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  1. #1

    Default WWI:Total War- The Progress so far

    OK, so for those who dont know, a few brave fools led not by a leader, but by one seemingly impossible goal- to make a WWI mod for RTW, have actually realised it's possible. We had no-sayers, we doubted ourselves at first, but over the last two weeks, we have proven its possible. We have an answer to every doubt you can throw at us, so fire away.

    The team-

    The_Ferret
    Von Richtofen
    Coatol(Chilly5)
    Adelmo(Ben_is_Sparky)
    Sgt.York
    themodman
    Bassv2
    Rinaly15
    GoldenKnightX2
    lego_xx

    We have a German (Bosch) soldier (Sturmtruppens-Stormtroopers)

    By Me (The_Ferret)

    A British (Tommy) soldier

    By Adelmo (Ben_is_Sparky)

    German cavalry soldiers

    By Coatol (Chilly5)

    American (doughboy) Infantry

    Also by Coatol (Chilly5)

    All of the above are works in progress and as such do not represent the quality of the finished article

    Our aims over the coming weeks are to get a few more units out and to model them to look as they should.

    We have ideas for press buildings
    Town Caller>local press>regional press>small cinema>large cinema

    And railways will be a seperate building to roads.

    We have more ideas than this, but for the full details visit the site.

    For our Oliphaunt cheat, we are looking for the most obscure and off-topic thing possible. i.e Spartans of HALO maybe?

    We will model tanks on elephants mainly but change the animation of men hit by them. Machine guns are artillary peices, and MG bunkers are towers. We are remodelling forts to be 2 sets of trench lines, and barbed wire walls. At the moment planes are spies, and zepplin baloons are saboteurs.

    We will have unique buildings like Verdun Castle, and the Basilica at Ypres with the Golden statue on top. Historical battles will be the Gallipoli landings, the somme, Passendale ridge, the 1st and 2nd battles of Ypres and many more.

    We maintain that any ideas remain in a flux state and are subject to change at any time. For full unit lists, Faction lists, and Building lists, please visit our website

    Currently we are appealing for Animators, Modellers, and more Skinners. Any questions? please post.

  2. #2
    AoM: TW Director Member Lonely Soldier's Avatar
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    Default Re: WWI:Total War- The Progress so far

    You said in the WWII thread that you had "sussed the trenches", how have you managed this?

    And I know what you mean about the nay-sayers... Don't people have anything better to do than pick at hard work?! (I know I made that comment about the trenches - I meant no offense ).
    Last edited by Lonely Soldier; 04-12-2005 at 11:45.
    THE AGE OF MANKIND
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  3. #3

    Default Re: WWI:Total War- The Progress so far

    I took no offense. But thanks anyway

    Didn't I mention trenches? Oh, well, I need to get a modeller to do it first... We know its possible because some other mod that died a heck of a long time ago did it. But anyway, The nay-sayers are helpful actually sometimes (no less annoying though ) because, our first few members were attracted when we had an answer for every doubt. (showed them lol)


  4. #4

    Default Re: WWI:Total War- The Progress so far

    Sorry, but the German soldiers look terrible.

    Also, you're going to need to make new models, because skins just won't cut it.

  5. #5

    Default Re: WWI:Total War- The Progress so far

    I must agree with WarHawk, the Huns soldiers just dont look German enough. Oh and is their going to be a Galipoli with the turks and all that.
    -If you want to critisize some one, walk a mile in their shoes. So when you critisize them you will be a mile away and have their shoes.

    -A man does not discover new lands without losing sight of the shore.

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  6. #6
    dictator by the people Member caesar44's Avatar
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    Smile Re: WWI:Total War- The Progress so far

    good luck !!!
    what about tanks
    "The essence of philosophy is to ask the eternal question that has no answer" (Aristotel) . "Yes !!!" (me) .

    "Its time we stop worrying, and get angry you know? But not angry and pick up a gun, but angry and open our minds." (Tupac Amaru Shakur)

  7. #7
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: WWI:Total War- The Progress so far

    Cool, it actually seems like you'll be able to create a really good ww1 mod out of the R:TW engine, something I thought was impossible. Good luck! I can't wait to play this because ww1 games are too rare as it is now. If you can actually succeed in making good trenches then it'll certainly be interesting. I'm however more curious about the campaign map than about the battles, because once it turns into a trench war the battles won't be as complex as the strategy? How will you modify the campaign map so that digging trenches (forts) will be the most effective tactic and be used by the AI enemies more?
    Under construction...

    "In countries like Iran, Saudi Arabia and Norway, there is no separation of church and state." - HoreTore

  8. #8

    Default Re: WWI:Total War- The Progress so far

    It never was an effective tactic. If the player doesn't like the trench idea, he can decide to not let one peice of land become too contested. If he/she decides that trench warfare is necassary to defend a strategic area, so be it. The AI will only dig trenches were necassary too. WE NEED A MODELLER! THE MOD IS IN JEOPARDY!!!

  9. #9
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Default Re: WWI:Total War- The Progress so far

    The Ferret, I could do a little work for you, (since you did for me), but at the mo I don't have acess to 3ds max. As soon as I do I'll tell u.

  10. #10

    Default Re: WWI:Total War- The Progress so far

    Great, thanks Myrddraal. I'm still trying to figure out how to get the texture mapping onto photoshop... Does anyone know how?

  11. #11
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: WWI:Total War- The Progress so far

    Quote Originally Posted by The_Ferret
    It never was an effective tactic. If the player doesn't like the trench idea, he can decide to not let one peice of land become too contested. If he/she decides that trench warfare is necassary to defend a strategic area, so be it. The AI will only dig trenches were necassary too.
    Are you saying that trenches with machineguns, barb wire and artillery weren't an effective defensive tactic during ww1?!! Then please mention one method you'd say is better than that? Isn't the sources about frontline movements (or lack thereof) during ww1 good proof that trenches and fortifications was a very strong type of defense? Only tanks (which were again FORTIFICATIONS, although mobile ones), could break through them without extreme losses. I know that there was a pretty long and important phase before the almost static trench warfare begun, but as soon as the german offensive was slowed down and the trench systems could be built they become some of the most effective defense methods in the war.

    How will trenches be implemented if they are going to be forts? Will they disappear if you don't keep a garrison in them? Will they have to be besieged? What "siege equipment" can be built with build points or is that removed? Will it be possible to just bypass a fort without besieging it in the mod? And if mg bunkers are "siege weapons", won't that mean they'll be able to move around on the battlemap? Will you edit cities so they look modern and how will you treat the former walls from R:TW, will you make modern fortifications with bunkers instead of towers and trenches+barb wire instead of walls, or have you got any plans for city fortifications at all?
    Last edited by Rodion Romanovich; 04-17-2005 at 13:12.
    Under construction...

    "In countries like Iran, Saudi Arabia and Norway, there is no separation of church and state." - HoreTore

  12. #12

    Default Re: WWI:Total War- The Progress so far

    and also a good way of preventing any tactic that alowed you to foil the enemies such defense. People always say that going over the top was always a bad idea, there was no other way. The trench lines and constant shelling destroyed any possibility of an effective attack. Thats a static war, when neither side can attack as or more effecticely than their adversery defends.

    And the machine gun bunkers are no longer artillary they are towers. Machine gun squads however are artillary. And yes, the fort would become derelict if there is no army there, in reality the enemy would move into an unoccupied trench and move forwards. Or the trench would be caved in before the army left, or the trench would collapse on itself anyway.

    AND we are thinking of having a seperate building plan for cities that DID have walls, and cities that DIDN'T have them. Or maybe a hidden resource.
    Last edited by The_Ferret; 04-17-2005 at 14:47.

  13. #13
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: WWI:Total War- The Progress so far

    Quote Originally Posted by The_Ferret
    and also a good way of preventing any tactic that alowed you to foil the enemies such defense. People always say that going over the top was always a bad idea, there was no other way. The trench lines and constant shelling destroyed any possibility of an effective attack. Thats a static war, when neither side can attack as or more effecticely than their adversery defends.
    Ok.

    Quote Originally Posted by The_Ferret
    And the machine gun bunkers are no longer artillary they are towers. Machine gun squads however are artillary.
    Can machinegun squads and others be placed down in the trenches while firing, and then get a bonus against troops who aren't in trenches because half their bodies are covered?

    Quote Originally Posted by The_Ferret
    And yes, the fort would become derelict if there is no army there, in reality the enemy would move into an unoccupied trench and move forwards. Or the trench would be caved in before the army left, or the trench would collapse on itself anyway.
    Yes, I think that's a good thing.

    Quote Originally Posted by The_Ferret
    AND we are thinking of having a seperate building plan for cities that DID have walls, and cities that DIDN'T have them. Or maybe a hidden resource.
    Ok.

    There was one question I didn't get an answer too, and that is if you "besiege" a trench. With the R:TW mechanics, wouldn't that mean you'd be able to starve it out? And if you "besiege" a trench, and then choose assault, would the battle start with the defender in one end of the map with good trenches and bunkers and the besieger on the other side of the map, or would it look like in R:TW when you assault a fort - that the defender is in the middle of the map and a possibility to move around the fort in the middle as you wish? Another thing about trenches - would you have to build different trenches for vertical (north-to-south) trenches on the battle map and for horizontal (west-to-east)? If you have built trenches in one area and another set of trenches just next to those trenches, would they then look like one long continuous set of trenches on the battlemap? Because on the battlemap you also see adjacent squares, but would the trenches on adjacent squares be visible and look like they're continous with the trenches on the main battlemap if they are continuous on the campaign map?
    Under construction...

    "In countries like Iran, Saudi Arabia and Norway, there is no separation of church and state." - HoreTore

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