that time. Alot of nobles alot of feasts, hunting and political shenigans. Theres no orcs or anything. A dragon or two perhaps. But nothing too scary.

    So with that premise out of the way.

    The idea is as thus;

    Premise

    Not an epic game play map. Unlike alot of modern mods. It's all about the size of your empire, 100 provinces. I don't want that. I want an immersive but fun experience so while the map will be appropriatly sized it will not have the 200 provinces initally on the map. However due to the nature of the Lore there is plenty of room for expansion. To those familar with the Lore. The Rain Wilds and Cursed Shores, down to Jamilla. To the Outislands and a full exploration of that culture. The Mountain Kingdom. For those not familar with the Lore Consider it three seperate expansion packs if you will which will expand the map and add additional factions/play styles cocurrently

    Area of Recruitment thats a word that everyone likes. It's almost a critical selling word in a mod. If it doesn't have Area of Recruitment then it's not a mod worth playing. The setting allows for a map comprised wholly of AoR units. Due to the scale of the world explored within the lore the only exceptions for any kind of professional empire sized standing armies was at the beck of the King. Taking this into consideration the map should be made up of unit's/companies/mercenaries that are found locally based on terrain history. Some may call this ambitious. But to those familar with the lore they'll probably be sharing the same thought process I am

    Overall setting. Ultimately there does need to be some setting and lore as not only is this a Fantasy Mod (and therefore no historians have written books on it) there is no common knowledge of the area so some explanation as to how the Lore will provide the setting, without giving spoilers of course.

    Normally the Six Duchies (the setting of the books and thus the Mod) are ruled by a singular family and obviously the ruling Line has failed leaving the Dukes of the Six Duchies (and the Mountain Kingdom and Chalced states, neighbouring kingdoms) to scrabble for land and power so they can set up a claim and form a new kingdom/ownership of land. Obviously this doesn't happen in the books. But rest assured, it's a free for all which as we all know accomodates the Rome Engine perfectly.

    Logistics.

    Initially what I am looking for when and if this project gets off the ground are Modellers and Skinners. As I have next to know experience in the field. This will be a long commitment but as there is no historical counter parts, no real artwork for random fan boys to yell at you about the size of the sword is wrong. Ultimately you will be your own critic and creator. Obviously I won't let you run around blind until you get a feel for the culture and the landscape. Then once you have a grasp and you feel confident exploiting creative lisence you may. But ultimately you will have to come back to me for the final go ahead.

    Artists are another high priority on my list as once again. I don't draw much. Apart from the odd boob on stock sheets and employee feedback reports. You would be responsible for Portraits initially then expanding to building and unit pictures. Again this would ultimately be free reign with a few exceptions which do have specific lore descriptions and I would happily provide them if you are not familar with the lore.

    Trait, Ancillaries, Scripters. There is a need for highly creative, motivated and experienced scripters for this project. Partially because I am creative and innovative with how I apply myself to this area of a mod and everyone wants consistancy and because i do plan a complete overhaul to embrace the culture and setting along with some more interesting features like using traits over background scripts to increase the difficulty when important people die. So when everyone comes together. (if it does) It's going to be a big investment of time and it will be worth it. I've got some great idea's and great ways to implement them.

    Historians. Yeah don't need you guys. BUT you can put your reading skills to the test. Read the novels like your historical books and become experts then start complaining why someones beard is too short. I jest i jest. Wether or not your familar with the project you are more then welcome to join the team. With regards to the whole literary understanding and expertise. If you have read the books, and are a fan and want to take a 'historian' role. You are welcome. But bear in mind you will be spending most of you time finding town names and province names for the maps primarily and important character details secondly.

    About Stealth

    Obviously to work with someone you need to know them. I am a Traitor which a self given title. Unlike my peers I don't consider myself a Scripter or an advanced Text Editor. Obviously I have a workable knowledge of the entire data folder that probably rivals most Scripters that frequent these forums but I enjoy Traits and Ancillaries the most.

    I was partially self taught and recieved basic tutourage from Aradan based on a few fan modifications of Fourth Age Total War and from there I took to the creative and balencing side of Traiting and now simply muck around looking for ways to add more depth and realism to what could have been a darker time.

    To date I have approximately three released projects. The first was impressively ignore Submod for Fourth Age Total War which had a system implemented for a racial inbreeding system. I was very proud.

    More recently the Ran no Jidai modification to which I am still defacto Mod leader and Scripting Advisor I was brought in initially to provide a solution to a problem which was seemingly unsolvable. I then released two patches which not only provided stability but laid a framework for the current team to work off. They were well recieved for their sleekness and refinement.

    I have a number of unreleased Modules regarding AI balencing and difficulty incrementals which are used in both of those projects.

    So thats a bit about who I am. I do good looking traits.

  2. #2

    Default Re: [Idea/Proposal] Farseer: Total War

    Very intresting... I am a skinner and I may be able to help, do you have anything done or it just an idea?

  3. #3
    StealthEvo's Avatar Campidoctor
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    Default Re: [Idea/Proposal] Farseer: Total War

    Just an idea/proposal at the moment, drumming up some interest and all that. Also getting feedback.

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    Halie Satanus's Avatar Emperor of ice cream
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    Default Re: [Idea/Proposal] Farseer: Total War

    Sounds interesting.. From a 5 min search on Google I can't tell if this is a real world fantasy (Medieval) or Elf based, fan art is scarce and seems to imply Elves?

    I did find a map though..
    Last edited by Halie Satanus; September 11, 2011 at 05:49 AM.

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    StealthEvo's Avatar Campidoctor
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    Default Re: [Idea/Proposal] Farseer: Total War

    It's alternative world. Similar sized planet and the setting is initally a coastal 'kingdom' however it expands to a larger area as per the map in the later written novels

    Strictly speaking there is no high fantasy elements apart from Dragons which are treated in a unique fashion.

    There is magic, Skill which is akin to telepathic psychic powers, telepathic communication, manipulation, mind reading stuff like that and the Wit which is an emphatic bond with an animal. While they can talk and share images and are bonded they don't make a habit of talking to other animals. It's akin to brotherhood.

    The Elf/s is probably one of the Protagonists in the concept art. Again it's a MASSIVE spoiler for me to go into to much regarding them but it's his character design to be tall and lithe.

  6. #6
    StealthEvo's Avatar Campidoctor
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    Default Re: [Idea/Proposal] Farseer: Total War

    Work continues as a brisk pace.

    Currently being worked apon.

    The Map.

    I'm in the highly entertaining process of teaching myself to be a mapper. However since most of the process is from a standard players point of view. Potentially boring I will show you the Map I am working from and explain the factions from my recollections from the books. Obviously I will have to go through the books with a fine tooth comb to finalize towns and provinces. But thats work for later.

    Spoiler Alert, click show to read: 


    The Duchies.

    Buck: Home of the old Farseer Kings. It's militia and towns people hardened by raids from the OutIslanders it features the remains of the King and King in Waiting guard. Highly trained and Loyal men and women ready to lay their life for their monarchy. The majority have pledged fealty to the Bastard FitzChivalry Farseer.

    Proposed features at present; Buck trains the aforementioned Monarch guard units which are skilled and trained Heavy Infantry. It's Aor units are on the lighter side and foccussed around hunting and town milita. However due to the level of forging and the Town of Forge itself there are much heavier options and Horse support at the higher levels of Barracks

    Bearns; The Northern Duchy due to the proximity to the Outislands and the Mountain Kingdom the western towns are hardy folk whilst those from the Coastal Area's are well experienced in raiding warfare. A strong trade hub with the Northern Mountain Kingdom and maintains good relations with the remainder of the Kingdom.

    Proposed features at present. Intergration with Mountain Kingdom soldiers at it's borders and Coastal militia and soldiers feature higher experience then those from Inland Duchies. Strong Trade infrastructure and populatino growth due to Supplies with trade and fishing.

    Tilth: An Inland province and the smallest of the Six Duchies. Bordered by the Rivers Boar and Vin it features strong trading prospects and adept caravan guards. Following suit with a long term friendly relationship with Farrow it has closed the border with the Mountain Kingdom and maintained a capable garrison.

    Proposed features at present
    . Strong economic potential and perhaps one of the harder factions due to size and surrounding factions of Farrow and Bearns. Somewhat acceptable natural AoR roster however nothing special.

    Farrow: Home to the last true Farseer King Regal. Having moved from Buck to Farrow prior to his assassination the competing capitols of Buckeep and Tradeford has lead to the formation of a secondary base of the Kings Guard. Like it's neighbour Tilth, Farrow is a trade hub. If it can maintain good relations with the Duchies it can amass great wealth to fund a capable army of experienced Farrowmen whom are skilled on the plains.

    Proposed features at present. Recruitment of Kings guard similar to Buck, less attack and defence in exchange for higher morale. Strong Economic potential similar to Tilth. Focus on skirmishers and lighter Cavalry due to the flatlands nature of the Farrow Plains

    Shoaks; At present perhaps the strongest Duchy. Many years of near constant Skirmish's against the neighbouring Chalced States have led to a strong standing force built for combat against a varying and powerful foe. A Coastal Duchy with access to strong trade links Shoaks is in a strong position.

    Proposed features at present.
    A natural experience bonus to all Shoaks troops recruited on the western provinces to represent the quality of soldiering due to the constant border raids. This effect is not replicated on the coast as much but due to raids by Outislanders there is a hardiness to the men there. A more professional armed force then any other Duchies.

    Rippon; Engaged in a slight dispute prior with Shoaks it's Dukes have managed to eke out some land between Farrow and Shoaks in the past. Unlike Shoaks it cannot field better quality men. However due to the Outisland raids the men on the Coast are hardier in a similar vein to Buck

    Proposed features at present. Another capable if slightly poorer faction. Two strong factions on it's richer borders and Raiders threatening the coastline.

    Others.

    Chalced States; A land built on the backs of slaves. Unlike the lands of Jamaillia Chalced uses it's slaves not only as servants but as capable soldiers. Fuelled by Cindin and Elfbark they make hardy, fanatic men skilled in pike. Backed up by strong professional Mercenary Companies the Chalced armies are highly trained and capable.

    Proposed features at present. Two diverse rosters. A slave roster featuring light fast, hardy strong units with the ability to beserk and the professional Roster featuring more heavily armoured and skilled units to provide a strong hybrid force.

    The Mountain Kingdom: Isolationist and secluded the Mountain Kingdom is self sufficent but capable. Long at the recieving end of Six Duchy steel now they see an oppotunity to reclaim lost land in Farrow, Tilth and Bearns.

    Proposed features at present. Skirmishers and Light/Heavy infantry with a focus on hiding troops skilled in snow. Limited Cavalry support.

    Theres the current faction overview. As always this is due to change.

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