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Thread: [New Mod] Greece Total War: Rise of Xerxes

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  1. #1
    Bongfu's Avatar Senator
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    Icon14 [New Mod] Greece Total War: Rise of Xerxes

    *I know I already posted an official thread for this, but I thought putting the new mod tag and adding more information might draw more attention*



    The goal of the mod is to create a new world for the M2TW engine.

    Based on the era shortly before the Second Greco-Persian War, the mod will recreated Ancient Greece at a time where the city-states such as Sparta, and Athens were at their heights in power.

    A storm is brewing on the horizon however. King Xerxes I, son of Darius I, is seeking to do what his father could not. Conquer all of Greece, and claim the rich lands for his own.

    Can the Greeks unite to repel the invasion? Or will old rivalries and hatreds divide them and lead to their destruction against the Asian horde?

    Overview:
    -The factions that will be included will be most likely as follows:
    Greek Cities (Most of these will make it in the mod)
    • Athens
    • Sparta
    • Corinth
    • The Boeotian league
    • Argos
    • Messenia
    • Rhodes
    • Illyrian tribes
    • Thracians
    • Crete
    • The Ionian league
    • Macedon
    • Locris

    Other Powers
    • Egyptians
    • Persian Empire
    • Scythia
    • Parthia
    Other Factions (maybe, depends on the map)
    • Etruscans
    • Sicily
    Map(in discussion right now)

    Italy may be added




    Please visit http://hypernetstudios.jconserv.net/ and become involved.
    Last edited by Bongfu; March 12, 2007 at 10:38 PM.
    Lorehammer - Team Lead
    A Radious Total War: Warhammer Sub-mod

  2. #2

    Default Re: [New Mod] Greece Total War: Rise of Xerxes

    I'd suggest adding in some far eastern powers if you are going to feature the whole Persian Empire.

    Some sort of Scythian/Parthian tribe that existed up east of the caspian, for instance. Otherwise it could be a little too boring or easy once you get to the Caspian/iraq.

    And personally, I'd skip featuring all of that 'dead weight' of the east and unless you plan to feature the Macedonians rising to the glory of Alexander (Or Xenophon and his 10,000), it seems weird to go so far into the east. It could be better to zoom in on Asia minor and southeastern Europe, perhaps with extensions to Italy, Sicily, and Carthage.
    Last edited by Ahiga; March 12, 2007 at 10:21 PM.

  3. #3
    Bongfu's Avatar Senator
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    Default Re: [New Mod] Greece Total War: Rise of Xerxes

    I like that idea. I was too focused on the Greek cities at the moment, I forgot to think about the Persian expansion
    Last edited by Bongfu; March 12, 2007 at 10:37 PM.
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  4. #4
    Azog 150's Avatar Civitate
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    Default Re: [New Mod] Greece Total War: Rise of Xerxes

    So, im confused. Is this mod more focused on the Greeks or Persians. If it is set in the clasical period and it is still based on the Greeks, like someone else said... Its a bit strange to go that far to the East. Also what about the Thracians???
    Under the Patronage of Jom!

  5. #5

    Default Re: [New Mod] Greece Total War: Rise of Xerxes

    are u a part of this team? r u making progress????

  6. #6

    Default Re: [New Mod] Greece Total War: Rise of Xerxes

    Quote Originally Posted by Ahiga View Post
    I'd suggest adding in some far eastern powers if you are going to feature the whole Persian Empire.

    Some sort of Scythian/Parthian tribe that existed up east of the caspian, for instance. Otherwise it could be a little too boring or easy once you get to the Caspian/iraq.

    And personally, I'd skip featuring all of that 'dead weight' of the east and unless you plan to feature the Macedonians rising to the glory of Alexander (Or Xenophon and his 10,000), it seems weird to go so far into the east. It could be better to zoom in on Asia minor and southeastern Europe, perhaps with extensions to Italy, Sicily, and Carthage.

  7. #7
    Bongfu's Avatar Senator
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    Default Re: [New Mod] Greece Total War: Rise of Xerxes

    Its based on the major Mediterranean powers of the time(during the 2nd Greco-Persian war) Therefore it is based on Greek powers, and the Persians.
    Lorehammer - Team Lead
    A Radious Total War: Warhammer Sub-mod

  8. #8
    Azog 150's Avatar Civitate
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    Default Re: [New Mod] Greece Total War: Rise of Xerxes

    Quote Originally Posted by Bongfu View Post
    Its based on the major Mediterranean powers of the time(during the 2nd Greco-Persian war) Therefore it is based on Greek powers, and the Persians.
    Sounds good. Do you know what the finishing date will be, and how many turns per year you are planning ect. Also have you thaught about adding the Thracians?

    Apart from that im impressed.
    Under the Patronage of Jom!

  9. #9

    Default Re: [New Mod] Greece Total War: Rise of Xerxes

    If you guys have any suggestions, just post them here or hop on over to our forums (you'll find links to it in many team members' sigs) We are always open to suggestions! Hope to see some of you there!

  10. #10
    RuMbLe_mOnKey's Avatar Laetus
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    Default Re: [New Mod] Greece Total War: Rise of Xerxes

    Sounds good. Do you know what the finishing date will be, and how many turns per year you are planning ect. Also have you thaught about adding the Thracians?
    Well as it stands basically we are biding our time until CA allows us to implement our own models into the game, other than that we would have to reskin current models, which wouldn't do the period justice at all. Ultimately due to the large amount of hoplite warfare, the backbone of the mod is a good hoplite model, however we have to create then a large amount of skins for the varying factions etc. But without any model in M2:TW that fits traditional look of the hoplites, we are forced to focus more on everything else. So once CA allows us to implement our own models, we will have a much better view of when it will be finished.

  11. #11
    Azog 150's Avatar Civitate
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    Default Re: [New Mod] Greece Total War: Rise of Xerxes

    Nice, Thanks Well good luck on the mod.....
    Under the Patronage of Jom!

  12. #12
    Methoz's Avatar Senator
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    Default Re: [New Mod] Greece Total War: Rise of Xerxes

    wow,very very nice
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  13. #13
    B. Ward's Avatar ★★★★ RockNRolla ★★★★
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    Default Re: [New Mod] Greece Total War: Rise of Xerxes

    looks nice

  14. #14
    Bongfu's Avatar Senator
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    Default Re: [New Mod] Greece Total War: Rise of Xerxes

    Thanks mate, we are making some progress on the simple stuff, like the loading screens and menus right now. We will be getting scripts together and a map. Most of the game mechanics will be redone without the modeling issues. So expect uber spartan peasants while we wait.
    Lorehammer - Team Lead
    A Radious Total War: Warhammer Sub-mod

  15. #15

    Default Re: [New Mod] Greece Total War: Rise of Xerxes

    Before more work can take place we'd like a bit of community feedback and suggestions, It you have any interest in this mod It's a good idea to stop by our forums, all of your opinions are wanted.

  16. #16
    thoscme's Avatar Semisalis
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    Default Re: [New Mod] Greece Total War: Rise of Xerxes

    this seems like an cool mod!
    hope everything goes well!
    proud norwegian

  17. #17
    Wobble44's Avatar Civis
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    Default Re: [New Mod] Greece Total War: Rise of Xerxes

    what i think is that there will be a risk in not using all the possible animations that were set in m2tw.....

    will the hoplites have 2 wepons?...spear and sword or only spear and shield?

  18. #18

    Default Re: [New Mod] Greece Total War: Rise of Xerxes

    Well, I knowTsar Stefan Dusan IV was trying to do that for dismounted Tsars Guard (I think) and it worked, but the swords floated away from the unit holding it. The people in that thread thinks it is because only the cavalry is meant to have the spear/sword combination. It would be awesome if we could get it in, though.

  19. #19
    Wobble44's Avatar Civis
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    Default Re: [New Mod] Greece Total War: Rise of Xerxes

    I think gunmen have 2 wepons... they have a musket and a sword

  20. #20

    Default Re: [New Mod] Greece Total War: Rise of Xerxes

    Quote Originally Posted by Wobble44 View Post
    I think gunmen have 2 wepons... they have a musket and a sword
    Yeah they do. I think it's because they're classified as a missile troop, like archers. The archers all have a.) a bow and b.) a secondary melee weapon. However, giving a unit two melee weapons is different. Hopefully, we'll find a way. How do the pike men work? They have both a pike and a sword. We might just have to wait until the model exporter arrives.

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