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Thread: Thoughts on a "Free Folk Submod"

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  1. #1

    Default Thoughts on a "Free Folk Submod"

    Hey all, I just want to ask around to see if there is a demand for a submod that will add greater detail north of the Wall and add a Free Folk/Wildlings faction. Of course, it will happen only after V1.0 is released.

    Alot of detail was placed on wildling units in the books and there should be enough info to get a roster going.
    Spoiler Alert, click show to read: 
    Mammoths and giants will be fun to play with, Thenns units clad in bronze and the majority a ragged band of poorly armed and armored units with piss-poor discipline and female soldiers, Still undecided on adding dog-sleds, chariot units and such are always so buggy looking they are hardly worth it.


    The submod would include Settlements and fortifications North of the Wall, A Free Folk faction with all new units, many of which AoR so if a certain claimant chooses to claim the lands north of the wall they can recruit some free folk, I am also kind of playing around with the idea that if an Andal faction seizes land in the north, they will be able to construct blacksmiths and armorers, and a training yard that can then allow the wildlings units be upgraded into more well armed, armored and disciplined units. Wights should also be included as a unique rebel faction that spawn randomly about the lands north of the wall. The games engine won't allow them to be only killed by fire but they would be near impossible to kill.
    Depending on what the map ends up being like perhaps the submod will include all new textures and climate north of the wall. Will any luck some scripts to make a The Free Folk and the Night's Watch entertaining and enjoyable to play. A family tree and lots of unique characters.

    If enough people volunteer their services, perhaps the mod may even attempt to add some of Essos in a very limited way, such as only as a trade theater and a place to recruit some sellswords.

    Is anyone willing to help? Specifically with the units.
    Anyone willing to offer any means of support to this project? Be it as major as providing artistic renderings of potential units or instructions on how to mod certain things all the way down to the occasional word of encouragement
    Do people at all care to see Wildlings and Wights in this mod?
    Will the WTW team allow such a thing or are you planning on working on this same idea once V1.0 is releases and keep all the glory for yourselves?
    Last edited by Emperor Hantscher; December 02, 2013 at 08:24 PM.

  2. #2

    Default Re: Thoughts on the A "Free Folk Submod"

    I love your idea for a submod and I'm sure there are people that could help you produce it

  3. #3
    Iron Aquilifer's Avatar Protector Domesticus
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    Default Re: Thoughts on the A "Free Folk Submod"

    There is already a wildling faction in 1.0 with settlements characters ect. However they are currently unplayable. To honest with you. Although it has been a little while since I checked them.

  4. #4
    HannibalExMachina's Avatar Just a sausage
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    Default Re: Thoughts on the A "Free Folk Submod"

    there will be no wildlings as such in 1.0, just some rebel settlements beyond the wall. we have a unit roster (though units may have to be improved) and various script ideas. so, anyone interested in wildlings and having the skills should aid the team post 1.0. oc, ideas are always welcome.

  5. #5

    Default Re: Thoughts on the A "Free Folk Submod"

    I'm going to play around with it once 1.0 is released for my own amusement anyways. At least get the ball rolling and if the team likes what is being done they can decide if they want to use anything or have me release a submod etc. But until then it is just an idea.....SO HURRY UP!

  6. #6
    Murfmurf's Avatar Primicerius
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    Default Re: Thoughts on the A "Free Folk Submod"

    We are

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


  7. #7

    Default Re: Thoughts on the A "Free Folk Submod"

    Maybe you sholud make something like Korpskog with the North Make some wildings fractions like thenn frostfangs and hardhome night watch etc.

  8. #8

    Default Re: Thoughts on the A "Free Folk Submod"

    I was sort of thinking like that but not having all individual factions. The Free folk faction would start with just Mance in one settlement with basic factional units(boiled leather, bone clubs, thick fur, fire hardened spears) The rest will just be rebel settlements and once the player takesthem they will have the better AoR units,(bronze clad thenns , sealskinners, raiders with stolen iron from the shores near the wall) the basic goal will be to unite the Free Folk under Mance. If possible with scripts, Once a settlement is taken it spawn certain generals. Take Thenn, unlock the Magnar, Once I figure out where Thormund Giantsbane is from that region will unlock him....

    I suppose this could be a place where we can discuss all things wildling as well to get some ideas flowing.

  9. #9
    HannibalExMachina's Avatar Just a sausage
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    Default Re: Thoughts on the A "Free Folk Submod"

    this is, basically, how we plan it.

  10. #10

    Default Re: Thoughts on a "Free Folk Submod"

    the Great Walrus is the leader of the clans from the Frozen Shore, Tormund is from Ruddy Hall (no idea where that should precisely be on map)

    some really nice concepts on tribes/units
    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 


    you could also ask around for units. for example Beornings, or those other barbarians that warred with Rohan under Saruman could fit the concept

    ----------
    Good luck with this. I could give you tons of portraits, event, ancillary and other pics. And you could use my KoraH first men strat UI, for the wildlings, if you want (should have a battle one too, at some drive)

    In few words, contact me if you need anything 2d related, might just be that i have something ready to use
    Last edited by Noobio; December 03, 2013 at 06:52 AM.


  11. #11

    Default Re: Thoughts on a "Free Folk Submod"


  12. #12
    Korpskog's Avatar Praepositus
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    Default Re: Thoughts on a "Free Folk Submod"

    Cool! Coolcoolcool! However one problem I see with Wildlings is the economy, since Mance did not per-say buy the alliegence of his army (recruited it in M2TW-terms) it would take a lot of balancing to achieve a playable and lore-wise good scenario.
    "Får jag kalla dig Bajen? Det är lättare att komma ihåg..."

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