New Member and a New Mod

Just posting to inform everyone that I'll be gone for the weekend, so see ya Monday :) .
 
bad timing.. i just got a look on the thread and being a big warcraft enthusiast i thought i might help. the mod will have some problems if you keep a few concepts there. if you make the burning legion a separate civ you'll have no chance of getting a city list for them since they had no cities and lived on the twisting nether. also, keeping all these human nations separated could be problematic, since they are pretty much alike qith the exception of dalaran, kul tiras, azeroth and lordaeron. another big problem is the timeline. if you start the game too early then the scourge wont exist yet. if you start too late then azeroth wont exist anymore. and a few other problems.
moving on, i have a lot of suggestions to make, they're just suggestions though:
The Horde:
capital: Black Morass(it was the center of operations after the second war)
leader: Thrall
orcs dont have many cities, only small villages and mostly unnamed ones.
units: taurens, trolls, goblins*, orcs and a few ogres.
techs: Shamanism(enables shamans, if you'll include them)

Night Elfs:
capital: depends on the timeline, either Darnassus or Ashenvale(Moonglade)
leader: either Archdruid Malfurion or Moon Priestess Tyrande
units: chimaeras, druids, archers, rangers and maybe a mountain giant?!
techs: World Tree(should enable a few units and buildings)

Undead Scourge:
capital: depends on the timeline, either the Undercity(forsaken) or Icecrown(Scourge)
leader: maybe King Arthas or the Lich King(Ner'Zhul)
units: nerubians, ghouls, abominations, frost wyrm..
techs: Mummyfication(should enable the crypt fiends and crypt lord)

Humans(Lordaeron and/or Azeroth):
capital: either New Stormwind(Azeroth) or Lordaeron
leader: King Llane(Azeroth) or King Terenas(lordaeron)
units: footmen, knights, paladins, mages, brigands...
techs: Imbued Masonry(enables a few wonders)

Kul Tiras(a pretty good civ if you ask me):
capital: Kul Tiras
leader: Grand Admiral Daelin Proudmoore
units: crusader, emissary, battleship, frigate, water elemental,...
techs: Ocean Travel(that should enable frigates and better transports)

Dwarfs & gnomes:
capital: Ironforge
leader: the bronzebeard guy, forgot his name...
units: submarine, flying machine, gryphon rider, mortar team, riflemen...
techs: Black Gunpowder(should enable mortar teams and gyrocopters)

Demons:
capital: thats the problem, see? with a little poetic liberty it could be the Black Citadel
leader: depending on the timeline, Archimonde, the defiler, or Kil'Jaeden, the deceiver
units: chaos orc grunt, chaos orc warlock, chaos blademaster, eredar warlock, dreadlords, pit lords, voidwalkers, overlords, bloodfiends,...
techs: Runes(shoud enable some cool things)

High Elfs*:
capital: Silvermoon
leader: Prince Kael'Thas Sunstrider
units: dragonhawk rider, spell breakers, priests, sorceress, blood mage,...
techs: Sun Worship(should enable the Sun Well wonder)

Nagas(no civ should be able to train a naga since they're totally independant)
capital: Nazjatal
leader: Queen Azshara
units: Myrmidon, Royal Guard, Coatl, Mur'gul, Sirens, Dragon Turtles,...
techs: no idea...

those are the most plausible civs as far as i'm concerned. other suggestions:
Gen. Techs:
Masonry
Iron Weapons
Thorium Weapons
Magic Mastery
Animal Warfare
Code of Honor
Markmanship
Sword Mastery
Arcanite Weapons
Fortresses
Creature Training
Architecture
Spiritism
Religion

Wonders:
Violet Citadel(many possibilities)
Dark Portal(spawns demons or chaos orcs)
Barrow Den(spawns druids of the talon)
Barrow Deeps(greatly diminshes corruption)
Demon Soul(Spawns Dragons every few turns)
wonders will be pretty hard to come by this mod

Gov.:
Monarchy
Magocracy
Tribal Council
Overmind(like the mental hold the Lich king used on the undead)
Aristocracy(the standard government from Kul'Tiras)
Worship(like the night elf, high elfs and naga)
those are very experimental...

Eras:
First War, Second War, Tides of Darkness(or Post Second War), Third War

Resources:
Mithril, Thorium(iron with a blue aura), Arcanite(Iron with a orange aura), Iron, Gunpowder, Runestone, Ironwood, ...

that's all, any questions??
 
How is the mod going? :)

perhaps i should re-do the orc resource, since it looks different than the other graphics. Also how about a church? (or a farm, very warcraft) ;)
 
If you want to redo it, it's your choice. As for the church and farm ideas, do you mean as city improvements or resources? Either way it sounds good.

@Boreas: Welcome aboard! I like a lot of your ideas but let me take this opportunity to tell you my reasoning behind some of the decisions.

Burning Legion Cities: I was Thinking of giving the Legion the Chaos Orc cities(Black Rock Spire, Rockard, Stonard, etc...). That would give Thrall's Orcs the nation of Durotar and some holdings in Lordaeron.

Timing: I know, the Scourge didn't exist early on, I don't like it, but I think we'll just have to live with it. Maybe we could do something like not giving the Undead ships until the second era to keep them restricted to Northrend until the correct moment. This could make the game boring for anyone who plays as the Undead, but we'll be able to figure something out.

Naga: As for the Naga, I was thinking about making a wonder available to all civs that would produce a Naga Mercenary every so often(think mercenary heroes from Frozen Throne).
 
dark elf?
we may need animal resources, but orc is a race.. you don't see a human resource on standard civ, do you?
 
It isnt hard to turn a generic resource into everything you want. In my (and in most people's as far as that goes i would think) view all that matters is that a resource looks good. It can be used as something that fits the scen.
 
regardless, an orc resource is pointless..
we need a kodo beast resource, that makes sense.
but an orc resource? humans can't build orc units, neither night elfs or any other race, so what is the point?
this is in no way an offensive reply, but i just have to tell you, u're wasting your time, we don't need an orc resource
 
Sorry, boreas, but you could try to be somewhat more reasonable;
you started posting in the thread only in this late stage, and already feel that this is a mod that is being made with you in mind. I dont think that you decide what goes on and what doesn't, and from my part i dont mind making the resource anyway since it will available to the community in general. My own idea, at any rate, was to make it more generic, like the dark-elf banner, so that it could be named whatever one liked, and provide a luxury or something else.

edit: i think that you mostly didnt want to see an orc as a resource, but what i am suggesting is a resource unique to the orcs; it can be something like a farm, or a luxury

for example it could be like this
 
C'mon guys, let's all get along here :) . varwnos, if you want to make resource graphics for the mod check the first post, as I have added the resources needed, but I am also open to suggestions for additions.
 
Commodore, I have a whole bunch of Fantasy resources, the thread of which is linked in the graphics library in my signature. It does have a good Mythril/Mithril resource that I'm using in the FF mod as well as various minor races resources that could very easily be used for the races you requested (like, for instance, my Infernal/Demon resource would make a passable Nerubian city resource).
 
Thanks Hikaro :thumbsup: , I could also use a lot of those wonders and improvements too.
 
i told you it wasn't an offensive post varwnos, unlike u i like to leave my problems at home.
i still say u're wasting your time man. u could spend it much wisely on the specific resources we DO need. there shouldn't be race specific resources, since most races use the same resources available, and there's very few luxuries on Azeroth.
Moving on, new ideas poppin':
wonders:
Fountain of Blood(for orcs, demons and undeads)
Monument of Azshara(for the elfs, n elfs and nagas)
Sacred Vault
Order of Tirisfal(for humans and/or elf)
Skull of Gul'dan
Inferno Stone

Resources:
obsidian
Eternium
night sabers

Techs: >> Shamanism
Magic Control >> Magic Mastery
Masonry >> Imbued Masonry
Iron Weapons >> Steel Weapons >> Mythril Weapons
Markmanship >> Thorium Weapons >> Arcanite Weapons
 
Bóreas said:
unlike u i like to leave my problems at home.

Ok, that's enough, I don't want this turning into a flame war.

Anyway, good ideas Boreas. For the techs, you might want to send them to Erich Zann because he is working on the tech tree. Love the ideas for wonders(the only one on your list I already had was the Skull of Gul'dan), what do you think they should do?
 
I hate to be a nag, but since I'm the only one who has posted in four days I was just wondering if interest in this mod has died. If this is indeed the case I will cease work on it and move on to some other projects I want to do. I'm not mad or upset, I would just like to know if there isn't any interest so I can move on and stop worrying about this mod.
 
I'm still interested..... Just because a Mod preview thread hasn't had any replies for a while does not mean that nobody's interested. My FF mod preview thread has dropped to the 4th page numerous times, until I post some kind of updates, then some people reply and after maybe a week, it's back down again, so just chill out.
 
It's just that I want to get this mod done quickly because pretty soon I'm not going to have any time to work on it, because of school and other mods I'm starting to work on. I also have visited this site long before I registered and I have seen how mods can just fade away and not get completed, and I don't want that to happen to this one so that's why I'm trying to maintain a somewhat strict focus on the project.
 
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