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Thread: Azeroth Total War

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  1. #1

    Default Re: Azeroth Total War

    Quote Originally Posted by Darrowmere View Post
    I agree i can't believe there wasn't a finished warcraft mod and in the end i felt like i had to make one or be part of it.

    I'm hoping to learn about modeling and maybe get to the point i could call myself a modeller and do some of the work but i knew i'd always need help. So i'd be very happy to have your help Sulfurion Blackfyre
    Haha, it had seemed strange to me as well seeing how almost every other fantasy setting has some mod of its own.
    Lotr, warhammer, Elder scrolls, game of thrones, and even Legend of Zelda.
    I had expected WoW with its popularity and fanbase would have its own as well.

    What if you reach out to popular Total War youtubers ?
    They had made a preview for the recent Lord of the Rings mod for Attila and they could help gather attention for you.
    You could tell them to inform their fanbase that you require modellers and if there are people interested they can help you.
    Last edited by jim501; April 24, 2016 at 05:53 PM.

  2. #2
    Vladyvid's Avatar Wizard of Turmish
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    Default Re: Azeroth Total War

    Quote Originally Posted by Darrowmere
    The lettering is good a bit too bright maybe a slightly darker yellow.

  3. #3

    Default Re: Azeroth Total War

    That shade is a lot better

    Also thought on it and done some research i will be replacing a couple factions.

    The Maraudine Clan (Centaurs) will be changed to The Grimtotem Clan. (Separatist tauren)

    The Fel Horde (Outlands Orcs) will be changed to The Burning Legion. (Demons, demons everywhere)

    Thanks for suggestions guys.

  4. #4

    Default Re: Azeroth Total War

    Huh, damn. I'm actually working on the exact same concept as you are, seeing as there are no successful Warcraft mods in the past.

  5. #5
    Vladyvid's Avatar Wizard of Turmish
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    Default Re: Azeroth Total War

    Then why dont you guys join forces, so you can make this mod sooner.

  6. #6

    Default Re: Azeroth Total War

    Quote Originally Posted by Vladyvid View Post
    Then why dont you guys join forces, so you can make this mod sooner.

  7. #7

    Default Re: Azeroth Total War

    I would actually love to, but my concept differs greatly in some respects from darrowmeres. I do have a thorough list of the factions units and have written descriptions on them all. If darrowmere will have me, I would love to share my work with him.

  8. #8

    Default Re: Azeroth Total War

    Quote Originally Posted by Molochwalker View Post
    I would actually love to, but my concept differs greatly in some respects from darrowmeres. I do have a thorough list of the factions units and have written descriptions on them all. If darrowmere will have me, I would love to share my work with him.
    How does it differ exactly?
    Is it timeline-wise or in some other aspect ?

  9. #9

    Default Re: Azeroth Total War

    Quote Originally Posted by jim501 View Post
    How does it differ exactly?
    Is it timeline-wise or in some other aspect ?
    My inspiration has been perhaps to only truly successful fantasy mod, Third Age Total War.

    Namely: Less factions. Quality over quantity. This leaves the possibility open for far more interesting, better and different kinds of factions, with more specialized militaries. With a ton of factions you will either end up with a bunch of carbon copy factions (like in vanilla), or you will end up with a mess of a mod like RoDG. Now I think that RoDG has done an excellent job, visually. The hours of work put behind the modelling is absolutely astonishing. However, it is extremely hard to get into because of the vast numbers of individual units they have incorporated, especially if you are not very Warhammer savvy. I would suggest reducing the number of factions to under 15, leaving the rest as "independent" or "rebel". In TATW there are like 8 or 9 factions, and some of them barely have 10 units, but the game has an immense replay value because each faction is so distinct and well designed. You don't HAVE to meet the 36 (?) faction maximum for it to be an interesting game, believe me.

    I know this probably is something that clashes with your vision of what the game should be, Darrowmeres... Which is why I wont share any of my specifics with you just yet. As I said, I have a very thorough concept laid out. This includes factions, sounds, units, buildings, and I have started locating several models/textures for the units. Your map is sublime, and I really want to be a part of your project. Still want me to send you a PM?

  10. #10

    Default Re: Azeroth Total War

    Quote Originally Posted by Molochwalker View Post
    My inspiration has been perhaps to only truly successful fantasy mod, Third Age Total War.

    Namely: Less factions. Quality over quantity. This leaves the possibility open for far more interesting, better and different kinds of factions, with more specialized militaries. With a ton of factions you will either end up with a bunch of carbon copy factions (like in vanilla), or you will end up with a mess of a mod like RoDG. Now I think that RoDG has done an excellent job, visually. The hours of work put behind the modelling is absolutely astonishing. However, it is extremely hard to get into because of the vast numbers of individual units they have incorporated, especially if you are not very Warhammer savvy. I would suggest reducing the number of factions to under 15, leaving the rest as "independent" or "rebel". In TATW there are like 8 or 9 factions, and some of them barely have 10 units, but the game has an immense replay value because each faction is so distinct and well designed. You don't HAVE to meet the 36 (?) faction maximum for it to be an interesting game, believe me.

    I know this probably is something that clashes with your vision of what the game should be, Darrowmeres... Which is why I wont share any of my specifics with you just yet. As I said, I have a very thorough concept laid out. This includes factions, sounds, units, buildings, and I have started locating several models/textures for the units. Your map is sublime, and I really want to be a part of your project. Still want me to send you a PM?

    I can agree with quality over quantityt and the saturation, but I will disagree on another ground.
    Firstly, TATW from what I have seen is indeed very popular and succesful,but it doesnt need to be copied to the letter, the new Lotr mod for example for Attila will have 25 factions
    The low faction number had more to do with its lore I believe, and that had garnered some complaints about the low unit and fation variety.

    Furthermore I think most of the factions Darrowmere chose are pretty fitting and important lorewise.
    Exlcuding a couple factions, all the others had a significant presence,had cultural differences and are important on their own to just lump them under "rebel".
    Even if some were to go, If you count it, 15 factions alone would leave major and interesting factions unplayble.
    Alliance/Horde factions alone would be almost 12 so, you need other factions to have them as enemies.

    As far as copy-pasting goes, even similar factions like the Trolls, can have their own key differences in units and also visual differences which will offer variety unlike Vanilla Med2 which was historical and was bound to have copy-pasted European units.
    Even the human kindgoms can have their own unique armors,uniforms and units.

    Also I havent played RoDF so I cant really tell,but, why would a lot of unit variety be off putting?
    Last edited by jim501; April 28, 2016 at 11:18 AM.

  11. #11

    Default Re: Azeroth Total War

    Hey Molochwalker if you want i can look at your ideas and maybe incorperate them into the mod. I haven't done much work on unit rosters yet so they may be real useful. Feel free to pm me or post here.

  12. #12

    Default Re: Azeroth Total War

    Yeah sure go ahead and PM. I get your concerns about Rosters being a little too similar and that might be the case to begin with but i am hoping to give every faction quite a few unique units and have unique feelings.
    When it came to Medieval 2 many factions might have similar feels what with unit rosters but it was the location of the faction and the family tree that gave it difference. For example Stormwind and Stromguarde might have some units in common on their rosters but one will have more territories and be in the south with a High King as their leader and Stromguarde will be in the north with one territory and a risky future and a prince as leader.

  13. #13

    Default Re: Azeroth Total War

    I agree that 15 factions might be undershooting a bit. I have tried sending Darrowmere a PM, but it doesn't show up in the "Sent Items" folder, so I'm wondering if he got it?

  14. #14

    Default Re: Azeroth Total War

    Hey your message made it through, you have to tick a box for you to see messages you sent. I've had a quick read of your message i'll read it through in detail and get back to you tomorrow. Thanks and welcome onto the team.
    Last edited by Darrowmere; April 28, 2016 at 02:12 PM.

  15. #15

    Default Re: Azeroth Total War

    Quote Originally Posted by Darrowmere View Post
    Hey your message made it through, you have to tick a box for you to see messages you sent. I've had a quick read of your message i'll read it through in detail and get back to you tomorrow. Thanks and welcome onto the team.
    Thanks! I'll continue writing units right away.

  16. #16

    Default Re: Azeroth Total War

    Darrowmere, have you thought about making the faction leaders like the new Total War WArhammer?
    In that game, family trees dont exist, and faction leaders dont age nor die.
    If they are killed in combat they respawn after a few turns in the capital, (supposedly they were just wounded).
    It is the same mechanic used in Napoleon Total War, to avoid napoleon dying.

  17. #17

    Default Re: Azeroth Total War

    This is interesting, but I'm unsure wether it's hardcoded that either all generals are immortal, or none are. I remember specifically that the TATW team couldn't for the life of them make the Elf generals immortal.

  18. #18

    Default Re: Azeroth Total War

    I don't know if that's possible with Medieval 2 and even then the mod is going to have family trees and characters that can die and pemenantly. But the turn rate will be 4 or 6 turns per year and i'll set old age dying at near 70 so if your careful you can keep your major characters in play for most of the campaign.

    Most factions will be family trees based with support family trees eg Stormwind has the Wrynn's but if they die out the Ebonlocke family tree could become the new main family. The factions without family trees will be the Teutonic Order style with Faction leader and heir set up with a few spare generals.

  19. #19

    Default Re: Azeroth Total War

    This looks really awesome! out of curiosity, will you be adding Karazhan as a settlement?

  20. #20

    Default Re: Azeroth Total War

    also do you think you will add the Lost Isles or Pandaria at some point? Honestly if you chose to leave out the Pandaren I wouldn't be suprised, but I think a neutral landmass of Pandaria would be cool.

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