A Dragon Age-themed total conversion for Medieval 2 Total War: Kingdoms. Featuring 21 distinct factions from BioWare's world of Thedas, each stocked with a unique and fascinating roster and gameplay, as well as familiar insights into characters from the Dragon Age world and more. The end goal of this mod is to create a unique slant on the intriguing world of Thedas, normally seen in famous RPGs such as Dragon Age: Origins, or Dragon Age Inquisition. The world BioWare has created has many more aspects than shown in the games, and this mod will attempt to portray the unique aspects, cultures, nations, and more of the Dragon Age setting.

Thus far, extensive work has been done on the 2d art aspect of the mod, and much programming work as well. We are at the phase where we are ready to take the total conversion to the next level. We plan on changing nearly every aspect of the game from vanilla Medieval 2 to a Dragon Age setting.

The detailed unit roster can be found here:

DATW Unit Roster

It should be noted that there have been two or three attempts in the past to create a Dragon Age: Total War mod. Every attempt has so far failed for varying reasons, however, the community's interest has not waned. So far, this mod has more content to it's name than the previous attempts, and, very soon, will hopefully soon have much more.


Discord

Our full faction list is the following:

-Tevinter Imperium
-Qunari of Par-Vollen
-Chasind Wilders
-Horde of Urthemiel
-Dwarves of Orzammar
-City-State of Kirkwall
-City-State of Starkhaven
-Dwarves of Kal-Sharok
-Kingdom of the Anderfels
-Kingdom of Ferelden
-Empire of Orlais
-Dalish Elf Clans
-Grey Wardens
-Templar Order
-Kingdom of Nevarra
-Merchant-Principality of Antiva
-Tribal Kingdom of Rivain
-Tribes of Seheron
-Venatori Order
-The Inquisition
-Andrastian Chantry


Team:
-AugustusNocturnis/Celtic Magister (3D Modeling Lead, 2D, Text, Programming, Scripting, Planning, Mod Lead)
-Flipdark95 (3D Modeling, Planning, Mod Co-Lead)
-SoulGamesInc (Mapping, Map Coding, Planning, Mod Originator)
-Ckorvus (3D Modeling)
-MrrRandomDude (3D Modeling)
-Jojo00182 (3D Animation/Skeletons)

We are searching extensively for eager additional 3d modelers, a VFX manager, and a battle map creator. Additionally, those with campaign and AI scripting skills are also in demand.


Frequently Asked Questions:

Q: What is the Campaign start and end date?

A: The campaign starts in 9:25 Dragon, and ends in 9:99 Dragon, and we plan on having each year be worth 4 turns each.

Q: How will the Grey Wardens and the Templar Order be balanced in the mod?

A: The Grey Wardens have strong, elite units in their roster, and their militia tier is likewise better than average. However, their unit sizes are small, and as a result, the Grey Wardens must choose their enemies carefully. Fighting wars with larger factions could lead to campaign loss. It is also likewise for the Templar Order, except that the Templars have slightly larger unit sizes than the Grey Wardens. Both Wardens and Templars start off with several well-developed fortresses in different parts of the map seperate from eachother. The Templar Order and the Grey Wardens also have far slower recruitment rates than most other factions.

Q: How will the events and plots of the Dragon Age games be incorporated? Will there be emergent factions (Such as the Circle of Magi)?

A: There will be several scripts which start at different times during the campaign. For example, there will be a Fifth Blight script that occurs at approximately 9:30 Dragon, giving the darkspawn numerous stacks in the Korcari Wilds just south of Ostagar, as well as transferring their starting faction leader, Urthemiel onto the map at the head of a large stack. Later on in the campaign, there will be scripts for the Qunari Invasion of Kirkwall, the Mage-Templar War, and The Breach once the in-game date reaches the canonical time at which those events occured. Beyond those scripts, there will be others that cover various plots seen in Dragon Age, such as the Landsmeet, the Divine's Election, or the events of the "Paragon of Her Kind" quest. Do note that too many scripts in a Medieval II campaign will result in an increased risk of crashes, as well as longer end-turn times, and thus it is in our best interests to keep the scripts as few as possible while still following the plotline of the games and allowing for other interesting occurances.

Q: How will the Deep Roads work? Will the Dwarves and Darkspawn be able to expand and fight in the Deep Roads?

A: Our mapper Soul has come up with the idea to place the Deep Roads settlements between columns of mountains within a region covered by a special, impenetrable fog of war, which is only cast away when an army, general, or agent begins to move through it. There are entrances into the Deep Roads behind the settlements Kal-Sharok and Orzammar, and these main entrances can only be accessed by the owner of those two settlements. There are also several entrances into the Deep Roads at other points in the map through which factions other than Darkspawn or the Dwarves can enter it. There will also be numerous settlements within the Deep Roads, such as The Dead Trenches or Aeducan Thaig, which will prove to be good early expansion options for Dwarven factions. The Darkspawn faction itself has it's capital in the Deep Roads at The Dead Trenches.

Q: How will Mages be balanced, and how will they work in DATW?

A: As seen in a few other Medieval II mods, mage units general have powerful ranged attacks, but small unit sizes generally around 10-15 soldiers in a unit. It is thus the same way in Dragon Age Total War. However, some factions will have stronger mages than others. For example, Tevinter Mages will not only have more powerful ranged attacks, but will be almost equally skilled in melee. However, factions with stronger mage units will have weaknesses in other areas. There are also numerous counters for mage units such as archers, light cavalry, and fast moving infantry.

Q: How do you plan to implement or portray heroes and similarly prominent supporting characters, such as player companions from the Dragon Age games?

A: Companions from the games, heroes, or similarly prominent characters will be implemented in a variety of different ways, depending on their roles, status, and background within Dragon Age lore. For example, Alistair will start off the faction heir for Ferelden, and will eventually become Ferelden's faction leader, depending on whether or not the player allows him to during the Landsmeet Script. Other characters such as Leliana will likely be special starting agents with a high subterfuge level, while some supporting characters, such as Fenris will only be seen on the battle map accompanying a general or be present as a general's anciliary. Heroes such as the Hero of Ferelden, and the Champion of Kirkwall are likely to be ancilliaries. However, the default human male Inquisitor is of course, the faction leader of the Inquisition faction.

Q: Does Dragon Age Total War have a website or Discord with further information?

A: The link to the mod's Discord channel is in it's description. All developers may also be reached there, and previews not seen on Moddb are shown from time to time. Questions not answered by this FAQ are best asked there.

Q: Is there an established date for an Alpha or Beta release?

A: We are not likely to release an Alpha, and there is no established date for a Beta release. We are currently working to have a mostly complete Beta release within a year and a half, depending on how smoothly production continues to go. However, the team is not following any deadlines nor are we working on a schedule.

Q: Does this mod accept donations or similar monetary rewards?

A: No.

Q: I am eager to play Dragon Age Total War, and would like to help the modding team in some way to speed up development. Is there anything I can do to assist?

A: If you have modding skills, such as 3D modeling or Medieval II coding, send AugustusNocturnis a private message either on Moddb or join the mod's Discord channel, and detail your skills, experience, and how you would like to help. If you have no such skills, we are still looking for voice actors to fill a variety of roles, and 2D/Text assistants.


Credits:

BioWare, for the world of Thedas, and Dragon Age series/lore, as well as video games and creative content

-Creative Assembly for Medieval 2 Total War Kingdoms

-The Divide and Conquer submod for TATW

-Third Age Total War

-Call of Warhammer: Beginning of the End Times

-Kalla (BOTET Alt-Cut)

-Cedric37 for basic UI pages

-Fourth Age Total War

-Deviant art and various artists on the internet.

-Duke .H, Chasind, Dalish, and Grey Warden unit descriptions, Discord server co-management.


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Comments  (0 - 10 of 108)
heavenoverhell
heavenoverhell

Greetings loving the looks of the models (send your modelers my regards) and the idea around this mod. Having said that, I have a couple questions/suggestions.
1. What are the army themes around each faction? I can guess based on lore and the unit draft however it does leave me questioning details (example: Is teventor simply strong mages with semi decent infantry or is it also mage heavy with meh infantry). Perhaps include the theme of each army in the Unit draft to help balance understanding.
2. Do you believe this will rely on the 4 gb patch like the DAC does to run without mass crashes?
3. I notice that many factions have access to circle mages and i notice that you do intend to have the Templar vs mage war occur. How is this going to be handled? Will it be a case mass Templar/mage spawning and just sacking settlements, will it be a choice that if you choose mages you keep them but enter war with Templar (and maybe be excommunicated) but gain Templar and alliance if side with them.
4. Perhaps make Inquisition a bit alliance based that you get tier 1 non militia from other factions based on who you have trade right and/or alliances with. This would add a sense of balancing friendships with other factions and that unless you become a major power that you can spam tier 2 and 3, you would depend on other factions for your military.
5. Teventor should not have aracane warriors. The idea around arcane warriors is that their extremely rare. Not saying teventor wouldn't have some but not enough to make regiments. Perhaps knight Enchanters would make sense as 1) much more common and 2) would fall in teventor mentality human < knife ears from Knight enchanter being (
Please ignore suggestions if you disagree as simply put im not the mod creators dont know the full scale of your ideas aside from the read and images

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AugustusNocturnis Creator
AugustusNocturnis

Thank you! To answer some of your questions;

1. Do you mean roster strengths and weaknesses? Or aesthetics? In the case of the former, I'll be writing a paragraph in the FAQ detailing faction strengths and weaknesses shortly.

2. Yes, this mod will almost certainly require a 4GB Patch or LAA to run it.

3. While I don't want to spoil too much about script mechanics, rebel stacks lead by generals will play a large part of the script, and there will indeed be different sides to chose for factions such as Kirkwall, Ferelden, and Orlais where the Mage-Templar war primarily rages.

4. The Grey Wardens and possibly the Templars will already have access to the conscription mechanic, however, the Inquisition, as hinted at numerous times in DA:I does not conscript regular soldiers from other nations, but directly recruits them into the Inquisition. Thus, recruitment and unit sizes for the Inquisition faction are larger than the Templars and Wardens, but they will receive no conscription system.

5. Tevinter will indeed have arcane warrior units, but the sizes of these units are smaller than normal, around 40-60 at max. The Tevinter Imperium has both the largest numbers of mages in Thedas along with presumably the most well developed military-industrial complex Thedas, and Tevinter Circles of Magi have access to forms of magical knowledge lost to Andrastian nations as well as weaponry and powers denied to Andrastian Circles of Magi. Thus, Arcane Warriors are not too much of a stretch.

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vandreren
vandreren

about the arcane warriors, would it be too much if the dalish could have a capped unit count of 1 arcane warrior unit at highest tier if they manage to hold and build up the elven ruins in the area (brecillian forest i think) where we find the spirit of the elven arcane warrior from dragon age 1.

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AugustusNocturnis Creator
AugustusNocturnis

Currently the Dalish don't have any Arcane Warriors on their roster. Although there are some Arlathan Sentinel units that will be Arcane Warriors and are only recruitable from one region.

Reply Good karma+1 vote
heavenoverhell
heavenoverhell

Not disagreeing with you about them having a unit of arcane warriors (Unit rooster mentions that bg are arcane warriors which is fine with me) but it has to due with teventors having them even for their tier 2. In lore even Solas mentions that arcane warriors were not common even among the elves of old. Reason I mentioned Knight enchanters is that its a more common version of the arcane warrior in which was based off of arcane warriors. Perhaps include reference to them having some more knowledge of said art.
As a side note, will factions begin at war?

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AugustusNocturnis Creator
AugustusNocturnis

Knight-Enchanters are something only seen among the Andrastian Chantry. "Arcane Warrior" is a blanket term which can also mean a number of things, and not directly refer to the Ancient Elves. Lore does not state explicitly that the Tevinter Imperium has no Arcane Warrior-equivalent, and again, considering the Imperium's lore, it's completely safe to assume they do. If the Andrastian Chantry has these Knight-Enchanters, which basically are Arcane Warriors, why would Tevinter, a nation with a history of combining military might with magic not have them? Many schools of magic either lost or rare in other parts of Thedas are often still practiced in Tevinter.

The Tevinter bodyguard might have their description changed later so that they are not arcane warriors, but the two Arcane Warrior units on Tevinter's roster are likely to remain. The Arcane Warrior unit may also be given a more formal and less generic name to reflect a specialized role. In any case, if you think about it, the Arcane Warrior units will number somewhere under 75 men at max, and without cheating, a Tevinter player would likely have no more than 7 of these units by mid-game. That would only account for around 480 arcane warriors in the entirety of the Imperium. So it's not as if there will be gargantuan stacks of Arcane Warriors either.

Factions like the Qunari, Seheron, and the Imperium will begin at war, and the darkspawn begin at war with the Wardens, Anderfels, and Dwarven factions.

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heavenoverhell
heavenoverhell

Ahh makes a bit more sense, I assume it was going to be a bit more main stay then that, my apologies.
Also knight enchanters only Andrastian? Didn't know that. Honestly thought it was something that the chantry burrowed from teventor due to their strict limits on magic (hedge magic bad) and Teventors most likely to use the knowledge of the arcane warriors (the class not the umbrella term) to create the art. All with the chantry claiming it was theirs.

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thebose119
thebose119

can I get a file of this

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Ngugi
Ngugi

It's not released yet.

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Guest
Guest

I am wondering how the settlement and building structure will be like. Will it be like westeros where you cannot upgrade settlements, third age where you can with some limits, americas where you can once certain conditions are met, or most other games where building and upgrading is free.

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AugustusNocturnis Creator
AugustusNocturnis

Closest to Third Age, yet varying by faction. It's that's mostly because we'll need to set up custom settlement models in the same way they did, and that can only be done in Med 2 by closing off a level of settlement upgrades such as Huge City or Citadel.

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Guest
Guest

Varying by faction you say. I am interested in the economics of factions. I am sure that the human factions are like we have seen before in the base game. But what about the qun, dwarves, and the elves?

Could we reclaim and rebuild deep roads thaigs like osgiliath?

Also is there a sixth/seventh/eight blight as endgame content, sort of like the mongols?

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AugustusNocturnis Creator
AugustusNocturnis

If by economics you mean exactly that, trade and the like, it will be similar for most factions simply because of how the engine works. However, some factions start with will special resources in their territories, such as Lyrium in the Deep Roads near Orzammar, a slave resource outside of Minrathous and other Tevinter cities, or a Halla resource outside of Dalish settlements. As far as mechanics go however, each faction is pretty different. Some human factions like the Tevinter Imperium, Grey Wardens, Templars, Inquisition, and Venatori will be very different from the typical Med 2 factions most are used to.

The rebuilding of ruined settlements such as Ostagar, Dwarven Thaigs, etc are definitely things that are planned, but will likely be available in later patches after the beta.

The Fifth Blight is the only Blight that will trigger in the campaign 24 turns after campaign start, mostly since no one knows when the other Blights will be, and the Blights are usually centuries apart.

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