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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?

Al Khalifah
07-28-2004, 14:38
Hey, my posts have shot down to 33http://212.238.194.39/iB_html/non-cgi/emoticons/rock.gif Strange new forum we live in.

Spartiate
07-28-2004, 15:03
Tell me about it.I'm back to being a junior Patron and all the members are posting in forums we cannot even REPLY in.Think they would post in the Entrance Hall until it's resolved in a grand gesture of solidarity. http://212.238.194.39/iB_html/non-cgi/emoticons/biggrin.gif

Anyway...........i have never played Morrowind and i have it at home.Do you recommend giving it a go or would it be a bit dated now for someone who hasn't played it before.

Talking of trying new things........i got a friend of mine to try Medieval Total War the other day and you know what he said.Give me a second here.i'm still upset(takes deep breath).....he called it MEDIEVAL TOTAL BORE.
I asked him to leave the house and we are duelling at dawn tomorrow. http://212.238.194.39/iB_html/non-cgi/emoticons/mad.gif

Sjakihata
07-28-2004, 15:44
Yes, give morrowind a go It is not dated, not at all

You'll be thrilled

Al Khalifah
07-28-2004, 18:10
Morrowind is absolutely gorgeous even now. With the graphics and detail options on the highest settings with a decent PC the countrysides and citys look incredible. The story is hard to get into at first but once you're in you will not want to stop playing for a long time after the game is finished. There's so much to do and everything feels like it is has a history to it. It's like LOTR the game but if you don't like LOTR don't worry because they're not very similar.
There's also hundreds of mods/patches for it - it's possibly the most moddable game ever. There's one out at the moment which improves the graphics quite considerably which is nice.

This is why I began making this mod.

Efrem Da King
07-29-2004, 10:50
As the biggest morrowind fan on the forum I can say this... I think the idea is silly, the games are soooo totally different it just wouldn't work. And if you were to make one it should just be dagoth Urs hordes vs empire With Ashlander clans as neutrals.

Although the Dwemer Wars would work by far the best. Current age morrowind just wouldn't work and whats the point of including tribunal is just one big (cr*p) dungeon.



MORROWIND OWNZ

Al Khalifah
07-29-2004, 19:42
Efrem Da King that's hardly helpful and its just not true. I know the games are very very different but the point of making the mod is to try and create a stratergy game version of the events on Morrowind around the time of Dagoth Ur's reappearance.

Also the game couldn't possibly just be Dagoth Ur vs the Empire, that wouldn't make any sense. Assuming the incarnate didn't imerge (or got killed by a slaughterfish for some reason) the fight against him would have been lead mostly by the Redorans and the Temple. The Empire and Hlaalu would have assisted too but to treat the Telvanni as part of the same whole wouldn't make sense. The Telvanni dislike the Empire and the other houses nearly as much as they dislike Dagoth Ur.

The point of including Tribunal is to have a landmass of the mainland that would include Mournhold and the area around it. This will allow House Indoril to make an appearance and just expands the game a bit further.

I agree on one thing, Tribunal was a crap add-on.

This mod just wants to be Medieval: Total War with Morrowind theme so new stuff gets added and Medieval things are replaced by Morrowind things and some irrelevant stuff gets taken away. As a Morrowind fan, I can't wait to finish it so I can play it.

Sjakihata
07-30-2004, 14:44
please report back when it is done

saundersag
08-08-2004, 16:45
i think this is a very good idea. I like the idea of guar cavalry. You could also have the awesome hands of amalexia. You could also have wood elf and high elf factions. You should also have the abolistionists ( i think that id how it is spelt) the anit-slavery, so you could include argonians and the khagiit. Actually i beleive you should have all of the empire as your map. Then incoporate all the dark elf factions into one. This would allow for more diversity i think and gives you some clear borders for different factions. You could also have troops like the royal guard. It would also allow you to have horses and guars as in other areas of the empire there are horses.

hear is a map of the whole empire
http://til.gamingsource.co.uk/pge/map01.gif

Al Khalifah
08-08-2004, 21:24
I was thinking about including all of the map but this could lead to the problem of having several different races for factions. Therefore portraits look very strange e.g having the Argonians with a Imperial king and the like. There is also less information available for other parts of the Empire as there is for Morrowind. With Morrowind, I know exactly what terrain every single province should have with regards to rivers, hills and borders. Other factions also have less information - theres lots of information about Imperial, Dark Elf, Nordic and Redguard (from Redguard) troops but very little about Khajjit.

I could yet do all the map, not sure yet. At the momment I'm working on units and testing them using existing factions only with tinkered names of factions and generals etc. In various stages of production so far I've got around 15 dwemer units, 10 imperial units and 5 or so Nordic. Its fun to see the solid advance of Imperial Legions supported by arrow fire as they crash through the Dwemer ranks. Once Ordinators are ready things should be more even perhaps.

Al Khalifah
08-08-2004, 21:49
I could yet do all the map, not sure yet. At the momment I'm working on units and testing them using existing factions only with tinkered names of factions and generals etc. In various stages of production so far I've got around 15 dwemer units, 10 imperial units and 5 or so Nordic. Its fun to see the solid advance of Imperial Legions supported by arrow fire as they crash through the Dwemer ranks. Once Ordinators are ready things should be more even perhaps.

Where in this it says Dwemer it should say Dunmer. No Dwemer units in this game (yet - but later on with the right buildings....)

Sven Der Viking
08-10-2004, 14:22
Hey Al Khalifah if you need a hand sven der viking would be happy to help!! Just reply here if you want a hand at all. I'm working on Tamriel Rebuilt right now but i could help with M:TW a tad. :duel: :wall: :afro: :jawdrop:

Al Khalifah
08-10-2004, 18:41
Appreciated Sven. Any ideas for units would be great at this stage. Especially Ashlander units. I expect that would probably have quite a hit and run skirmish battle style before the main warriors move in to the battle so that's what type of units I think they should have.

But any ideas for units - for any faction are very welcome.

saundersag
08-10-2004, 19:42
i have found a website with lots of information about the morrowind world and it also has lots of maps of the different provinces in the empire it also shows all the cities. I think they are from all the elder scroll games. It also all the books from the games. Typed up. Hear is the webadress http://til.gamingsource.co.uk/ (http://http://til.gamingsource.co.uk)

I think that the ashlanders should be dominated by javelin units, archers, they could also have some kind of light cacalry. I think they should be a fast army and very lightly armoured.

Sven Der Viking
08-18-2004, 20:20
I think ashlanders wouldn't have calvalry because according to bethesda...."Dunmer Eat Horses Therfore the Lack of Horses In Morrowind". But it could just be an excuse for an ignored horse mount in the game. I would have the ashlanders have long range bowmen, that are fast, maybe good moraled, or perhaps poor depending on the situations. Technically a phalanx of Imperial legions deploying the "torti" or tortise shield formation would eventually overwhelm the dunmer. Along with light cavalry flanking the ashland archers. Either way you should give them a concealment in the open grounds, thus making a bonus for cut of the run troops.