Al Khalifah
07-28-2004, 14:36
M:TW and Morrowind are in my opinion the some of the best games to have been released for the PC in recent years in terms of their innovation and long lasting playability. I was reading a mod suggestion that someone had proposed on theelderscrolls.com forum where they had actually suggested to try and combine a form of the two games using the Morrowind engine - to create a first-person RPG with real time strategy elements. I can see this will take a lot of work to implement in a playable form using the Morrowind engine but then again it is a far more versatile and moddable game than Medieval is.
What I'm proposing is to do the reverse and to create a combination of the two games using the Medieval engine and the extensive range of Morrowind history, factions, weapons etc. This would be excellent for those who are familiar with The Elder Scrolls series and for those who aren't it should be just as interesting I think.
I am fully concious of the fact that R:TW's release is around 2 1/2 months away or so and so I am also aware that this mod may never be released in a fully playable form on the M:TW engine. Depending on how far the mod has progressed by then (hopefully quite far) will determine whether it is converted or continued. However, a lot of what can be produced for the M:TW game may be carted over to the R:TW game in terms of units stats and general knowledge and ideas, though they may have to be put into a different format. Therefore, any ideas or offers of help will be greatly recieved - they will not be in vain.
Since this is a just announced mod (much work has already been done however), obviously no questions have been asked, frequently or otherwise. I've read enough of these proposal thingys however to know what questions usually get asked of a mod-maker. Therefore:
(Likely to become) Frequently Asked Questions:
When will the mod be set?
The mod will be set at the period of the Morrowind game, at the time of the arrival of the player on Vvardenfell. There will be no Nerevarine in this game however, its gonna take tactics and skill not some saviour to save the world from Dagoth Ur's servants and allow your faction to emerge as the dominant force in this nation.
Where will the mod be set?
The mod will be set on the island of Vvanderfell and will include Solstheim as well. A small area of the mainland will also be covered to allow for the Tribunal expansion as well.
Who will be the factions?
So far there will definately be:
- Great House Redoran
- Great House Hlaalu
- Great House Telvanni
- Great House Indoril
- The Tribunal Temple (to act like a Pope for Tribunal factions)
- The Sixth House (if possible, I'd like them to appear like the Mongols suddenly do in a specified province)
- The Skaal
- The Empire
- The Zainab
- The Urshilaku
- The Erabenimsun
- The Ahemmusa
Suggestions for others are welcome. The Vampires may well make an appearance too.
What sort of units will there be?
There will be many direct moves from the original game where possible. This will be especially so for the Empire who will field: Imperial Legions, Imperial Archers, Imperial Spearmen, Orcish Imperial Infantry, Imperial Knights and the Blades. Elsewhere expect to see Ordinators, High Ordinators, Hlaalu Guards, Ash Vampires, Dark Brotherhood, Cultists, Boyant Armitagers, Fighters Guild etc. New units will include Ashland Warbands, Skaal Honour Guard, Knights of St Olms., Guar Archers and more. Yes there will be horse mounted units - though there are no horses in the game, their prescence is implied in the world. There will also be guar mounted units (yes).
What about magicka?
Yes there will definately be magicka enabled units in this game. I've experimented thoroughly with this already and it is very possible to create such units. Such units will be rare however and expensive, especially for some factions, where as the Telvanni and Sixth House will get quite a few. There will be magicka powered siege engines too (to replace gunpowder - there are no guns in this game).
This mod will try to remain as true to the original units and histories set down in the game and these are quite extensive. However, for balancing and extension purposes new units, buildings and ideas may have to be introduced. These will be kept as close to the spirit of the game as possible.
A map will be available very soon.
Sooo...... comments?
What I'm proposing is to do the reverse and to create a combination of the two games using the Medieval engine and the extensive range of Morrowind history, factions, weapons etc. This would be excellent for those who are familiar with The Elder Scrolls series and for those who aren't it should be just as interesting I think.
I am fully concious of the fact that R:TW's release is around 2 1/2 months away or so and so I am also aware that this mod may never be released in a fully playable form on the M:TW engine. Depending on how far the mod has progressed by then (hopefully quite far) will determine whether it is converted or continued. However, a lot of what can be produced for the M:TW game may be carted over to the R:TW game in terms of units stats and general knowledge and ideas, though they may have to be put into a different format. Therefore, any ideas or offers of help will be greatly recieved - they will not be in vain.
Since this is a just announced mod (much work has already been done however), obviously no questions have been asked, frequently or otherwise. I've read enough of these proposal thingys however to know what questions usually get asked of a mod-maker. Therefore:
(Likely to become) Frequently Asked Questions:
When will the mod be set?
The mod will be set at the period of the Morrowind game, at the time of the arrival of the player on Vvardenfell. There will be no Nerevarine in this game however, its gonna take tactics and skill not some saviour to save the world from Dagoth Ur's servants and allow your faction to emerge as the dominant force in this nation.
Where will the mod be set?
The mod will be set on the island of Vvanderfell and will include Solstheim as well. A small area of the mainland will also be covered to allow for the Tribunal expansion as well.
Who will be the factions?
So far there will definately be:
- Great House Redoran
- Great House Hlaalu
- Great House Telvanni
- Great House Indoril
- The Tribunal Temple (to act like a Pope for Tribunal factions)
- The Sixth House (if possible, I'd like them to appear like the Mongols suddenly do in a specified province)
- The Skaal
- The Empire
- The Zainab
- The Urshilaku
- The Erabenimsun
- The Ahemmusa
Suggestions for others are welcome. The Vampires may well make an appearance too.
What sort of units will there be?
There will be many direct moves from the original game where possible. This will be especially so for the Empire who will field: Imperial Legions, Imperial Archers, Imperial Spearmen, Orcish Imperial Infantry, Imperial Knights and the Blades. Elsewhere expect to see Ordinators, High Ordinators, Hlaalu Guards, Ash Vampires, Dark Brotherhood, Cultists, Boyant Armitagers, Fighters Guild etc. New units will include Ashland Warbands, Skaal Honour Guard, Knights of St Olms., Guar Archers and more. Yes there will be horse mounted units - though there are no horses in the game, their prescence is implied in the world. There will also be guar mounted units (yes).
What about magicka?
Yes there will definately be magicka enabled units in this game. I've experimented thoroughly with this already and it is very possible to create such units. Such units will be rare however and expensive, especially for some factions, where as the Telvanni and Sixth House will get quite a few. There will be magicka powered siege engines too (to replace gunpowder - there are no guns in this game).
This mod will try to remain as true to the original units and histories set down in the game and these are quite extensive. However, for balancing and extension purposes new units, buildings and ideas may have to be introduced. These will be kept as close to the spirit of the game as possible.
A map will be available very soon.
Sooo...... comments?