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Thread: Azeroth Total War

  1. #161

    Default Re: Azeroth Total War

    Thinking the starting faction list should be:

    Kingdom of Stormwind
    Kingdom of Khaz Modan
    Night Elves

    Nation of Durotar
    United Tauren Tribes
    Forsaken

    The Scarlet Crusade
    The Undead Scourge
    The Dark Iron Empire
    The Dark Horde
    The Drakkari Empire
    Dalaran
    Rebels

    13 factions is a more achievable target.

    mostly balances out with the continents except Kalimdor. Let me know what you think.

  2. #162
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    Default Re: Azeroth Total War

    Quote Originally Posted by Darrowmere View Post
    Thinking the starting faction list should be:

    Kingdom of Stormwind
    Kingdom of Khaz Modan
    Night Elves

    Nation of Durotar
    United Tauren Tribes
    Forsaken

    The Scarlet Crusade
    The Undead Scourge
    The Dark Iron Empire
    The Dark Horde
    The Drakkari Empire
    Dalaran
    Rebels

    13 factions is a more achievable target.

    mostly balances out with the continents except Kalimdor. Let me know what you think.

    It looks like you did a great job with the list. No problems with it I believe.

  3. #163
    Vladyvid's Avatar Wizard of Turmish
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    Default Re: Azeroth Total War

    13 factions is a more achievable target.

  4. #164

    Default Re: Azeroth Total War

    Quote Originally Posted by Darrowmere View Post
    Thinking the starting faction list should be:

    Kingdom of Stormwind
    Kingdom of Khaz Modan
    Night Elves

    Nation of Durotar
    United Tauren Tribes
    Forsaken

    The Scarlet Crusade
    The Undead Scourge
    The Dark Iron Empire
    The Dark Horde
    The Drakkari Empire
    Dalaran
    Rebels

    13 factions is a more achievable target.

    mostly balances out with the continents except Kalimdor. Let me know what you think.
    It seems much more feasible.
    Factions like the Darkspear and the Blood elves can abe added at a later point and arnet too important for now.

    They offer a balanced challenge in each continent as well.
    Maybe add Theramore as well, so that the orcs and tauren have 1 more challenge in Kalimdor.

  5. #165

    Default Re: Azeroth Total War

    Does Durotar have warsong and darkspear units in 1.0? And as the faction fragment these troops are moved to the new factions?

  6. #166
    MacCarthy's Avatar Miles
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    Default Re: Azeroth Total War

    Quote Originally Posted by Darrowmere View Post
    Thinking the starting faction list should be:

    Kingdom of Stormwind
    Kingdom of Khaz Modan
    Night Elves

    Nation of Durotar
    United Tauren Tribes
    Forsaken

    The Scarlet Crusade
    The Undead Scourge
    The Dark Iron Empire
    The Dark Horde
    The Drakkari Empire
    Dalaran
    Rebels

    13 factions is a more achievable target.

    mostly balances out with the continents except Kalimdor. Let me know what you think.
    Looks good. It gives the core allied factions of the Horde and Alliance more room to expand without being in to much competition.
    Factions like Blood elves and Stromgarde can be represented by troops available in a liberated city.
    Silvermoon city could supply Blood knights and mages Horde faction, maybe even Alliance and Dalaran if they purge it of scourge.

  7. #167

    Default Re: Azeroth Total War

    Quote Originally Posted by jim501 View Post
    Maybe add Theramore as well, so that the orcs and tauren have 1 more challenge in Kalimdor.
    Theramore will be a Stormwind settlement to keep the faction count down it may seem like this gives an advantage to the Horde but Kalimdor has less regions than the Eastern Kingdoms.


    Quote Originally Posted by Molochwalker View Post
    Does Durotar have warsong and darkspear units in 1.0? And as the faction fragment these troops are moved to the new factions?
    Durotar should have three units one of Darkspear, Warsong and Frostwolf troops in their roster to show their presence but not the whole of Dark/War/Frost rosters as thats more work and should be saved till post 1.0. Similarly Stormwind should have three units one of Theramore, Stromguarde and High Elf (or better replacement) troops.

    Quote Originally Posted by MacCarthy View Post
    Looks good. It gives the core allied factions of the Horde and Alliance more room to expand without being in to much competition.
    Factions like Blood elves and Stromgarde can be represented by troops available in a liberated city.
    Silvermoon city could supply Blood knights and mages Horde faction, maybe even Alliance and Dalaran if they purge it of scourge.
    Those special units being trainable in certain settlements sounds nice. Quel' Thalas will not be present as a faction in 1.0 and Blood/High Elf troops probably wont be in the game in 1.0 except maybe one unit for rebel purposes. During Vanilla wow Quel' Thalas is still neutral so haaving their Elf units on Durotar's roster wont happen just like Stormwind wont have Draenei units (who haven't even crashed down on Azeroth yet.)
    Last edited by Darrowmere; May 22, 2016 at 02:34 PM.

  8. #168
    MacCarthy's Avatar Miles
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    Default Re: Azeroth Total War

    Quote Originally Posted by Molochwalker View Post
    Suggestions for the United Tauren Tribes, based on tribal profiles.


    Strengths: The strongest hand-to-hand fighters in Azeroth. Makes good use of gunpowder weapons.
    Weaknesses: Lacking armor, numbers and missile units. Cavalry prone to running amok.

    Spoiler Alert, click show to read: 
    Missile
    __________________________________
    Thunderhorn Bravelings
    Javelins
    Effective against armour

    Description
    The youngest members of the Thunderhorn Tribes form the primary strikeforce of the Tauren armies. The braveling hunters primarily consists of Thunderhorn Tauren who are so young they cannot successfully enter direct combat. These young bravelings therefore use their experience with the hunting javelin on the plains of Kalimdor to harass the enemy before the main engangement.
    __________________________________
    Thunderhorn Hunters
    Longbows
    May place stakes

    Description
    Living a peaceful life in the tauren tribes is not shameful, but sometimes duty calls even for the pacifist. The Thunderhorn Hunters are fully grown tauren males who have little experience in combat, but who have hunted with the bow for many years. They may not be the most professional troops, and they certainly don’t hold up for long in close quarters, but their massive bow have an excellent range and cunningly they know how to place traps on the field.
    __________________________________
    Thunderhorn Braves
    Musket
    Gunpowder

    Description
    The famous hunters of The Thunderhorn tribe was quick to adapt the gunpowder technology brought to Mulgore by the encroaching excavators of the Bael’Dun expedition. The musket was a welcome addition in the Tauren ranks as their bows lacked the armor penetration and their javelins lacked the range to allow them to be effective in their deployment of missile weapons. The musket gave them both deadly penetration and range while being an easy weapon to master. It is still slow and cumbersome to reload, however.
    __________________________________
    Cavalry
    __________________________________
    Kodo Herd
    Riderless Heavy Cavalry
    Frighten Nearby Infantry
    Bonus Fighting Cavalry
    Animals May Run Amok

    Description
    The Kodo of the plains are generally a tranquil lot; simple herbivore reptiles that only wishes graze in peace. The Tauren often use the kodos as simple beasts of burden for their caravans, as most of the kodos are unfit for war. When it’s called upon, in desperate measures, the pack kodos are implemented into the ranks of the Tauren army as a stampeding force to be released upon the enemy. Most often the tauren lose control over this stampede themselves, and must be careful not to let the stampede affect their own troops.
    __________________________________
    Bloodhoof Beastmasters
    Heavy Cavalry
    Frighten Nearby Infantry
    Bonus Fighting Cavalry
    Animals May Run Amok
    Armour Piercing
    Inspire Nearby Troops
    May Charge Without Orders

    Description
    While the kodo mostly refrains from aggression, the bulls do not. The Beastmasters of the Bloodhoof Clan ride atop the young kodo bulls who have yet to sieze females and establish their own herd. The young bulls are viciously aggressive and eager to prove themselves, as the riders atop carry with them flasks of scents that is extracted from females in heat, to manipulate their mounts. The riders wield armour piercing javelins and pound war drums to inspire nearby allies, as they rush the enemy in a fearsome charge that often escalates to total chaos as the bulls may run completely amok.
    __________________________________
    Mounted Thunderhorn Braves
    Heavy Cavalry/Artillery
    Frighten Nearby Infantry
    Bonus Fighting Cavalry
    Animals May Run Amok

    Description
    The Kodo is easily startled and should for the most part avoid any close contact with any gunpowder weapons. However the most ancient matriarchs of the caravans are as calm as rocks, knowing full well that their humongous size and the numbers in their herds will deter most attackers. The kodo matriarchs therefore make excellent mobile artillery units, carrying small cannons on their backs able to quickly shift their positions to continually harass the enemy. They need no support to handle themselves in the open, but should be wary of enemy artillery firing back.
    __________________________________
    Infantry
    __________________________________
    Bloodhoof Bravelings
    Light Inf - Mace + Shield
    May Charge Without Orders

    Description
    The bravelings of the Bloodhoof Tribe are bands of adolescent tauren who have come of fighting age and are ready enter combat. The bravelings are not fully grown and lack the experience and wisdom of the elder taurens, often making them hotheaded and disorganized when entering battle. After stability in Mulgore was achieved with the help of the Orcs, The Bloodhoof experienced a population boom with many new, young members to fight for them. They are perhaps smaller than the fully grown tauren, but they are still larger and stronger than most military units in Azeroth.
    __________________________________
    Highmountain Braves
    Heavy Inf - Axe + Shield

    Description
    The Highmountain Tribe, vanquishers of The Legion - a true veteran warrior society in the Tauren confederacy. Their track record involves many great feats, and they were among the few tribes present in the defense of the World Tree against Archimonde's invasion. Wielding shields and maces, the Braves of the Highmountain Tribe always stand ready to root out the evils that endanger the Earthmother's creation.
    __________________________________
    Ragetotem Braves
    Heavy Inf - 2h Axe
    Powerful Charge
    Armor Piercing

    Description
    The Ragetotem is renowned for their prowess in battle, as they are one of the few Tauren tribes who subscribe to aggression and warfare as their chosen path to resolving conflict and ensuring safety for their people. The Tauren tribal confederation makes great use of their impetuous and fearless warriors, who serve as shock troops in the Tauren army. They prefer mobility over armor, and wield large axes who may cleave lesser enemies in half. Though they may not be as wise or as calm as their counterparts in other tribes, they are vital to the Tauren war effort.
    __________________________________
    Mu’shas Chosen
    Spearmen
    Inspire Nearby Troops
    Bonus Fighting Cavalry
    Excellent Morale

    Description
    Mu’sha, commonly known as Elune, the left eye of the Earthmother, is a vital part of Tauren druidic lore. These units stem from the Wildmane and Runetotem Tribes – the two primary tribes seeking to reestablish the druidic orders of the Tauren. These units choose to wear mail armor along with large shields and long spears, in their quest to combat the centaur threat who still remain as a looming threat on the horizon to the West and even in Mulgore. They are calm and devout troops, who often serve as a last line of defense, or to support the infantry flanks in defeating cavalry.
    __________________________________
    Ragetotem Tallstriders
    Heavy Infantry - Totem Maces
    Powerful Charge
    Frighten Nearby Enemy
    May Charge Without Orders
    Armor Piercing

    Description
    “The Tallstriders” is the denomination not only for the great flightless birds of the plains, but also for the largest individuals of the powerful and aggressive Ragetotem tribe. These soldiers are one of the few Tauren troops driven solely by rage and bloodlust. The Tallstriders are excellent shock troops, crushing men and mounts alike with their hooves and swing great totems that negates any armor. The Tallstriders can easily cut through most battle lines, but is not immune to sustained missile fire or isolation by elite enemies.
    __________________________________
    Sunwalker Infantry
    Heavy Infantry - Mace + Shield
    Armor Piercing
    Excellent Morale

    Description
    Although most tauren gather their strength from the moon and the Earthmother, an intertribal Tauren warrior society has begun imbuing itself with the light of the sun. The Sunwalkers take inspiration from the Alliance paladins and follow the teachings of the holy light. These warriors are armored in gilded plate and wield an armour piercing mace with their huge shields. The sunwalkers are a formidable defensive force, and a single party is able to withstand a vast host of enemies on their own.
    __________________________________
    Chieftains Bodyguard
    Heavy Infantry - Poleaxes
    Excellent Morale
    Bonus Fighting Cavalry

    Description

    Wisdom and resolve are the primary virtues of most taurens, and the chieftains must be a prime examples of these virtues. To ensure that a chieftain does not succumb to the temptation of breaking these virtues, he surrounds himself with elite veteran warriors who have displayed them on the battlefield time and time again. The Chieftains Bodyguard are an unwavering band of loyal soldiers willing to sacrifice their life for their leader and their tribe. They are the chieftains closest associates and often provide him with council in times of peace.
    __________________________________
    Artillery
    __________________________________Ballista
    Catapult
    Bombard
    Grand Bombard
    Monster Bombard

    They use to not have kodos as mounts, was a "plains-running" ability. Ditching any cavalry and modding the infantry to be faster than other factions would be interesting.
    Not sure about the cow paladins.
    From the Apache in the America's Campaign, to gain Thunder Braves (gun powder) units you would have to defeat an enemy army that contains a firearms unit.

  9. #169

    Default Re: Azeroth Total War

    Quote Originally Posted by MacCarthy View Post
    They use to not have kodos as mounts, was a "plains-running" ability. Ditching any cavalry and modding the infantry to be faster than other factions would be interesting.
    Not sure about the cow paladins.
    From the Apache in the America's Campaign, to gain Thunder Braves (gun powder) units you would have to defeat an enemy army that contains a firearms unit.
    Yeah, but they ditched the plainsrunning in favor of the Kodo.
    Since Tauren already used in Warcraft 3, they can use it here as well.
    I personally wouldnt prefer sunwalkers nor gunpowder for tuaren.

  10. #170

    Default Re: Azeroth Total War

    Quote Originally Posted by Darrowmere View Post
    Theramore will be a Stormwind settlement to keep the faction count down it may seem like this gives an advantage to the Horde but Kalimdor has less regions than the Eastern Kingdoms.

    Durotar should have three units one of Darkspear, Warsong and Frostwolf troops in their roster to show their presence but not the whole of Dark/War/Frost rosters as thats more work and should be saved till post 1.0. Similarly Stormwind should have three units one of Theramore, Stromguarde and High Elf (or better replacement) troops.
    Sounds like a good idea.
    I dont know if it is necessary to name units as Frostwolf or Warsong since the Horde was made up of mixed clans, but maybe they can add a little flavor.
    I think though that even after 1.0 you dont need to make extra factions for these 2.
    The Horde was a united entity and they were big parts of it.

    Even if it has assymetrical balance it wont be a bad thing but rather a challenge.

  11. #171

    Default Re: Azeroth Total War

    Quote Originally Posted by jim501 View Post
    Yeah, but they ditched the plainsrunning in favor of the Kodo.
    Since Tauren already used in Warcraft 3, they can use it here as well.
    I personally wouldnt prefer sunwalkers nor gunpowder for tuaren.
    Sunwalkers are "druids" worshipping An'she, the right eye of the earth-mother. They are an ancient order, and emerges in the game, so I see no problem with them if the general idea of the mod so far has been to be true to WoW aswell as lore, but I know that the fan reception of Tauren paladins were never good so they can be scratched.

    The gunpowder troops are a in no way essential, but I thought it would be a cool addition considering tauren hunters are the only horde hunters to wield a gun at character roll, and it would surely make the tauren a more interesting and unique faction. They are like the Thunder Braves from the apachean tribes in the Americas campaign, and seeing as the Tauren are well inspired by these tribes it would make a lot of sense. Lorewise it make sense too, as the Bael'Dun Expedition is present in Mulgore and Southern Barrens.

    I just think that these units, though controversial, are a great way to create factions that are truly distinct and opens for memorable gameplay experiences with each playthrough.

  12. #172

    Default Re: Azeroth Total War

    Quote Originally Posted by Molochwalker View Post
    Sunwalkers are "druids" worshipping An'she, the right eye of the earth-mother. They are an ancient order, and emerges in the game, so I see no problem with them if the general idea of the mod so far has been to be true to WoW aswell as lore, but I know that the fan reception of Tauren paladins were never good so they can be scratched.

    The gunpowder troops are a in no way essential, but I thought it would be a cool addition considering tauren hunters are the only horde hunters to wield a gun at character roll, and it would surely make the tauren a more interesting and unique faction. They are like the Thunder Braves from the apachean tribes in the Americas campaign, and seeing as the Tauren are well inspired by these tribes it would make a lot of sense. Lorewise it make sense too, as the Bael'Dun Expedition is present in Mulgore and Southern Barrens.

    I just think that these units, though controversial, are a great way to create factions that are truly distinct and opens for memorable gameplay experiences with each playthrough.
    Dunno, I never really liked the idea of Sunwalkers.
    Plus, their order isnt ancient, they were established during Cataclysm and since the mod takes place before I think we can skip them.
    As for Gunpowder, I personally prefer the horde races using "traditional" ranged weapons like bows, crossbows or javelins since that is how their culture was.

    I dont think you require them for distinctiveness, they can be made unique another way.
    Plus I think Darrowmere intends only dwarves and Gilneas to have gunpowder.

    Here is my idea for Tauren

    TAUREN
    Spoiler Alert, click show to read: 


    MELEE

    -YOUNGBLOOD
    >mob, unarmored, spears or a maces

    -BRAVES
    >Light armor, shield and 1 handed weapons (swords,maces etc)

    -BLUFFWACTHERS (?)
    >Light,medium armor, 2 handed axes

    -TAUREN WARRIORS/RAGETOTEM WARRIORS(?)
    >medium armor, 2-handed mace-totems (inspired by WC 3 tauren)

    -CHIEFTAIN'S BODYGUARD
    >medium armor, 2-handed maces (the same ones Baine's model is holding), (perhaps heavily armored)

    RANGED

    -TAUREN SKIRMISHERS
    >JAVELINS, no armor

    -TAUREN/THUNDERHORN HUNTERS
    >No armor, archers


    CAVALRY

    -KODO RIDERS
    >Unarmored kodo, axe rider (Has drums, offers morale)

    - ARMORED KODO RIDERS
    >Armored kodo, axe rider, (has drums, offer morale)



    MAGIC


    -DRUIDS
    >Ranged magic caster.

    -SHAMANS/SPIRITWALKERS

    >melee magic user, medium armor, offers morale


    ARTILLERY

    -CATAPULT


    AGENTS

    -priest : spiritwalker
    -spy : longwalker
    -assassin : Grimtotem assassin(?)
    Last edited by jim501; May 26, 2016 at 01:54 PM.

  13. #173

    Default Re: Azeroth Total War

    Hey sorry for lack of updates and responses just finished uni so been celebrating pretty hard things are calming down now and plan to start work on the mod again on Sunday. Nice roster there Jim would be nice to work some tribes into the roster in their respective roles so warriors: ragetotem/stonehoof/bloodhoof Druid: skychaser/mistrunner/runetotem hunter: wildmane/eagletalon/cliffwalker etc think a more traditional set of weapons I remember having a Tauren hunter on wow and being surprised that they had guns. I'll look into sunchasers and come to a decision on them.

  14. #174
    Vladyvid's Avatar Wizard of Turmish
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    Default Re: Azeroth Total War

    Looking forward to new developments.

  15. #175

    Default Re: Azeroth Total War

    Quote Originally Posted by Darrowmere View Post
    Hey sorry for lack of updates and responses just finished uni so been celebrating pretty hard things are calming down now and plan to start work on the mod again on Sunday. Nice roster there Jim would be nice to work some tribes into the roster in their respective roles so warriors: ragetotem/stonehoof/bloodhoof Druid: skychaser/mistrunner/runetotem hunter: wildmane/eagletalon/cliffwalker etc think a more traditional set of weapons I remember having a Tauren hunter on wow and being surprised that they had guns. I'll look into sunchasers and come to a decision on them.
    Thanks, I tried to incorporate tauren tribes in the warriors and hunters but I didnt actually want to shoehorn every tribe to a specific role, and even if I wanted I dont know what role each one of them should have. So anyone who has a better layout can add.
    Tauren had guns indeed, but in my idea I had them with bows since they are described as a more "traditional" race and more nature-oriented. Just my suggestion

    By the way, congratulations on your graduation and good luck in the future.

  16. #176
    MacCarthy's Avatar Miles
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    Default Re: Azeroth Total War

    Would be neat if druids had the ability to shift into feral. Not sure that's something modifiable with the engine.
    Perhaps instead of setting stakes it's a wall of thorns.

  17. #177
    Vladyvid's Avatar Wizard of Turmish
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    Default Re: Azeroth Total War

    Would be neat if druids had the ability to shift into feral. Not sure that's something modifiable with the engine.
    Pretty sure its not possible.

    Perhaps instead of setting stakes it's a wall of thorns.
    It might be possible to replace the stakes model with something else, but I reckon that would affect all the factions in the game.

  18. #178

    Default Re: Azeroth Total War

    Was thinking of giving Night Elves, Tauren and maybe unlockable for Gilneas in-form druids. Bear with more health and cat with more attack. Have a ranged humanoid druid too.

  19. #179
    Vladyvid's Avatar Wizard of Turmish
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    Default Re: Azeroth Total War

    Yeah that would be cool, but you would need new animations and skeletons for those animal form units.

    For any humanoids you can still use vanilla animations and skeletons, but for different forms of creatures you need to have new ones. If you can get them from some kind of a free source then that would be perfect, but if you would have to make them from scratch, well that could be quite difficult.

    I think you should first focus on making the humanoid units because its easier and less time consuming. Any modellers on the team btw? Who would be in charge of the units models/skins?

    Also, any chances we are going to see some preview of whats being developed? Some pictures would be cool.

  20. #180

    Default Re: Azeroth Total War

    Quote Originally Posted by Darrowmere View Post
    Was thinking of giving Night Elves, Tauren and maybe unlockable for Gilneas in-form druids. Bear with more health and cat with more attack. Have a ranged humanoid druid too.
    Animal forms have 2 issues I think:
    1) they might be redundant given the other nelf units and they could overblow the roster
    2) their skeletons and animations will be hard like Vladyyvid said

    Why dont you make it this way at least for the night elves :

    Druids of the Claw : melee units, with more health and a bulkier physique, wearing bear skins and having claw fist weapons.
    Druids of the Talon : ranged units, less health but have magic attacks,wearing black feather-like tunics.

    That distinction is pretty accurate lorewise for night elves, and I think the others could just have ranged druids alone.



    Quote Originally Posted by Vladyvid View Post
    Yeah that would be cool, but you would need new animations and skeletons for those animal form units.

    For any humanoids you can still use vanilla animations and skeletons, but for different forms of creatures you need to have new ones. If you can get them from some kind of a free source then that would be perfect, but if you would have to make them from scratch, well that could be quite difficult.
    Is there any guide to creating and importing models ?
    I would like to try my luck.
    Last edited by jim501; June 05, 2016 at 05:46 PM.

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