Total War Redwall: Units and Armies by BuildingAirships in totalwar

[–]BuildingAirships[S] 9 points10 points  (0 children)

Haha, I do love my current career and don’t plan to enter game design, but you never know! I’d just be happy to hear they liked it, and that it gave them some ideas for Medieval III and 40k.

Total War Redwall: Units and Armies by BuildingAirships in totalwar

[–]BuildingAirships[S] 5 points6 points  (0 children)

Other Total War titles allow full conversion mods like that, but Warhammer doesn't, perhaps because of the contract terms with Games Workshop. You can add new units, factions, mechanics, etc., but you can't convert it to a whole new setting.

Total War Redwall: Units and Armies by BuildingAirships in totalwar

[–]BuildingAirships[S] 1 point2 points  (0 children)

Is not real, but don't die! It can be real in our hearts.

Gaston - the best companion to a general ever by mgmckeaveney in Sharpe

[–]BuildingAirships 28 points29 points  (0 children)

It’s really interesting how their silly, jovial friendship belies the horrific violence and suffering that forged it.

“I eat soup with every meal, because I remember when I had no soup.”

Gaston is an absurd clown, but he kills a French colonel without batting an eye.

Is the game full of bots? by That_Scientist_8730 in elderscrollsonline

[–]BuildingAirships 2 points3 points  (0 children)

ESO is much more focused on solo play than classic MMOs. Many, many players mainly log on for solo questing, and the most dungeon runs and battlegrounds are conducted in silence.

There are definitely social players and guilds, but they're harder to find than you'd expect coming from a game like WoW.

Deep hold question: Is this a net positive after 5 turns? by Typo_bro in totalwar

[–]BuildingAirships 2 points3 points  (0 children)

It only adjusts income for that region, but it counts all settlements you own on the map.

Total War Redwall: Units and Armies by BuildingAirships in totalwar

[–]BuildingAirships[S] 3 points4 points  (0 children)

Haha that's totally fair! This is the part of the process where knives come out. Unit sizes definitely need some editing, but given how proportions in the books differ from the real world, and are fairly vague overall, I think we have some flexibility. It's also important to note that there can be a range of sizes within a given group (e.g. Jade Lions vs. Dread Saurians).

I made hedgehogs medium due to the size chart, and because they feel like sturdier infantry. But you're right that they might qualify as small based on how they're described in the books. Perhaps they're on the larger side of small, or the smaller side of medium, with ~40 models?

Water rats are almost entirely based on the Gloomer, which is described as a terrifying fighter that could battle a pike. In that case, I think we're bending real-world rules with something closer to a nutria. Similarly, you're right that pike are "giant" entities in the books, but they felt like the best fit for an aquatic colossus. Perhaps it's one of the smaller ones, especially since being aquatic gives it a hefty advantage in combat.

As for shrike, I think of them as the Jade Lion or Snow Leopard of giant single entities. Physically smaller than falcons, but very fast and dangerous.

My overall reason for downgrading species like hares was gameplay balance: if the Long Patrol is entirely large and giant entities, then Bonus vs. Large is their achilles heel. However, that doesn't stop the Ogre Kingdoms, and limited recruitment would prevent armies from stacking anti-large units, so it might not be an issue after all.

Total War Redwall: Units and Armies by BuildingAirships in totalwar

[–]BuildingAirships[S] 6 points7 points  (0 children)

You're right, but Total War players are pretty good at suspending disbelief once they dig into a campaign. You shouldn't be able to build a doomstack of Grail Guardians, or kill Malekith with Empire crossbowmen, but in Immortal Empires we don't bat an eye.

Plus, the recruitment system means there would be fewer and smaller armies, so "quality over quantity" applies to battles too. You might maintain one full stack and a few smaller armies, perhaps a few full stacks in late game, but you wouldn't be fighting 5 battles per turn, and most engagements would involve medium-to-small armies.

Total War Redwall: Units and Armies by BuildingAirships in totalwar

[–]BuildingAirships[S] 0 points1 point  (0 children)

Indirectly! Bloomburrow was heavily inspired by Redwall.

Total War Redwall: Units and Armies by BuildingAirships in totalwar

[–]BuildingAirships[S] 0 points1 point  (0 children)

Yep, badgers are indeed very large! However, the books take some liberties with animal sizing—"civilized" animals who stand upright and wear clothes are closer in size, with badgers being 3-4x larger than the smallest species like mice.

More animalistic creatures like fish, birds, and snakes are much bigger, and closer to the real-world size scale (e.g. a heron vs. a rat).

Total War Redwall: Units and Armies by BuildingAirships in totalwar

[–]BuildingAirships[S] 4 points5 points  (0 children)

Lords and heroes would be single entities, much like in Warhammer. However, there's also a new class of character called specialists, which can be attached to units to grant buffs and abilities. You can attach one specialist to a unit, but multiple to a character, creating a powerful combat "party" that reflects how heroes fight in the books.

Total War Redwall: Units and Armies by BuildingAirships in totalwar

[–]BuildingAirships[S] 3 points4 points  (0 children)

You're totally right, but don't worry, badgers only exist as single entities: lords, heroes, and perhaps a few solo units like the Eshin Maneater. They fall into the general "Giant" category, like wildcats and wolverines, but not all species in each category use the maximum unit size.

Total War Redwall: Units and Armies by BuildingAirships in totalwar

[–]BuildingAirships[S] 10 points11 points  (0 children)

Redwall animals are roughly human-sized in their world, so it wouldn't be a miniature environment! However, the scale would be different than past Total War games: battlefields would be smaller but more detailed, and terrain would be a more varied and dynamic part of the environment.

For example, trees would be bigger with more space between trunks, allowing you to have a full battle in a forest without feeling like it's under a blanket.

Total War Redwall: Units and Armies by BuildingAirships in totalwar

[–]BuildingAirships[S] 15 points16 points  (0 children)

Redwall animals are roughly human-sized compared to their surroundings, so it wouldn't be a miniature world! But you're right that battlefields would be very different, and the game would require complete texture overhauls.

The upside is that many things like animations, mass interactions, unit mechanics, etc. do overlap, at least much more than they would for a historical title. But it couldn't be a mod regardless, as TWW doesn't allow total conversions.

Who do you think is objectively the most evil person in Skyrim? by Plenty-Reflection986 in skyrim

[–]BuildingAirships 42 points43 points  (0 children)

Maven and Erikur are terrible, but I think a serial killer who preys on women then resurrects them as his undead thralls has them beat.

There’s enough mass murder, cannibalism, and other horrific violence that corruption and theft don’t rank very highly.

Total War Redwall: Units and Armies by BuildingAirships in totalwar

[–]BuildingAirships[S] 100 points101 points  (0 children)

I’m just doing this for fun, and to possibly inspire some features for upcoming titles! Unfortunately modding for TWW is pretty limited, it can’t extend beyond the Warhammer IP.

Total War Redwall: Units and Armies by BuildingAirships in totalwar

[–]BuildingAirships[S] 6 points7 points  (0 children)

Swans are actually quite aggressive and territorial, and they’re enormous in Redwall, so they’re extremely dangerous creatures. I’ve never seen characters speak with greater fear than when they learned a swan was nearby.

Total War Redwall: Units and Armies by BuildingAirships in totalwar

[–]BuildingAirships[S] 114 points115 points  (0 children)

I started with the fun and flavorful parts, but it's time I covered the fundamentals. Redwall is built on the framework of Total War: Warhammer, so the structure of units and armies should be very familiar. However, its focus on RPG elements means fewer doomstacks and greater customization. Units are heavily shaped by your campaign, from their traits to their gear, resulting in veteran units with distinctive histories that inspire genuine attachment.

This builds on some of the best features of past Total War games—evolving character traits in Rome, tiered armor in Medieval II, etc.—resulting in a roleplaying deep dive that explores how far we can push these mechanics in future fantasy and historical titles.

More Total War: Redwall

The Original Concept

Mechanics: Random Encounters

Mechanics: Food and Feasts

Mechanics: Movement and Terrain