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Orb
02-24-2005, 21:44
The new website just doesn't seem to work. Can anyone else get onto it? If not it may be better to revert to the old one. We need a reliable website.

CrownOfSwords
02-25-2005, 05:25
Alright ive played the battle test, here are my notes:
-Trolloc model sucks, they have black mail, change the head design, make them a bit taller and get rid of that foolish mace thing. They should have either a large axe or large sword depending on the unit.
-The myrdraal need to have overlapping plate armor, give the face some features, give them one longer sword instead of two and they should be ok. Also we need a unit of them on horseback.
-Royal Sheniarian lancers should have a bit of a higher attack, I like the high defense allows them to charge into the fight and stay in melee. Should have longer lances though.
-Should be some Sheniarian footmen, two handed swords.
-Should be some Saldean footmen, mediumly armored with swords.

Also I dont believe its that unabalanced, maybe weaken trollocs a bit because they wreak havoc unless you scare them, only easy way in this build to beat them is to just demoralize the crap out of them. Mydraal should have good moral, doesnt mention them trying to run away in the books. I think the attack on the Shienarian units should be a bit better, same with defense. These are elite troops some of the best of the borderlands. Keep in mind that trollocs are cheap and quick to make, so the AI will be able to throw around huge armies of them just like the books. And the Borderlands have better troops but take little longer to train (2 turns instead of 1).

~:cheers: -CoS

Myrddraal
02-25-2005, 09:34
Hang about CoS, the trolloc model is the only model we've got as of yet, so don't critisise it too much. I know the mace is way too big and unrealistic, but I've already said were going to get rid of it. Anyway, if you take another look at the Trolloc, it is wearing black mail.

The myrddraal is not even a new model, its an existing one from the game for Arcani (sp?).

I haven't really checked the stats out, but one thing I must insist on is this: the myrddraal unit must be on horseback.

Orb
02-25-2005, 17:04
A question, how advanced is the mod so far? I have not been able to get onto the new website and the files for the old one have not been updated since january. Myrdraal, can you put the new files on the old site?

Myrddraal
02-25-2005, 17:09
Sure thing. I will do that tonight. Sorry about that orb. The only new thing that there is so far is the battle test. The website isn't working, I only got the battle test through Black_Draen through MSN. The work I've done on the campaign map and the UI I haven't uploaded yet, but I have uploaded the region names to the old site. I'll try and update the website a bit now....

Myrddraal
02-25-2005, 17:13
I can't think off the top of my head, I'm tired so please don't blame me, but is this everyone in the team:

Me
Andreas
Black_Draen
CrownOfSwords
Praetor
NaeBlis
Orb
Sephriel

Are these people in the team
TheDevil003 - I know I offered you a place, do you want it?
_Martini - single time poster, asked if he could be in the team, promised if not results, at least effort, then vanished...

Black_Draen
02-25-2005, 18:36
Alright ive played the battle test, here are my notes:
-Trolloc model sucks, they have black mail, change the head design, make them a bit taller and get rid of that foolish mace thing. They should have either a large axe or large sword depending on the unit.
-The myrdraal need to have overlapping plate armor, give the face some features, give them one longer sword instead of two and they should be ok. Also we need a unit of them on horseback.
-Royal Sheniarian lancers should have a bit of a higher attack, I like the high defense allows them to charge into the fight and stay in melee. Should have longer lances though.
-Should be some Sheniarian footmen, two handed swords.
-Should be some Saldean footmen, mediumly armored with swords.

Also I dont believe its that unabalanced, maybe weaken trollocs a bit because they wreak havoc unless you scare them, only easy way in this build to beat them is to just demoralize the crap out of them. Mydraal should have good moral, doesnt mention them trying to run away in the books. I think the attack on the Shienarian units should be a bit better, same with defense. These are elite troops some of the best of the borderlands. Keep in mind that trollocs are cheap and quick to make, so the AI will be able to throw around huge armies of them just like the books. And the Borderlands have better troops but take little longer to train (2 turns instead of 1).

ok, thanks for the comments.

CoS: I'll take a look at what you posted - Myrddraal is hard to fix (see below) and I can't fix much with the trollocks either. The other stuff I'll look at tomorrow or late this evening.

Myrddraal: In CoS version I've also changed some textures - of for example darkfriends and the arcani-model. I think we should keep the Arcani-myrddraals until we have someone who can do a proper horse-model (and do they really ride horses that much? I thought they mainly transported themselves through the shadow?)

btw, should we keep the spear-wielding borderlanders? If so I change textures so they look a bit better :-)

Orb
02-25-2005, 20:37
Great, I'll get the files now. The halfmen are horsemen most of the time. Besides, the shadow could use some heavy horsemen.

Andreas
02-25-2005, 21:28
-Royal Sheniarian lancers should have a bit of a higher attack, I like the high defense allows them to charge into the fight and stay in melee. Should have longer lances though.
-Should be some Sheniarian footmen, two handed swords.
-Should be some Saldean footmen, mediumly armored with swords.

Ok, I do not know if black_draen has changed the stats much, but it's like this: The Royal Shienarans have a very powerful charge as first attack(and the model is just the cataphract from vanilla), but to show that their lances is long, the attack they have with the first weapon is weak. You have to switch (alt in standard) to secondary attack, so that they use their swords. The sword attack is about the same as that of the Fal Daran.

And no, I do not think we should have any footmen. These two nations are horse nations, and you must use the cavalry in the best way to make this a strength. The thought behind the Fal Daran cav. is that they are the soldiers you use to take a charge, they have defence enough to do that, and you have the borderguards as foot. We never saw any Shienarans soldiers on foot, except when knocked out of their saddles, the same with Saldeans. They must often move fast, and that can be done with horses. I gave the Saldea the archers to be used to draw the enemy, but you cannot think that you can use normal fontal tactics with these units.

CrownOfSwords
02-25-2005, 23:03
OK sounds reasonable. And no Myddraal are always on horseback in the books, except once in the Stone and once mentioned in a Tavern, I believe they should be on horseback without a foot unit. Also I think Myddraal should have the inspire friendly unit ability, they dont really inspire them in the books but frighten them into doing what is needed eh same thing. We are just going to need someone to make us a nice trolloc model, also ive noticed that all the infantry in the game run damn damn fast, this should only be so with the trollocs. If you have any updates please send them to me via email thanks -CoS

Orb
02-26-2005, 00:41
Andreas, I disagree with this approach. IMHO Shienar and Saldaea should have some, if not many infantry. This makes the faction more interesting and, although they are mainly horsemen in the books, not all of them could afford a horse or their horses would die and you would end up with a group of infantry.

Black_Draen
02-26-2005, 23:07
hm, I remade an archer-texture for Shienar today - problem is they so far has no foot-archers. Before I delete it - should they have any foot-archers? Or only mounted as now?

Orb
02-26-2005, 23:46
The Aiel should move fast too, but the other factions' infantry should not

CrownOfSwords
02-27-2005, 00:51
Of course they have foot archers how else do you think they defend the walls of their strongholds :charge: Keep it. If you get any updates worth sending to me, send them to me and ill playtest it.

Andreas
02-27-2005, 13:58
Andreas, I disagree with this approach. IMHO Shienar and Saldaea should have some, if not many infantry. This makes the faction more interesting and, although they are mainly horsemen in the books, not all of them could afford a horse or their horses would die and you would end up with a group of infantry.
Yes, that might be but for one i think that since they are in the army, they get a horse, and for another there must be balancing. We the low/mid tech infantry for them, but giving them more powerful would over-power them I fear, they already have a very strong cavalry.

And Black_draen: look if you can re-do the Saldean?

Khan48
02-27-2005, 23:58
Could u guys post some picks off the battles in the forum or on the website?

Myrddraal
02-28-2005, 09:18
I'd rather not Khan, they aren't that special, we don't have many new units, so from a pic it just looks like a mess.

Wait till we have some models. Praetor?

Martyn_W
02-28-2005, 12:56
Hello

Well i finally got to the end of this thread... 18 pgs it took forever. Anyhow whilst you seem to have everything in hand, would you mind if i added my 5 pence worth?

Unfortunately, I have no skills at moding can't draw, the only thing I do have is a knowledge of the source material and some ideas, although judging from the last 18 pgs you already have plenty (or is that too many).

Oh well if you would like someone to offer opinion/comment, whilst contributing very little then I am your man... hmm maybe I should do a better job of selling myself, nah why lie.

Moving on, I have only had Rome for a week, so please take pity on a latecomer and let him play :help:

Martyn

oh and looky post no. 1

Myrddraal
02-28-2005, 13:10
Thanks Martyn, we ask nothing from you but support. ~;)

The more supporters we have, the more our job is worthwhile

Do you mean I should update page 1?

Martyn_W
02-28-2005, 13:53
Well no I didn't but now that you mention it, might be a good idea to have update on the first page sumarising where your up to, those pages might be putting off people who might otherwise be interested. Just a thought.

I could do with something similar so i admit an shady motive for suggesting it!

Myrddraal
02-28-2005, 14:12
We do have a website, but the server which www.wot-tw.co.uk links to is brocken. Check out:

our secondary website (http://82.68.81.226/david/WoT%20for%20Rome/)

Martyn_W
02-28-2005, 15:53
ahh thanks for that, i did try your other link for info

one minor point are the sea folk going to be included in the Rand era campaign? Think this is significant because they are the only ones with decent ships to prevent the Sanchean landing wherever they want. The mainland navies are complete pants (verily slow, coastal only) whereas both the sanchean and sea folk have decent ships although the sea folks are better (although the sancheans maybe more suited to heavy seas). within this is there a way to differentiate between ships with Damme/windfinders, i.e. different units cards higher cost upkeep etc?

Just an idea, apiologies if this has already been considered

Orb
02-28-2005, 16:07
Suggestion. Sea Folk should be under Rand's control. Myrdraal, Can you put the new files on the old site's Dev area. I have a couple of export_descr_unit entries ready (Andor). I just got photoshop a few days ago and am currently absolutely useless at modifying the .dds files but, with any luck, I can help with this later on.

Myrddraal
02-28-2005, 17:25
For the non rand era campaign, the sea folk will be rebels, as will murandy and mayene.

This is unfortunate, I would like to include them all, but there is a limit to the number of factions.

However, there is such a thing as rebel factions. You will have noticed the rebel flags are different based on where they come from. The sea folk islands/mayene/murandy will be owned by rebels with an individual flag, individual units buildable in the region, and maybe individual faction colours(not sure about that one)

You won't unfortunatly be able to play as them.

OK Orb.

Black_Draen
02-28-2005, 18:39
Sorry for a long post :-/
Orb: Sounds nice about Andor. Have you got the plugin to edit DDS?

All modellers: Correct me if I'm wrong but we'll never get time to make 200 new models. Maybe its better to focus primarily at Aiel, Seanchan and Shadow, who have much more different units from Rome, and let others do most of the more easy retexturing (witch can be done in PS). Only an idea thought.


Anyway I believe this is what we need to fix if we are to create a demo, please correct me if I have forgotten anything ~:)

1) Finish the Battle-Test
We'll get the three factions for the historical battle; Battle at Tarwin's Gap. I believe I can finish this off most of it myself. I have already recieved a good bunch of fixed stuff from Andreas so only things needed is a few models for the shadow (Trollocks and Darkhounds!) and some descriptions for the Saldea and Shienars units. Some balancing and testing could also be needed.

2) Write and compose the historical battle
Here someone needs to script and write an intro (Myrddraal?) and we'll also need a voice to play it up. An "historical background" is also needed. I guess some balancing should also be done.

3) Modify meny-stuff
We need to fix a complete Credits, change the appearance of the meny and make some kind of info/disclaimer (or whatever it is named) to the start-up screen - where we tell who has the right to the world of WoT and so on.

4) Cool stuff
Like Andreas Quotes and the interface Myrddraal has done (really nice! I think I know what you need to do to make it transparent, we can take it at MSN) but also voices and alike could be nice to change. For example a few friends to me helped me make a, quite weird, sound of a Trollock Charge.

Andreas
02-28-2005, 20:26
Hmm, those voices could be fun;)

Myrddraal: I do not think individual colors is possible, there is only one rebel post in the file controling the colors, and IIRC we cannot add more faction posts. The banners is possible though...

Someday soon, when I can draw my attention from Sith Lords, I will continue making units in this order: Arafel, Arad Doman, Kandor, Aiel and after that we'll see. I will also make tech trees for them. If someone makes a tech tree for some faction, you can send it to me and I will convert it to the layout I composed, that matches the homepage.

edit: I will do the saldean descr. in time too, and I have balance tested it slightly, and I stick with no more infantry for shienar at least, since I fought two battles with the same conditions, armis and so on, both as shienar vs. shadow. The first, in which I used proper cavalry strategies, I won with 2000 kills vs 200, but the one I just rushed into the enemy, I lost with about 650-650, and I had almost nu units left and he many more. And that was with my units, with the balncing done by draen, it will be more even.

Orb
02-28-2005, 20:31
Black Draen : Yes, I do have the .dds plugin. I agree with the point on the models. I doubt that we can make 200 models.

Also, who was it that suggested the idea of trolloc population and human population. I have thought on it and come up with a more advanced version of how it could work.

1) the respective trolloc and human population buildings are free and can only be built by the trollocs (for the trollocs) and human (surprisingly enough) for the human population. Also grants a culture penalty (I thought that this was appropriate)

2) they take 2 years to build (means that the trollocs will have trouble in human areas).

3) no unit except diplomats spies etc and palace created units (peasants in the vanilla version) can be built without them.]

This is because, even without the population buildings, there will be a few of each. The governor's palace etc. units cannot be set with buildings as prerequisites.

Andreas
02-28-2005, 21:43
It's a good sugestion Orb, but what will happen when a human army take the trolloc buidlings? Is there someway to auto-destroy them? It seem weird if say a bordelandarmy would keap all those buildings.

And is it possible to make many populatons?

Black_Draen
02-28-2005, 22:55
Andreas: I've added archers to Shienar - they need them to defend their strongholds. The infantry still have little chance against trollocks on open ground - without cavalry they are often doomed. If a borderland army would take a Trollock-province they would simply not be able to build Trollocks. Gauls can't build Hastati when they have invaded Rome.


I believe it was I that came up with the idea quite some time ago. Thought my idea was much less advanced - even if maybe a bit easier to implement ~:)

Each of the Trollock provinces would have a building named "Trollock Population" in the start of the game, it can't be destroyed in any way. You'll need that building to build and Trollock Cloisters and alike. The building could also increase squalor and alike.

Each of all the other provinces would have a similar building named "Human Population". None of the other "human-kingdoms" would be affected of the building - it would simply be there. But the shadow would be limited to training darkfriend units in these provs. This would give the Shadow a disadvantage far outside the Blight, aswell as making their armies more and more human the more south you come.

I thought it could be realistic, would be weird if the Shadow could draft Tear's peasants into Trollocks.

CrownOfSwords
02-28-2005, 23:28
Make it so the shadow can only recruit darkfiend units in human provinces, and I guess humans can only recruit mercenaries in shadow provinces, I think when humans take a trolloc city it should auto exterminate the population.
And I still stand by Shienar should have a two hand swordsman foot unit, how else can they defend their walls? Unless you want to make the archer and all around elite unit.

Myrddraal
03-01-2005, 09:37
The regional units is fine, I thought we were doing that anyway.

As for models, we need to make as many as pos. For a start, we need one new skeleton, for a pikeman holding his pike in two hands. Maybe another mod will make one and we can ask to use it.

As for models, its not really 200. Basically, we need one model per faction. Then we can make slight changes to that model and retexture it to make all the units for that faction.

Shienar should have a dismounted version of some of their troops, but remember that shienarans are heavy cavalry, its the arafellin who are renoun swordsmen

Black_Draen
03-01-2005, 17:10
At the moment Shienar has these types of infantry:

Borderland Militia
Borderland Infantry
Borderland Archers

Is it enough? Or should we add something else?

Myrddraal
03-01-2005, 17:18
Why borderland archers, why shouldn't they have peasant archers, archers and crossbows like everyone else? They mostly have a different style to the rest of the nations, but not in archery as far as I can tell

Andreas
03-01-2005, 18:48
Hmm, there is no mentioning of crossbows in the borderlands... but we could include the other two, but replace the peasant archer for saldea with the more camo archer we have now, or sometihng like that. I like them, I think they are cool:P

But i still say no more foot for Shienar at least, since that would give them too much power. Saldea maybe could do with some though, I will check it later.

And I know that you would not be able to build trollocs, but I do not think it seems likley that any human army would allow the trolloc buildings to remain:)

CrownOfSwords
03-01-2005, 18:54
Yes but there is mention in the books of two handed swordsmen, and I doubt they were talking about them fighting from horseback with those two handed swords. They should have a pretty heavy infantry unit that uses two handed swords, use the falxmen model, something like the concept I drew of Sheinar.

Black_Draen
03-01-2005, 21:10
hm, since all the Borderland nations have troops both well-armoured and trained I gave them armoured Borderland Archers - though I can change their name to Archers if you want to.

Andreas
03-03-2005, 08:44
Ok, I have tried doing some basic sword unit for shienar, and went pretty ok. To not over-power them to much, I gave them lower stats then the sword cavalry, I imagined them too be like the fresh men, not seasoned enough to get a real battlehorse.

For saldeans, I was thinking about doin something like "Bashere swordmen", to represent the saldean family we have most info about.

And black_draen: I'm with you on that point, I think that all Borderland units should be unique, to show that they are very different from the innerlands.

Myrddraal
03-03-2005, 11:19
OK. About Faction descriptions, I've done Andor, but its quite long. I suppose there's no restriction on length?

And work continues on the campaign map. I've basically done ground types and regions and heights, I'm working on the shapes of the mountains. Its quite hard to make them look good.

Myrddraal
03-03-2005, 13:57
Has anyone had any contact with Praetor recently?

Andreas
03-03-2005, 20:11
Nope, I haven't heard form him since he announced the channel. Unfourtnately, it isn't working ~;)

And we need lots of models, doesn't we? I'm still waiting to get my hands on 3ds, but theres some delays in it. I might be persuasive enough to have it in three weeks, but I doubt it.

edit: Ok, when the .org board went down a hour ago, me and Black_Draen took the initiative to start a new forum, for just the mod. It's free, so that no problem, and by having a forum instead of a section here we are able to do more as we like. We was thinking about making all team members admins, so that we can make threads for dev where everyone can edit in what they are doing right now, and so on. Easier for all to keep track what's happening, and easier for Myrddraal so he do not have to edit some page every day. It's also easier with filesharing and stuff like that now. The url is http://wottw.proboards42.com , just send me a pm here with your forum nick (preferably the same as here) and we make you admins. I guess you could ask black_draen to do the same, but I can't promise ~;) Hope this is ok with you, Myrddraal.

Myrddraal
03-04-2005, 13:24
K I have signed up

Myrddraal
03-04-2005, 13:44
Work continues on the campaign map: This is work in progress remember:

http://img230.exs.cx/img230/8308/amador0bt.jpg

Myrddraal
03-04-2005, 14:09
And some portraits for myrddraal
http://img154.exs.cx/img154/4585/myrddraal3pm.jpg

Duke Malcolm
03-04-2005, 18:28
Good work, gents, keep it up. Can't wait to get my teeth into this mod.

Andreas
03-04-2005, 19:47
I post my last post again, so you do not miss it:



Ok, when the .org board went down a hour ago, me and Black_Draen took the initiative to start a new forum, for just the mod. It's free, so that no problem, and by having a forum instead of a section here we are able to do more as we like. We was thinking about making all team members admins, so that we can make threads for dev where everyone can edit in what they are doing right now, and so on. Easier for all to keep track what's happening, and easier for Myrddraal so he do not have to edit some page every day. It's also easier with filesharing and stuff like that now. The url is http://wottw.proboards42.com , just send me a pm here with your forum nick (preferably the same as here) and we make you admins. I guess you could ask black_draen to do the same, but I can't promise ~;) Hope this is ok with you, Myrddraal.

Hapahoale
03-04-2005, 21:50
just thought i'd give a suggestion hehe, first time posting on this board and can't wait to play your mod btw:D. You guys might split up the orc lands into a alot more provinces so its harder to take over and can produce alot of trollocs. With just one province think they will be taken over pretty easy, just my opinion though

Myrddraal
03-05-2005, 00:02
Surely you mean Trolloc, not orc.

I don't think so though, the problem is that there arent many settlements in the Blight
Its just a wasteland

We will give the shadow large starting armies, that way, they will be able to recruit more slowly and not be overrun.

Nice to see another fan, and welcome to the forum ~;)

Hapahoale
03-05-2005, 02:26
oh yea oops lol

Steppe Merc
03-06-2005, 20:38
I would just like to say good luck to you guys. I'm a big fan of Wheel of Time, and would be quite interested to see how this turns out.

Myrddraal
03-06-2005, 20:48
It will turn out good, we will make it good!
~;)

soibean
03-08-2005, 04:52
I don't know if this was answered already but
are you going to still use temples?
are the seachan playable?
and I'll think of more later

Myrddraal
03-08-2005, 09:29
Yes the Seanchan will be playeable, all factions will be playable exept Murandy Mayene and the Sea Folk, because we don't have enough factions...

Orb
03-08-2005, 22:35
A while ago, I suggested use of Aes Sedai/Wise Ones/Damane/Darkfriends etc.... quarters. I'm not sure if this is going to be used but if so, then I'll gladly try to do so myself.

Note - If it is still being used then we should probably add a new thread on suggestions for it in our forum. I'm just starting to tinker with buildings and am going to add a new temple now, just to make sure that I am capable of doing so.

Andreas
03-09-2005, 09:20
Orb: I have done a tech tree for Arad Doman a few pages back, you can check that for inspiration and not making them differ to much. Also remeber that we should try to make at least some of the diffrent factions buildings special...

Orb
03-09-2005, 21:31
great.

AssasinsShadow
03-10-2005, 03:38
Awwwwwwwwwwwwwwwwwww.... shucks. I was really lookin forward to starting a campaign with Murandy too... ~D ~D ~D

The Witch-King
03-12-2005, 00:15
Looking forward to playing this mod and here is a cool new picture from the upcoming New Spring comicbook. :D

http://www.newsarama.com/DBPro/NewSpringArt.jpg

and a trailer:

http://www.lithiumpro.net/NSFLASH/

Andreas
03-12-2005, 10:29
Hmmm, there some nice art in that trailer, if it's the same as that in dabel brothers page. Seems to be a nice book, that. If you look a couple of pages back, there's a URL for a page with lots of NS art.

CrownOfSwords
03-13-2005, 13:03
Black Draen can you send me directly the battle test file, your link does not work for me =/ ~:cheers:

Andreas
03-13-2005, 13:21
I sent it too you, CoS. Hope that's ok, even if I'm not black_draen~;).

Black_Draen
03-13-2005, 14:28
ah, seems like I did something wrong with the link.
If anyone in the team still haven't got it just message me and I'll give you the correct link.

soibean
03-21-2005, 13:16
was just wondering
would it be possible to give the Seachan a higher chance of "adopting" a captain into your family since they tend to do that frequently in the book?

Gurkhal
04-01-2005, 08:26
I think it would be possible, and fit the character quite good.

Ashaman
04-03-2005, 02:17
Well i tryed to do some modding..but i just cant get it right!!!!I am fan of the R.Jordans Wheel of Time books....just wanted to say, good luck,keep up the good work and I cant wait to play it once u are done with the mod :)

Ima jedna modra rijeka,duboka je, siroka je, tisuc ljeta duboka je,majkusna neprebolna,
ima jedna modra rijeka....valja nama preko rijeke.

Ripipip
04-03-2005, 20:02
I just want to say good luck and I hope you will be finished soon.
But I had one question..
What is necessery for me to do when the game is finished? How can I play it?

Andreas
04-03-2005, 23:02
I would say it will juts be to have it in vanilla with the latest patch... If we will not use the modswitcher, I do not no but not veyr much will be needed by you... Install it.

And why are all our fans (and me and Simon) from scandinavia? (Sorry those of you that aren't:)) I mean, most from sweden and one from Bergen... Hmmm there is much good music from bergen....

Myrddraal
04-03-2005, 23:25
Obviously RJ hired someone very good to translate it....

Andreas
04-04-2005, 12:45
no, the translation is bad... I hate it, many others I know also does..

Gurkhal
04-09-2005, 00:12
Bad translation?

Ok I have never read any longer parts in English, but I think it rocks stone hard.

Maybe a large tradition of fantasy reading with an intresst in Rome:Total War that have in combination lead to a large fan base for the mod?

Could of course be "luck" (lack of better word) of course.

Ldvs
04-11-2005, 11:05
Nothing's worth the original version, in my opinion. Moreover, it will help you improve your English dramatically.

UglyandHasty
04-11-2005, 14:01
I also bought and read the original version, even if french speacking. But maybe its just me, i hate translated stuff, so when i can avoid it ...

Ldvs
04-11-2005, 16:47
I also bought and read the original version, even if french speacking. But maybe its just me, i hate translated stuff, so when i can avoid it ...
I share your feelings. Even though a good translator takes over, he/she will never be able to render it perfectly.

Gurkhal
04-11-2005, 22:46
I know that there isn't any wrong with the English text however I read alot in English too.

And I am surrounded with so much English in normal in my life, so that I read the books in Swedish as a way to improve my Swedish as well. And not get bogged down in to much English.

The_Ferret
04-13-2005, 19:18
Myrddraal just asked me to do a few skins for you. So I thought I'd best come here and see whats happening!


OH! BTW- I really LOVE the odd one power women things at the beggining! ~:)

itsgottabeworthatry
05-26-2005, 17:54
I have some questions concerning this mod:

1) Will the Shadow's forces have accsess to the Forsaken or Dreadlords?

2) I noticed that you will include the Seanchan, will you also include the Aiel clans and/or the forces of Rand al'Thor?

3) If you do include them, have you had any discussions about how to even things out for those who would not be able to use the One Power offensively? It seems a bit unbalanced if the forces of Rand al'Thor would be able to field a dozen of Asha'mans, with no equalent for other armies.

Myrddraal
05-27-2005, 14:49
OK I'll try to answer all those:

We are working on two campaigns or eras, the early era and rand era. The early era starts about 100 years after the dissapearance of the countries like Caralain and Almoth, so Malkier is going strong. This has no Rand and no Seanchan. It does include Aiel. In this era, the shadow will have no dreadlords/forsaken.

Rand era starts after the golden bowl. Rand has Tear and the Aiel behind him, Cairhien consists of a bunch of rebels, the Shaido (a seperate faction) are about to descend upon it. Here the Shadow will start with the forsaken, and will eventually be able to train dreadlords. At the moment, Rand will only be able to train Ashaman when he takes Caemlyn. The Seanchan will start with damane and one island (Cantorin) as they have been driven out of falme. Remember, Aes Sedai, Dreadlords, Damane and Aes Sedai will take ages to build and cost a bomb.

It is true that the countries without these units will be at a disadvantage, but if you look at the books, this is all too true. When the one power is being used as a weapon, nations fall in days. The Seanchan litterally sweep all before them...

Hope that helps, and good to see another fan :smile:

itsgottabeworthatry
05-27-2005, 18:05
Seems very good! And another question: the Aiel don't really have any variation in their forces. Sure there are the different septs, but their figthing methods are the same, the only variation I can think of is to have seperate archer and infantry units, the Far Dareis Mai and one or two elite units. Will you chose to have a very limited army selection or are you going to try and add a few new units?

Myrddraal
05-27-2005, 19:07
The Aiel clans will unfortunately all be merged into one faction. We don't have enough factions slots :sad: As it is, the Sea Folk and Murandy will be rebels with a special flag (we think these are the most appropriate factions as murandy has no real internal structure and the sea folk don't play a large role in warfare) In rand era there will be two sets of Aiel, Rand's and the Shaido. The units will be the different warrior societies (water seekers, red shields, stone dogs etc etc), and we will try to differentiate between the different units in appearance as well as stats.

itsgottabeworthatry
05-28-2005, 12:17
A very good solution! Than you for the answers and good luck!

soibean
06-11-2005, 19:38
Just wondering if you have any updates for us. I would like to see the Campaign map if you have that around. It's been awhile since we've heard some news so I hope everything's still ok.

Myrddraal
06-11-2005, 20:13
Everything is going on nicely, not much to show for it. We're holding some things back for the demo release so I don't want to spoil the suspense :smile:

soibean
06-13-2005, 02:39
demo release huh? any beta for testing? I'd be honored if I could do some testing for you guys.

Radier
06-13-2005, 21:40
Don not EVER quiy this mod Myrdraal! ~:cheers:

It looks awesome.

Andreas
06-23-2005, 18:14
Hoho, since I was the one to do the stas for the aiel units (well atm most of the units we have stats for;)), I can explain all this. The aiel units are divided roughly in three groups: archers, close combat attackers and skirmishers. Each group has two or three different types (light and medium). All aiel except archers can hurl spears, but most of them only two, the skirmishers more. The we hace three special units: Stone Dogs are heavy defenders(low charge bonus, no thrwing, but high attack and close lines), Night Something that scares the enemy and finally water Seekers, with very good stamina, short range bows and low spear attack used to draw the enemy and scout. We also have Aiel Chief Guard, which is Generals Unit. As you might count now, there is to few units... That is because the Maidens act as Spies on the camp map, and knife hands is the assassins. Wise Ones will be channeling unit, trainable in Ruhe and also diplomats.
Aiel will of course have a high attack and good speed and stamina. the cost will not be very high, but training will be long, to represant that they train all life, low armor but 2hp, and the main disadvantage is that they will only be able to train their good troops in the waste.

Lews Therin Telamon
06-27-2005, 23:15
Hi everyone, I'm new to this site and I have read all of the WoT books except for New Spring (Im halfway through it) Ive been part of the "bug" team for quite a few mods and if oyu ever need help with BETA testing I'd willingly help you. I'm also good with creativity lol :)

Myrddraal
06-28-2005, 22:19
Hey Lews, welcome to the .org.

Seeing as I'm Admin at the beta testers, you guys may end up testing for us.

Its always good to see a new fan.

Lews Therin Telamon
06-28-2005, 22:41
It would be an honor master myrdraal....mybe i should call you Shaidar....?

SMZ
07-07-2005, 08:38
I've been a fan of WoT for a good while now and this was quite interesting to learn about. I have no abilities for artwork or modding but my source of income at the moment is freelance writing. So if you need any descriptions or background info put together feel free to contact me. If you're looking for beta testers I'd be more than willing as well. G'luck with the project.

email: natesmz@aol.com
AIM: NateSMZ

pezhetairoi
07-08-2005, 02:42
For the aes sedai, the three oaths do not hold if they are fighting to defend themselves. In offensive battles they are healers who can increase armour and defence skill of any unit in the vicinity (sort of like a general but instead of morale, it reduces chances of a kill) as long as the units are within a certain radius of the AS, and perhaps they can also have the screeching women ability, but no attack, only defence. But in defensive battles they show their power in addition to their healing effects, which however do not apply if they are fighting.

And unit size on huge scale for each Aes Sedai should be on the level of 2-4, to prevent them from becoming too overpowered.

SMZ
07-08-2005, 03:48
I don't know if the game would be capable of changing the units abilities based on offense or defense; but could it perhaps have a trigger so that they cannot attack until they have been engaged first?

ie: there is a trigger that can give a general the "scarred" trait when his health drops a certain amount and general units have the rally ability which has a control on it as to when it can be used. So what I'm thinking is that you could give the Aes Sedai the "Weave" ability which only becomes available after they are initially attacked. This would provide an effective counter to Aes Sedai as well, and promote strategy. A general would have to take steps to make sure a stray arrow didn't come too close to the sisters or that unruly soldiers engaged them. Also a powerful calvary charge or sudden storm of arrows might be able to destroy them before they were free to act.

Renly
07-08-2005, 18:08
"And unit size on huge scale for each Aes Sedai should be on the level of 2-4, to prevent them from becoming too overpowered."

It is my understanding that Aes Sedai will come in small packages, be very expensive, and take a very long time to build, so as to prevent all AS armies.

SMZ
07-09-2005, 02:49
^Agree to that...

One note - I read elsewhere that the game has a mininum on the size of units at 6. Anything less causes a CTD. Have you guys found a way around this? I suppose you're going to use sisters as handlers and have warders fill out the mininum requirement? Of course then one must wonder about Wise Ones and the Asha'man. With twice, or thrice, as many persons in their units wouldn't they seriously overpower the Aes Sedai? Unless you made them some sort of handler as well...

---

An addition to my previous suggestion regarding the oaths issue. That fix would also allow for the Asha'man to be the more powerful battle force as they should be. They're alternate mode could be some kind of "Link" ability, which would solve the earlier issue of unit size for them. There is mention in the latest books of the Asha'man bonding sisters, they could act as the handlers for these and when the "Link" ability was selected they would lose mobility in trade for greater firepower...

---

I can't think of any solution to the unit size issue for the Wise Ones. They could act as handlers for a few Maidens as a sort of bodyguard... but that just seems a poor fix... As far as their special ability, a "Take up the Spear" mode or somesuch would allow them to suspend their use of the power for a significant boost to attack and defence. So that in a close combat situation they could defend themselves much better than Aes Sedai. Although the Aes Sedai's weavings should be somewhat more powerful. The Asha'man should of course have their natural attack and defence higher than the sisters but the Wise Ones special ability should allow them a noticeable bonus beyond the Asha'mans training.

SMZ
07-10-2005, 15:54
well - seeing as I was informed that special abilities are hardcoded that kinda ruins all those suggestions...

damn CA

no1jeebes
09-28-2005, 20:13
Wow...I am a HUGE Rome Total War AND a HUGE Wheel of Time fan. There is probably nothing that I would ask more in a video game then this combined. This will be a ridiculous game if you guys manage to pull it off lol.

Moonbison
10-02-2005, 03:59
hello all

I'm Myrddraal's brother, and i'm responsible for music for the mod... Just posting to let you lot know that this mod will definitely have its own music and plenty of it. Hopefully we will have way more variety of music for different cultures, and even nations if possible (one thing i hated about Rome was the fact that there were only three or four campaign map songs and only two battle pieces).

I'd just like to ask for as much advice/ideas as possible so that the end result is what the majority want. At the moment the music is being organised like this: big, recognisable tunes with strong themes you can (hopefully) sing along to for battles, pieces for campaign map that aren't just filler, but which can keep you interested and come in large enough quantity that you don't get bored of them in 5 minutes and turn the music off (i know that's what happened to me with Rome ~:)).

Also the music will be more culturally recognisable, so music for Aiel is going to be way different to say Westlands music with a new array of tunes, styles and instruments (hopefully with some chanting).

Music for the demo includes - the whitecloaks: Strong, martial sound, lots of trumpets and brass and thundering hooves...

Illian: More cultured sound in campaign map music, more relaxed mood, but still pretty fiery on the battlefield, with Greek/Medditerranean (sp?) feel.

Altara: Slightly Middle Eastern sound with touches of Arabic influence. Loud and rampant with chaotic style for battles.

The Whitecloak music is largely finished, the Illianers and Altarans are started. Please give your opinions as to what you want included in the music and i'll do my best. Also, if anyone composes music themselves and wants it in the mod, please send it to me at shasboz@hotmail.com. Although there's no guarantee it will be included it can't hurt and if it eases the workload for me i'd be grateful...

Thanks

cdaulepp
10-04-2005, 00:38
I think music from Carmina Burana is the ultimate battle music. It's played in many war movies as you see groups of men riding off into battle. Really appropriate and it always gives me goosebumps listening to it. I love it!

cdaulepp

JR-
10-05-2005, 20:34
Don not EVER quiy this mod Myrdraal! ~:cheers:

It looks awesome.
agreed.

this will be a BI mod tho will it not.....?

Myrddraal
10-06-2005, 01:48
This mod will be adapted for BI, but the demo will be either for simple RTW or both...

JR-
10-06-2005, 14:29
many thanks. :D

Optimate
11-01-2005, 10:56
We'we been waiting quite a while for the demo now, are you getting done?

Steppe Merc
11-01-2005, 13:06
We'we been waiting quite a while for the demo now, are you getting done?
Getting a mod done takes a very long time, I assure you. ~;)

Myrddraal
11-01-2005, 15:44
I'm afraid real life is still on top of me...

But there is hope yet, outside help may be on the way...

I'm sorry about this guys, but I'm overloaded...

boastj
11-15-2005, 01:51
Hay I love the books and fond this thread.
I haven’t read all of the thread so I apologise if they have been said

have aes sedai or the whiteclokes as a pope like role telling you to do things and opposing each other

The border lads should all be allied as I dout they would fight each other and can help each other if one gets overwhelmed.

Why not put the prophet of the dragon as a horde to start with

Why not have a city in the mountins of mist and just put it as a rebel town

I apologise for the poor spelling I’m dyslexic
:knight:

boastj
11-15-2005, 17:14
I have a question where exactly was (or is) Malkier

Will the two rivers be one province with emons field as the city or will you split it up into lots of little ones like devion ride and tamon ferry

SMZ
11-15-2005, 18:36
Good to see you boasti - to answer some of your questions...

The White Tower and Amadicia (with Whitecloaks) will both be playable factions. A number of things will be handled with VnV's. For instance: if you as a White Tower player start wars and go conquering, despite the Three Oaths, you will quickly gather horrible Influence ratings, trade modifiers, etc... as you become known as "Black Ajah" or worse.

The Border Lands are all seperate factions at this point. They are bound by a mutual enemy, and it will be the same in game. If you, as one of the Borderland nations, decides to fight your neighbors, not only will you find it difficult as you are ingulfed by a two front war; but you will also have to deal with the loss of respect via VnV's that this garners.

The mod is going to be split into two sections. One, The Flame of Tar Valon Era, will start a good deal before Rands birth when Malkier still exists, the Aiel are safely across the Dragonwall, and the White Tower is central to Westland policy. The second will begin with the Seanchan invasion and be known as, The Dragon's Fang Era. It will see the prescence of Seanchan, People of the Dragon, The Tower in Exile... and of course The Dragonsworn. The Dragonsworn will start in control of a few towns, but they will certainly have horde capability, and their faction goals will represent this.

I don't believe the details of which provinces will be where is settled yet, but the map will be covered suitably. Large unpopulated areas, like the Caralain Grass or Mountains of Mist will see fewer towns with large provinces, but you'll still be able to conquer them if you like.

Malkier was north of Shienar. Approximently the area where the "Tarwin's Gap" label appears on Jordans maps. It wasn't a large country, but it enclosed more than just Tarwin's Gap of course.

I believe the Two Rivers will be one province, or perhaps two. Most likely the settlement will be Tamon's Ferry; or perhaps Tamon Ferry and Emonds Field. Remember that we can't include every dot on the map. For instance, I live in Charleston, South Carolina. Now a province of this area of the state would have Charleston as it's center. There are of course towns like Mt. Pleasant, West Ashley, Goose Creek, North Charleston, Hanahan... etc all around. But all of them are overshadowed, and too close to deserve their own seperate province

Good to see another WoT fan again... keep the questions and comments coming :)

Antagonist
11-15-2005, 19:06
The mod is going to be split into two sections. One, The Flame of Tar Valon Era...and The Dragon's Fang Era.

Nice names. Nice work, whoever came up with that one. ~:cool:

The traits system in this mod sounds fascinating, greatly looking forward to seeing it in action.

Antagonist

Myrddraal
11-15-2005, 19:34
I don't believe the details of which provinces will be where is settled yet, but the map will be covered suitably. Large unpopulated areas, like the Caralain Grass or Mountains of Mist will see fewer towns with large provinces, but you'll still be able to conquer them if you like.

I'll take this one :bow:

The provinces are decided, though of course any aspect of the mod can change up to the date we release it. At the moment, the Two Rivers is one province, and emonds field is not the main town (simply because its not in the books either).

About diplomatic relations. Unlike with normal RTW, we will have starting alliances, to represent the political map as it is when the campaign starts. For example in both campaigns, the Borderlanders will start allied with each other, the Shadow will be at War with the whole world, and we may have other current wars such as Illian being at war with Tear.

boastj
11-16-2005, 16:18
Um Myrddraal your Wheel of Time mod website dosent work.

Andreas
11-16-2005, 19:36
That is a known problem:) It will be addresed when time is available.

HahnHolio
12-13-2005, 18:59
lo ppl!
just wanted to know if this mod is still in progress?
i am looking forward to c what kinda units u will field ...

regards

HahnHolio

Andreas
12-13-2005, 22:11
Well, as you can see by the recent activity in the campaign topic, we are very much in progress.

Lord Winter
12-15-2005, 01:38
Is their anything i can do to help. I can mainly script but could do anything else except modeling and skinning

Clovis
02-17-2006, 22:01
This mod looks like it will be absolutely awesome. I am a huge fan (read: addicted) of the series, and the RTW engine seems perfect.

One quick question, thought. How will the Band of the Red Hand be set up (if this is already decided. I haven't read the whole thread.)? A horde? part of another nation? Dragonsworn?

Can't wait for a beta or anything, really.

4th Dimension
02-18-2006, 13:28
Иф И рем
If I remember corectly it will be the part of The People of The Dragon (TPD).

Andreas
02-23-2006, 19:03
That is correct.

GreyHuntr
02-24-2006, 00:18
If countries like the WT and the Borderlands get negative VnV's for being too warlike with one another, it would be nice if countries like Amadacia, Tear, and the Seanchan got negative traits for being too peaceful with the WT.

CrownOfSwords
02-25-2006, 05:55
Band of the Red Hand is possibly the most disciplined of the Dragon's soldiers so I doubt they would be in horde.

Andreas
02-25-2006, 11:50
Band of the Red Hand is possibly the most disciplined of the Dragon's soldiers so I doubt they would be in horde.
I think he meant as a horded nation, with no lands...

Clovis
02-26-2006, 16:10
yeah, what I meant was if the Band would be in "horde" mode, with the ability to settle down, or just a Dragonsworn army, or whatever.

Andreas
02-26-2006, 17:09
Not dragonsworn, a People of the Dragon troop.

DragonR.
02-26-2006, 21:20
Yeah, but everyone who follows the Dragon Reborn is a Dragonsworn, as Egwene told Mat in Salidar.

GreyHuntr
02-26-2006, 21:36
If you look at the infopage, for faction purposes Dragonsworn follow the Prophet Masema, and the People of the Dragon follow Rand.

CrownOfSwords
02-27-2006, 09:43
I just had an idea of how to implement the training of Seachan soldiers. Since the mod will use a system of only being able to recruit soldiers from their homelands of course no seachan soldiers could be recruited on the map. So my idea is to have some sort of image as a seachan ship off the coast which can train soldiers it would be great if it was simply a fleet that could be moved around and train soldiers on deck. But even without it could be a fixed position on the map off the coast of altara and tarabon or falme.

GreyHuntr
02-27-2006, 21:57
Or they could train them on those islands they control off the coast and call them reinforcements from the Empire.

Antagonist
02-27-2006, 22:37
That sounds good. Having units recruitable directly off ships sounds interesting, but I don't know it it's implementable. Having the Imperial units buildable on Cantorin (is that their island?) but make them expensive and with long recruitment times, to represent the expense and time delay of transport across the Aryth Ocean.

Another possibility (at least I think it's possible with scripts) would be to do something like in Mongol Invasion (the Shogun expansion) where advanced troop types are not buildable at all (maybe retrainable) but new units periodically appear in coastal provinces to represent reinforcements.

Antagonist

DragonR.
03-01-2006, 00:41
Wait, there were only two Seanchan waves, Hailene and Corene(or something like that), so you should make only one script that spawns reinforcement to Seanchan island, but it should be a big one.

beaverprophet
03-01-2006, 06:06
Wait, there were only two Seanchan waves, Hailene and Corene(or something like that), so you should make only one script that spawns reinforcement to Seanchan island, but it should be a big one.

Agreed, let them get a one time, massive reinforcement.

CrownOfSwords
03-02-2006, 06:38
No... thats not correct, they are constantly getting reinforcements, I remember at one point I believe it is Mat see's a new ship come into the harbor and unload soldiers then civilians and he thinks to himself that even if they defeat the Seachan they could never uproot all their citizens or something. But yes the first invasion should be a large one of course.

beaverprophet
03-02-2006, 09:39
No... thats not correct, they are constantly getting reinforcements, I remember at one point I believe it is Mat see's a new ship come into the harbor and unload soldiers then civilians and he thinks to himself that even if they defeat the Seachan they could never uproot all their citizens or something. But yes the first invasion should be a large one of course.

But isn't that while the return is coming in?

Myrddraal
03-02-2006, 14:36
I think the method we will use is a lot of rienforcements over a limited period of time, not all at once, but not for that long either. There will be a limited number of 'pure' seanchan units.

CrownOfSwords
03-02-2006, 19:36
sounds good, except are we going to be able to retrain them? Otherwise i dont believe they will last very long. We do know that the Seachan armies do have huge amounts of soldiers from home ex. that general that Mat tricks into pulling down out of the narrows it says that over half of his 100,000 men are veterans from home.

Lynx321
03-03-2006, 19:12
I dont think there should be a great deal of seanchan soldiers as it seems that only the core of their forces are now made up of seanchan soldiers with the vast majority being levy amadicians/altarans/taraboners. This is especialy true since they are pretty quickly cut off from their mainland.

Perhaps if the Seanchan started with a single full stack representing the forerunners they would have to rely on levys until the return arives with a pretty sizeable army and then its just levys and the player would have to decide where his precious seanchan soldiers are used so they arnt thrown away.

I think this would represent the cutting off of the mainland pretty well as it would still give the seanchan a large force but they wouldnt get any reinfocements from their home making it very much like the book with lots of levys.

CrownOfSwords
03-04-2006, 00:59
But they are not cut off... and there are more Seachan soldiers than you think. What I just said how that army that is simply watching the back of the main push against Illian is over half seachan and there are 100k men in that force. There is also the forces in Tarabon. I think you should be able to recruit Seachan soldiers, but they take way longer possibly like 4 turns where the levies would take 1 or 2.

Lynx321
03-04-2006, 15:18
They are effectively cut off since Semirhage(i think) killed their emperess and someone stated there would be no reinforcements from home.

CrownOfSwords
03-07-2006, 04:20
No, the empress is dead at the end of the book but Tuon is set to take over. Just because the empress is dead doesnt mean supplies and such are going to stop coming from mainland Seachan. And if supplies were cut off from the act of the empress and the high lords deaths how would they even know about it in Ebou Dar. Even so when the mod is starting in the age of Rand I believe will be right after the Aiel take the stone therefore the Seachan invasion of Altara had not even begun.

moreb_benhk
03-07-2006, 09:00
Er.. I was under the impression that no more reinforcements were coming... Mebe something Suroth or Semirhage said or something. Anyhoo, it wasnt entirely because the Empress had been killed but because Semirhage (go you good thing) BROKE the empire. Now on the other continent its a mass of civil wars. They are in no state at all to send any help to anybody. Thus even if Tuon assumes the throne, she'll have difficulty getting any help from over there anyhoo.

Lynx321
03-07-2006, 16:34
Ye thats what i was talking about.

GreyHuntr
03-07-2006, 23:30
Yes, but the Empire isn't broken at the time of the game, and there is no guarantee it will be broken. The modders could possibly include it as an event later on if they choose to though.

Clovis
03-08-2006, 02:24
I agree with GreyHuntr, for what it's worth. The Seanchan are still intact at the start point, so the game should not have an anachronistic lack of reinforcements. Maybe with scripting, the Seanchan collapse can happen, but I have no idea what code would be needed, and if this is at all practical.

On another related note, maybe the Senachan should be able to re-train troops, but not create new ones (except for local auxillaries). This could represent how only a trickle (or maybe a small stream) of new troops are coming, and they are being used to refill the ranks of existing, depleted units.

Clovis

GreyHuntr
03-08-2006, 07:47
As far as I know, it's impossible to retrain a unit to full strength unless you are capable of training it in that city in the first place. An earlier suggestion I had was to only make them recruitable on the islands off of the coast (possibly by using the elephant feature from the game), and basically pretend they arrived from the mainland. As for a collapse, it could be stated as an event like the compiling of the Bible was in BI. How it would affect the game I can't really say, maybe just remove Seanchan units form the build queus if possible.

Clovis
03-09-2006, 00:50
As far as I know, it's impossible to retrain a unit to full strength unless you are capable of training it in that city in the first place.

How did I forget this? Blast! that kills my brilliant idea.

Clovis

qwert5
06-26-2006, 07:51
Im new to this forum thing but i like wot and rome total war and it seems to be a great combo. mostly i just want to know it this things done or if not how soon to completion. I dont really know anything about computers; strategy is my thing but i will help if i can. it really sounds like its going to be fun! so basically i want to know...Is it done??

thanks

Rand al'Thor
06-26-2006, 14:49
Is the mod still being made for definite cos i asked Myrddraal if i could join the team. I would love to play a WOT mod. Does Rand have Asha'man and do they throw balefire or just fire or both?

Werthead
06-27-2006, 13:25
The mod is on indefinite hold for now due to time constraints on the team. They may come back to it, they may not.

Madoushi
02-28-2010, 15:17
First of all, thanks Myrddral and everyone else on the team!
Even if work has stopped, it is a great thing you guys are doing, and I commend you.

As to Nae'Blis

Without trying to spoil anything, Morridin is Nae'Blis for now. I believe it was first mentioned in Crossroads of Twilight but confirmed by Graendal and Semirhage in Gathering Storm.
Shaidar Haran is something different entirely:

We also learn that this Myrddraal is able to smell the difference between saidar and saidin. Also in two cases while in Shaidar Haran's presence channelers were unable to feel the One Power, let alone channel it. Yet Shaidar Haran is limited in his ability to travel freely as he feels weak when away from Shayol Ghul too long, a limitation he is eager to sever. This creature is thus suspected by many readers to be an avatar of the Dark One.

Myrddraal
03-06-2010, 00:04
Unforunately, as you can probably see from this thread's location (the Archives) the mod died a long time ago. The most gutting thing is that I lost the files somewhere along the lines. Looking over these threads now and looking at the few screenshots just reminds me of what we kept back, trying to keep it a surprise.

If any of the old devs are still around and have any of the files, I'd love to have a copy...

:sad:

Madoushi
03-06-2010, 01:12
I didn't notice this was in the Archives, honestly. When I posted, it was under New Posts. :)
Really sorry to hear about the files.. best of luck in retrieving them.
I have no modding or file-editing skills, but I've read through the entire series three times and will add a fourth once I get new copies of the older books.

As for the Seanchan, even the Forerunners numbered tens of thousands of troops, and the Return was vaunted as being a massive army, on par with numbers of the Aiel, and accompanied by countless settlers.

Mat Cauthon sees Seanchan farmers and remarked even if their armies are repelled, the Seanchan people are here to stay.

They rule the entire south-west of the 'World' (whatever the name is for the WoT main continent; I've never seen it named in print), diving the 'World' into three empires, each of which is capable of fielding an army of 100,000 or more (Seanchan, Borderlanders, Draconian Empire)

Elgen
03-24-2010, 20:20
Gee, I leave for a year or so and suddenly the boards are in a wild uproar about the mod.

Myrdraal, I've got your files, haven't looked at them in ages, and none of the units have proper stats, but I've got two factions, each with some units. I'll check them out and send over the files if you want them.

captncrunch
06-10-2010, 03:34
Was just thinking today a wheel of time mod would be awsome and would realy work . Was there ever awroking version eleased or did it not get that far. Unfortunate to here that its been dead for a while now.