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eldar scrolls total war mod idea
I have had this idea for a while and I thought what if I could do it yhis mod would be based of the Eldar scrolls series the races
Dunnmer
bosmer
altmer
imperial
Kahjit
argonaian
nord
Orcs
And rebels beast and outcasts
unit ideas i have had so far for the Imperials are
1)Imperial legion Swordsmen
2)Imperial legion Spearmen
3)Imperial legion Cavalry
4)Imperial legion Archers
5)Imperial legion Knights
some ideas for the Dunnmer are
1)swordsmen
2)spearmen
3)archers
3)Ordinaors
5)beyont armagers
6)Mages
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Re: eldar scrolls total war mod idea
Ok idea. The map and cities are there for you in Morrowind's Map and you could just mod some roman soldier's skins to make the imperials.
But in Elder Scrolls there are no battles and the 1 on 1 combat in rome is better than the 1 on 1 combat in morrowind which is good for rome.
Keep posting your ideas or this topic's dead.
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Re: eldar scrolls total war mod idea
No they aren't. He's thinking of making the whole of Tamriel, not just Vvardenfel.
It seems a bit of a strange idea though, given that the whole region is meant to be one empire right?
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Re: eldar scrolls total war mod idea
All these mod ideas based on copyrighted material are skirting a fine line. :duel:
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Re: eldar scrolls total war mod idea
I had a similar idea a while ago using M:TW to make a Morrowind mod, but decided not to go ahead. If you base the mod on Morrowind using R:TW, the behavoiur of the three great houses and tribunal could be represented by the three families of Romans and SPQR.
Making a mod with each race as its own faction would be a bit too ambitious. A Vvardenfel or Morrowind mod would be perfect for the Rome engine.
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Re: eldar scrolls total war mod idea
I'm quite a fan of the Eldar scrolls, especially morrowind
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Re: eldar scrolls total war mod idea
I'm still failing to see how you are going to write the story, because everyone is at peace to some degree with each other. Who are you going to have them fight?
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Re: eldar scrolls total war mod idea
Quote:
Originally Posted by dgb
I'm still failing to see how you are going to write the story, because everyone is at peace to some degree with each other. Who are you going to have them fight?
He's just basing it in the world of TES. That doesn't mean that he has to follow the storylines from the games exactly.
I for one would enjoy slaughtering short little Britons with my Nord berzerkers. :charge:
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Re: eldar scrolls total war mod idea
Quote:
I'm still failing to see how you are going to write the story, because everyone is at peace to some degree with each other. Who are you going to have them fight?
For Morrowind, Dagoth Ur and the Sixth House. The three great Dunmer Houses would be allied like the Roman factions, the Ashlanders are fair game I suppose though no open hostility would be there to start with. The Sixth House is the enemy of every faction. Diplomatic units should be disabled for them too, because there could be no peace there.
For the large Elder Scrolls world there are no real enemies, but the peace that is in place is an uneven and uneasy one.
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Re: eldar scrolls total war mod idea
Bah, Dagoth Ur in his blumming Volcano...
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Re: eldar scrolls total war mod idea
To make it even more realistic (Morrowindistic) you could add a House Dagoth unit called Cliff Racers and make them really quite weak in attack and HP, but nigh on impossible to hit before you bring out a patch, hence making them really irritating.
Actually... don't do that.
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Re: eldar scrolls total war mod idea
Cliff racers would need to be airborne
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Re: eldar scrolls total war mod idea
How do you get units airborne? Sounds like a tough job and how would archers fire at them? It would be really wierd unless you do it perfectly.
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Re: eldar scrolls total war mod idea
Well first of all I think you would need a new skeleton. Is this possible yet?
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Re: eldar scrolls total war mod idea
Well I modded for long time the elder scrolls series , may be in this forum u can get a lot of informations u may need there......
http://forums.tamriel-rebuilt.org/
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Re: eldar scrolls total war mod idea
Wow !
mr Prometeus here!
hmm i think we have'nt any problem with lore
and there'll many many horse - real horse! (not pant ~;) )
ha-ha-ha! ~D
so TES TW!
:charge:
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Re: eldar scrolls total war mod idea
I'd really like to see this. I'm a big fan of The Elder Scrolls, though I've only played Redguard and Morrowind. I agree that it should be focused on one part of Tamriel though; Morrowind would be excellent.
Presuming it would be set before the events Morrowind; I'd suggest the factions...
House Redoran
House Hlaalu
House Telvanni
House Dres
House Indoril
Tribunal Temple
The Ashlanders; Zainab, Urshilaku, Ahemmusa, Erabenimsun
The Cyrodiilic(sp?) Empire
The East Empire Company
The Sixth House (House Dagoth)?
The Skaal
A Skyrim faction (they'd likely be on the map if you were to use all of Morrowind)
The Armigers
The Last three I'm not sure about. The Skaal are sort of pointless, what little there is of Skyrim could be a rebel province or held by the Empire, and the Armigers could be a Temple held mercenary unit.
PS: TAMRIEL REBUILT FTW!
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Re: eldar scrolls total war mod idea
Quote:
House Redoran
House Hlaalu
House Telvanni
House Dres
House Indoril
Tribunal Temple
The Ashlanders; Zainab, Urshilaku, Ahemmusa, Erabenimsun
The Cyrodiilic(sp?) Empire
The East Empire Company
The Sixth House (House Dagoth)?
The Skaal
A Skyrim faction (they'd likely be on the map if you were to use all of Morrowind)
The Armigers
I actually am one of the many "Lore" people on the TES Forums (no, I am not Attrebus the moderator...I am Attrebus, First Era Cyrodiilic King of Rimmen)
The factions needed would be many fold...if you want to set it in the 3rd Era/early 4th Era.
Factions:
In Morrowind:
House Redoran (NW)
House Dres (SE)
House INdoril(East)
House Hlaalu (SW)
House Telvanni (NE)
Kingdom of Mournhold (as lead by King Hlaalu Helseth and Barenziah, the Queen Mother)
Ashlanders
The New Temple (following in the footsteps of ALMSIVI, yet recognizing their faults...more on that later, maybe)
In Argonia
Argonians (2 tribes, settled and nomad)
In Valenwood
Green Pact Bosmer (anti-tree cutting, cannibals)
Settled Bosmer (tree cutters, non-cannibals)
In Sumerset Isles
Kingdom of Firsthold (led by King Reman, and his Dunmer wife, Morgiah)
County of Cloudrest (vassal of Reman's)
Rest of the Country (led by the Psijiic Order)
In Elswyer
Drug Lords
the Mane
In High Rock (its pretty crowded, same with Hammerfall)
Kingdom of Daggerfall
Kingdom of Wayrest
Kingdom of Anteclaire
Kingdom of Orsinium (land of the Orsimer, Orcs, to the rest of you...)
In Hammerfall
Kingdom of Sentinal
County of Ephesus
Alik'R nomads
In Skyrim
Kingdom of Stormhold
Kingdom of Dawnstar
Kingdom of Solitude
Kingdom of Snowhawk
Kingdom of Falcrenth
Holds of Riften
Region of Windhelm
In Cyrodiil
The Imperial City
Hold of Anvil
Hold of Skingrad
City-State of Bravil
Hold of Cheydinhal
=====
Yep, theres ALOT of factions to cover...if I personally would NOT combine the provinces into one massive map of Tamriel, but instead do as I wish to do with my project (which I just started advertising here): Betony: Total War, and isntead concentrate on a lone province or two (in my case the provinces of High Rock and Hammerfall) and do those in detail, then do the rest of the provinces at a later date.
As for units:
Imperial: Spearmen, Archers, Knights (mounted), Templar (dismounted), Battlemages, lots mercenaries, and variants of those
Nord (Skyrim): Skaal Beserkers, Hold Guards, Huntsmen, Reavers, Sailors
Hammerfall (Redguard): Ansei (Sword Saints), Archers, Swordsmen, Desert Warriors (assorted types), minimal cavalry
Dunmer: Ashland hunters, House swordsmen, House Archers, Temple Ordinators, Temple Bouyant Armigers, Silt Striders (like elephants), NO CAVALRY (due to the Ash Gut), make sure Morrowind has a hidden resource to prevent cavalry training.
Elswyer: Skooma fanatics (beserker types high on Skooma), Pahlmar-Raht Cavalry (massive battlecats ridden by the Cathay and Senche-Raht) Dagi and Dagi-raht (mages) Aliiq (small, housecat sized ambushers) Cathay-Raht claw warriors, Suthay-Raht Claw Warriors
High Rock: Knights, Footmen of various types, many mages, sorcerors, nightblades
Valenwood: Bosmer Berserkers (not their name...the ones who go cannibal during the Great Hunts) Rangers, Shortbowmen, Longbowmen, Ambushers
Argonia: Spearmen, Mages, Ambushers
Orsimer (Orcs): Beserkers, Axemen, Horsemen, Shamans, Mages
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Re: eldar scrolls total war mod idea
An Elder Scrolls game is a great idea for a mod. Make sure to make the map as huge as possible and spread the settlements out so it takes about 6 years to reach each place. That way you capture all the excitement of the RPG games.
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Re: eldar scrolls total war mod idea
Actually, settlement size in comparison to the provinces is rather misleading...and it should NOT take 6 years/turns...instead, ONE turn per province (with each turn equalling 1 month).
Also, just curious, but how will the linear timescale be used for the game? especially if the game starts in the year 399 3E (same year Eternal Champion defeats the usurper, Jagar Tharn, with the aid of Ria Silmaen, and the Staff of CHaos) until the year 15 4E? Especially if the timeline goes from 399-433 3E, then goes 1 4E? is it possible to have it work in that order?
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Re: eldar scrolls total war mod idea
I actually had a really great idea about this a few days ago. I think it would be cool to have the mod happen right after the death of Dagoth Ur, the Empire is crumbling, and the Emperor has decided to regretfully abandoned the province (Morrowind never really had much economic importance anyways).
With the resignation of the Empire, House Hlaalu loses it's valuable military support from the Empire, The East Empire Company's previous holdings are mostly lost, taken over by vagabonds, or bands of Vampire raiders from the fragmented Sixth House, now the East Empire Company has to rely on Mercenaries, and the Tribunal to protect their last few holdings on the mainland.
The First house to take advantage of the detereorating situation is the Rogue Mages of Telvanni, who want to rule their own lands, by their own laws and costums without intervention from House Indoril, or the Tribunal. And so, House Telvanni resigns it's seat at the Hlaalu Council.
Seeing the departure of House Telvanni, the Hortator of House Redoran decides to resign his seat as well, The first border raidings begin, as a small contingent of Redoran Infantry led by House Venim capture Caldera, thus having complete control of the Ebony trade in Vardenfell.
Mournhold becomes increasingly restless, House Dres and Indoril resign, and prospect of civil war seems imminent. The Tribunal respectfully declares itself neutral, and for the good of all Dunmer shall remain Neutral if Civil War erupts, however, it will continue to fight off the remnants of House Dagoth Ur.
Gameplay: Because Morrowind isn't a very big country, or has a huge populace, I think it would be mostly cool to have Company oriented Armies, between 20 and 60 guys per unit, depending on the unit.
House Telvanni- Strong Magic Users (Representing Hortators, or House Fathers), The Mage units would be small, but effective support to the main force using Fireballs to destroy their enemies. Good Medium Infantry. Fairly Decent Archers. No Heavy Infantry. Telvanni is probably one of the smallest factions in the game, they have very stringent laws and rules that must be adhered to for membership. Heavy Infantry would most likely not be something that Telvanni would use, considering they are one of the magic oriented factions. House Telvanni would probably require expensive upkeep for units, and need some micromanaging on the battlefield to assure victory. I doubt that Telvanni would ever make use of Mercenaries (because they think outsiders are inferior).
House Redoran- Excellent Infantry (Heavy, Medium, Light), Poor Archers/ Missile, No magic users. House Redoran would have the toughest Infantry in the game, being a combat oriented faction. To Augment their forces, they would probably make use of mercenaries, especially Archers. House Redoran would most likely have very high up-keep for their units however, but if they field an Army it would be for the best to be wary about them. House Redoran are the military elite.
House Hlaalu- The Former Puppet rulers of Morrowind, House Hlaalu would probably be the most flexible army, as well as being able to field mercenaries in great number, but not having a great core army (think of the Byzantine Empire). They would need to make great use of Assassins, and diplomats to get their way. Average Infantry, Average Missile, Light Cavalry (the only faction that should get Cavalry).
House Indoril- House Indoril are the spiritual protectors of Morrowind, and would like to bring everyone under their spiritual fold. Excellent Heavy Infantry, fairly poor in everything else... most generals should get a healing bonus.
House Dres- I'm not exactley sure about House Dres.
House Dagoth Ur- at this point they would be remnant forces, but still a threat nevertheless. Strong Magic Users, very poor in everything else (but should be able to field a great number of units).
The Tribunal- I'm not exactley sure about this... perhaps the Tribunal would make a good SPQR at the beginning of the game. The Tribunal is essentially the Papacy, They would field excellent light and medium infantry, as well as decent missile. Their warriors, I believe are the Bouyant Armigers, so it wouldn't be necessary to make two seperate factions, unless Vivec is sacked, but since it is such a holy place, I think Vivec should remain untouchable, considering that it would be a great folly for any faction to attack it, everyone else would declare war upon that faction.
Cyrodiil(sp?) should be repesented on one of the far corners of the Morrowind map, strong legions...heavy and light infantry, and strong cavalry. But plagued by economic troubles, no chance for the AI to be successful at it, but a skilled player, could once again reclaim morrowind for the empire.
The Ashlanders- Very effective Light infantry, and decent maegi, but their provinces would be rather poor. and turning success with them would be quite difficult, however, attacking them and destroying them with a small force could be quite difficult as well. (perhaps Rebels).
East Empire Company- The Very last Imperial Holdouts in Morrowind, most likely Coastal regions on the mainland, the East Empire Companies ambitions are to turn Morrowind in a thriving business. Perhaps, Auxiliary Legions (decent heavy and medium infantry), augmented by various mercenaries, a decent navy, but victory would be difficult, and the use of diplomats and Assassins would me tantamount on their success, being able to choose their battles, whenever and where-ever, very unlikely chance the AI could win as East Empire Company.
Skyrim- If you chose to include Solstheim, Skyrim and the Empire would most likely be allied throughout the game. They would also have a settlement in Northern Vardenfell (the name of the region eludes me). Skyrim warriors would be very tough, but have high upkeep.
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Re: eldar scrolls total war mod idea
Actually, the game lore states the Balmora is supposed to be massive city with about 30k inhabitants, Vivec has 50kish, Firewatch has 25k, Mournhold is 40k, Ebonheart (mainland) is 15k, Blac Light is 45k, Silgrad Tower is massive at almost 100k people, Kragenmoor is 30k, Narsis is 40k, Tear is 15k, Port Telvannis holds just 7500 people, and most other sites in Vvardenfall (the island) have only 2500-5000 people on average...its the mainland where theres most of the stuff.
Also, will one be using the unofficial lore, as in the stuff thats happenign right now regarding the events between 429 3E and 433 3E (between Morrowind and Oblivion)?
If so, I can get you the relevant stuff...VERY important if one is to make a mod in that time period.
If yes, the city of Ald Raathim has a population of 10k or so IIRC.
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Re: eldar scrolls total war mod idea
Do you have any good sources for TES lore, Attrebus?
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Re: eldar scrolls total war mod idea
Admitably, the populations are pure speculation, yet based on the fact that In Game, assuming that the province (as a whole) is running at 1/20 scale for landscape, it means that its running at approximately 1/1000 scale for people.
For those wonderring, it came about like this:
There was a report done some years ago by a person playing Daggerfall who wanted to know the RL area of the region. It came to 311kmx520km or so. From that knowledge, and the continent-wide maps used from Arena, one can figure out that Vvardenfall is approximately the size of the Illiac Bay region (about 210km x 200km). However, in MOrrowind it was scaled down to approximate 12km x 10km...a 1/20th scale. From that, using the in game population density of the cities (averaging one cell...) people figured that the RL population was of those numbers...mainly by multiplying the city's cell size by 10, and multiplying the people IN the cell by 10...per cell, hence the population is about x100 larger than shown.
From all that information, and some RW extrapolation of small villages not shown but under the control of each location vistted, those population sizes came about.
The Imperial Library, Justiciar, is the site I use (til.gamingsource.net) great resource, has all the info you need, Cartography is where to go for maps. For the Daggerfall thing, go the Forum Scholars Guild, and a guy wrote it there.
My secondary source is the official forums (elderscrolls.com/forums) where I am known as FireMaster, and am usuallly found in either Lore or COmmunity Discussion. If in CD, I'm reading, if in Lore, I'm posting in regards to the RP thats ongoing there.
And, feel free to PM me any information you need.
Oh, and one MUST include the Maomer (tropical elves living SW of the Sumerset Isles) and the Igmer (gorrilla-like betmer who try to emulate the Altmer)
Edit: I know it may seem rather arbitrary in the number allocations, but it was the best they could do w/o an actual Morrowind reference to the island's actual size...
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Re: eldar scrolls total war mod idea
Quote:
Posted by professorspatula
An Elder Scrolls game is a great idea for a mod. Make sure to make the map as huge as possible and spread the settlements out so it takes about 6 years to reach each place. That way you capture all the excitement of the RPG games.
:laugh4: Someone couldn't afford the Silt Striders/Mage Guilds/Boat handlers fees eh?
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Re: eldar scrolls total war mod idea
Whooaaa ... just posted a bug over at TES-Forums and stopped by here, to see if there is nething new up.
what do i find : a morrowind discussion :)
now this would be kewl, to have the dunmers fight the bosmer nad so on ...
great idea, and if needed i could help out with textfile editing(im no artist)!!!
greetz
HahnHolio
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Re: eldar scrolls total war mod idea
I've had this idea for a while too...
I've even made a rough map of tamriel and a unit of bonemold lawmakers just to get some practice (thx to all for the great tutes)
I kinda thought that it might be a sticky copyright area so I wasn't going to mention it, but I think it could be an awesome mod...
As for the fact that the world has already been conquered by one faction, it could be rebellion time, or as someone else mentioned, the morrowind factions, the houses of the dunmer could quite easily have a war between themselves and usually do covertly anyway, with the imperials watching and waiting to see if they can increase their holdings on the ebony rich vaardenfell.
The last remaining faction might even have the power to challenge the imperials...
i can see so many elements that can fit into RTW from TES especially as the imperials are basically romans with magic...
nords are nords britons are britons redguards are maybe carthaginians?
where to begin though?
just a map of vaardenfell or all of tamriel?
what game? RTW or BI?
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Re: eldar scrolls total war mod idea
call it Tamriel Reconquered!
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Re: eldar scrolls total war mod idea
When you start work on this, I'll move it back to the forge, but Mod ideas go in Mod discussion.
Moved
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Re: eldar scrolls total war mod idea
hm...well
Biggles:whaddup? still thinkin about this?
hoccalugee:kewl, is there a way u could get the map and stuff online to have a glimpse at?
greetz
HahnHolio