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Thread: Halo: Total War

  1. #1
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    Default Halo: Total War

    I don't know if anyone here will play games like Halo, but I thought if anyones interested this might be a good idea for a mod. I'm not sure what units to give to the Humans, but heres some ideas for the covenant:

    Grunts: Short range, poor attack, little armour but very cheap.

    Jackals: Short range, poor attack, no armour but fast and with large shield.

    Hunters: Short range, devastating attack, no armour but large shield and several Hit Points, Slow moving.

    Elites: Melee units, good attack, well armoured, fast moving.

    Spec Ops: Melee units, good attack, well armoured, fast moving, can hide anywhere.

    Honour Guard: Phalanx unit, excellent attack, well armoured.

    Brutes: Grenade Launchers, strong in melee, fast moving, no armour or shield but several Hit Points.

    Brute Berserkers: Excellent melee attack, no armour or shield but extremely tough.

    Spectres: Light cavalry, short range but very fast with excellent charge.

    Ghosts: Extremely fast and agile, devastating charge, but quite weak.

    Wraiths: Heavy Cavalry, very slow but devastating attack and good range.

    Plasma Mortars: Siege Weapons, innacurate but devastating.
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  2. #2

    Default Re: Halo: Total War

    Halo total war would be impossible, too futuristic, many big things, there are like no plain based battles, too many futuristc guns, duel wielding.... , and the biggest thing is flying ships, tanks...it would be uber hard.

  3. #3

    Default Re: Halo: Total War

    ZOMG you dont even know how to add units into the game, yet you're out tryin to start mods...

  4. #4
    Proud Knight of the AMC Member RTW King's Avatar
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    Default Re: Halo: Total War

    What does ZOMG mean? Anyway, it was just a suggestion for a mod, and I do know how to do some stuff for modding.
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  5. #5
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    Default Re: Halo: Total War

    And I can add units I just made a Pict Cavalry unit for Britannia.
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  6. #6

    Default Re: Halo: Total War

    Question, why do you want to make new mods when you have Brittania?

  7. #7
    Proud Knight of the AMC Member RTW King's Avatar
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    Default Re: Halo: Total War

    I can't work on Britannia yet. Other people need to make the map and things like that before I do my part. I'm editing unit stats and descriptions, but those would be based a lot on the unit models and we still need a modeler. I've already done all the research myself for the units (with help from ranika, who supplied great info on the Irish Tribes). Anyway, the Halo thing was just a suggestion.
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  8. #8

    Default Re: Halo: Total War

    I would suggest you learn how to do other things (like skinninng, modeling, sounds), before starting ANOTHER mod...!

  9. #9
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    Default Re: Halo: Total War

    Why, the point in a mod team is that different people with different skills can make different parts of the mod. Why should one person have to be able to do everything. If I can add units, change their stats and write descriptions, that could be my part in a mod, as it is in Britannia: Romanorum Incursio.
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  10. #10

    Default Re: Halo: Total War

    I think the point Darkshadow is making is simply that you already have a mod you can't progress because you lack the skills personally to do all the things you want done. You are now looking at a mod that is right out on the fringes, quite probably won't work well because of the way RTW handles missile combat, and is even LESS likely to get a modeller and skinner just rolling up to join.

    It's harsh but true. The further you get from a basic sword combat scenario, the less people are interested. I sympathise...but I wouldn't put the hundreds of man hours necessary to make and texture all the models for a mod I did not think would ever work well in the RTW game engine.

    Perhaps, when you find a modeller for your current project, you might be able to interest him in a Halo mod.....
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