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  1. #1

    Default **Morrowind Total War ! **

    Hi everyone !
    I want to introduce...Morrowind Total War Mod .
    Our crew is made of polish fans of both TW and TES:Morrowind.
    We have got pretty nice team...oh yes...List :

    Dj Jacob- descriptions of units and nations
    Flamen- newsman,banners,gifs
    Radekk- campaign map,tests
    Roman Zabawa- tests
    Psyborg MJ- advertisements on english sites
    Jarlaxle-descriptions of units and nations
    Mikhial-descriptions of units,traits of the generals and their retinue
    Saruman biały-as same as Mikhial
    Valery-graphic
    Scorp-advertisements on english sites,textures,graphics
    Chooca-reserve
    Wercyg-reserve
    Kruk(Raven) - models,textures
    ED - site admin
    Elrond- descriptions of units



    As you see,we still need people who can make models,textures etc. If someone is interested in,please send me an e-mail scorp1284@o2.pl ! I'm waiting
    I'll try to update this topic as fast as I can,but ya'
    know...School,parents...ehh..
    Some units are already done.

    Faction List :

    The Sixth House

    The Sixth House poses a number of units affected by the Corpus disease which stand firm on the battlefield. The way they look and behave horrifies their enemies. Unfortunately most of these troops are weaker than their analog units in others factions armies (except mages). What works for their advantage is the fact of their appearance and low production cost. Sixth House’s leaders are corrupt and have no moral rules as they resurrect dead so they can fight on their side


    House Telvanni

    Telvanni are powerful mages. They use units which mostly use magic spells to attack their enemies. Unfortunately the magic skills were developed at the cost of normal melee fighting abilities so most of Telvanni’s melee units are very weak. What is more, most of the magic units are expensive in production and need much time for their training. The inability of providing their armies with melee fighting units makes Telvanni hire mercenaries, summon undead or even Daedrs if the mages will decide to follow Daedric cult.


    Mercenaries (no description yet :P )

    House Redoran

    House Redoran poses the best hand-to-hand fighters on Vvardenfell who can stand in the same line together with imperial legionaries. Their heavy cavalry is also a force which everybody aware of. The main Redoran’s problem is their lack of magic units.

    Hlallu House

    Cyrodiil Empire

    Ash People

    (WOW ! That's a very long post ;)
    And we've got unit waiting to be show )

    Imperial Archer

    Imperial Legionary

    Redoran Guard (female)

    WiP (Wip !!!!!) Guar ;)

    Ash Hunter (without textures,only model)

    Orcs

    Redoran Elite Warrior

    Deadric Generals


    Soon I'll update topic and show some InGame shots


    Ok people...I think it's all.
    Now plz write comments about units ,mod and our job

    Regards !
    Scorp

    Btw.
    Our site is working :D
    (Warning ! Polish language,but you can go and visit our gallery)
    www.morrowindtw.hk.pl
    Last edited by Scorp; 02-27-2006 at 15:47.

  2. #2
    Member Member Templar019's Avatar
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    Default Re: **Morrowind Total War ! **

    wow!

  3. #3

    Default Re: **Morrowind Total War ! **

    this is great stuff and i would like to make some textures and models for this, if my work is up to standard of course!

    i've sent you an email scorp

    a lot of good ideas have been posted here as well:

    https://forums.totalwar.org/vb/showthread.php?t=45859
    It's just a goddamn popularity contest with you kids, isn't it!
    Superintendent Chalmers

  4. #4
    Son of a Star Member Bar Kochba's Avatar
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    Default Re: **Morrowind Total War ! **

    cool 0ne question

    RTW BI or MTW2
    "It is not so much that we need to be taken out of exile. It is that the exile must be taken out of us."- Lubavitcher Rebbe


    "Its a great mitzva to be happy always" Rebbe Nachman of Breslov

    We want moshiach now!!

  5. #5

    Default Re: **Morrowind Total War ! **

    I personally think there have already been too many TES mods in the works already...maybe a consolidation for the time being...or using your team to work on the Morrowind area for TES: Total War? Or diverting your IMperial resources to Illiac Bay: Total War?

  6. #6

    Default Re: **Morrowind Total War ! **

    Quote Originally Posted by Attrebus
    I personally think there have already been too many TES mods in the works already...maybe a consolidation for the time being...or using your team to work on the Morrowind area for TES: Total War? Or diverting your IMperial resources to Illiac Bay: Total War?

    Well,personaly i never saw any TES Mod for Rome Total War
    I think we're first :D.
    Mod will be for Barbarian Invasion v 1.6
    We've got some problems with the map ... So if anybody knows how to edit a map plz send me an e-mail.

    In-Game Screens :

    http://www.macedku.webd.pl/galeria/z...php?id_phot=16

    http://www.macedku.webd.pl/galeria/z...php?id_phot=15

    http://www.macedku.webd.pl/galeria/z...php?id_phot=14

    http://www.macedku.webd.pl/galeria/z...php?id_phot=13

    http://www.macedku.webd.pl/galeria/z...php?id_phot=12

    http://www.macedku.webd.pl/galeria/z....php?id_phot=1

    Enjoy :D

  7. #7

    Default Re: **Morrowind Total War ! **

    Thank you all for your kind comments

    And new update :

    Mercenaries :




    New skin for Imperial Archer (question for you guys...which one looks better? new one or the old one ? )




    And one pretty animation
    http://rapidshare.de/files/14284045/walka2.avi.html

    Regards !
    Scorp
    Last edited by Scorp; 03-07-2006 at 21:54.

  8. #8
    Gangrenous Member Justiciar's Avatar
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    Default Re: **Morrowind Total War ! **

    New one, no question about it.
    When Adam delved and Eve span, Who was then the gentleman? From the beginning all men by nature were created alike, and our bondage or servitude came in by the unjust oppression of naughty men. For if God would have had any bondsmen from the beginning, he would have appointed who should be bound, and who free. And therefore I exhort you to consider that now the time is come, appointed to us by God, in which ye may (if ye will) cast off the yoke of bondage, and recover liberty. - John Ball

  9. #9

    Default Re: **Morrowind Total War ! **

    It seems a writ of Honorable Execution has wiped out Scorp and Attrebus. :(

    Nevertheless I'll plod on...

















    Ok, maybe too many posts of the netch guys leaping into the air at the bonemold guys...

    Justicar...yeah I agree about the units, these guys probably won't be too useful in a Bretony mod...

    But what kind of outlander mercenary units do you think the Hlaalu and other houses might use that could be used for other mods?
    It's just a goddamn popularity contest with you kids, isn't it!
    Superintendent Chalmers

  10. #10

    Default Re: **Morrowind Total War ! **

    There is whole list of mercenaries:
    Redguard swordmasters
    Nordic bersercers
    Nordic barbarians
    Bretonian battle mages
    Orcish heavy infantry
    I think that those guys normally live nearby iliac bay, don't they?

  11. #11
    Gangrenous Member Justiciar's Avatar
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    Default Re: **Morrowind Total War ! **

    Sounds right to me. I'm not sure about Mercenaries that could be shared between mods. Besides, I think Attrebus is going to wait for MTW:2.. Race-specific Mercenaries and Fighter's Guild Units would be the safest option.
    When Adam delved and Eve span, Who was then the gentleman? From the beginning all men by nature were created alike, and our bondage or servitude came in by the unjust oppression of naughty men. For if God would have had any bondsmen from the beginning, he would have appointed who should be bound, and who free. And therefore I exhort you to consider that now the time is come, appointed to us by God, in which ye may (if ye will) cast off the yoke of bondage, and recover liberty. - John Ball

  12. #12

    Default Re: **Morrowind Total War ! **

    Hi Mikhial!
    Sorry I didn't recognise you as one of the Morrowind: TW guys. I was expecting Scorp to post. I'm also sorry to hear you have been having a hard time recently. It's good to hear that work continues, even if it is a little slower than before. I don't use MSN unfortunately, I don't like Microsoft forcing it on XP installations.

    Probably a lot of the ideas here are too difficult and that's why we're discussing them. I don't think anyone expects many of them to be used initially. Maybe if the mod is very successful and/or upgraded to Medieval Total War 2, we can sneak a few more in.

    What about some units on guars like the one Scorp posted? I wouldn't mind seeing a Redoran in full armour, holding a spear, and riding a guar.

    You are the guy deciding on the units, so can you tell me the units that house hlaalu are going to have? Scorp asked me to model them, but he didn't say what they were going to be. I've made one bonemold, chitin and netch leather, just in case. Can you give me some details?

    If there are only going to be 2 nordic mercenary units, then I'm half done! And it was probably the difficult half too! Later I wouldn't mind doing some of the ones Attrebus mentioned as they sound pretty cool too.













    And the obligatory thanks to ImageShack for Free Image Hosting. Yay!
    It's just a goddamn popularity contest with you kids, isn't it!
    Superintendent Chalmers

  13. #13

    Default Re: **Morrowind Total War ! **

    Thanks for taking the time to reply Attrebus.

    If we do the Nerevarine as an agent, I'd suggest a very generic/shadowy picture or a symbol of Nerevar, instead of specifying which race/sex. This would make it much easier in terms of scripting, I'd guess. And more mysterious too! However, the best solution (to a number of my queries) might just be to set the campaign after Morrowind secedes from the Empire, as Justicar suggests. We could always go back change things in a later release. If so I'd like to see the East Empire Company take control of the Empire's remaining holdings in Morrowind clinging on for dear life, draining every last Septim (is that the correct monetary unit?) out of the area, using the now unemployed legionaries and any one else wanting a quick buck as mercenaries. Also the Empire of Nibenay could be a horde. But what about House Dagoth? They'd be extinct. And could the Skaal be a faction? They've got some very nice units.

    Telvanni summoning Daedric minions for battles is ok then? And other factions with a high level mages guild?

    What about the imperial forts just being forts, instead of cities? What do you think of that possibility?

    One city inside another? I doubt it. Why isn't it just one city? Do the two cities belong to different factions? I read that provinces must be convex, meaning, I think, that you can't have one inside another, it screws up the AI, if I remember correctly. What's the story behind having a city inside a city? Is it totally necessary? Maybe there is another way to simulate it. Cities also need to be at least one pixel/square from the edge of a province, so the minimum size of a province would probably be 3x3 pixels, with the city in the middle pixel/square.

    Sixth house units eat corprus meat chunks don't they? The lesser ones anyway. Couldn't this be considered a kind of currency among the followers of Dagoth Ur?

    I'd suggest that rebels appear after they have fought each other, ie they only appear one group at a time, simulating the fact that they have already fought amongst themselves and the strongest group has survived and risen to challenge the provincial rulers. Much easier to script that, ie no scripting vs something that I haven't seen mentioned before. But I like the idea, it reminds me of the first Quake game when the monsters accidentally hit each other and started fighting amongst themselves, temporarily ignoring you. This is the wrong place to write this but I'd love to see a Quake or Quake 2 mod for RTW. Fiends, ogres, shamblers, stroggs, it would be awesome! Has anyone mentioned it before?

    Do you mean that allied factions won't necessarily attack a faction that their ally is at war with? Making it possible for factions to be allied with with the allies of their enemies. Which probably means that being allied becomes meaningless. Perhaps we want houses not to attack each other if other houses declare war or have a long-standing feud, but if some foreign invaders turn up then they will declare war on the invaders. I'm not sure how that would work from a playability point of view but I can see why you'd want it from a purist POV.

    For Dagoth agents bribing, I was thinking more of the entire army being transformed into corprus stalkers, not just changing sides. But then, yeah, it's not really bribing. Still I'd like this to be the main source of units for the 6th house. They can't realistically produce more units inside the Ghostfence.

    About the vampires, my meaning was on the campaign map, not the battle map. Truly, vampires are incredibly fast and strong in battle, but, according to legend (I don't know about TES lore), they need to rest in their coffins during the day (and thus are vulnerable), they can't cross running water, their coffins need to filled with the earth of their homeland, animals are afraid of them, most races hate them, etc. I was thinking that these things might have a negative effect on the movement of an army with a vampire general or unit. But TES vampires may be different, I don't know, I didn't play as one in Morrowind.

    Immunity to certain weapon types will certainly be something to look into. Maybe it could be implemented as weaknesses and bonuses to certain types of troops, like peltasts have bonuses vs chariots and elephants.

    Again, thanks for taking the time to reply Attrebus (and others of course!).
    It's just a goddamn popularity contest with you kids, isn't it!
    Superintendent Chalmers

  14. #14

    Default Re: **Morrowind Total War ! **

    Quote Originally Posted by hoccalugee
    Hi Mikhial!
    Sorry I didn't recognise you as one of the Morrowind: TW guys. I was expecting Scorp to post. I'm also sorry to hear you have been having a hard time recently. It's good to hear that work continues, even if it is a little slower than before. I don't use MSN unfortunately, I don't like Microsoft forcing it on XP installations.

    Probably a lot of the ideas here are too difficult and that's why we're discussing them. I don't think anyone expects many of them to be used initially. Maybe if the mod is very successful and/or upgraded to Medieval Total War 2, we can sneak a few more in.

    What about some units on guars like the one Scorp posted? I wouldn't mind seeing a Redoran in full armour, holding a spear, and riding a guar.

    You are the guy deciding on the units, so can you tell me the units that house hlaalu are going to have? Scorp asked me to model them, but he didn't say what they were going to be. I've made one bonemold, chitin and netch leather, just in case. Can you give me some details?
    Hlaalu SHOULD have the following, with units marked with a (*) being unique to their faction, and those with a (^) being shared with only 1 or 2 other factions:

    Hlaalu Armun-An Guard*
    Hlaalu Watchman* (Townwatch essentially, wears Chitin, with an open helm and Armun-An style pauldrons)
    Slavers ^ (Shared with Dress, wears Netch, uses silver weapons, excellent in swamps, bonus to the slave/pop ratio when enslaving a province, reduces the happiness of province however)
    Royal Guard ^ (Shared with Temple and Imperials, trainable ONLY in Mournhold)
    Standard House Units (scouts, laymen, House Cousins, House Brothers, House Fathers, and all other Dunmeri non-Ashlander units.

    Quote Originally Posted by hoccalugee
    Thanks for taking the time to reply Attrebus.

    If we do the Nerevarine as an agent, I'd suggest a very generic/shadowy picture or a symbol of Nerevar, instead of specifying which race/sex. This would make it much easier in terms of scripting, I'd guess. And more mysterious too! However, the best solution (to a number of my queries) might just be to set the campaign after Morrowind secedes from the Empire, as Justicar suggests.
    Actually, I'd rather not, and keep the Nerevarine as an agent as you suggested. Why?
    The Total War Series is about taking a historical situation and making it your own with the resources given to you (and various Historical markers along the way). I'd like to keep that, even when moving into another universe entirely.

    If so I'd like to see the East Empire Company take control of the Empire's remaining holdings in Morrowind clinging on for dear life, draining every last Septim (is that the correct monetary unit?) out of the area, using the now unemployed legionaries and any one else wanting a quick buck as mercenaries. Also the Empire of Nibenay could be a horde. But what about House Dagoth? They'd be extinct. And could the Skaal be a faction? They've got some very nice units.
    I actually want the Skaal to be a faction (using souped up versions of the mercenaries, as well as several other units custom tailored to their clime (reavers, mercenary Reiklings <and their Bristleback mounts>)
    Again, see my above comment regarding House Dagoth. I do wish however, to make their generals and units taper off after a while, so the Dagoth defeat is inevitable, but very slow (not always taking place at or before 427 3E).

    Telvanni summoning Daedric minions for battles is ok then? And other factions with a high level mages guild?
    Interesting, HOWEVER, I dont think that having them summon on the field is feasible. Maybe 3 different types of SUmmoners (Golden Saint, Orgrim, and Winged Twilight mainly) using their conjurations as the dog handlers in RTW do?

    What about the imperial forts just being forts, instead of cities? What do you think of that possibility?
    Interesting idea. Could it be possible to have 3 units of Imperial Guards, 1 unit of Archers, a unit of Templars, and a Garrison Commander Unit always available for training there, if Empire, regardless of whether a command unit (general/family member) is there at the moment?
    Also, they'd have to be permenant, with no deconstruct time or ability (again, is it possible?)

    One city inside another? I doubt it. Why isn't it just one city? Do the two cities belong to different factions? I read that provinces must be convex, meaning, I think, that you can't have one inside another, it screws up the AI, if I remember correctly. What's the story behind having a city inside a city? Is it totally necessary? Maybe there is another way to simulate it. Cities also need to be at least one pixel/square from the edge of a province, so the minimum size of a province would probably be 3x3 pixels, with the city in the middle pixel/square.
    Ah, there it goes then.

    As for city within a city, there IS a reason: In Tribunal, you visited the Inner City of Mournhold, controlled by the Royals (in this case, Hlaalu Helseth and the QUeen Mother, Barenziah). The Outter City (Also called Mournhold) is the domain of the Houes Indoril (the city being their capital).

    Sixth house units eat corprus meat chunks don't they? The lesser ones anyway. Couldn't this be considered a kind of currency among the followers of Dagoth Ur?
    Actually. Corprus Meat is simply the flesh of the Corprus Beings (both lesser, greater, and the Dagoths themselves). Its used ONLY in a sacrificial way, and is representative of the Heart of Lokhran.

    [qupte]I'd suggest that rebels appear after they have fought each other, ie they only appear one group at a time, simulating the fact that they have already fought amongst themselves and the strongest group has survived and risen to challenge the provincial rulers. Much easier to script that, ie no scripting vs something that I haven't seen mentioned before. But I like the idea, it reminds me of the first Quake game when the monsters accidentally hit each other and started fighting amongst themselves, temporarily ignoring you.[/quote]
    I would like it too (the infighting, not the Quake). I'd also like it to be possible that when approaching a battle with 2 or more opposing Rebel factions (ie Skaal outcasts and Solstheim Reavers for instance) you could choose who to fight along side, instead of having a massive 3-way free for all (represents various diplomatic wrangling that the commander would obviously do)

    Do you mean that allied factions won't necessarily attack a faction that their ally is at war with? Making it possible for factions to be allied with with the allies of their enemies. Which probably means that being allied becomes meaningless. Perhaps we want houses not to attack each other if other houses declare war or have a long-standing feud, but if some foreign invaders turn up then they will declare war on the invaders. I'm not sure how that would work from a playability point of view but I can see why you'd want it from a purist POV.
    Pretty much, where the Houses, unless Allied, cannot go beyond Neutral (if they fight, after 3-5 turns of no combat, it goes back to neutral). I would also love if the Temple worked as the Papacy did in MTW did (scripting maybe?). As in, after a massive attack (by a non-House faction, against a House faction) all House factions are automatically set to Ally with each other, and War with the foe, for say 120 turns?

    For Dagoth agents bribing, I was thinking more of the entire army being transformed into corprus stalkers, not just changing sides. But then, yeah, it's not really bribing. Still I'd like this to be the main source of units for the 6th house. They can't realistically produce more units inside the Ghostfence.
    Interesting. Maybe if a city is plagued (on either side of the fence) the game keeps an invisible tag on the number of corprus beasts (represented by Squalor's icon maybe) for the Corprus beasts. Once it hits a critical mass (say ~3% of population below 5k, or 1500 in cities above that number) the city rebels, giving it to the Dagoths, and also that number of people in Corprus beasts, yet setting settlement size to about 50 or so (yes, via scripts, as the min pop otherwise is 400)

    About the vampires, my meaning was on the campaign map, not the battle map. Truly, vampires are incredibly fast and strong in battle, but, according to legend (I don't know about TES lore), they need to rest in their coffins during the day (and thus are vulnerable), they can't cross running water, their coffins need to filled with the earth of their homeland, animals are afraid of them, most races hate them, etc. I was thinking that these things might have a negative effect on the movement of an army with a vampire general or unit. But TES vampires may be different, I don't know, I didn't play as one in Morrowind.
    Actually, they are NOT your traditional vampires in any sense, beside their need to feed. There are a number of clans (namely Illiac Bay, and CYordiilic Clans) that can stay out during the day (the ancient Bathogorgens, the Kogari, and Diodata are proof of that fact)
    In truth, they require no coffins for rest, nor the land of the area they were infected in when resting. Also, they are damaged by the SUN, not necessarily day (so hiding in shadows, or using clouds would be very viable for a Vampiric force).
    That in mind, would it be possibel to make certain units deployable under certain circumstances (rain, snow, or night in particular?)

    Immunity to certain weapon types will certainly be something to look into. Maybe it could be implemented as weaknesses and bonuses to certain types of troops, like peltasts have bonuses vs chariots and elephants.
    Certainly a good idea, adding their weapon/armour as traits, and those traits modifying things against the armours.

    Armour traits:
    Heavy:
    Steel (chain, plate)
    Iron (chain, plate scale)
    Ebony (chain, plate, scale, enchanted)
    Light:
    Chitin
    Dreugh
    Leather (Bovine, and Netch variants, with Netch giving better armour defense <ie armour class>, yet Bovine for better natural defense <ie defense skill>)
    Other:
    Daedric (Natural, Enchanted, Armoured)
    Indoril (Normal and High versions)

    Weapon Traits:
    Material
    Iron (standard)
    Steel
    Silver (bonus against Daedric Natural armour, only Silver and higher can break that armour)
    Ebony (high damage)
    Daedric
    Type:
    Sword (short, long, and 2-hand variants, no specific advantages)
    Spear (spears/halberds, strong against chain, bonus to horses)
    Hammer (maces and warhammers, strong against chain, scale, and all Light)
    Axes (one and 2 hand versions, stong against plate)
    Staffs (used by mages, use crossbow animation for firing spells. also used effectively in melee)
    Ranged (Crossbow, THrowing Knives, Throwing STars, Javelins, Crossbows, Bows, strong against Natural, Light, and all enchanted varieties)

    These here will form an interesting Rock-Paper-Scissors affect thats more complicated than the existing one (with more pronounced resistances/weaknesses to weapons via armour than before)

    And for the classes of soldier:

    Ranged (light and heavy variants, use Light armours)
    Mage (skirmisher and battle variants, no armours, high defense skill)
    Heavy Infantry (uses swords, hammers and axes, plate versions of armours)
    Light Infantry (sword, spears, and ranged as secondaries, scale and chain versions of armour)
    Light Cavalry (spears, swords, chain and scale, no barding)
    Medium Cavalry (spears, swords, hammers, plate, leather barding)
    General (swords, hammers, ranged, plate or scale, chain barding)

    Again, thanks for taking the time to reply Attrebus (and others of course!).
    Any time.

  15. #15

    Default Re: **Morrowind Total War ! **

    Hello all !
    Well,i'm not dead...at all
    As Mikhial said we've got a hard time.But i think every mod got it.
    Soon i'll update this thread with new units and ideas and ...Wow !
    Hoccalugee ! You're models are supreme ! I'm very happy you're makeing them.
    And thanks everyone for great ideas !

    We still need someone who can do a text work.
    You know what i mean...There was a guy in our team who was supposed to do it but he was lazy as donkey .

    So ...we're not dead and wish us luck !


    Regards
    Scorp

  16. #16

    Default Re: **Morrowind Total War ! **

    I think that you have too much ideas and I get completely dizzy

    I will try to reply for some question from our point of view:

    Guars
    Guar cavalry will be the back bone of cavalry of all Dunmer factions. Horsemen would be some kind of exotic and powerful troops for grear houses and normal (but still expensive) unitfo empire.

    Hlaalu units
    Our idea of Hlaalu army was a mixture of traditional, dunmer warcraft (bonemold armours, guars) and imperial one (things like dunmer legionaires). In my opinion very vital part of their army should be mercenaries, as H weren't kind of militarists.

    Nerevarine
    I would like Nerevarine to be rather a general. In the beggining there would be some "historical events" and then he would appear as a general of one of the factions (I think that Temple is the best idea). Race? Fixed or if it is possible generated. He would appear with an army composed of mixture of dunmer units (his worshippers).

    Daedras
    You can "summon" daedras in two ways: by beeing Telvanni (as a normal unit and as generals bodyguards) or by building a shrine, that don't have the faith modificaitors, but decreases order in town.

    Period of game
    This is an interesting topic, but we are not sure what we will do with it. On one hand it would make preparing mod less difficult, but on the other there wouldn't be Dagoth house, which is particulary interesting.

    Imperial forts
    They will be only forts (maybe fixed, so they wouldn't disappear).

    Corprus meat
    I'm not sure what do you mean. Do you want Sixth House to use it as the money? I doubt it's possible.

    Rebels
    Good idea. I'm not a specialist in scripting (in fact i don't now anything about that) but i guess it's quiet difficult.

    Alliances of houses
    I think that this alliances don't have to be fixed. In Morrowind from time to time there were roumors about "house wars". However the idea of forced peace after some turns is genial

    Bribing-6th house
    I guess bribing enemy armies will be normal, I doubt that changing them to blighted creatures is possible. However the idea of insurectioons caused by number of corprus beasts(?) is quiet good. In this case religion would be useful, for example some kind of Dagoths Cult. In this way 6th house would be able to send his agents to enemy provinces. Those agents would give normal religions modificator and so cities with little temples could be converted to D. Cult.

    Vampires
    Little factions, weak in economy, with little numbers of very strong soldiers. Things like fighting only at night etc. will be decided by script (if it's possible of course)

    Immunity to weapons
    Hard, but worth trying

    If I missed something, remind me. I'm sorry for my lingual mistakes

    Regards

  17. #17

    Default Re: **Morrowind Total War ! **

    Quote Originally Posted by Mikhial
    Guars
    Guar cavalry will be the back bone of cavalry of all Dunmer factions. Horsemen would be some kind of exotic and powerful troops for grear houses and normal (but still expensive) unitfo empire.
    Sadly, physiologically speaking, Guars arent built as mounts, but as beasts of burden (akin to a cross between the oxen and donkey moreso than a variation of the horse). They can carry great loads on their backs, but their rather small size (only coming to shoulder height and Imperial or Dunmer on average), makes them a bit odd for mounts.

    I'll get back to you on this after I do some research on the subject.

    Hlaalu units
    Our idea of Hlaalu army was a mixture of traditional, dunmer warcraft (bonemold armours, guars) and imperial one (things like dunmer legionaires). In my opinion very vital part of their army should be mercenaries, as H weren't kind of militarists.
    Interesting. A mix of Imperial and Dunmeri warcraft would be a nice change of pace. As for the mercenary thing, its mainly the Telvanni who do things via mercenaries (with almost 75% of their fighting force being Outlanders and non-House kin)

    Nerevarine
    I would like Nerevarine to be rather a general. In the beggining there would be some "historical events" and then he would appear as a general of one of the factions (I think that Temple is the best idea). Race? Fixed or if it is possible generated. He would appear with an army composed of mixture of dunmer units (his worshippers).

    Daedras
    You can "summon" daedras in two ways: by beeing Telvanni (as a normal unit and as generals bodyguards) or by building a shrine, that don't have the faith modificaitors, but decreases order in town.
    Hmm. Hadn't really thought of that, but in addition, I'd say definately make it so that only certain regions (where temples are known to exist) can create the temple, and then only to that particular Daedroth.

    As for the Telvanni. If you mean create as in build them, yes, by all means do so.
    Period of game
    This is an interesting topic, but we are not sure what we will do with it. On one hand it would make preparing mod less difficult, but on the other there wouldn't be Dagoth house, which is particulary interesting.
    I'll get back to you on this after I explore the Lore a bit further while playing Oblivion (important political rumors regarding the Nerevarine, various invasions, etc are found there...all of which should be of great import regardless of our time period)

    [quoteImperial forts
    They will be only forts (maybe fixed, so they wouldn't disappear).[/quote]
    Alright, sounds good to me. But how will the Ebonhearts and Firewatch be done, as forts also, or as actual cities?

    Corprus meat
    I'm not sure what do you mean. Do you want Sixth House to use it as the money? I doubt it's possible.
    If its possible to use different monetary names (ie for Imperials its the Septim, for Dagoths its Corprus meat, for Skaal its

    Rebels
    Good idea. I'm not a specialist in scripting (in fact i don't now anything about that) but i guess it's quiet difficult.
    Alright, I'll see what can be managed with that.

    Alliances of houses
    I think that this alliances don't have to be fixed. In Morrowind from time to time there were roumors about "house wars". However the idea of forced peace after some turns is genial.
    Actually, those House Wars you speak of are carried on in such a way as that they arent really wars, so much as the Morag Tong being hired out by variuos nobles for personal vendettas moreso than House policies regarding the other Houses.

    Bribing-6th house
    I guess bribing enemy armies will be normal, I doubt that changing them to blighted creatures is possible. However the idea of insurectioons caused by number of corprus beasts(?) is quiet good. In this case religion would be useful, for example some kind of Dagoths Cult. In this way 6th house would be able to send his agents to enemy provinces. Those agents would give normal religions modificator and so cities with little temples could be converted to D. Cult.
    Glad to see that using religion as a way to do this would be plausible. But along with that, is it feasible to make it so that each religion has as many as 16 temples per religion?

    (the Imperial Cult should have 9 types, the Tribunal to have 3 <one for each post-Vehk path>, maybe a Sixth House Cult <two Temples, one to Dagoth, the other to Lokhran>, and a Daedric religion of sorts <all 16 Daedric gods available, but only in certain regions, takes place of ruler's religion no matter what>)

    Vampires
    Little factions, weak in economy, with little numbers of very strong soldiers. Things like fighting only at night etc. will be decided by script (if it's possible of course)
    Interesting. And maybe converting additional population would be done similar to how House Dagoth would?

    Immunity to weapons
    Hard, but worth trying
    I'll try and see if I can at least get some concepts of the material/type circles done soon as possible so you can see.

    If I missed something, remind me. I'm sorry for my lingual mistakes

    Regards
    Think you got it all, and I noticed no major linguistic mistakes anywhere.

  18. #18

    Default Re: **Morrowind Total War ! **

    Quote Originally Posted by Attrebus
    Sadly, physiologically speaking, Guars arent built as mounts, but as beasts of burden (akin to a cross between the oxen and donkey moreso than a variation of the horse). They can carry great loads on their backs, but their rather small size (only coming to shoulder height and Imperial or Dunmer on average), makes them a bit odd for mounts.
    It seems so, however in one book I've read that someone "ran away on his guar". It makes me think that eventually guars could work as cavalry mounts.

    Quote Originally Posted by Attrebus
    Hmm. Hadn't really thought of that, but in addition, I'd say definately make it so that
    only certain regions (where temples are known to exist) can create the temple, and then
    only to that particular Daedroth.
    I'm not sure if there is any region without a shrine


    Quote Originally Posted by Attrebus
    Actually, those House Wars you speak of are carried on in such a way as that they arent
    really wars, so much as the Morag Tong being hired out by variuos nobles for personal
    vendettas moreso than House policies regarding the other Houses.
    As far as I know they are carried in this way because of imperial legions. Before Cyrodilian invasion "wars" were actually normal wars. What is more somewhere in the game it is told that Redoran House considers starting a war because of mines of Caldera. I'm not 100% sure though.

    Quote Originally Posted by Attrebus
    Interesting. And maybe converting additional population would be done similar to
    how House Dagoth would?
    Great idea for me

    Lastly: temples. I think that creating such a huge number of them is an exageration. As I remember there weren't any particular division between gods of Almsvi

    Forts
    I guess that Ebonheart can be a city with strong fortifications (in opposition to most cities of Vvardenfel). Firewatch? Sorry, but I don't know which one is it. MAybe in polish version the name is different.

  19. #19

    Default Re: **Morrowind Total War ! **

    Quote Originally Posted by Mikhial
    It seems so, however in one book I've read that someone "ran away on his guar". It makes me think that eventually guars could work as cavalry mounts.
    Sadly, its in reference to the fact that he used a cart, pulled by a guar, to get away, not that he was RIDING one.

    As far as I know they are carried in this way because of imperial legions. Before Cyrodilian invasion "wars" were actually normal wars. What is more somewhere in the game it is told that Redoran House considers starting a war because of mines of Caldera. I'm not 100% sure though.
    Yes, that is true, that they had various wars between themselves in a normal fashion, yet its not JUST before the Armistace, yet also prior even to the Tribunal's full formation, when they were still Chimeri (yes, all the Great Houses are THAT old).
    Why do they do it as they do, and not in full warfare anymore...its the Temple. They act much as the papacy did, not just setting religious texts and all, but also declaring heretics. ANd if one house went to war against another (especially if the defender is a religious house like Redoran or Indoril) they likely would be deemed as heretics and have all four other houses go after them in full force.

    Lastly: temples. I think that creating such a huge number of them is an exageration. As I remember there weren't any particular division between gods of Almsvi
    True to that, however, there are some seven Saints of importance, and I'd like to have them in there if at all possible.

    Forts
    I guess that Ebonheart can be a city with strong fortifications (in opposition to most cities of Vvardenfel). Firewatch? Sorry, but I don't know which one is it. MAybe in polish version the name is different.
    Firewatch is actually on the mainland, in Telvanni territory, almost directly opposite Sadrith Mora.

  20. #20

    Default Re: **Morrowind Total War ! **

    I would love for this whole idea to come to fruition, but what would be even better is a game map spanning all of Tamriel. That would make me drool. Haha. But, yeah, the whole thing looks great so far.

  21. #21
    Member Member Bobolicious's Avatar
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    Default Re: **Morrowind Total War ! **

    please dont be dead...please dont be dead...I love this game and have been looking for a while for a rtw mod for it...please dont be dead

  22. #22
    Naked Game Fanatic Member Murfios's Avatar
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    Default Re: **Morrowind Total War ! **

    I come with an offer. An already developed mod called Tamriel almost died. Im now the new leader. I come with a friendly proposal, lets join forces and make a single mod under one banner.

  23. #23

    Default Re: **Morrowind Total War ! **

    I'm cool with that. Not sure what I've got left tho, my laptop died a while back, might have backed up some stuff. It was all tesIII stuff tho. Let me know what you want.
    It's just a goddamn popularity contest with you kids, isn't it!
    Superintendent Chalmers

  24. #24

    Default Re: **Morrowind Total War ! **

    It's just a goddamn popularity contest with you kids, isn't it!
    Superintendent Chalmers

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