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  1. #1

    Default Idea- Ancient Age: Total War

    So I was thinking after reading some of the questions and back and fourth about what sort of factions were around during the Ancient Age during Neph's Historia missions I thought that it could have the making of a good submod, with a few changes and additions that would make it quite unique and fun from the original.


    Before I go any further I should point out that this aint gonna happen overnight. For the moment my main priorities are helping the guys at the golden kingdom submod and helping them get up to date and anything else I can help with, as well as releasing the final wpversion of my submod. So don't except a Christmas release is all I'm saying .


    So with that out of the way here is the premise, the main change will be the map. It will be similar to the one we have now except the Twilight realm, Subrosia and Labrynna will be gone, and there will be a large expand of regions in Hyrule field, Death Mountain, Zora's Domain and Kokiri forest.


    There will also be some new units and factions, combined with a new religion or two, theses factions are based off of what Neph has said about the Ancient age, but with a little creativity thrown in


    So here are the factions:
    Spoiler Alert, click show to read: 
    Playable
    Kingdom of Hyrule
    Religion- Strict Goddess Worship/Hylia Worship
    Colour- Gold
    Cordial- Wind Tribe, Huskus Empire, Zora Dominion
    Rival- Will of Sulkaris, Legions of Demise, Kokiri Bandits

    Basically this is the Ancient Hylians from HTW, they will have all their units plus a few more as well, a few will just be Hyrules units with a new skin and style, plus a few more magic units and a surprise or two .

    Strengths- Powerful Heavy infantry and Ranged units, starts off with some powerful allies
    Weaknesses- Lacks good Cavalry and and starts off with very few settlements

    Will of Sulkaris
    Religion- No Deity Worship
    Colour- Acid Green
    Cordial- None
    Rival- All

    Again basically will have the Units from the Gohma in HTW, maybe a few additions as well as a few changes here and there.

    Strengths- Huge numbers and Powerful Siege units
    Weaknesses- Poor Morale and they have a hard time making allies

    Legions of Demise
    Religion- Demise Worship
    Colour- Brown
    Cordial- Darknut Legion, Kokiri Bandits
    Rival- Kingdom of Hyrule

    Virtually the same as HTW but they will be a bit more organised and have a little more civilised feel to them.

    Strengths- Powerful heavy infantry and excellent morale
    Weaknesses- Lacks Good archer units and training takes a long time

    Zora Dominion
    Exactly the same as it is in HTW, but new hero units.

    Goron Brotherhood
    Religion- Goddess Acknowledgement
    Colour- Red
    Cordial- Wind Tribe
    Rival- Volvagian Empire, Lizalfos Clans, Zora Dominion

    Overall design will be changed to reflect on them being tribes at the moment, they won't have any armour or advanced mining techniques yet. They will be loosely based on Native Americans in terms of design.

    Strengths- Durable Heavy hitting infantry with bomb throwing units
    Weaknesses- Has no cavalry and surrounded by enemy factions

    Huskus Empire
    Religion- Goddess Acknowledgement
    Colour- Dark Green
    Cordial- Kingdom of Hyrule, Kasuto's Alliance, Minish Kingdoms
    Rival- Will of Sulkaris, Kokiri Bandits

    Now this is where I might struggle, I'm really not sure where to go with these guys so any suggestion is welcome, as I'm not really sure how to expand their roster I'm going to leave strengths and weaknesses blank for now and come back to them.

    Volvagian Empire
    Religion- Strict Goddess Worship
    Colour- Crimson
    Cordial- None
    Rival- Goron Brotherhood, Lizalfos Clans

    Similar situation with the Huskus not 100% where to go with this. Had a few ideas about Dragon Knights (Volga) and some flying Volvagians, but more ideas are welcomed

    Lizalfos Clans
    Religion- Lesser Deity Worship
    Colour- Grey
    Cordial- None
    Rival- Goron Brotherhood, Volvagian Empire

    Basically there roster will be designed to be more tribal and like they are all part of the wild clan from HTW, overall strengths and weaknesses are similar but not the same.

    Strengths- Quick light infantry and long range units
    Weaknesses- Units are quite delicate and morale is sub-par

    Wind Tribe
    Religion- Strict Goddess Worship
    Colour- Sky Blue
    Cordial- Kingdom of Hyrule, Goron Brotherhood, Minish Kingdoms
    Rival- Darknut Legion, Will of Sulkaris

    Again same all the units they have from the main mod with just a load more new ones. I'm considering making them the Papal States but I'm not sure yet.

    Strengths- Strong Armos Units and ranged magical units
    Weaknesses- Units are Expensive and low in number

    Kokiri Bandits
    Religion- No Deity Worship
    Colour- Lime Green
    Cordial- Legions of Demise
    Rival- Huskus Empire, Kingdom of Hyrule, Minish Kingdoms, Kasuto's Alliance

    Sort of starting from scratch on this one, the idea behind it is that they are sort of a cross between the Gerudo and the Kokiri Bandit mercs from the main mod. I have an idea that involves the pow sisters before they died as well

    Strengths- Units are quick and don't tire easily they are also experts in hiding
    Weaknesses- They have many enemies and start out quite poor

    Minish Kingdoms
    Religion- Strict Goddess Worship
    Colour- Lavender
    Cordial- Huskus Empire, Kasuto's Alliance
    Rival- Kokiri Bandits, Darknut Legion

    Very much starting from scratch with these little cuties as well. Will stick with their original design, most of their units will be Kokiri sized, since Enzo seemed like he could change the size of some people anyway.

    Strengths- Very good starting position and has huge numbers
    Weaknesses- Some units are quite Fragile and lacks good anti-cavalry

    Darknut Legion
    The same as they are in the main mod, with a few additions plus a change in relations
    Colour- Orange
    Cordial- Legions of Demise
    Rival- Wind Tribe, Minish Kingdoms

    Kingdom of Ikana
    Again same as they are in the main one with very little addition, will have their own little events going on.
    Religion- Strict Goddess Worship/ Majora Worship
    Colour- Silver
    Cordial- Church of Majora
    Rival- Church of Majora

    Church of Majora
    Religion- Majora Worship
    Colour- Black
    Cordial- Kingdom of Ikana
    Rival- All

    Will have some of the spawn units from the main game, will have a unique method of recruitment and be somewhat similar to how the Wizzrobe are in that they expand via conversion mainly.

    Strengths- Has powerful Druthulidi units starts off very secluded
    Weaknesses- Has many powerful enemies and takes a long time to recruit units.

    Unplayable

    Kasuto's Alliance
    Religion- Goddess Acknowledgement
    Colour- Dark Pink
    Cordial- Huskus Empire, Minish Kingdoms
    Rival- Kokiri Bandits

    Will be an emergent faction, main units will be some of the non Kokiri units from HTW like Wolfos, Deku Trees maybe a few Deku Scrubs as well.

    Order of the Wizzrobe
    Religion- Strict Goddess Worship/ Hylia Worship
    Colour- White
    Cordial- All Strict Goddess faction
    Rival- All Majora and Demise Worship fafactions

    basically will have their roster from the mod but trimmed down.

    Cult of Hylia
    Religion- Hylia Worship
    Colour- Yellow
    Cordial- Kingdom of Hyrule, Order of the Wizzrobe
    Rival- Legions of Demise, Church of Majors

    They will be an emergent faction that will appear around the same time Hylia does, their roster is based off of the Skyloft Hylians from SS.



    Well that's it for now if anyone has any questions or suggestions, feel free to post away and also tell me what you think also if anyone wants a bit of story behind these factions then I will be happy to, just didn't want to overwhelm in the first post.
    Last edited by tedster1995; November 29, 2014 at 08:15 AM.

  2. #2

    Default Re: Idea- Ancient Age: Total War

    It seems to me that mod doesn't have many cavalry units, so it would mostly be infantry vs infantry. Also, Minish Kingdoms is hard to be a faction because of the people's size; if their size is made bigger, it will become like Kokiri. Other than that are fine.

  3. #3

    Default Re: Idea- Ancient Age: Total War

    There will be cavalry dont worry about that, Hyrule will have some just not the best, The Moblins will have some as well, the bandits will too, there will be plenty of cav its just some factions will be quite poor. Yea the Minish will be a fair bit like the Kokiri just with better Morale.

  4. #4
    Drazule's Avatar Campidoctor
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    Default Re: Idea- Ancient Age: Total War

    Isn't Vaati a minish? He's taller than most it seems.

  5. #5

    Default Re: Idea- Ancient Age: Total War

    Well yea but i think he transformed or something like that, so i dont see why the other Minish cant

  6. #6

    Default Re: Idea- Ancient Age: Total War

    The Kokiri Bandits do not exist until a few decades before Ganon.

  7. #7

    Default Re: Idea- Ancient Age: Total War

    Quote Originally Posted by HTD View Post
    The Kokiri Bandits do not exist until a few decades before Ganon.
    All there is in the Ancient Age is what Neph needed to tell the Sulkaris and Hylia stories, which would make for a pretty small and restrictive submod if taken literally. Kokiri Bandits are there to help fill out the faction list, and maybe add in something with a slightly varying playstyle compared with what's available.
    Taram Chalco - Elizabeth Westcliffe - Kesaris - Erika Homewood - Kalian Benton Galhansen

    --The Infinite Notebook of Perpetually Unfinished Squirrel Sketches--

  8. #8

    Default Re: Idea- Ancient Age: Total War

    Quote Originally Posted by VictorAYorke View Post
    All there is in the Ancient Age is what Neph needed to tell the Sulkaris and Hylia stories, which would make for a pretty small and restrictive submod if taken literally. Kokiri Bandits are there to help fill out the faction list, and maybe add in something with a slightly varying playstyle compared with what's available.
    Removing the Kokiri Bandits would leave 13 playable factions, which is over 50% more than GSTW, TTW, SoHTW and GoHTW.

  9. #9

    Default Re: Idea- Ancient Age: Total War

    Quote Originally Posted by HTD View Post
    Removing the Kokiri Bandits would leave 13 playable factions, which is over 50% more than GSTW, TTW, SoHTW and GoHTW.
    Good point - I concede. Which factions would you axe/consolidate/re-jig then?
    Taram Chalco - Elizabeth Westcliffe - Kesaris - Erika Homewood - Kalian Benton Galhansen

    --The Infinite Notebook of Perpetually Unfinished Squirrel Sketches--

  10. #10

    Default Re: Idea- Ancient Age: Total War

    The Lizalfos worship Volvagia as a god so shouldn't they be cordial

  11. #11

    Default Re: Idea- Ancient Age: Total War

    Quote Originally Posted by HTD View Post
    The Kokiri Bandits do not exist until a few decades before Ganon.
    That's a fair point, maybe it will be so that if they are ai they are an emergent faction, plus doesn't technically mean they are still around during the ancient age. I mean didn't that end when Ganon came along?

    Quote Originally Posted by Zalanum View Post
    The Lizalfos worship Volvagia as a god so shouldn't they be cordial
    Good point might consider that, but I 'm sure Neph said that they were all fighting each other over death mountain, and then the two made peace and over time they started to Worship the Volvagians for their military superiority.

  12. #12
    UndyingNephalim's Avatar Primicerius
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    Default Re: Idea- Ancient Age: Total War

    There is enough content in the Ancient Age for an entire expansion. I'll wait and finish everything else I have planned though before I think about adding more to my load.

  13. #13

    Default Re: Idea- Ancient Age: Total War

    The Minish. They technically did have a lot of power, but the size differences make their expansion inconsequential to everyone else.

  14. #14

    Default Re: Idea- Ancient Age: Total War

    Ideas for the Huskus? Well...

    Spoiler Alert, click show to read: 

    The Huskus Empire
    Faction Religion: Goddess Acknowledgement
    Faction Colour: Forest Green
    Cordial Factions: Kingdom of Hyrule, Kasuto's Alliance, Minish Kingdoms
    Rival Factions: Will of Sulkaris, Kokiri Bandits

    Strengths:
    * Close Combat Veterans: The Huskus field a powerful selection of infantry and cavalry.
    * Dedicated: Huskus do not break and run from battle easily.
    * Forest Dwellers: Huskus excel at forest combat.

    Weaknesses:
    * Strict Caste System: Due to their system of society, non-Huskus cities conquered by the Huskus receive a penalty in public order.
    * Little Room for Advancement: While the infantry and cavalry the Huskus are decent, there is not much variety among them, and they do not upgrade quickly.
    * Chosen from Birth: Huskus are placed into their castes at birth, and therefore cannot be recruited by normal means. (See Notes)
    * Unfortunate Biology: Due to their having scythes for hands, the Huskus have little variety of ranged units. Another result of their bizarre biology is reduced trade income. (Have you seen a Huskus? That guy ain't coming to my dinner table, no sir.)

    Units:
    Infantry:
    Huskus Warrior Caste: Light Infantry
    Huskus Knight Caste: Heavy Infantry
    Huskus Priestess Caste: Support Infantry

    Cavalry:

    Huskus Runner Caste: Light Cavalry (They're basically the Warrior Caste, only they were born a bit bigger and burlier.)
    Huskus Charger Caste: Heavy Cavalry (Similar to the Runner Caste, only these ones have been outfitted with spikes on their bodies to give them more killing power.)

    Ranged:

    ??? (Magic, maybe? Everything's better with magic, right?)

    Command:
    Order Priest (Capatin)
    Noble Caste (General)
    (Maybe there can be a “Huskus Noble Caste” unit, I don't know.)

    Heroes:
    Unknown at this point. Probably none. Maybe a hundred. Who knows?

    Notes:
    The recruitment method for the Huskus is special:
    What you do is build, for instance, the Warrior Caste Breeding Grounds in your settlement. In a set amount of turns (3 is what I'm going with for now), you get your Warrior Caste unit(s).
    The Cost for building the structure, as well as the number of units you receive, are determined by the size of the settlement.

    (For those who might be concerned about balance with this system: the balance here is that while the Huskus could swarm Hyrule with an army the likes of which have never been seen, they can't (quickly, at least), because they don't earn a large enough income upon leaving the forest to support that, due to the reduced public order.)

  15. #15

    Default Re: Idea- Ancient Age: Total War

    Well, I had fun thinking about the Huskus, so I thought about the Volvagians too.
    Spoiler Alert, click show to read: 

    The Volvagian Empire

    Faction Religion: Strict Goddess Worship
    Faction Colour: Crimson
    Cordial Factions: The Lizafols Clans
    Rival Factions: The Goron Brotherhood

    Strengths:
    * Fire and Death: Volvagians are monstrous creatures, and have the firepower to destroy an army multiple times its size. Without contest, they field the strongest Cavalry in the game.
    * Hot Blooded: Volvagians excel in hot areas or mountains.

    Weaknesses:
    * Small in Number: Due to the relatively small number of Volvagians, and the lack of feet they have, they rely on Goron Slaves, their food source, for foot soldiers.
    * Arrogant: Some Volvagians may charge without orders.
    * Lack of Infrastructure: Volvagians do not, for the most part, live in cities, and as a result are not keen at taking care of them.

    Units:
    Infantry:
    Goron Meat: Light Infantry (Slaves, if you prefer, meant to hold a line so the Volvagians can fire with no interupptions.
    Goron Rockspear Meat: Spearmen (Rock spears are rocks that have been melted by the Volvagians into lava, then cooled into a spear shape. Notably, they aren't sharp.)

    Cavalry:

    Volvagian Adolescent: Light Cavalry (Young Volvagians who cannot breathe fire, but have the desire to fight. Can still be very deadly.)
    Volvagian Lackfires: Heavy Cavalry (Old Volvagians who also cannot breathe fire, but still have the desire to fight. Can be extremely deadly.)
    Volvagian Firestorms (Placeholder name): Heavy Missle Cavalry (The Volvagians from the standard game. You know how this story ends.)

    Ranged:

    Goron Rockthrower Meat: Javelins (Basically the Rockspears, only they have more spears and they throw them. That's all.)

    Command:
    ???

    Heroes:
    Volvagia - The Father Volvagian, and the self-proclaimed God of Death Mountain.

    Notes:
    This faction focuses more on brute force than tactics.
    Perhaps they can recruit Lizafols Worshippers (of Volvagia), but that's not my call.

  16. #16

    Default Re: Idea- Ancient Age: Total War

    The Huskus Empire
    Ranged:
    ??? (Magic, maybe? Everything's better with magic, right?)
    Well The idea I had and posted in the past for the Huskus Ranged unit is...
    Atle Arms:
    The Atle Arms Huskus. Use their Scythe arms much like a make shift atlatl. Used to throw javelins with greater speed, power and accuracy, that of which can not be found among hand held and thrown javelins.

    If you don't know what a Atlatl is, look here...
    https://www.google.com/?gws_rd=ssl#q=atlatl

  17. #17

    Default Re: Idea- Ancient Age: Total War

    Atle Arms:
    The Atle Arms Huskus. Use their Scythe arms much like a make shift atlatl. Used to throw javelins with greater speed, power and accuracy, that of which can not be found among hand held and thrown javelins.
    That's an interesting idea, but could you possibly illustrate it somehow? At least explain where everything would go? I can't see how they would do that.

  18. #18

    Default Re: Idea- Ancient Age: Total War

    I'm liking these ideas, the only problem I have with them is I don't know how to make them visually different that is gonna be another challenge as well :/

  19. #19

    Default Re: Idea- Ancient Age: Total War

    Faction Idea: The Tokay

    Why? So the entire Hyrule Total War map can be reused without having to redo it.

    Where will they be? On Crescent Island, as usual, and expanded out into the area the Labrynna Regime will occupy in five thousand years.

    What will their role be? I'm working on expanding the Hyrule Historia in the Ancient Age, don't worry. I already know their fate.

    Are they playable? No. They're an NPC Faction

    What sort of Faction are they? Well...

    Spoiler Alert, click show to read: 

    The Wind Tribe:
    Faction Religion: Lesser Deity Worship

    Faction Colour: Olive

    Cordial Factions: ???

    Rival Factions: ???

    Faction Leader: Chief Hunter Moray

    Capital City: Tokay (See Notes)

    Strengths:
    Fields a large amount of soldiers per unit.
    Starts with more land than any other faction. (Maybe, I don't know the region layouts.)

    Weaknesses:
    Soldiers are mere tribals, and cannot stand up to most armies.
    Most Tokay are extremely stupid, and will trade away settlements for nearly nothing.

    Units:
    Infantry:
    Tokay Gatherers Light Infantry
    Tokay Bonkers Light Infantry
    Cavalry:
    None
    Ranged:
    Tokay Hunters Javelins
    Rock Throwers Light Ranged Infantry
    Siege:
    None
    Command:
    One-With-Shiny (Captain)
    Can-Count-Ten (General)

    Heroes:
    Chief Hunter Moray

    Notes:
    The name of the Tokay towns are not what they are in the base game. They name their towns after what they find most often there. For example, they named their capital Tokay, because you'll find Tokay people most there. Modern-day Lynna is called Linta, because you'll find fields most often there. ('Linta' is Tokayan for 'Field, plain, wide-open area'.)

    That's just how they do things.

  20. #20

    Default Re: Idea- Ancient Age: Total War

    Quote Originally Posted by TheycallmeBrick View Post
    The Wind Tribe:
    That was supposed to say "The Tokay".

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