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Topics - Bercor

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Silmarillion - Total War / 2D Art Previews
« on: April 10, 2014, 04:35:57 PM »

Evil interface (campaign & battle) :
Spoiler (click to show/hide)

Noldorin interface :
Spoiler (click to show/hide)

Sindarin interface :
Spoiler (click to show/hide)

New main menu :
Spoiler (click to show/hide)

New faction symbols :
Spoiler (click to show/hide)

New ancillaries :
Spoiler (click to show/hide)

Silmarillion - Total War / [Informations & Links] Mod Overview
« on: April 05, 2014, 01:05:39 PM »

Silmarillion: Total War is a total conversion of Rome: Total War Alexander expansion, sets in the First Age of Beleriand, allowing the player to immerse into the War of the Silmarils. Play as one of the three Houses of the Edain, the Houses of the Noldor, the Sindar or another faction among the 20 playable. Recreate the legendary deeds of the First Age, or rewrite them. The mod aims to follow Tolkien's own vision and descriptions of his universe, so you won't see plate armors like in Peter Jackson's movies. The mod is a total conversion, so everything will be made to make you travel in the mythic world of Beleriand and Middle-earth, including new units, new graphics, new scripts & events, unique characters, new animations, custom cities and many more.


(Gabilgathol = Khuzdul name of Belegost, Tumunzahar = Khuzdul name of Nogrod, Gaurwaith =  'Wolf-Men' in Sindarin, they are Marauders & Outlaws)

Preview #1: Valinor's Host
Click here to discover the Preview

Preview #2: Elves of the Falas
Click here to discover the Preview

Preview #3: House of FĂ«anor
Click here to discover the Preview

Sneak Peak: The New Orcs
Click here to discover the Preview

ModDB Profile
Click here

TWC Forum
Click here

French Forum at
Click here

Spanish Forum at
Click here

Mod Leader, 3D, 2D Art, Skinning, Coding, Scripting, Mapping

Co-Leader, Publicy, Communication, Forum Management, Screenshots, Researches

UI's maker, backgrounds maker, 2D Art

3D, skinner, 2D Art

Lore-adviser, Researches

Lore-adviser, Researches


RTR 0.5 Imperial Campaign / Battle Mechanics
« on: March 06, 2014, 06:32:32 PM »
Right now the battle mechanics are pretty good, thanks to the amazing work of phalanx_man. However, there's two things that, in my opinion, need to change. Let's go, then:

- Troops speed - Right now, the infantry troops move way to fast. They almost look cavalry, galloping their way into battle, if you are far enough. The speed extremely unrealistic and should be toned down.

- Missile fire - It needs to be buffed. In the current state, all missile units, except javelins, are useless against armoured units and unhelpful againt light armoured/non armoured ones.
Now, I'm not a fan of the opposite extreme, with the archers/slingers dominating the battlefield (since that's very unhistorical). However, there's a middle term that I think we should try to achieve.
Ideally, the missile fire should cause more fatigue than casualties, but I don't think we can simulate this with RTW engine.

Feel free to share your opinion.

RTR 0.5 Imperial Campaign / 0.5 - Observations
« on: March 04, 2014, 10:40:40 PM »
Ok, I finally had time to test the 0.5 version a bit and here's some things that stood out:

-Sprites- the correct ones are not implemented, as you can see by this picture:
Spoiler (click to show/hide)
All factions are using the old sprites.

-Animations- the hoplite and phalangite animations are not the best, let's put it this way. Here's a screenshot of battle between Spartans Hoplites and the Sacred Band:
Spoiler (click to show/hide)
Some of the soldiers are attacking the enemy with their spears pointed upwards. Look, how much neat/less crumbled look the XC hoplite animations in comparison:
Spoiler (click to show/hide)
Maybe ahowl can talk to Zarax about using their animations...
The phalangite animations are another problem. Here's how they look while under missile fire:
Spoiler (click to show/hide)
Pretty awkward... I don't know if this bug is caused by the animations or another parameter, but I never seen this in EB (maybe I wasn't paying attention).

-Formations- I don't know if this is linked with the animations problem, but, at least the hoplites and the phalangites, bug out during combat. Proof:
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
We gotta fix this.

EDIT: found another problem in the cavalry units that use Prometheus horse cavalry animation and have a big shield, namely, the shield passes through the soldier arm:
Spoiler (click to show/hide)
We should change their animation.

RTR 0.5 Imperial Campaign / Screenshots
« on: February 28, 2014, 06:15:07 PM »
Post screenshots here, so ahowl can preview the BETA release at twcenter (use spoilers).
Spoiler (click to show/hide)

RTR 0.5 Imperial Campaign / Historical Battles - Proposals
« on: February 28, 2014, 12:46:46 PM »
In this thread you can propose historical battles you would like to see in the mod. Ideally, state the name of the battle and give a brief summary of it, so that other people can know what is about.

RTR 0.5 Imperial Campaign / Challenging mechanics
« on: February 01, 2014, 09:14:17 PM »
So, as probably most of you know, we in the RTR Project team are trying to create a mod both realistic and challenging for the player. We already have some amazing ideas given by Hannibal Barca (Resources thread for those interested) but I thought to open a new thread so we can share some interesting mechanics present in other mods.
So, what mechanics and ideas have you found, while playing and modding around, that you think fitting of Rome Total Realism?

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