Currently working on...

Users who are viewing this thread

Status
Not open for further replies.
For the rhodoks maybe a giant troop, with a big ass tower shield making it the ultimate tank for the crossbowmen (reskin the golems)
And if you want the super fast infantry for the khergits iv'e already increased the maximum agility a troop can have to 255 for a special spawn I made a while ago. but although I still haven't finished what I want to I can just send you that particular part in case you haven't implemented a similar feature yourself already
 
Nords: I was the first person who proposed adding Valkyries, so totally agree, maybe give them some kind of "valor aura" - it would increase units speed/damage

Sarranids: I like that idea about Djinni, it's really arabic  :smile:

Vaegirs: Viedmaks should use turning undead and some auto-casting spells, but firstly they should be great swordsmans and very fast runners, also I think second sword(as shield) would fit better than regular shield  :grin:

Swadians: Agree, as a fan of arturian legends (I recommend reading them  :smile: )  now I will be able to destroy all the evil in Calradia as the king-knight, Arthur Pendragon with my loyal King's Knights  :cool:

And when we are talking about kings - It would be good to change all vanilla rulers to new, more... fantasy ones - more powerfull, with unique armor/weapons and more majestic  :wink:
Also Vaegir Tsardom sounds better than Kingdom of Vaegirs, some things could change, after all it is Phantasy Calradia  :smile:

Rhodoks: I was thinking about Mountain Giant/ Rock Giant (texture for golem would be needed), first one with fur and randomly, REALLY big weapon like axe, club, the second would use "fists". Both of them would throw giant rocks and have monstrual endurance and resistance to magic.

Khergits: I have no idea, maybe Wind Rider with super-speed, when it comes to Mongolian mythology, there are many better specialists than me  :smile:

How about all cities would have their own elite unit ? Of course not now, but in future ? E.g.

Nords: Sargoth - Valkyrie, Tihr - Einherjar (heavy infantry, better form of Huscarl, high variety of weapons), Wercheg - Ull Archer (could match with elven archers)

Sarranids: Ahmerrad - Immortal (dual-wielding, high speed, equiped with swords, light infantry), Shariz - Sassanid(Sarranid) Cataphract (heavy cavalry, can match with King's Knight, but it is completely different), Durquba - Djinni



Also I think vanilla factions troop tree should be expanded, there are no variety and when Demons and other super-uber-units will come there will be good to have some diversity of troops e.g. for sarranids: sarranid guard -> sarranid yeniseri (heavy infantry, using diverse one-handed weapons + shield), sarranid archer -> camel archer (I don't know why TaleWorlds do not implemented camels in native, they fit perfectly for Sarranids) -> camel master archer,  and faction mages units (when You decide how to recruit mages) e.g. Sarranid Warlock -> fire&air magic, summoning creatures from that elements e.g. sand elemental.

Btw. I can't wait for the new update  :grin:
 
Just in case it'd be appealing. My changed faction rulers' names are

(What used to be) Swadia: High king Estalgar Alessarion.

(What used to be) Rhodoks: High Councillor Bartolomeo of Fiorentina*
(*Whatever the Rhodok capital used to be called).

(What used to be) Nords: Great Jarl Ragnar Forkbeard.

Sarranids: Grand Vizier Aswad ibn Rasheed al-Hawari.

Didn't include Vaegirs and Khergits since I redid the whole Vaegir faction from the bottom after all, so it wouldn't be relevant to this. And the Khergit one I just didn't have a problem with.

I've also renamed most of the other lords for these factions. As well as most cities, castles and villages to be more reflective of their culture. (And some are just completely silly.)
 
... I had a small epiphany for the Rhodoks, though I have no idea how practicle it would be to code, the idea just, awesome in my brain.

Basalisk Knight/Trooper/Councilor/Slayer/Assassin/whatevertitleyouthink is appropriate.

Mirror, Shield. Reflects Spells that hits it. Keeps in an Italian Mythos theme of having dedicated basalisk hunters, armed and trained to hunt the magical beasts who are said to turn you to stone with their very gaze.

Eh, eh!?
 
Teofish said:
I like the idea of a wolfman unit for the Khergit. The wolf being the most prominent mythic creature in Mongol folklore. Could call them Progeny of Ornlu or somesuch. And it'd be far more logical for them to be extremely fast infantry with a massive unarmed damage rating. And if possible, a damage bonus dependent on how many others are close by to represent a pack mentality.

Indeed.

I didn't think about them being infantry though, but I guess it would be kind of silly to see a wolf riding a horse.

Maybe they would fare well with very high agility and strength, armor and weapons with zero encumbrance (since it's a skin and claws), and maxed out athletics and power strike.

Also, although i like the pack mentality, maybe a movement speed bonus would be more appropriate since that is the Khergit's main battle advantage... mobility.

This would also allow for Guspav's vision of having a unit that "runs like the wind."
 
Teofish said:
Good idea. Hiw to make them actually attack with claws in a non-silly manner though?

Heh, I just imagined what it would look like... I think it would be alright though. Just a weird dagger jab.

This is fictional, and they are humanoids, so having them use weapons like sabres or halberds wouldn't be a big deal... at least I don't think so. An unarmed look would be most fitting, but it's not a must.

EDIT: Just thought of something though... what if the armor skin for the glove was big enough to cover up the hand position, which would also allow it to appear as though the "claw" has gone though the opponent? Never tried it, so I don't know if it would work.
 
I really do like the idea of wolfmen... or to be more in synch with D&D lore: Wolfweres!
Unarmed animations don't work well though, so I think I'll just give them a weapon. Maybe a big ass glaive or something similar.
After all, wolfweres in D&D prefer the hybrid form so they can use weapons AND they can bite (though I would require a biting animation for that to work).
Instead of giving them insane agility I was more of the idea of giving them a speed modifier of maybe 200% (like the haste spell).

About the Rhodoks, there have been some really good suggestions, but I am still unsure on what kind of troop it should be.
 
guspav said:
I really do like the idea of wolfmen... or to be more in synch with D&D lore: Wolfweres!
Unarmed animations don't work well though, so I think I'll just give them a weapon. Maybe a big ass glaive or something similar.
After all, wolfweres in D&D prefer the hybrid form so they can use weapons AND they can bite (though I would require a biting animation for that to work).
Instead of giving them insane agility I was more of the idea of giving them a speed modifier of maybe 200% (like the haste spell).

About the Rhodoks, there have been some really good suggestions, but I am still unsure on what kind of troop it should be.

I'll look up some lore and spin some ideas around in my head. I really don't know much about the Mediterranean lore.
 
Problem is, Italian folklore's also very wolf-centric. Mainly due to the Romans' "origins story". That's why I suggested the Duelist/Bard, to signify their great musical and heroic-storytelling traditions in the relevant era.

Glaives or halberds sounds good. Was going to suggest a better version of the sickle weapon. But then I realised that'd make them more like Anubites.
 
Rhodoks:

Witches "Befane -- from Befana" come to mind as I scan through the lore.

You could give them a broom "mount" out of a horse... Maybe you could just make the horse invisible and re skin it as a broom. I think it would be pretty wild to see them flying around, and a much needed unit type for the Rhodoks.

Silly broom mount or not, I think they would fit nicely.

Giants are also quite popular for the italians. There are many which are strange creatures, but a generic looking giant would probably do the trick. A quick reskin of the Golem, high strength, and a hearty health bonus should do the trick.
 
The really tough thing about finding new faction units is that they need to fit several criteria. These include being consistent with the Phantasy mod (D&D like) along with having history connected to the civilizations the factions are based off of. I've seen a lot of a great suggestions, but somewhere they either falter on one of these topics or are just a pain to implement into the engine. I want the "Special" units to actually fit and be coherrent with the troop tree making logical sense and not a long stretch just by some historical association.

I believe we need to assess our abilities in the engine first and foremost, then move on to things that fight with the already in game lore/aesthetic. After we've accomplished those two things I believe the rest should be a simple matter of elimination.
 
Mongolian god is called "Tngri". There are various of them but they are considered the guardian or protector of the various things. They should be a heavily armored from teeth to toes cavalry unit, with no ranged weapon.
Ofc they should be highly magic resisting too, and can use magic on horseback. Something similar to a mage knight.

Or, if you want to expand Khergit lore leaning toward more Buddhism, Bodhisattva is also an option.
Bodhisattva however, is nothing like Tngri, and should be a infantry priest unit with very high faith and magic resistant, can heal frequently and skillful in melee combat.

Some other suggestion to replace the "everywhere I see Mage" mercenary is to add more tavern mercenary like:
Paladin: highly armored priest unit that use various blunt weapon and with high faith and resist.
Wolf Raider: essentially orc on warg but is higher leveled and faster, more powerful.
Battle Mage: better armored, use good melee weapon (a special mage staff that has very good cut swing damage and piercing thrust damage instead)
Jomsviking: (sticking to the Idea of Jomsviking, the legendary Viking company).
 
habeo123 said:
Mongolian god is called "Tngri". There are various of them but they are considered the guardian or protector of the various things. They should be a heavily armored from teeth to toes cavalry unit, with no ranged weapon.
Ofc they should be highly magic resisting too, and can use magic on horseback. Something similar to a mage knight.

Or, if you want to expand Khergit lore leaning toward more Buddhism, Bodhisattva is also an option.
Bodhisattva however, is nothing like Tngri, and should be a infantry priest unit with very high faith and magic resistant, can heal frequently and skillful in melee combat.

Some other suggestion to replace the "everywhere I see Mage" mercenary is to add more tavern mercenary like:
Paladin: highly armored priest unit that use various blunt weapon and with high faith and resist.
Wolf Raider: essentially orc on warg but is higher leveled and faster, more powerful.
Battle Mage: better armored, use good melee weapon (a special mage staff that has very good cut swing damage and piercing thrust damage instead)
Jomsviking: (sticking to the Idea of Jomsviking, the legendary Viking company).

Talking about the Tavern Mercenaries:
Paladin: I'm down for more of the faith.
Wolf Raider: Interesting. This seems kind of counter intuitive though if they are stronger than the Orc counterparts. It would make sense that the strongest of orcs are in their armies.
Battle Mage: A great addition I hope is added. With the new armors and such for battle mages I could see this being a good fit for the Phantasy world :grin:
Jomsviking: Also kind of intruding in Nordic-like territory. Mixed about this one

EDIT: I'd even be up for those Paladins being of my order ;D. On a serious note though the suggestions are interesting, and I would love to see Guspav's thoughts on the matter.
 
habeo123 said:
Some other suggestion to replace the "everywhere I see Mage" mercenary is to add more tavern mercenary like:
Paladin: highly armored priest unit that use various blunt weapon and with high faith and resist.
Wolf Raider: essentially orc on warg but is higher leveled and faster, more powerful.
Battle Mage: better armored, use good melee weapon (a special mage staff that has very good cut swing damage and piercing thrust damage instead)
Jomsviking: (sticking to the Idea of Jomsviking, the legendary Viking company).

1.Paladin in tavern ? Really ?  :razz: Paladin is more suitable for minor-faction or Blazing-Hand elite unit. But Paladin Pariah would be good for mercenary.
2. SmurfInHell: "Interesting. This seems kind of counter intuitive though if they are stronger than the Orc counterparts. It would make sense that the strongest of orcs are in their armies." There could be more clans apart from Bleeding Throat, e.g. Black Steel Clan - members of that clan are in war with Bleeding Clan and best of them often works as mercenaries e.g. Black Steel Skullcrusher and Black Steel Wargtamer.
3. Nothing to say, just love battlemages <3
4. Maybe "Jomsnord" ? Finally, there are no vikings  :grin:

some of my suggestions:

5.Witch-hunter - human, light infantry wearing brown robe-armor, almost immune to magic, fights using crossbow, sword and shield
6.Sarranid Alchemist - light "infantry" wearing necro-like robe, he throws pots with magic fire mixture (fire could be blue/green), the effect would be "younger brother" of fireball, when he threw away all the pots he fights with stiletto.
7.Amazon - light armored human woman with sword and deadly bow, can match with high-tier elven archers
8.Half-elf Marksman/Swordsman/Assassin/Bounty Hunter (better version of Manhunter with crossbow) - nothing to explain, could be two troops of each type for man and woman  :wink:
9.Dwarven Adventurer - heavy armorer dwarf with axe, shield and crossbow/gun
10. Rhodok Mountaineer - clothed in fur heavy warrior. uses two axes (second as shield)
 
Aren't we moving in a direction better suited for the suggestions thread here?

The Amazon should have a spear-shield-javelin combo though. Amazons are traditionally girl-hoplites after all.
 
I agree.
While those tavern mercenary suggestions are quite good (except the paladin one, I really can't imagine paladins as mercenaries), that should go into the suggestions thread. This thread is for reporting progress and you making comments or questions about the progress of the mod.
 
Making god a recruitable unit for Khergits would be weird :grin:

I would say a Shaman inspired unit, long long times ago I have read a book about Arabic historians/travellers telling their stories about pre-Islamic Turks, I have forgot most of what I have read, but I remember a depiction between Muslim Armies and Pagan Turks, Shamans in pagan army made rain stuff(stone?) on Muslims, but Muslims prayed to Allah and its returned and rained on Pagan army, killing and routing them. :grin:

So I think an unit with some magic, may be a magical composite bow, if possible wolf companions.
 
OK, here are a few new models I made/re-textured:
Finally the clay golem:
Maybe it's a bit too orange, but that can be easily fixed

and the khergit super-troop: the Wolfwere Windrunner
They will have good, very light "armor", insane athletics and possibly a glaive or hafted blade.
I hadn't really noticed how hard it is to model animals, but I think I did a decent job :razz:
 
Status
Not open for further replies.
Back
Top Bottom