Exilian

Game Design and Project Resources: The Workshops Quarter => Total War Mods - The Engineer's Shed => Mods, Maps & Game Add-Ons - The Bazaar => Narnia Total War => Topic started by: Jubal on August 25, 2017, 11:04:51 PM

Title: Narnia TW Preview on ModDB
Post by: Jubal on August 25, 2017, 11:04:51 PM
Just posted a full preview on ModDB, awaiting authorisation atm :)

http://www.moddb.com/mods/narnia-total-war/news/preview-narnia-total-war-10-coming-soon
Title: Re: Narnia TW Preview on ModDB
Post by: megustapracticar02 on August 27, 2017, 07:10:38 PM
Hey Jubal,

I'm here from ModDB, created an account on this forum just to talk really ;D

Once again, looks great (can't say that enough).

About ancillaries, I've got a specific wish that perhaps you could implement. It's about adding some unique characters as ancillaries, such as (but not limited to) Reepicheep, Doctor Cornelius, Trufflehunter the Badger, Trumpkin etc. They could all have their own effects (Cornelius could give +2 management as he's a wise man).

Another thing that I thought would be interesting was the addition of a new naval unit: the Great Sea Serpent (as found in the Voyage of the Dawn Treader). It would be completely unique, of the rebels, wandering somewhere around the ocean and very strong. I thought that it wouldn't be too much work as you don't have to create the model for it.

That's all,  tell me if it's feasible.

Yours, megusta
Title: Re: Narnia TW Preview on ModDB
Post by: Jubal on August 27, 2017, 07:28:48 PM
Yes, adding Caspian's court would be fun :) I'll look into that. I guess the question would be how these ancillaries would be obtained - one could make them unique starting ancillaries for Caspian that nobody else can get (to fit the books) or just make them rare (which would mean you get the fun of finding them, but might mean they attach to characters other than Caspian). Any thoughts?

I'd already considered monstrous naval units - I think I may add two or three, probably as unique game start units that only appear once each since I don't want them appearing too much and it seems surprisingly hard to control pirate spawns.

Oh, and welcome to Exilian!
Title: Re: Narnia TW Preview on ModDB
Post by: megustapracticar02 on August 28, 2017, 07:11:06 PM
Thanks for the warm welcome  :)

I'd think it'd be best to have Cornelius, Trumpkin and Trufflehunter as unique ancillaries to Caspian (as they were the first followers)  then hold other characters back. For example, Reepicheep would come to him if he wins a great battle, or something, etc.

Another point I'd like to mention (I know, another. But I'm  nearly finished  ::) ) is removing most shipbuilding abilities for Telmarine Narnia, considering that in the books it's explicitly stated that they aren't seafarers and fear the water. It would add an additional challenge and be more lore accurate.
Title: Re: Narnia TW Preview on ModDB
Post by: Jubal on August 28, 2017, 09:47:02 PM
OK, will see what I can do :)

I'll check what Telmarines can do/get wrt ships. I think they'll need to be able to build basic barges or it'll mess things up... annoyingly I don't have my main Narnia compendium, it's still in the UK and I'm in Austria, so I can't look lore stuff up easily at the moment :/
Title: Re: Narnia TW Preview on ModDB
Post by: Glaurung on August 29, 2017, 07:59:20 AM
I have a copy of the Narnia books; I have just got as far into Prince Caspian as Dr Cornelius' introductory info-dump to Caspian. There's nothing very specific yet, but the Telmarines hate the sea, because Aslan comes "from over the Sea" - they don't go near it, unless necessary, hence the woods which have grown up along the coastline. I'll see if I can find something more specific this evening, but I think it's safe to say that their seafaring ability is zero.
Title: Re: Narnia TW Preview on ModDB
Post by: megustapracticar02 on August 29, 2017, 06:28:34 PM
Yes you're all correct, it's confirmed in both Prince Caspian and The Voyage of the Dawn Treader :
- "Of Navigation ("Which is a noble and heroical art," said the Doctor) he was taught nothing, because King Miraz disapproved of ships and the sea."
- [Doctor] "Your Kings are in deadly fear of the sea"
- My VOTDT book is missing but there was definitely a passage on how the seven Lords had to hire a Galmian ship with Galmian sailors.

So they would only build boats in great necessity.
Title: Re: Narnia TW Preview on ModDB
Post by: Glaurung on August 29, 2017, 07:52:04 PM
- My VOTDT book is missing but there was definitely a passage on how the seven Lords had to hire a Galmian ship with Galmian sailors.
Indeed:
Quote from: C. S. Lewis
... nearly all navigation had died out in the reign's of Caspian's ancestors. When his uncle, Miraz the usurper, had sent the seven lords to sea, they had had to buy a Galmian ship and man it with hired Galmian sailors. But now Caspian had begun to teach the Narnians to be once more seafaring folk, and the Dawn Treader was the finest ship he had built yet.
Title: Re: Narnia TW Preview on ModDB
Post by: Jubal on August 29, 2017, 10:36:37 PM
So yes - the current situation in the mod has the Telmarines officially in control of Galma, with I think only weak ships available. I could remove the Telmarines from Galma and give the island to Terebinthia instead, but then Terebinthia would probably end up attacking Narnia at campaign start (currently I have Terebinthia controlling the Seven Isles, which is also kind of bogus from a lore perspective but otherwise the Terebinthians and Lone Islanders just end up spending the whole campaign locked in a battle for the Spur of Calormen; if the Terebinthians start with Redhaven they usually make landfall north of Narnia and can provide a roadblock to the Marauders or Harfang). Or I could make Galma a rebel province, but then I suspect it'd never get used as the RTW AI is really weirdly bad at utilising islands. I could also make the Telmarines have a special even weaker barge type which makes it super hard for them to go to sea at all. Thoughts?
Title: Re: Narnia TW Preview on ModDB
Post by: megustapracticar02 on September 03, 2017, 07:44:34 AM
Well they should be able to build ships, only out of necessity, that's all. Galma is fine how it is as it usually revolts anyways.
Do what you want really  :)

Also this'll be my last proposal to the mod, but have you set faction relationships in the descr_strat? I remember all relationships being neutral in the first release, has that changed?
Title: Re: Narnia TW Preview on ModDB
Post by: Jubal on September 04, 2017, 10:29:08 PM
I'm going to add a few faction rels, good call.

Also, a bit of progress to share on one of the requests, hope this looks like what you were after :)

(https://i.imgur.com/WlxKXfs.jpg)
Title: Re: Narnia TW Preview on ModDB
Post by: megustapracticar02 on September 05, 2017, 05:12:38 PM
Great work Jubal, just as I wanted  :D

Now waiting for the release date... Hopefully not too long :P
Title: Re: Narnia TW Preview on ModDB
Post by: Jubal on September 05, 2017, 10:21:39 PM
The trouble is that the more time one spends on a mod, the more perfectionist one gets about it and the more ideas one tries to fit in!

Including some new units:

Cyclopes (Lands of Munesh):
(https://i.imgur.com/WzYZeEU.jpg)

Dryads (Kingdom of Narnia):
(https://i.imgur.com/hIEHCDS.jpg)