Castle Wars

Post » Mon Mar 14, 2011 11:12 pm

I am working on a mod that combines RTS gameplay with Morrowind gameplay in the form of large scale war mod that can handle epic battles because it controls number of enemies on field and spawns them as others die all while keeping framerate steady. The main goal is capturing cities, farms, even mines, ect; each cooresponds to the resources generated from that, lets call it a 'command post', so gather resouces, create YOUR army, and lead them into battle. Im trying to make you think and use strategy like do i want to siege the south city to get access to the harbor or do I want to capture the western fortress as to gather a larger force. It will be able to have your previously captured cities attacked in which you can defend if you so choose. As of now there are 32 unique units each requiring a certain amount of resources to train. Another big thing is this can be played like a game until everything is conquered then you are rewarded and if you want can play again later with a different strategy, same deal if you lose. Lastly there is a survival mode withe 3 rounds per wave with an increasing number of enemies and you can use units in there. The battles can buld up to 20 on 20 if you make it that far :wink_smile:. So what do you think? Any suggestions?
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8685
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Kayla Keizer
 
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Post » Mon Mar 14, 2011 5:39 pm

awesomeness, i tried making something like this ages ago with shannon's forest tile set for interiors... failed badly cause i cant script, but yours looks good :D

i had a elven forest where u had to free the elves from the imperials (somewhere in valenwood)
and then a big castle somewhere in skyrim, looked creepy :P
^^just some ideas there? XD
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Charity Hughes
 
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Post » Tue Mar 15, 2011 2:00 am

I would play it for sure.
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koumba
 
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Post » Tue Mar 15, 2011 4:59 am

Well the idea is good, but probably MW AI disagrees
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Lalla Vu
 
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Post » Mon Mar 14, 2011 3:40 pm

The mod looks promising, i played in survival mode up to round 8 wave 3 i think it was then the game crashed , probably a Morrowind bug not your mod.

The Area spells cast by the attackers also affect their own folks so in later stages a lot of enemies die to their own friendly fire. presumably mages would know not to use such spells in those circumstances and therefore not use them or for those spells to be modified to not affect their own side.

I would suggest a bigger variety of npcs used in each class so rather than have the same mage/warrior etc duplicated twice or more in the fight, to have say 3 different mages/warriors each with a different face and differing equipment/dress.

Same thing with the summonable allies,eg have 3 different elite warriors not so you have the same npc duplicating if you summon 2 or more of that class.Also i'd be tempted to change the icons from weapons to say a mugshot of the allies you are summoning , perhaps wearing an approptiate headress to help distinguish from the other claases. Initially i thought i was buying a weapon then wondered why i couldn't equip it.

The land around the edge of the arena could do with a little work reshaping it as some of the statue' s feet are submerged and one statue is floating slightly above the ground, also the land dips below the level of the Daedric wall in a few places and you can see the imperial wall used for the outer perimeter. Additionally you have used a rock texture there so trees growing out of it doesn't look quite right.

These are just cosmetic improvements , the battle sequences appear to be working fine.

I had a quick look around the islands, i can see it is still in the early stages of development and most likely you will tidy up the landscaping , fix texture seams etc in due course, i have one suggestion for the Daedric island with the sharp rocky peaks that is to use/make a different texture based on the daedric building textures for the land, because ;land/rock doesn't look that normally , so ash textures stretching to a sharp point aren't the best , but something that looks like a Daedric type rock would work better i think.
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Nuno Castro
 
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Post » Mon Mar 14, 2011 4:46 pm

It would be cool if you could do this in Vvardenfell when you become head of a Great House or Imperial Legion. Unlikely but very cool.
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Jonathan Windmon
 
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Post » Mon Mar 14, 2011 9:21 pm

reminds me of that time I tried to accumulate 180 CW tickets in a certain game...
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Donald Richards
 
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Post » Tue Mar 15, 2011 2:48 am

It would be cool if you could do this in Vvardenfell when you become head of a Great House or Imperial Legion. Unlikely but very cool.

Actually there is a wip/developing idea over on the PES forums that's a house war mod. It's looking pretty interesting.
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Alex Blacke
 
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Post » Mon Mar 14, 2011 10:12 pm

This is some great feedback and i will definitley make cosmetic changes when the time comes and your suggestions will play a major role in how alot of the landscape and atmosphere will turn out BTW i will also try and fix any CTD problems as best as possible by further optimizing the scripts :brokencomputer: although morrowind does have its limitations be wary of alot of spells or strikes going off at the same time while having a low framerate . Please keep up the great feedback and feel free to pop this open in the cs if you feel so inclined! :laugh:
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Music Show
 
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Post » Mon Mar 14, 2011 9:36 pm

A very innovative idea. I'm looking forward to the final release, as morrowind doesn't get a lot of mods like this.
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Charles Weber
 
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Post » Mon Mar 14, 2011 2:05 pm

This is some great feedback and i will definitley make cosmetic changes when the time comes and your suggestions will play a major role in how alot of the landscape and atmosphere will turn out BTW i will also try and fix any CTD problems as best as possible by further optimizing the scripts :brokencomputer: although morrowind does have its limitations be wary of alot of spells or strikes going off at the same time while having a low framerate . Please keep up the great feedback and feel free to pop this open in the cs if you feel so inclined! :laugh:


There is a mod called "Beyond Ysgramor" if I recall correctly wich had full scale battles as well... and I recal that It crashed a lot. mainly becose of the fight speches of NPC{s keep kicking in over and over and at a certain point they would pile up and BuM! crap to desktop! but I think that a patch called "silent battles" fixed this and improved grately the performance. counter is that it would silent every fighting NPC on the game, but maybe you could create silenced NPCs for your mod and make a battle sound to play on during the battles.
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Heather beauchamp
 
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Post » Mon Mar 14, 2011 1:40 pm

I need some inspiration for the last script that controls everything gamewise like the vars and temp vars placeholders and reset/record script... >=(
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jasminĪµ
 
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Post » Tue Mar 15, 2011 2:08 am

Hey any one got ideas on a better name?
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Sun of Sammy
 
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Post » Mon Mar 14, 2011 3:31 pm

This sounds awesome and looks good so far, keep up the good work man!
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Kate Murrell
 
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Post » Mon Mar 14, 2011 8:52 pm

The concept sounds interesting; however I fear that there might be some problems implementing it.
But I wish you good luck and if you get it running, you can be certain that I will try it

Regards
The Mage
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stevie critchley
 
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Post » Mon Mar 14, 2011 10:57 pm

Great idea! :)
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Bellismydesi
 
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Post » Tue Mar 15, 2011 3:28 am

HUGE UPDATE CHECK SITE
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Dalley hussain
 
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Post » Mon Mar 14, 2011 3:09 pm

What do you guys think of the newly implemented ability to purchase buildings for your city like baracks and arcane university to further customize it and tailor it to your unit preferences. What do you think of the naval warfare. Any thoughs on the miniquests?
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Stefanny Cardona
 
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Post » Tue Mar 15, 2011 1:04 am

CASTLE WARS COMPLETE V1 RELEASED

http://http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8685

http://www.tesnexus.com/downloads/file.php?id=35353
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Marquis deVille
 
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