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  1. #1
    Member Member Midnight's Avatar
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    Default Ultima: Total War


    A mod for Rome: Total War

    Ultima: Total War is set in the fantasy world of Britannia, as seen in the hugely successful Ultima series of computer role-playing games.


    Setting
    Ultima: Total War is set just after the Avatar returns to Britannia from Pagan, and is based on the 'Bob White plot' of Ultima IX – namely, the theme of civil war in the kingdom of Britannia. However, I have taken some liberties with the plot to allow for better, 'Total War-style' gameplay – in particular, the civil war is actually in full, venomous swing.

    The Guardian is planning an invasion of Britannia, and to facilitate this he has sent his agents to cause tension between the most powerful city-states. Civil war breaks out between Britain and Moonglow. Trinsic, another state, refuses to take sides but prepares itself for war. Meanwhile, the Pirates of Asylum (formerly Buccaneer's Den) are rallying together in an attempt to make something of the conflict.

    The Gargoyles are also preparing themselves for combat, since the Guardian's forces have pushed them off their home of Terfin, and now, stung by the loss of their land, and by the treachery of some of their fellows who decided to join the invaders, they want their home back, and they want revenge.

    Concepts

    Shrines
    The seven Shrines of Virtue (not counting the Shrine of Spirituality, which, as it is in the Void, is unreachable) will be present in the game, possibly represented in the same manner as 'Wonders of the World'. They will grant benefits to whoever controls them.

    Dungeons
    I do not yet know how best to implement the various Dungeons of Britannia (Covetous, Deceit, Despise, Destard, Hythloth, Shame, Wrong). The Stygian Abyss will probably not feature, as it is sealed.
    The best idea so far seems to be making them 'Wonders of the World' as well. I'd love to make them 'Towns', but I don't think this is possible.

    Lighthouses
    The Stormcrow, Greyhaven, Fogsbane and Waveguide Lighthouses will be present, most probably as 'Wonders of the World'.

    Moongates
    If anybody has any ideas how to include Moongates, I would love to hear them!

    Tunnels
    The tunnels in Britannia are as follows:
    Buc's Den to New Magincia (Ultima IX)
    Buc's Den and the sewers under Lord British's Castle (Ultima VII)
    Dungeon Hythloth and LB's Castle (Ultima IV)

    As with the Moongates, I currently have no idea if these can be implemented.

    Castles
    Some of the 'towns' in Britannia are actually castles (Serpent Hold; Empath Abbey; The Lycaeum; and Lord British's castle, which is surrounded by the rest of Britanny).

    I currently don't know how best to represent this. A solution is possibly to make 'Castle' an upgrade in place of one of the governor's buildings, or have it as a building in its own right.

    Comments and suggestions welcome!
    Last edited by Midnight; 10-27-2004 at 23:57.

  2. #2
    Member Member Midnight's Avatar
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    Default Re: Ultima: Total War

    Factions
    Currently, the faction list is as follows:

    Britain
    Moonglow
    Trinsic
    Lord British's Forces
    Buccaneers
    Gargoyles
    The Guardian's Forces

    Settlements
    There are currently 33 settlements, which are:

    Britain
    Britanny (North, East, and West Britanny, and LB's Castle)
    Yew
    Minoc
    Jhelom
    New Magincia
    Moonglow
    Skara Brae
    Trinsic
    Paws
    Cove
    Vesper
    Asylum (formerly Buccaneer's Den)
    Spektran
    Retreat (the Fellowship retreat in Ultima VII)
    Terfin
    Windmere
    Bordermarch
    Farthing
    Ambrosia
    Serpent Hold
    Empath Abbey
    The Lycaeum
    Hall of the Codex
    Hall of Fire (formerly the Castle of Fire, on the Isle of Fire)
    Dagger Hold (name may change, new settlement on Dagger Isle)
    Deep Forest Camp (name may change, bandit camp in Deep Forest)
    Spiritwood Camp (name may change, bandit camp in Spiritwood)
    Pirate Camp (name may change, pirate camp on the Isle of the Avatar)
    Isle Pirate Camp (name may change, pirate camp south of Verity Isle)
    Bandit Camp (name may change, bandit camp west of Minoc)
    Dawn (returned, disruptions caused by the Guardian prevent it from disappearing anymore)
    Stonegate

    Units (rough draft)

    Britannian factions (LB's Forces, Britain, Trinsic, Moonglow, Buccaneers)
    Peasants
    Town Guard
    Men-at-Arms
    Spearmen
    Pikemen
    Halberdiers
    Archers
    Crossbowmen
    Knights (trainable only in Jhelom)
    Paladins (trainable only in Trinsic, Trinsic faction only)
    Longbowmen (trainable only in Yew)
    Triple Crossbowmen (Trainable only in Britain and Serpent Hold)
    Order of the Silver Serpent Infantry (trainable only in Serpent Hold, LB's Forces faction only)
    Mages (trainable only in Moonglow, Moonglow faction only)
    Rangers (trainable only in Skara Brae)
    Druids (trainable only in Yew)
    Riflemen (trainable only in Britanny, LB's Forces faction only)
    Pirates (Buccaneers faction only)
    Bandits (Buccaneers faction only)
    Light Lancers
    Britannian Cavalry
    Mounted Crossbowmen
    Mounted Knights (trainable only in Jhelom)
    Mounted Paladins (trainable only in Trinsic, Trinsic faction only)
    Bandit Cavalry (Buccaneers faction only)
    Order of the Silver Serpent Cavalry (trainable only in Serpent Hold, LB's Forces faction only)
    Mounted Mages (trainable only in Moonglow, Moonglow faction only)

    Gargoyles
    TBA

    The Guardian's Forces (Wyrmguard)
    TBA
    Last edited by Midnight; 10-30-2004 at 23:36.

  3. #3
    Member Member Midnight's Avatar
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    Default Re: Ultima: Total War

    Screenshots post

    Strat map shot of Asylum. The radar map in the bottom-left corner shows the whole map.


    The Paladins of Trinsic advance! Their shields are not yet modified - the final version will have them using kite shields.
    Last edited by Midnight; 10-27-2004 at 23:56.

  4. #4
    Member Member Bigwig's Avatar
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    Default Re: Ultima: Total War

    This is an amazing idea. I can't wait to hear your unit ideas, there is definitely a lot of material to work with in that regard. Do you plan on making province specific units like Yew bowmen and such? And how will you deal with monsters? (especially the bigger ones) There is so much you can do with this mod... wow. Really looking forward to this one.

  5. #5
    Member Member Midnight's Avatar
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    Default Re: Ultima: Total War

    Yes, units like Yew bowmen and the above Paladins of Trinsic will probably only be trainable in certain provinces.

    Larger monsters, hmm... I'm hoping to have them as 'wandering rebels', if it's possible to do that. However, the Guardian's Forces (Wyrmguard) will be able to recruit Wyrm Riders. As for whether the Britannians can recruit the Dragons of Destard, I'm not sure. It largely depends on what is possible with the Dungeons. Certainly, in the Bob White plot, the Dragons of Destard did give their aid against the Guardian, but whether they'd be prepared to help against others I'm not sure. Perhaps only LB's forces could persuade them?

    My main concerns right now are the number of provinces (just not enough towns ), and how the Dungeons will be done.
    Last edited by Midnight; 10-28-2004 at 20:00.

  6. #6

    Default Re: Ultima: Total War

    a nice idea hehe im playing ultima online, i hope we will hear more about your mod.

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