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  1. #1

    Post Wwi:tw

    World War 1 total war mod is off to a good start and on discovery of this site, I thought it should also be here. I am team leader of the project and a coder for the units and buildings.

    If any animators, moddelers, skinners, coders, or anyone who can edit ANYTHING in the game, visit the WWI:TW forums Enlist or just discuss the mod itself. We are currently getting a 'tommy' skinned and animated to carry a bayonet on a rifle. Trenches have already been sorted. As have aircraft and zeplins. However, we only have concepts currently, we need people to enlist so we can take these concepts further.

    It can work and it has been proven. In fact, it will be very easy. We know it will be quite easy so please dont start flaming it here. Any volunteers are welcomed with open arms.

    SO, MODDERS
    THE MOD
    NEEDS YOU

  2. #2

    Default Re: Wwi:tw

    No intention of flaming...but I do have a few questions about how you plan on implementing certain things.

    Machine guns.... having tried to make archers fire more quickly, I don't see how you are going to do this. Are you planning them as siege type weapons, or variations on archers?

    Firearms ( in general ) ... how do you plan on getting round the silly loopy shooting of arrows and the 'volley fire' thing that all the archer animations use? Volley fire would not be a feature of WW1 battles in the majority of cases. The speed of re-load and fire of a Lee Enfield .303 was such that organised volleys were not needed.

    Planes ... How ? If you are using cavalry or elephant type units and just moving the models up high, how have you got around the effect they have on the ground troops they pass over or through ? Also...unit size. The smallest units are elephant, and they still end up with 6 as a start size. Use anything else and you have more planes in a unit than ought to be there.

    Ship combat... I know it exists...but have you found a way to improve it, or have you just replaced the bireme/trireme with destroyer / cruiser etc. with new stats. Not that Naval combat actually did a great deal in terms of surface warfare. The German High-Seas fleet only put in a few indecisive major appearances. The bulk of the rest was U boats, blockades, and surface raiding by small groups or single ships such as the Emden.

    Tanks I can understand. Give the British proper Mk IV's in male, female and hermaphrodite versions, and maybe add a Whippet too. Germans can have A7V's and the French can use FT17's, St Chamonds and Schneiders. Dominion troops may or may not get them.

    Trenches...yep, easy enough. Same with the wire. Siege guns would be directed to cut wire before an attack, so by making barbed wire 'walls' that should work well. The MG nests and strongpoints would be 'towers'.

    Have you considered gas shells ? Maybe a variant on the flaming missiles from the catapults.

    Could be interesting if you can crack the technical problems of firearms
    Last edited by Bwian; 03-24-2005 at 16:27.
    Careless Orc Costs Lives!

  3. #3

    Default Re: Wwi:tw

    I've asked GodsPetMonkey if he'll give us a bit of a hand as he has developed single shot muskets so with a bit of editing that'll be sorted. I suppose following the principle of a repeating ballista would be the best way around the machine guns. Wire walls and trenches are sorted and just need to be moddeled. Planes are spy type units, only they are visible on the campaign map, zeplins are assasins exept they only have the sabeutage option. The ships will just be fleets yes. Except we hope to alter move points to be more realistic. Bear in mind this mod will be played in days or half weeks. Machine bunkers are towers yes. And gas will be used as a variation on the fireball, but we'll have to alter the damage area. We more or less have it all sussed up to now. We are currently most interested in getting all the concept ideas done and get the firearm production out of the way.

    Would you be interested in joining as a researcher/animator/moddeler/coder/skinner etc. Bwain?

    Anyone who is visit the site. Bear in mind it is mostly still concept and we only have one working unit in the pipeline, that is a guy with a bayonet so not much progress yet. We need people to join if this is ever going to get beyond a concept.

  4. #4

    Default Re: Wwi:tw

    Animators And Moddelers Needed Desperatly.

  5. #5
    The Lion Prince Member Sundjata Keita's Avatar
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    Default Re: Wwi:tw

    Don't expect people to react instantly. There are a real shortage of modelers and skinners so you can't just presume you will get one in about 3 hours. (no bumping allowed)

    Now I know this is flaming a bit but the entire concept is completely flawed. I have seen the thread at TWcenter and I know some people there have doubted it straight away, some of them with very little modding experience. However the concept of trench warfare even when they used old battle techniques (charging in etc.) does not fit the RTW engine at all. Haveing a few thousand men sitting in a trench for 5 hours while you watch them is not fun, there is not enough strategy involved in this kind of warfare.

    Also the diplomatic issues are completely wrong for a WW1 conversion, it is a lot more complicated and you would need to be able to write complicated documents, play about with tradeing agreements, workers rights and manage the industrial revolution.

    It is good of you to try to do a mod like this but walking in, having little or no experience with the RTW engine and saying your going to do the most ambitious project the community has ever seen and it is going to be really easy.

    I don't want to stop you doing this at all as I like to encourage a wide variety of mods but you need to think a bit more before you post.

  6. #6

    Default Re: Wwi:tw

    I've been modding for a long time. I just never posted here before. Anyway. The whole point in the RTW is to simulate BATTLES. If you knew anything about WWI you'd know that battles weren't fought firing from side to side. And it wasnt just fought in trenches. Passendale ridge, both sides were out of a trench for the best part. You doubt it too much. We have ONE modeller and ONE skinner so I'm not realistically thinking that they are easy to get. But you've gotta try and grab whats there eh? We have the whole mechanics of things sorted. We know its possible we just need someone who wont mess it up. if you're interested anyone, above link. It will be really easy, and one member of our team is already set to post a sort of progress report. We almost have a soldier already. Honestly, it will be easier than anyone anticipated, even us.

  7. #7

    Default Re: Wwi:tw

    Planes are not necassary. They were novelties.

    Thanks can easily be elephants. Cavalry can also be changed into armored cars, while the lighter ones can stay as cavalry. Machineguns can work as if they were seige units. Volley-fire owuld not be terribly inaccurate. And trenches can work like walls.
    "Gentlemen, you can't fight in here, this is the war room! "

  8. #8

    Default Re: Wwi:tw

    We are re-moddeling forts to be trenches, with barbed wire as walls, and wire cutters using the principle of a ram, only with a different animation.

  9. #9
    The Lion Prince Member Sundjata Keita's Avatar
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    Default Re: Wwi:tw

    wouldn't that mean mean they could only cut the wire at one place (the gate), maybee you could use the ladders instead?

  10. #10

    Default Re: Wwi:tw

    You've never used a ram on a wall? Well yes, as the settlement gets bigger it will have a wall of some variety, from there we may just let you shell it to hell.

  11. #11
    Insanity perhaps is inevitable Member shifty157's Avatar
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    Default Re: Wwi:tw

    How many men will you have per standard group of infantry?

    Also any thoughts on snipers?

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