Killamike718
Proud Maya User
IVZanIV said:Is Raynor a good leader for the Terrans?
raynor is a good leader but we gotta think of some other good leaders, i haven't played single player in a long while.
IVZanIV said:Is Raynor a good leader for the Terrans?
IVZanIV said:Do you have any type of instant messenger, like AIM or MSN?
Are we allowed to use artwork from the blizzard site themselves for this MOD?
Magma said:The main factions in WoW should be The Horde, (Orcs, Trolls, Taurens.) The Night Elves (NE's, Centaur, Furborgls, Dryads, Mountain Giants) The Alliance (Humans, Dwarfs and Gnomes), Illidans Forces (Naga, Bloodelves, Dranei, Forsaken((They really dont fit to horde)), The Scourge(Undead masses).
But of course if you plan to make a game to span over the whole WoW lore, then I can come up with something else.
Trolls(Should be quickly expansive, yet easy to fall, according to that they did loose two great empires))
Night Elves(Should be slow to expand in the start, yet then explode, around 10000 bc the BL should come and bring them to ruins)
Humans(Should be very slow to expand, according to that they only really started to dewellop around 2000bc)
Dwarfs (Should be VERY slow to expand, according to that the only areas they controle are Dun Morogh, Loch Modan, Wetlands and The Hinterlands. They should be a very tough nut-shell to crack)
Gnomes (They should not expand at all, and be in a permanent Alliance with the Dwarfs.)
Orcs(Should arrive in the world around year 0 and start pillage the humans, some years later they should be beaten back, then putten in camps. Around 25 AD Thrall should free them and lead them to Kalimdor.)
Tauren(Should have a few cities in the start, yet loose them to the centaur and become nomads.)
Scourge (Should come just after Thrall sets sail, then the plaque breaks loose and kills the whole of Loarderean, The Forsaken should rebel from them.)
Naga (Should reside within Najatzar, their 10000 year old city beneath the water, has murlock slaves and such.)
Really im a WoW lore freak, just ask me if you want to know anything about WoW lore.
Ill be your man then. I love the WoW lore and will gladly make the civilipedia Just give me a little time need to look into xml files.Killamike718 said:Wow magma you can be our civilipedia man for history and unit discription and give fl;avor to the Warcraft MOD!
Magma said:Ill be your man then. I love the WoW lore and will gladly make the civilipedia Just give me a little time need to look into xml files.![]()
It is, I thought the same, but didnt comment it.Haarbal said:hate to be a b*tch, but aren't it zergs instead of zurgs?
edit: btw, i love to see these mods comming![]()
Haarbal said:hate to be a b*tch, but aren't it zergs instead of zurgs?
edit: btw, i love to see these mods comming![]()
Magma said:Ok. First I need to know what units it is, techs, wonders, and so on.
Ive thought about having the Sunwell, Icecrown glacier, deeprun tram, The Silver hand. (As wonders)
Another thing, instead of pollution it should be named "Curroption" (not the crime thing, curroption in wow speak, the nagas are corrupted, blood elves, orcs were.. and so on).
Yet Ill start with the civs. And while we are at it, some civs should be more freindly/hostile versus others from the start and it should be very easy/hard to allie with them, like:
Humans
Hostile: Trolls, Orcs, Tauren, Forsaken, Scourge, Naga, Dragonkin. Likes: Elves, Dwarf, Gnome. Neutral: Goblins, Dranei.
Another one:
Orcs
Hostile: Humans, Dwarfs, Gnomes, Naga, Scourge, Dranei. Likes: Trolls, Tauren. Neutral: Goblings, Dragonkin, Elves.
Just some thoughts.
Magma said:Of course they areIts two complete diffrent univeres. im glad you like my ideas.
For heroes:
Orc:
Thrall, Grom Hellscream, Orgrim Doomhammer, Guldan, Cho'gall , Killrogg Deadeye, Blackhand the Destroyer, Durotan, Drek'thar.
Trolls:
Sen'jin, Vol'jin. (Cant think of more right now)
Taurens:
Cairn Bloodhoof, Baine Bloodhoof, Magatha Grimtotem, Hamuul Runetotem.
Forsaken:
Sylvanas, Varimathras, Bethor Iceshard(He is a highly ranked mage in the Forsaken society.)
Naga:
Lady Vash, Queen Azshara, Scilla Murkshadow, Lady Darkscale, Serena Scarscale, Lady Serpenta, Shalzaru, Krellian.
Bloodelfs:
Prince Keal'thas, (Cant think of more right now, mayby I have to wait for more prewievs of the expantion)
Dranei:
Akama, they dont have others, really.
Scourge:
Lich King, Arthas, Arak-blabla(Cant spell the crypt lords name), Kel'Thuzad, Calis Wraithson, Venim Iceblade, Amnennar the Coldbringer, Araj the Summoner, Ras Frostwhisper.
Goblings:
Gazlowe, Baron Revilgaz, Captain Greenskin.
Humans:
Sir Lothar, King Llane, Lord Anduin Lothar, King Terenas Menethil II, Galen Trollbane, Thoras Trollbane, Genn Greymane, Uther Lightbringer, Jaina Proudmore, Lord Perenolde, Antonidas, Khadgar, Daelin Proudmoore.
Dwarfs:
Madoran Bronzebeard, Muraodin Bronzebeard, Brann Bronzebeard, Magni Bronzebeard, Khardros Wildhammer, Kurdran Wildhammer, Falstad Wildhammer.
Night Elves:
Malfurion Stormrage, Illidan Stormrage, Tyrande Whisperwind, Quintis Jonespyre, Fandral Staghelm,
Gnomes:
Cant remember their leaders name either no one is known.
Dragon Flights:
Nozdormu, Alexstrasza, Ysera, Malygos, Neltharion.
Just some quick thoughts.
actually i mentioned that under protoss units under the probekandalf said:The only thing that I'm worried about is the protoss. First of all, I think that if protoss workers can start an improvement, and then leave, the time it takes to build those improvements should be at least doubled.
Kandalf said:Great mod! The only thing that I'm worried about is the protoss. First of all, I think that if protoss workers can start an improvement, and then leave, the time it takes to build those improvements should be at least doubled. Another thing, is that maybe instead of having units come from towns, they should come from improvements. Maybe when you click on a square with an improvement, a menu could come up, and you could click what you want to build. For example, if it was a factory, you could click on it and build a tank.
Another thing is handling resources. One way to do this is to get rid of citizens alltogether, and only use them as hatchlings for the zergs. You could change it so that resources do not need a route to be used, and have workers build improvements on them. Once the improvement is finished, the workers must actively work on the improvement to get resources. The crystals could be in place of shields, and the gas stuff(haven't played in a while) could be in place of food. Use some python to freeze everything that goes on in cities except for building workers. You could use some more python do display the resources in the upper left hand corner. Then, when a unit is built at a building (read: improvement), or a worker builds a building (read: improvement), then resources could be subtracted from the stockpile at the town.
All of this would require python, but nothing is too radically new, it's just modifying what's already there for are purposes, and getting rid of some stuff.
I'm not saying that any of these ideas are any good, but it's just some thoughts I had.