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  1. #1

    Default Re: Pen and Paper TotalWar(first preview)

    Well, animation text files are among the few files I'm not affiliated with.
    But you could get in contact with Vladyvid. He's our leader, and you could discuss things with him better than with me.

  2. #2

    Icon7 Re: Pen and Paper TotalWar(first preview)

    I can't see the map, but I am familiar with Norwold. Except for a few settlements the region isn't fleshed out. Alpha. Oceansend. Leeha. Landfall. Might need to have the ability to found settlements as there are few.


    Last edited by FlaviusJulius; April 18, 2012 at 09:33 PM.

  3. #3

    Default Re: Pen and Paper TotalWar(first preview)

    @ FlaviusJulius :Heres a repost of images from this server These should be viewable.
    Map repost


    The map is constructed from a combination of the map you posted and these sources here
    http://pandius.com/BRUN_Kal_campaign_AC1160.jpg
    http://pandius.com/norwold.html
    http://pandius.com/06mp16nw.jpg
    The specific intentions for dealing with Norwolds emptiness are as follows:
    A bunch of settlements will all be there but players will have to make a barony out of literally nothing. Fan based empires like latonnia have been scrapped. A random number generator has been used to determine resources using classic champion set rules. Population will start at 50 in most unsettled places using fictious names from fan resources above, A TATW type recruitment system will be applied to population growth along with a varied version of my extermination script. Population growth and trade will also be affected seasonally and somewhat randomly as in warhammer, which should limit growth in most uninhabited places as winter will be at least three turns out of six for every year(like montana rockies). Most Income will be driven by merchants as opposed to population but It'll use a grim reality type trait system on the merchants to limit earning at certain times. Obviously, I have no idea yet how this will balance but I have to start somewhere. In terms of the building trees themselves I intend to lean heavily on concepts developed by DLV and The Last kingdom and have left enough room to Rusichi-ize the few major settlements if need be. Having orc types use apache development will eliminate players being able to take over highly developed ai settlements, additionally elves, halfling, and dwarves will have a totally different building tree line than players. Basically I intend to keep big settlements as they are and severally limit the possibility of new cities developing without resorting heavy handed hidden resource requirements for settlement upgrades.

  4. #4

    Default Re: Pen and Paper TotalWar(first preview)

    I like this idea very much. It would feel much more like your empire that you built from nothing.
    I think I'm going to play this once you release it.

  5. #5

    Default Re: Pen and Paper TotalWar(first preview)

    There is a lot of neat stuff at the Vaults of Pandius. I used to spend hours over there. One of the guys who wrote some of this stuff was or is a contributor there. The Medieval Grimore guy from Dragon. The only reason to pick up that magazine.

    I think you should be able to start small and work your way up. Maybe all playable factions should be roughly equal. Competing Barons. I think Britannia is the best except for the start position. I like the idea of skipping the whole City or Castle thing. RTW was better on that. I play Julii and England. I am always Red. I like those Sergeant Spearmen units. In Britannia all you get is +1 on attack at levels 1, 4, and 7. Usually only 1 armor upgrade. They have good stats. I think if the top of the building browser were sheared off that would be a good thing. At the 12,000 population level in Britannia you get all the units. They get carried away with the building browser. Kind of hard to build units out of a population of 50. I find defending much easier then attacking.

  6. #6

    Default Re: Pen and Paper TotalWar(new orc preview 5/25)

    I'm back to work on this mod, thought I'd show my basic orcs, complete with custom skeleton for proper forward hunch. I'm expecting that this model may provide a useful base model for ogers and hill giants. These are roughly based on The Orcs of Thar cover.
    EDIT I:Shields are from 1066 teams open release. Thanks to DG for his awesome work
    Presenting the classic DnD Orc
    Last edited by alleycat; May 25, 2012 at 04:03 PM.

  7. #7

    Default Re: Pen and Paper TotalWar(first preview)

    You're very talented.
    A pitty I can't rep you again.

  8. #8

    Default Re: Pen and Paper TotalWar(first preview)

    Quote Originally Posted by vercassivelaunos View Post
    You're very talented.
    A pitty I can't rep you again.
    second that one

  9. #9

    Default Re: Pen and Paper TotalWar(first preview)

    Are there any other mods like this? Based on a different map then Europe and playable?

  10. #10

    Default Re: Pen and Paper TotalWar(first preview)

    What texture set are you using for the map textures? They look really nice and I'd love to use them on my copies of mods.

  11. #11

    Default Re: Pen and Paper TotalWar(first preview)

    Quote Originally Posted by Lord Golog View Post
    What texture set are you using for the map textures? They look really nice and I'd love to use them on my copies of mods.
    They are one's I made myself. However, I only made a set for one climate because this mod is entirely in one climate. If your setup is similar you are welcome to them, just credit me as the source. If you still want them, PM me and I'll send you a link.

  12. #12

    Default Re: Pen and Paper TotalWar(first preview)

    Quote Originally Posted by alleycat View Post
    They are one's I made myself. However, I only made a set for one climate because this mod is entirely in one climate. If your setup is similar you are welcome to them, just credit me as the source. If you still want them, PM me and I'll send you a link.
    I would appreciate that a lot.

  13. #13

    Default Re: Pen and Paper TotalWar(first preview)

    + rep for an awesome idea!

    Historian - all things Viking Son of absinthia

  14. #14

    Default Re: Dungeons&Dragons TotalWar (mystara era)

    I had hoped to complete more 3-d work for this preview but finally felt it would be worth it to lay down a proper foundation as its easier to stay motivated if it feels more like a new game visually, and that means all the grunt work. I have changed the name, as I feel the alpha is far enough along to give the project a less ambiguous name. Ulfhedinn from WOTN has made contributions of at least equal weight to my own in this preview (if not more), most significantly in development of the early phase campaign concept, including laying extensive scripting work for the campaign, 2d work, and 3d work, including a seamless bare-chested human model(not previewed). He has may monster models in various stages of completion as well.
    At this point UI graphics and text are about 90% done.
    Building tree ui


    The player faction will have 35 building trees, the development and bonuses of which will be largely dependent on actual local resources. I won't describe the building tree as it is somewhat derived from the formula developed in DLV and also appropriates some general concepts already at work in warhammer, the last kingdom, and TATW. All trading and appropriate farming levels will be suspended during the winter months which should provide plenty of leverage for controlling growth. The AI will only have 3 to 7 building trees, this will help the ai run smoothly, most of these buildings will not be usable by the player faction. The building UI's are made from screen shots I've personally harvested and manipulated from 12 different games released between 2000-2007. Though not the most creative route, it offers quick(ish) and safe results for what would otherwise be a massive amount of tedium

    Other UI stuff


    The campaign
    The campaign will be divided into three stages. Each year will be 12 turns, 6 of those turns will be winter. Although there is only one player faction, it is the mods intent that this faction can eventually develop into many variations. The campaign starts in 992 with King Ericalls appointment to the throne of Norwold and will continue through the events of the "Wrath of the Immortals" probably ending around 1025-1035. The events of this time will include Plagues, a world war, Heldannic conquest, and cataclysmic earthquakes to name a few.
    stage one 992-1000
    Stage one 992-1000
    During stage one the player will be a horde and will be able wander wherever. Ai development will be frozen. The areas outside of the main campaign area will serve a functional purpose during this time. Actions will be directed both through mission and random encounter. Allies will join and leave your company. The choices you make during this time of adventuring will determine your vnv alignment and will affect other encounters, Several model and bodyguard upgrades will become available as you progress.

    Stage two 1001-1004

    During the second stage you will come in possession of your own dominion. you will use this time to establish economy, clear monsters, and perhaps deal with Vanatic Barbarian invasion. Exact events will depend on your location which will vary and be based on a combination of decisions made in stage one and random chance.


    Stage Three 1005-1024
    This stage of the game will be the one that behaves most like M2TW. A world war starts and most petty barons declare independence plunging the sparsely populated land into anarchy, several large armies from various empires invade the area to use Norwold as a battle ground more than anything.

    Goblin base model
    I completed 5 unique goblin heads so that they could be properly re-imagined as the cross-bred mongrel humanoid race they were at one time described as. Through skin tone alteration and hair (and scale), these models will also become hobgoblins and bugbears. The head second to the end has been edited to eliminate an accidental vertex snap I applied at the edge of the eyes. These heads include a more modern example as well as examples closer to the second edition monster manual illustration.



    Last edited by alleycat; October 16, 2012 at 09:24 AM.

  15. #15

    Default Re: Dungeons&Dragons TotalWar (mystara era)

    To maintain consistent work flow I will be trying to release one preview a week. Smaller ones I'll just amend to the OP so keep checking back if your interested in following this mods progress as I often prefer editing posts to bumping threads. Next weeks preview will include or not include, bugbear, goblin pariahs, smooth coastlines, and a siege spawn/disband script featuring a combination of both urban and rural spawns. The following images use 1066 sword and shield models from DG as I haven't decided on attachments yet.
    Goblins armoured up



    HobGoblins
    Scripting Preview
    I am going to briefly preview my plans for freezing the campaign for the first phase of the game which will involve scripted and random encounters. During this time I will use the freeze AI command in conjunction with this simple little number here

    monitor_event ScrollOpened ScrollOpened siege_scroll
    and I_TurnNumber >= 1
    ;log always ;just for testing
    disable_cursor
    ui_flash_start siege_end_button
    campaign_wait 1
    select_ui_element siege_end_button
    simulate_mouse_click lclick_down
    select_ui_element siege_end_button
    simulate_mouse_click lclick_up
    enable_cursor
    end_monitor

    This script will auto breakoff any sieges the player attempts. Which saves a lot of time figuring out siege spawns for the first couple phases. plug it into any mod and try it yourself!

  16. #16
    Murfmurf's Avatar Primicerius
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    Default Re: Dungeons&Dragons TotalWar (mystara era)

    Looking great buddy, keep it up!

    Westeros: Total War Unit-Maker
    Check out our previews here!


  17. #17

    Default Re: Dungeons&Dragons TotalWar (mystara era)

    Thanks a lot for the encouragement Murf.
    Heres my first and likely last run at coast line smoothing. a lot of clicking but decent payoff on rivers and sweeping coasts. Jagged coast not so much.

    More Coastline

  18. #18

    Default Re: Dungeons&Dragons TotalWar (mystara era)

    Very nice work my man!

    Historian - all things Viking Son of absinthia

  19. #19
    T&D's Avatar Vicarius
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    Default Re: Dungeons&Dragons TotalWar (mystara era)

    That's interesting idea(mod) only one faction playable??
    Med 2 RPG??? Leveling??
    Mod will have some dragons???
    +rep

  20. #20

    Default Re: Dungeons&Dragons TotalWar (mystara era)

    Hi T&D thanks for stopping by.
    "Leveling" will be available through some strat model swapping and body guard size/type swapping. I've been messing around with attack delays and have found a method for making foot generals effective so I can advance them via GeneralNumKills. Officers can also be directly upgraded and evidently have their own stats. Its a bit of an embellishment for sure. The rpg aspect will obviously be limited to certain types of experiences and will not involve dungeons or dragons . Especially if I have to do it mostly myself, I'm much more interested in other things and the many dragons in this part of the world have a strict non-intervention policy.My motivations are more closely tied to the dominion rules of PNP D&D and a pc game called stronghold from the pool of radiance days. I can promise gnolls, trolls, ogres, and hill giants and a little spell casting. but that not saying much, except the gnolls will be a project.
    Mini-Preview Goblin Lv0 and Bugbear WIP

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