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Re: The Wheel of Time - Total War (for Rome)
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Re: The Wheel of Time - Total War (for Rome)
Nice job Draen.
Quote:
Can you send the pictures to me so I can put them together in the Symbols-folder? My mail is
rosdraenor@hotmail.com.
I'll send them to you when I finish touching them up and make a few minor changes. And do you want to just finish all of the symbols, bar the ones that I have made? Liek you said, I can then focus on the units. Also, does "World of Robert Jordan's The Wheel of Time" have any information relating the units? Like armour and shield types?
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Re: The Wheel of Time - Total War (for Rome)
Thanks :-)
I can finish the symbols, better that I do what I can in 2D so you can focus on the 3D stuff.
I found some stuff about military, this is what it says about the Children of Light (Amadacia/Whitecloaks), as far as I know most children should be mounted, or?
"The Children of Light, or Whitecloaks, always wear a pure white cloak or tabard over their clothes and armor. The left breast of each has a golden sunburst worked into it." // "All officers' cloaks and tabards are adorned with silver lightning bolt for under-officers and golden stars and knots in increasing quantity to indicate rank.// "Each child is armored witha conical metal helm and breastplate"// "Swords are worn by all childrens"
And about general weapons and armor for infantry:
"Most infantry are armed with pikes, spears, bills or sometimes axes - with the pikemen the most usual."// "In addition to these weapons most footmen carry knives and sometimes even a short-sword. Longer swords are practically unknown amonst the infantry"// "The average footman usually wears a jerkin of padded or studded leather and some sort of helmet. Jerkins covered with metal discs are not uncommon. and mail-shirts are sometimes used - plate armor is very rare."
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Re: The Wheel of Time - Total War (for Rome)
I think that tarabon should definately be white and red, not pure white. They are next door to Amadicia and the Children of the Light. Here are some very good illustrations for your research:
Wheel of Time Flags
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Re: The Wheel of Time - Total War (for Rome)
Devil, I've just got to get this right: Can you model?
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Re: The Wheel of Time - Total War (for Rome)
Quote:
I think that tarabon should definately be white and red, not pure white. They are next door to Amadicia and the Children of the Light. Here are some very good illustrations for your research:
Should I change the tree to? Or just change the backround? Yes I can model, though I won't have to much time over teh next week or two, but after that I shoudl be able to pick up the pace.
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Re: The Wheel of Time - Total War (for Rome)
I like the one on page I linked to.
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Re: The Wheel of Time - Total War (for Rome)
About getting a sub-forum, I don't think we should apply for one. Maybe later, but not now. As assistant mod, I've discussed this in general and I think we agreed that a mod should show not only signs of interest but also signs of progress. Enough to show that the mod will be quality. I myself am 100% certain of this mods quality, though I think we ought to put together something to show this to the community, to show we deserve the forum, before applying for one.
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Re: The Wheel of Time - Total War (for Rome)
Draen, I especially like the domani one, could do with some shading around the edges, but thats just me being picky ~;)
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Re: The Wheel of Time - Total War (for Rome)
Hmm id you want, Myrddraal, I could help you with some of the campaignmap development... I've tested editing it a couple of days now, and it isn't to hard... but thats only if you want me to do it.
How are you going to do with the aiel betwen... they do not use banner....
Orb: An asha'man bodyguard would be to powerful in my opinion... Rand uses the Far Dares Mai to other things then his own safety to (remember that he sent some with Perrin...).
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Re: The Wheel of Time - Total War (for Rome)
Problem with that is that the general never shoots, so you have to have his unit able to chanel to represent his chanelling.
Any help on the campaign map is good. When I upload the files on Monday, I will also post a little readme showing what I have done and what needs to be done.
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Re: The Wheel of Time - Total War (for Rome)
Quote:
Originally Posted by Myrddraal
Problem with that is that the general never shoots, so you have to have his unit able to chanel to represent his chanelling.
But that's good, if you use the asha'man as bodyguards? Like Mat, he nevers channel for example... But I still say maidens as Dragon bodyguards, channelers would be to powerful. If Mat will be general, and not advisor that is.
Quote:
Originally Posted by Myrddraal
Any help on the campaign map is good. When I upload the files on Monday, I will also post a little readme showing what I have done and what needs to be done.
Ok.
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Re: The Wheel of Time - Total War (for Rome)
I think that Rands bodyguard, not everyone elses, should be ashaman. Rand must be able to chanel
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Re: The Wheel of Time - Total War (for Rome)
Another point is that the Asha'man could be mounted. Having all of your generals as light infantry leaves them very vulnerable to being attacked by light/medium cav and will seriously slow them down when they need to be near the combat to boost morale. Asha'man are all trained with the sword and thus would be decent in combat but not well-armoured. I have made a general's cav unit that throws boulders and is OK in combat. I did have to reduce the numbers to six/unit and give them a low ammunition version of the onager's attack but they are both worth the price (2,000 denarii) and not too powerful because.
a) They are a quick missile unit and so do not die very often
b) But they run out of ammo quickly and thus do not kill too many enemies in each battle. Therefore I reduced the price for custom battles.
I just don't think that using light infantry as a bodyguard is going to keep the general alive for long enough. He can't avoid heavier enemy cavalry and is going to be killed very quickly or you are going to have to devote all of your units to guarding him.
If the Asha'man are dismounted then they could always have maidens of the spear as officers.
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Re: The Wheel of Time - Total War (for Rome)
As far as I know Rand used Asha'mans rarely as pure bodyguards (compared with the spearmaidens). But I agree that he has to be able to channel.
Myrddraal: Was you to upload the files tomorrow? Will be fun to see it :)
I'm also writing some stuff about the Shadow now, would you mind if I make some building suggestions too?
Another important thing; how are you going to fix the two eras and unmounted cavalry? Is that possible in RTW?
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Re: The Wheel of Time - Total War (for Rome)
How are we going to include Rand in the campaign version? If he dies, it should be game over, but there is no such condition available... (or is there?)
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Re: The Wheel of Time - Total War (for Rome)
Corrections in the other roles, in my opinion:
Clan Chiefs Guard (Removed in the Rand Era)
Red Shields (Light Infantry) – this is ok… should give a law improvement too, since they are the aiel police.
Thunder Walkers (Medium Infantry) Switched place with the stone dogs. A stone dog never drawback, and I think it’s Ingtar who says their charge is almost impossible to stop.
Far Dareis Mai (Heavy Aiel - like scouts – Rand Era body guards) See my notes above. Should be heavy too give them the fierceness of aiel women touch :)
Stone Dogs (Heavy Infantry) Look at the thunder walkers
Water Seekers (Light Aiel - like scouts) Replace the Far Dares Mai.
True Bloods (Heavy Skirmishers) Switched with the archer thingys.
Brothers of the Eagle (Heavy Archers) I just think that eagle gives an impression of archers…
Night Spears (Maybe like Night Raiders with a frighten enemy option?) All aiel frightens the enemy, put you shouldn’t have it as a feature. Give them the hide everywhere option instead, and make their stats be like that of the Thunder walkers.
Black Eyes (Archers) Can’t see very good with black eyes can you?
Dawn Runners (Light Skirmishers) See above.
Knife Hands: Let the knife hands be the aiel assassins?
Most of the Orders we don’t know very much about I just looked at the name instead of just random class, which I assumed the prev. roles were. Sorry if was wrong:) Anyway, some of these changes are important for the mod to be as it’s described in the book, and with that mean the Stone Dogs.
And on the aiel otherwise… They should look almost the same, all if them. Should also be able to hide in long grass. Good stamina. What I fear is that they will be much overpowered, so you must like give them a high price.
Forces of the Dragon (These include the Aiel and Tairens (Mayne?) in the Rand era) (name change explanation above).
Asha'man (Mounted & Dismounted)
Wise Ones-(Rand era, never fought before dumai wells)
Legion of the Dragon (Heavy Crossbowmen with good swords fighting skills also) No sword skills, remember that they always draw back, avoiding hand-to-hand battle. Let the red hand be the normal foot unit.
Band of the Red Hand (Mounted & Dismounted) Pikes and cavalry
Thats at least have think it could be done.
Im the one who created most of the unit list you see there, I agree with Stone Dogs forgot about that, and I think it might have been Lan who said "Stopping a charge by Stone Dogs is like stopping an avalanche."
Rand doesnt really use Maidens as his bodyguards, I think they should be some sort of heavily armored cavalry unit, to represent the three cities (Illian, Tear and Cairhen).
None of the Aiel wear armor so by classing them by light/heavy infantry doesnt represent really what im talking about. Just an increase of attack and some defense armor points should be really low. Which proven by New Springs represents how to stop aiel which is showers of arrows, its Lan who said in New Spring that its easier to kill aiel with arrows.
No Legion of the Dragon is a heavy footunit with hand to hand fighting capabilities, taking that out is taking out part of the book. Band of the Red hand is pikes and cavalry and archers nothing about swordsmen in the book.
As for how I listed the units its by random mostly except for the few units we definately know how to place them such as water seekers, red shields, maidens and stone dogs.
Gah I have a crapload of pictures how to I post them?
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Re: The Wheel of Time - Total War (for Rome)
Do you have the pictures on computer? go to imageshack and upload them there
Imageshack
Or, you can email them to me. I can check them out.
I really don't know what to do about Rand. He may die of old age before the campaign is over.....
Orb, you should use the 'one power' projetile I made for Aes Sedai. Download it from the website. I gave them more ammunition, and very long range, and its a fireball, not a boulder (like a flaming onager).
The Legion of the Dragon is primarily a fast firing crowsbow unit. They do try to avoid hand to hand ingagment in the books.
I will have uploaded the files within the hour.
Here were my ideas (from the world of the wheel) for Shadow buildings:
I think the buildings needed to build trollocs will be:
Trolloc Cloisters (Taken from the World of the Wheel, Yes Female trollocs do exist and are cloistered for the 'production' of trollocs )
Forge (maybe?)
Fletcher (for Archer Trollocs)
I think the buildings needed to build Myrddraal will be:
Trolloc Cloisters (Because Myrddraal are freak offspring of trollocs, which is why they are sometimes linked to them)
Weaponsmith (upgraded Forge?)
Any ideas?
I also wrote some descriptions for shadow units but I don't know what I've done with them.
Files will be up soon... ~:)
EDIT: Look at these quotes
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Re: The Wheel of Time - Total War (for Rome)
hey can you give the units rifles?
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Re: The Wheel of Time - Total War (for Rome)
WTF? Have you even read the books tippa2kk. This mod is based on books by Robert Jordan, we're not just making it up as we go along. Gunpowder doesn't exist (yet).
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Re: The Wheel of Time - Total War (for Rome)
Looked at the campaign-map, nice work :)
Here are my suggestions for the Shadow, I included your buildings in them. I haven't done any building descriptions yet.
The Shadow
Good melée infantry and strong anti-morale, but little fast and ranged support.
==UNITS==
(1) Trollock Band
[light infantry]
Good stamina, May charge without orders
During the war of power the Dark One's scientists tried to create new types of soldiers that could make up for the lack of troops in the armies of the Shadow. They combined genetical traits from several different animals to create "super-soldiers". The result was the Trollocks. Hard to kill and able to endure harsh conditions the Trollocks where feared enemies among the forces of Light.
Still these creations initially was a disappointment to the Shadow's generals, the Trollocks proved unable to follow orders or commands, unless driven by fear. With no tactics working they where often simply let loose on the enemy - killing and plundering all in their way like a terrible wave of death.
(2) Archer Band
[archers]
Good stamina, May charge without orders, Can use flaming arrows
During the war of power the Dark One's scientists tried to create new types of soldiers that could make up for the lack of troops in the armies of the Shadow. They combined genetical traits from several different animals to create "super-soldiers". The result was the Trollocks. Hard to kill and able to endure harsh conditions the Trollocks where feared enemies among the forces of Light.
Still these creations initially was a disappointment to the Shadow's generals, the Trollocks proved unable to follow orders or commands, unless driven by fear. With no tactics working they where often simply let loose on the enemy - killing and plundering all in their way like a terrible wave of death.
Nowadays most Trollock wields curved swords instead of the exotic weaponry of the War of Power. There are, however, some that use large and crude bows. I battle these are often grouped together in small formations to add support to the main army. The bows does not weaken their lust for battle and you may find that charging them into an enemy formation can be as effective as using their bows. Sometimes.
(3) Trollock Fist
[light infantry]
Good stamina, Good Morale
During the war of power the Dark One's scientists tried to create new types of soldiers that could make up for the lack of troops in the armies of the Shadow. They combined genetical traits from several different animals to create "super-soldiers". The result was the Trollocks. Hard to kill and able to endure harsh conditions the Trollocks where feared enemies among the forces of Light.
Still these creations initially was a disappointment to the Shadow's generals, the Trollocks proved unable to follow orders or commands, unless driven by fear. With no tactics working they where often simply let loose on the enemy - killing and plundering all in their way like a terrible wave of death.
It was first when the Myrddraals, throwbacks to the human genes of the Trollocks, came to existance that the Trollocks could start to function more as orginally intended. The Myrddraal used fear or a method of "linking" their minds to the Trollocks to drive their undisciplined soldiers into battle.
(4) Archer Fist
[archers]
Good Stamina, Good Morale, Can use flaming arrows
(the same descr. as Trollock Fist)
(5) Myrddraals
[heavy infantry]
Excellent morale, Well armoured, Good stamina, Frighten nearby enemies
Also known as Fades or Neverborn, the Myrddraals are in general used as leaders over the bulk of Trollocks that make up most of the Shadow's armies. There are, however, times when orders from a Chosen (or even the Dark One himself) cause Myrddraals to join up in small fighting groups to carry out their given mission.
This is rarely seen, as the numbers of these Neverborn is much limited to the creation of their posioned swords. Swords that require not only the attention and craftmanship of the Shadowforgers of Shayol Ghul but also one human sacrifice to each of them. All this makes the Myrddraals a rare weapon with great force - if used in the right place.
(1) Darkhounds
[heavy cavalry]
Fast moving, Powerful charge, Frighten nearby enemies, Excellent Stamina
There are many legends and mysteries surronding the Darkhounds, and in these times few know their existance at all. They are corrupted creatures that hunt their prey for the dark lord. Being strong andhard to kill they are feared by all who knows them - including "allied" darkfriends.
(1) Darkfriend Militia
[light infantry]
Can sap, Vulnerable to missiles, Poor Morale
Not all friends of the dark join voluntarely, many are drafted against their will in the cities captured by the Shadow. If not given to the Trollocks as food, these peasants, traders and merchants are grouped in Milita units to give their unwilling support to the dark armies. They work mainly as meatshields and are often quickly consumed in battle. Fighting without any true spirit or dedication to the task.
(2) Darkfriend Archers
[archers]
Can sap, Vulnerable to missiles, Can use flaming arrows, Poor Morale
The few archers to be seen in the Dark One's armies (except the few bows that Trollocks may carry with them) is made up by drafted "darkfriends" from captured villages and cities. Often consisting of any man or woman able to wield a bow they are seldom very effective, much because of their poor morale and fighting spirit.
(3) Darkfriend Riders
[light cavalry
Fast Moving, Can form wedge
Some of the more trusted darkfriends may be used to form smaller units of light cavalry to scout and commence flank attacks against enemy forces. Although more loyal then the normal "mob" the darkfriends still have far to go before their dedication can match even the weakest of Myrddraals.
==Buildings==
>>Trollock Cloisters
Level 1: Trollock Band
Level 2: Trollock Archers
Level 3: Trollock Fist
Level 4: Archer Fist
Level 5: Myrddraals
>>Oathbreaker's Circle
Level 1: Darkfriends Milita
Level 2: Darkfriends Archers
Level 3: Darkfriends Riders
>>Ritual Chamber (require level 3 (0r 5?) city)
Level 1: Darkhounds
>>Weaponsmith
(?)
>>Hanging Grounds
+10/15/20/30/40% Law
>>Breeding Pits
1/2/3/4/5% Population Growth
Fighting Arena
+1/2/3/4/5 Experience
=====================================
>Creatures of the Blight:
Should we really have them in the dark armies? As what I have understood from the books they attack both Trollocks and humans - making no difference. It seems unlikely that the dark generals - or even the Chosen themselves - would be abel to control these creatures. Maybe they could just be "bandits" running around and killing in the Blight?
>The Trollock Band is without a Myrddraal and the Fist with one.
>I also have an idea for how to make it more realistic with the villages - their are little humans living in the Blight. If we could have a building (that can't be razed or destroyed in any way) that is named "Trollock Population" in the Trollock villages and "Human Population" in others we could make the buildings you need to train drakfriends require a "Human population" and the ones you need to train Trollocks require "Trollock Population. Just a suggestion though.
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Re: The Wheel of Time - Total War (for Rome)
Quote:
Originally Posted by CrownOfSwords
Im the one who created most of the unit list you see there, I agree with Stone Dogs forgot about that, and I think it might have been Lan who said "Stopping a charge by Stone Dogs is like stopping an avalanche."
Hmm might have been him too.
Quote:
Originally Posted by CrownOfSwords
Rand doesnt really use Maidens as his bodyguards, I think they should be some sort of heavily armored cavalry unit, to represent the three cities (Illian, Tear and Cairhen).
Doesn't use them as bodyguards? From the Cold Rock's attack, where they took the role as his guard unit they have guarded him all the time, except the month in Illian, too the place where he ran away. Thats a very long time I would say, certainly longer then any wetlanders have.
Quote:
Originally Posted by CrownOfSwords
None of the Aiel wear armor so by classing them by light/heavy infantry doesnt represent really what im talking about. Just an increase of attack and some defense armor points should be really low. Which proven by New Springs represents how to stop aiel which is showers of arrows, its Lan who said in New Spring that its easier to kill aiel with arrows.
No Legion of the Dragon is a heavy footunit with hand to hand fighting capabilities, taking that out is taking out part of the book. Band of the Red hand is pikes and cavalry and archers nothing about swordsmen in the book.
As for how I listed the units its by random mostly except for the few units we definately know how to place them such as water seekers, red shields, maidens and stone dogs.
Mm armor points should be low on aiel, what I meant with heavy was that they would take the heavy role other armies would have had... High defence though.
The Legion has never engaged in hand-to-hand combat at any place in the books. The Seanchan officer did a comment about that, how they backed away when the seanchan tried to charge them... We know of more swordsmen among the Band then in the legion, even if I agree with you that they should be only pikes and cav, since we have the other roles in other units among the Forces.
Black_Draen
Remember the thakan dar (sp?) blacksmith, shouldn't it be the building that construct Myrddraals?
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Re: The Wheel of Time - Total War (for Rome)
Hmm I reallt miss the edit thing that you often see on foruns... anyway, remembered some stuff....
Quote:
Originally Posted by Myrddraal
Files will be up soon... ~:)
Ok, I would like to know ehat needs to be done about tha campaign map, I've played around today and created some kind of Iliian, if it's needed. I can do more, to.
Quote:
Originally Posted by Myrddraal
Hmmm I replaced some quotes in the game yesterday... is there any idea I continue, or is there someonelses doing it? I've have put in like 30 wot-quotes so far.
And don't be to hard on tippa2kk, there is a pretty big chance we will see guns in KoD...
Some unit descr. Use if you wan't to, I'm not satisfied my self, but anyway...:
White Lions
Formed in the time after the riots in Caemlyn by “lord Gaebril” the White Lions became the first elite army in the history of Andor not swearing to serve the Queen of Andor, but Andor it self. They take their order directly from Gaebril, and most of the people don’t consider them any better then bandits. Most of the soldiers fighting in the White Lion are mercenaries, and so is their captain Daved Hanlon. Hanlon has a long reputation as a mercenary, he is known as an ruffian, and it’s rumoured he don’t care who his sword kill, and that he actually takes pleasure in the deeds of murdering, raping and looting, something that the men under him seems to have picked up. Still, you shouldn’t make the mistake of not taking the White Lions as a serious threat, since they are more then capable soldiers, something they recently have proved in the advances they have done in their interference in the ongoing Cairhien civil war.
Miner Militia
From mining regions in the Mountains of Mist around the small city Baerlon the Andoran army gets the Miner Militia, which is exactly what it sounds as, armed miners. This is a quite formidable force with men hardened by years with hard work under ground, and they also have a reputation in Baerlon as troublemakers which indicate at their fighting capabilities. But of course there are drawbacks with these men, who have lived their whole life fighting with each other and drinking too much alcohol. For one, their morale is pretty bad, and for the other they aren’t doing very well if they come up against horses since they seems to prefer fighting with their fists. On the other hand, this gives them an advantage when facing other infantry units, and especially other types of militia and peasants.
Men of Caemlyn
The person who holds Caemlyn holds Andor, but to take hold of the great city you must face the inhabitants, the Men of Camelyn. Normally these men are peaceful, as long as you do not offend their loved Queen, or their city, but when their homes are in danger or their ruler call them, they turn into a capable force, armed with swords and with either skin or mail armour, which gives an good protection against the average weaponry. They might not be the best trained soldiers available, but they have a burning zeal for their Queen which compensate that lack of training. When the Queens Guard and the regular army isn’t enough the Queen rouse these men, and they always come to fight for their country, city and above all their Queen.
Especially tha last one is bad, in my opinion...
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Re: The Wheel of Time - Total War (for Rome)
Andreas, I didn't realise you wanted to be on the team, I though you were just a fan. Thats why you don't have access to the files.
Does this mean I make you an official member?
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Re: The Wheel of Time - Total War (for Rome)
Black_Draen, I like your buildings, but I had already worked out some shadow units for the mod for medieval. Here they are:
Myraddraal
Unit size: 20
Weapons: Swords
Notes:
http://www.eigenspace.net/wot/yinyang1.gif Cause fear in all human units
http://www.eigenspace.net/wot/yinyang1.gif Disciplined
http://www.eigenspace.net/wot/yinyang1.gif Can dismount before battle
Dha'vol Trollocs
Unit size: 133
Weapons: Axes
Notes:
http://www.eigenspace.net/wot/yinyang1.gif Bonus against armored troops
http://www.eigenspace.net/wot/yinyang1.gif Vulnerable to projectiles
http://www.eigenspace.net/wot/yinyang1.gif Poor moral
http://www.eigenspace.net/wot/yinyang1.gif May charge without orders
Dhai'mon Trollocs
Unit size: 133
Weapons: Swords
Notes:
http://www.eigenspace.net/wot/yinyang1.gif Vulnerable to projectiles
http://www.eigenspace.net/wot/yinyang1.gif Poor moral
http://www.eigenspace.net/wot/yinyang1.gif May charge without orders
Ko'bal Trollocs
Unit size: 133
Weapons: Spears/Bucklers
Notes:
http://www.eigenspace.net/wot/yinyang1.gif Bonus against cavalry
http://www.eigenspace.net/wot/yinyang1.gif Poor moral
http://www.eigenspace.net/wot/yinyang1.gif May charge without orders
Ahf'frait Trollocs
Unit size: 50
Weapons: Short bows/Swords
Notes:
http://www.eigenspace.net/wot/yinyang1.gif Vulnerable to projectiles
http://www.eigenspace.net/wot/yinyang1.gif Poor moral
http://www.eigenspace.net/wot/yinyang1.gif May charge without orders
Kno'mon Trollocs
Unit size: 133
Weapons: Javelins
Notes:
http://www.eigenspace.net/wot/yinyang1.gif Bonus against armored troops
http://www.eigenspace.net/wot/yinyang1.gif Vulnerable to projectiles
http://www.eigenspace.net/wot/yinyang1.gif Poor moral
http://www.eigenspace.net/wot/yinyang1.gif May charge without orders
Darkhounds
Unit size: 20
Weapons: n/a
Notes:
http://www.eigenspace.net/wot/yinyang1.gif Bonus against armored troops
http://www.eigenspace.net/wot/yinyang1.gif Vulnerable to projectiles
http://www.eigenspace.net/wot/yinyang1.gif Bonus against mounted troops
http://www.eigenspace.net/wot/yinyang1.gif Cause fear in horses
Creatures of the Blight
Unit size: 20
Weapons: n/a
Notes:
http://www.eigenspace.net/wot/yinyang1.gif Vulnerable to projectiles
http://www.eigenspace.net/wot/yinyang1.gif May charge without orders
Darkfriends
Unit size: 133
Weapons: Swords
Notes:
http://www.eigenspace.net/wot/yinyang1.gif Weak attack
http://www.eigenspace.net/wot/yinyang1.gif Very weak defence
http://www.eigenspace.net/wot/yinyang1.gif Poor moral
Darkfriend Archers
Unit size: 80
Weapons: Bow/Swords
Notes:
http://www.eigenspace.net/wot/yinyang1.gif Weak attack
http://www.eigenspace.net/wot/yinyang1.gif Very weak defence
http://www.eigenspace.net/wot/yinyang1.gif Poor moral
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Re: The Wheel of Time - Total War (for Rome)
And here are the descriptions for them:
Myraddraal
Myraddraal were first accidentally produced during the War of power and were a spin off of Trollocs. Myraddraal are much more human than their Trolloc brothers, seemingly a tall pale skinned man, the main difference is that only pale skin covers where their eyes should be and they wear night black cloaks which even the strongest wind will not touch. Somehow though Myraddraal can still see and their stare will incite fear even in the bravest of men, hence the saying in the borderlands "The gaze of the Eyeless is fear". Trollocs fear the sheer cruelty the Myraddraal are capable of and so Fades make perfect leaders for shadowspawn armies. Myraddraal are known to be able to disappear into shadows and appear in a shadow miles away. Myraddraal are very hard to kill. Even headless they only truly die at sunset. They wield blades forged on the slopes of Shayul Ghul and which have been seasoned with a human soul. These blades are not only black but seem to absorb light and one nick of these blades will kill if not soon healed by an Aes Sedai.
Unit size: 20
Weapons: Swords
Notes: - Cause fear in all human units.
- Disciplined
- Can dismount before battle
Dha'vol Trollocs
Trollocs were created during The War of Power by the forsaken Aginor. They are a genetic cross between humans and various animals in an attempt to create the ultimate warrior. The result was Trollocs who although having much greater than human strength and are bloodthirsty and well adapted to killing, they have no discipline or courage. They are lazy cowards at heart and will only attack if they are certain of victory or more afraid of their commander than of the enemy. Trollocs are the only Shadowspawn known to have formed a society based on a tribal structure. These clans gain reputations which are often based on truth. Dha'vol Trollocs live in the very shadow of Shayol Gul itself, in Thakan’dar and the black valleys and gorges around it. They are the fiercest of all Trollocs, often used to spearhead the attack. They are unflinching in their devotion to their Dark master. They are renowned for their strength and prefer weapons like clubs and axes though they lack the speed of other Trolloc tribes. Their reputation is fearsome, and they are the Trollocs that the Borderlanders fear the most.
Unit size: 133
Weapons: Axes
Notes: - Hard to kill
- Bonus against armored troops
- Vulnerable to projectiles
- Poor moral
- Charge without orders
Dhai'mon Trollocs
(Same as Dha'vol until *) Dhai'mon Trollocs are known to be even more cowardly than most and tend to gather into larger groups. They are also good runners, supposedly from the many times they have fled the field. Despite these rumors these Trollocs are still very good fighters and are well known for their ability to scavenge, both for food and equipment.
Unit size: 133
Weapons: Swords
Notes: - Fast
- Venerable to
projectiles
- Very Poor moral
- Charge without
orders
Ko'bal Trollocs
(Same as Dha'vol until *)
Ko'bal Trollocs often show a preference for stabbing weapons such as spears, tridents and hooks. These weapons cannot slash or block enemy blows easily so these Trollocs also fight protected by various bucklers and shields. Because of this they are not as vulnerable to projectiles as other Trollocs, and are solid in defence and reliable in attack, thanks to their discipline, which is rigid (for Trollocs). Ko'bal Trollocs tend to defend well against mounted units, because of their superior discipline and effective weaponry.
Unit size: 133
Weapons: Spears / Bucklers
Notes: - Bonus against
mounted troops.
- Poor moral
- Charge without
orders
Ahf'frait Trollocs
(Same as Dha'vol until *)
Ahf'frait Trollocs live in the fetid marshes north of the ancient kingdom of Malkier. Over the centuries, these Trollocs have developed an aptitude for archery, using short bows and wicked barbed arrows to hunt their prey in the swamps. For this reason the Ahf'frait are the only Trollocs who fight at range. Despite their skill they are still far inferior to human archers, and their bows are poor replicas of the finely tuned weapons of Men.
Unit size: 50
Weapons: Swords / Short
bows
Notes - Venerable to
projectiles
- Poor moral
- Charge without
orders
Kno'mon Trollocs
(Same as Dha'vol until *)
The Kno'mon live in the far north, north even of Shayol Gul, where the land is shrouded in deadly ice, and winds that can strip a man to the bone in minutes whip across the plains. Here only the toughest survive and those who remain are the strongest, the fastest and the most vicious. Like the Ko'bal Tribe Kno'mon Trollocs favor spears, but instead of the long pikes and bills of the Ko’bal they carry several short heavy spears which they use to throw at the enemy as well as stab. These throwing spears are short ranged but heavy enough to be deadly even to heavily armored troops, as the Borderlanders have known for a very long time. The Kno'mon often migrate south to raid and pillage the Borderlands, and are never slow to answer their master’s call when the tribes march forth from Tarwin’s Gap. However, they always return to their icy holds in the frozen north, often laden with plunder from defeated human armies
Unit size: 133
Weapons: Javelins
Notes: - Bonus against
armored troops
- Vulnerable to
projectiles
- Charge without
orders.
Unit list: The Shadow (2)
Darkhounds
In the lands far from the blight the Wild Hunt is a story told to frighten children in which the Dark One is the huntsman who sends his hounds to catch children who have been bad. Yet darkhounds do exist and even though the Dark One does not ride behind them they are terrible enemies to face. A pack can run down most horses over time as they are relentless and seem never to tire. Their saliva is corrosive and will etch metal if the metal is not first broken by their jaws, and one drop on the skin can kill. Because of this armor has little effect. They leave no trace in the wettest mud but their footprints can be seen in any stone they crossed. In most cases it is easier to detect their passing by the sulphurous smell they leave in their wake.
Unit size: 20
Weapons: N/A
Notes: - Bonus against
armored troops
- Vulnerable to
projectiles
- Bonus against
mounted troops
Creatures of the Blight
The Blight is the name that men give to the lands in the far north, which lie under the Shadow of the Dark Lord’s hand. It is twisted, corrupted by the Dark Ones touch. Here trees rot as they grow and sometimes move to ensnare other creatures and feed on them. Amongst this desolate wasteland creatures live, corrupted as much if not more than their surroundings. These twisted and horrible monsters do not serve any general but they are beings of the Dark One and at times they will fight against those he directs them at. They are uncontrollable at best and there are very few available for war, but they are dangerous fighters and are often capable of tearing a man limb from limb, possessed as they are with terrible strength and a relentless hatred of humanity.
Unit size: 20
Weapons: N/A
Notes: - Vulnerable to
projectiles
- May charge without
orders
Darkfriends
Often the rewards promised by the shadow to humans are attractive. Power, riches and even simply to be on what they believe will be the winning side after the last battle are amongst what Shai’tan offers to his faithful followers. But Darkfriends take oaths, and despite the saying "No man can walk so long in the shadow that he cannot turn back to the light", these oaths are seldom broken. Many darkfriends do not truly understand how serious the vows are, and most of them envisioned the power they were promised rather than the appalling conditions in which they have to live and fight in often used to fill Trolloc cook pots or expended as cannon fodder. However most darkfriends never fight for their master, merely performing small tasks such as spying, informing and on occasions as assassinating for the shadow whilst masquerading as honest citizens.
Unit size: 133
Weapons: Swords
Notes: - Weak attack
- Very weak defense
Darkfriend Archers
(Same as darkfriends up to *)
Darkfriends with any skill at archery are grouped and equipped as they are the only effective projectile weapon available to the shadow.
(Same as darkfriends after *)
Unit size: 80
Weapons: Bows / Swords
Notes: - Weak attack
- Very weak defense
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Re: The Wheel of Time - Total War (for Rome)
Quote:
Originally Posted by Myrddraal
Andreas, I didn't realise you wanted to be on the team, I though you were just a fan. Thats why you don't have access to the files.
Does this mean I make you an official member?
Yeah, you can do that. I can map tha campain map, fix the quotes and probably musch other changes in the textfiles, if I only look into it. I can do 2D art to but it seems there are enough persons doing this already.
But shall I continue with the quotes? I have my own collection, plus the wotmania collection to go from so it's many quotes, and I will not add them if I don't have to ~:)
About the trollocs... Shouldn't you take the three largeest tribes (those that are capter icons, can't remeber their names it's not har to fin out) and let the units be the same for every one?
-
Re: The Wheel of Time - Total War (for Rome)
Andreas, you wont need to make a campaign map from scratch, I'm already working on one, you will see in the readme for the files what has to be done.
As for quotes, no one else is doing them, so you might as well.
Just one point Andreas, I get the impression that you take membership for granted, you seemed to assume that you were already a member without anyone admitting you. I don't want to refuse you, but we have to work as a team. I will give you access to the files.
I don't get what you mean about the trollocs. We've already decided which will be the three main trolloc clans. Maybe only those tribes should have those units, but I think giving different trolloc units names from the other tribes is a good idea.
-
Re: The Wheel of Time - Total War (for Rome)
-Myrddraal: The descriptions looks nice but I can't agree with you when it comes to what units should be in the mod.
The first thing I reacted to when I saw your suggestions was that there is nothing that enable the use of level-buildings. Building them all at once is quite boring, and its also boring if upgrading your Trollock Cloister does not give you more advanced units.
It would also look a bit weird with the Fists having the same names as the clans. Wouldn't it be better to have either the fists or the fractions having the names? Have you found what the clans do "for a living" in a book or have you created the background yourself?
Maybe there it could be possible to build 2-3 types of Trollocks at every level, and then increasing to better types of Fists as in my suggestion?
The same is for the Darkfriends, only archers and close-combat troops is not very well adapted for a level-system. You would need 3-5 different darkfriend units (maybe what I suggested + Darkfriend Fanatics, Dreadlords?).
Another thing that has nothing to do with the units, what do you say about fixing the fractions and units at the same time as the campaign-map? We can always do it without special-graphic and then add graphic when its done. Not sure if you haven't started on it already though.
The custom-battles is after all the multiplayer-part and it would be nice if we had some stuff ready, both for testing and balancing but also simply because it would be great fun to try out smaller battles between mod-members.
If you show me what files it is that contain the data I can give it a try.
-TheDevil: I have no idea about how to make Shayol Ghul and the three Trollock-clans (correct me if I'm wrong but there isn't any pictures or descrp. on their symbols, or?). If you feel you have any insipration feel free to do them :)
(btw; what do you say about my "Trollock Population" suggestion?)
-
Re: The Wheel of Time - Total War (for Rome)
Quote:
Originally Posted by Myrddraal
Andreas, you wont need to make a campaign map from scratch, I'm already working on one, you will see in the readme for the files what has to be done.
As for quotes, no one else is doing them, so you might as well.
I stated with the quotes today, went pretty smooth except one thing, check here: https://forums.totalwar.org/vb/showthread.php?t=42403
I will look into the camp. map some day to come, tomorrow pr saturday most likely.
Quote:
Originally Posted by Myrddraal
Just one point Andreas, I get the impression that you take membership for granted, you seemed to assume that you were already a member without anyone admitting you. I don't want to refuse you, but we have to work as a team. I will give you access to the files.
Mm I understand it might have appeared as that now, but I didn't really. When I found this mod I actually didn't know anything about modding Rome, and just thouht "hey, cool an wot mod"... But then I looked into the modding and realized it wasn't to hard, so I thought I just might help you a little. I hadn't really thougt about membership before you asked, just to some smaller things to help you. Now I will do more, if you want, of course. And thanks.
Quote:
Originally Posted by Myrddraal
I don't get what you mean about the trollocs. We've already decided which will be the three main trolloc clans. Maybe only those tribes should have those units, but I think giving different trolloc units names from the other tribes is a good idea.
I mean that if you use the same tribe-fists it will be weird, since I do not think the major tribes would accept the smaller to work with others. Personalize them instead by naming them after the faction tribe, and let them have the same stats. Keep your original setup for the NaesBlis, to represent that many tribes work for him... thats my sugestion at least.
Black_Draen: Shayol Ghul should really just be black in my opinion, since that was the banner used during the trolloc wars. For the others, there are a chapter iconset with three tribesymbols, I'm trying to find them, but it seems they are gone from wotmania...
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Re: The Wheel of Time - Total War (for Rome)
I finally managed to create some units when I had an idea for the Two Rivers Militia. I reckon that they should be archers with a spear attack instead of two seperate units of spears and longbows.
I created a unit of them to test and it worked pretty well. I made them the best archers in the game with enough melee skills to beat militia and the weakest of the first combat units but they would lose against hastati units and anything better.
This means that whilst they will be used as archers whenever optional, they can double as emergency combat troops but take many losses. Their archery skills would be balanced out by the amount of time it takes to train and the fact that they can only be trained in one province. This means that Andor will not use them further from home very often because they can't train them in short amounts of time. They would be devastating in early game but as Andor expands these are likely to appear less often in armies sent abroad just because it would take them a while to get there.
The reason I think that they should be one unit only is that they would only really be used by Andor as longbowmen. The spearmen are really just normal militia with good morale.
They should be trainable only in the Two Rivers (stating the obvious) and also take a long time to train.
If you want I can post the stats.
-
Re: The Wheel of Time - Total War (for Rome)
ok, a black banner then :-)
If you find the other banners just send them to me and I'll fix them, at the moment I have much job with the current ones.
(btw; is it only me or are we quite many from Sweden in this mod?) ~:)
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Re: The Wheel of Time - Total War (for Rome)
This is for both the dev members and people who don't really know what WOT is, ive collected many drawings from all over the internet that I like of the book and its units and such. I will give brief descriptions with each pictures, many of the pictures are simply from the card game ignore the cards the drawing is what matters :bow: I spent hours preparing this post and many more hours searching out the internet.. so enjoy please :charge:
(Edit) Sorry for such a long post, but its fun to look at and read, and if you havent read the books I may have you hooked by the end of it :P. Sorry for any spelling errors was in a rush to finally finish it.
Aiel - People of the Dragon. They live in the desert called the waste beyond the dragonwall where the weak and cowardly die. They do not wear armor, or use swords but are deadly with their spears, bows, heavy knives and able to kill men with their barehands (pratice forms of martial arts). They wear no armor but carry a small buckler, dressed in garment to conceal them in the terrain often dirt colored cloaks. They will not kill before their viel themselves, therefore in the game will always be represented with a viel over their face. Some of the most powerful armies in the world, in the Aiel war it took a combined force of every nation to fight them, but they do battle among themselves more than among the wetlander nations.
http://img66.exs.cx/img66/1887/aiel72ou.jpg
http://img109.exs.cx/img109/6881/aiel9dc.jpg [IMG]
http://img110.exs.cx/img110/6746/aiel56hn.jpg
http://img128.exs.cx/img128/1255/aiel69qc.jpg
http://img50.exs.cx/img50/1746/aiel81ed.jpg
http://img40.exs.cx/img40/6177/aiel90sl.jpg
http://img37.exs.cx/img37/6453/aielandfootman7ux.jpg
Amadicia
These troopers serve the king of Amadicia, but really are no more than a puppets to the children of the light who are the real controllers of Amadicia.
http://img34.exs.cx/img34/5429/amadiciansoldier2ei.jpg
Andor
Proud men of the crown city of Caemlyn, they serve their queen with complete dedication. Overlords of Two rivers and the lands to the mountains of the mist, strong ties with Tar Valon, every daugther-hier is sent to be trained in Aes Sedai ways, and the sons to be trained with the best swordsmen of the world, Warders.
http://img14.exs.cx/img14/4525/andorfootmen8nh.jpg
http://img7.exs.cx/img7/3647/andorinfantry0dh.jpg
Queens Guard
http://img158.exs.cx/img158/6739/and...nsguard9yj.jpg
White Lions (Rand era only mostly Darkfiends)
http://img61.exs.cx/img61/8246/andorwhitelions5nb.jpg
Asha'man - Means Guardians in the old tongue, serve the Dragon Reborn. Fight with the one power. Nations tremble at the feet of these men.
http://img59.exs.cx/img59/8398/ashaman0nv.jpg
http://img69.exs.cx/img69/9028/ashaman25js.jpg
The Band of the Red Hand - Serve the Dragon Reborn under his friend Mat Cauthon. Made up of men from many nations, live by the luck of Mat Cauthon.
http://img114.exs.cx/img114/6339/ban...redhand9yp.jpg
http://img123.exs.cx/img123/8552/ban...edhand24cw.jpg
Cairhen
These men supposedly guard the dragonwall to keep the Aiel in the waste, but the last time they crossed it took every nation united to throw them back, but do not be mistaken Cairhen has good soldiers as good as any of the southland nations.
http://img105.exs.cx/img105/7155/cairhienelite5ev.jpg
http://img48.exs.cx/img48/9981/cairhienfoot2qf.jpg
http://img50.exs.cx/img50/1463/cairhienfoot26bx.jpg
http://img44.exs.cx/img44/2272/cairhienguard2yb.jpg
Children of the Light (Amadicia)- These men hold the true power behind Amadicia. Behind their crusade against the Dark One they search out Darkfiends in every land. They are a true proffesional force proven by the Troubles (The Whitecloak war).
http://img45.exs.cx/img45/4997/child...helight5ut.jpg
http://img32.exs.cx/img32/6858/child...elight20jl.jpg
http://img36.exs.cx/img36/7573/child...elight39cp.jpg
http://img13.exs.cx/img13/3129/child...elight48mm.jpg
Rand al'Thor, the Dragon Reborn is just as feared as supported. Three thousand years before he was born and defeated the Dark One banishing him back into his prison. Now as the Champion of the Light he is born again, he wages his war against the Dark One and intends to have a united army to fight the Dark Ones horde. He commands the Asha'man and some Aes Sedai, kings and queens tremble at his very name.
Rand and his army:
http://img7.exs.cx/img7/6669/crownofswords7zd.jpg
Legion of the Dragon(heavy crossbowmen)
http://img7.exs.cx/img7/3340/legionofthedragon4wp.jpg
Im not really sure who these soldiers are, I need to reread the part of Far Madding I am assuming these are the guards of Far Madding. Cool drawing though:
http://img27.exs.cx/img27/6546/footmen34sr.jpg
Illian:
The city itself of Illian has never had a need for walls surrounded by a vast swamp and the ocean. Illian is ruled by a king and the council of nine. Guarding both are the Companions true elite royal guards. This is not a weak nation, guarded by its fleet and people it has long been a rival of Tear.
The Companions:
http://img107.exs.cx/img107/8080/ill...panions6tx.jpg
Illian soldiers:
http://img50.exs.cx/img50/4390/illianfootman21ko.jpg
http://img42.exs.cx/img42/589/illianfootmen9tj.jpg
Kandor:
One of the four nations that guards the blight. The people of Kandor know war, and have defended the blight against the Trolloc horde since the Breaking.
Kandor soldier:
http://img39.exs.cx/img39/5528/kandorifootman0ob.jpg
Saldea:
Another of the four nations that guards the blight, these men are superb horsemen, and have a trace of descent (asian-like) descent.
http://img154.exs.cx/img154/5789/saldeanfootman3rs.jpg
Seachan:
When Artur Hawking conquered the world, he sent armies across the oceans to conquer the lands beyond. After Artur Hawking's Empire crumbled it was divided and changed into many of the nations now standing. Seachan the descendants of Artur Hawking, the people across the sea have returned to reclaim what was their's. Very adept warriors have trained for 'The Return' for many years, wear Samurai-like armor and command beasts they come to reconquer the world and challenge the Dragon Reborn.
http://img52.exs.cx/img52/1926/seachan3qq.jpg
Seachan beast rider fighting Tairen horseman:
http://img59.exs.cx/img59/1710/seach...orseman3sf.jpg
Shienar:
Shienar was not always on the Blight, but they have always aided in its defense. When Malkier was overrun Shienar was put against the Blight, and has defended it ever since. True warriors known for having the best heavy cavalry in the world. These men of fight with two handed swords, well equipped and well armored. Their skills have been well honed over the years fighting Trollocs, these men know no fear and fight for the honor and defense of Shienar.
http://img108.exs.cx/img108/5451/shi...footman6db.jpg
Tar Valon:
Home of the Aes Sedai, nations heed the call of Tar Valon the home of the white tower. Aes Sedai have pulled the strings of the nations for thousands of years. No ruler would refuse a summons by the Amyrlin seat, but Aes Sedai do not do battle except against the Dark One. The nation is guarded the Guards of Tar Valon, and the Warders. Well trained and well equipped soldiers.
http://img116.exs.cx/img116/4175/tarvalonguard1bl.jpg
http://img120.exs.cx/img120/4140/tar...orseman4mr.jpg
Tarabon: Guarding the crown city of Tanchico, Tarabon men have known war often fighting Arad Doman, and lending aid in the Aiel war.
http://img121.exs.cx/img121/4999/taraboninfantry1qf.jpg
Tear:
Tear is the home of the greatest fortress in the World. Known simply as the Stone, no army has every conquered the Stone everyone broken like water against the huge defenses. The men who guard the Stone are the Defenders of the Stone, who serve the Tairen High Lords. Tear is not ruled by a king, but many high lords. Hated rivals of Illian, these men know war from the many battles against Illian and the Aiel war. Defenders of the Stone guard the Stone, but in the field in wars they are the True elite of any army, well equipped and well trained.
Defenders of the Stone:
http://img10.exs.cx/img10/7752/defen...hestone0ml.jpg
http://img136.exs.cx/img136/5605/tea...estone22ww.jpg
http://img54.exs.cx/img54/4338/teard...hestone5tq.jpg
Tairen Pikemen
http://img108.exs.cx/img108/7466/tearspearmen4ly.jpg
The Army of the Dark servants of Shai'tan:
Shai'tan lives is trapped in his prison, put there by the creator, nearly escaping and putting the world under the shadow during the War of Power. Lews Therin Telamon defeated him and banished him back to his prison putting unbreakable seals on his prison. Yet the seals fail, and the Dark One will be soon free. The Dragon Reborn must stand against him or the world will fall under the shadow. His main servants are the Forsaken, men and women who can channel who serve the Dark One even in death. Fades and Trollocs were created to wreak havoc on the earth. The Dark One comes again can the armies of men stand against him?
The Forsaken:
http://img114.exs.cx/img114/6651/forsaken5wy.jpg
Fades (The eyeless)
http://img68.exs.cx/img68/629/fade8tv.jpg
http://img69.exs.cx/img69/6434/fade31df.jpg
http://img30.exs.cx/img30/7262/fade25ul.jpg
Trollocs
http://img117.exs.cx/img117/2193/trollocs27sf.jpg
http://img123.exs.cx/img123/6444/trollocs37ys.jpg
http://img124.exs.cx/img124/8887/trollocs57eo.jpg
http://img126.exs.cx/img126/4340/trollocs75tp.jpg
I hope this gives the fans something to look at ~:cheers:
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Re: The Wheel of Time - Total War (for Rome)
I'm going to be seachan and Shienar they're rather cool :D
well.....REALLY DAMN COOL ! is more like it...
great information btw, I did plan on reading the books, now I really can't wait for the mod and as such shall read the books.
there are 9 atm aren't there?
or is he writing the 9th?
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Re: The Wheel of Time - Total War (for Rome)
Im glad someone appreciates my post! :charge:
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Re: The Wheel of Time - Total War (for Rome)
Quote:
Originally Posted by RedSilver
I'm going to be seachan and Shienar they're rather cool :D
well.....REALLY DAMN COOL ! is more like it...
great information btw, I did plan on reading the books, now I really can't wait for the mod and as such shall read the books.
there are 9 atm aren't there?
or is he writing the 9th?
There are 10 (and a prequel). He is writing the 11th book called "Knife of Dreams" (publishing date is late 2005, I think). There will also be 2 more prequels, and 3 more WoT books (totalling 13 WoT main books, and 3 prequels)
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Re: The Wheel of Time - Total War (for Rome)
hi,
@myrddraal: i finally re-set up the computer(after rtw did not work no matter what i tried to do.... )
are having still this prob with the camp files?
ps: if someone needs help at www.radderzeit.de , just ask me to translateit - im swiss ^^
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Re: The Wheel of Time - Total War (for Rome)
Great post CrownOfSwords, I especially like the second fade one. Thats exactly how I imagined them.
Because this mod is picking up speed, and popular enough to get 1400 hits on the website, I splashed out £9.99 to get a proper address for it:
Visit: www.wot-tw.co.uk
It needs updating, I will do that in the next few days.
Have you seen this:
Objects on the campaign map
I think it would be good to spice up the map with some stuff like this.
@Sephriel, the map is now working, download it in the developers area. Which, by the way, will soon change address:
New dev area will soon be at:
www.wot-tw.co.uk/dev
If anyone wants an email like CrownOfSwords@wot-tw.co.uk, just tell me.
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Re: The Wheel of Time - Total War (for Rome)
Really nice pictures Crown, how many of them can we use? I'm thinking on the authors permission and alike. Could be nice with some of them as background to the loading-screen.
Nice to hear about the website Myrddraal :)
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Re: The Wheel of Time - Total War (for Rome)
Quote:
Originally Posted by Black_Draen
ok, a black banner then :-)
If you find the other banners just send them to me and I'll fix them, at the moment I have much job with the current ones.
(btw; is it only me or are we quite many from Sweden in this mod?) ~:)
I haven't found them, but I might be able to use my scanner, and in that way get them. I might even be able to do it myself, if I can gather enough time... right now I'm mentally exausted after the worst test I've ever experienced... Might try it this evening, as I said before... An I also thougth about the swedish thing, but it seam sweden is a very wotish country, we are four on the wSE-point list at wotmania, before countries like canada and UK...
Myrddraal: Nice with a proper URL. Did you see my post about the trolloc tribes on the last page btw, why they shouldn't be named that same for all trolloc factions?
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Re: The Wheel of Time - Total War (for Rome)
Sorry for the double, but CrownofSwords... Tha large drawing you thougth was Far Madding is Cachin, from NS, Lan and Bukkama(sp?) when the young soldier calls Lan Dai'Shan... As I said, sorry for the double, but i thougth I had to comment it and my current connection was to slow for me to see all the pictures before my prev post..
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Re: The Wheel of Time - Total War (for Rome)
Thats great! There we go a concept for Kandor infantry, much better than the New Spring drawing I posted maybe ill do some work with it in paint and see what I can come up with. Myd maybe I can edit up that page make a good final copy then you should post it on the front page under what the mod is about, good page to give newcomers what we are all about ~:cheers:
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Re: The Wheel of Time - Total War (for Rome)
Sure, Andreas, I agree about the trolloc tribes. Those names are from the Medieval mod.
Will do that CoS. At the moment I'm just trying to get the site up to date.
Currently working on the climates. Will upload them soon.
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Re: The Wheel of Time - Total War (for Rome)
Modified suggestion for buildings & units, the different types of Trollock and darkfriend units is there to make it worth upgrading - and it's always fun gaining access to new units. What do you think of it?
* = Clan Trollocks; Dhai'von, Ahf'frait and Kno'mon
The Band is not led by a Myrddraal
The Fist is led by one
The Armoured is elite trollocks under a Myrddraal.
==Buildings==
>>Clan Hold
>>Trollock Cloisters
Level 1: *Clan Band
Level 2: + Ko'bal Band, Dhai'mon Band
Level 3: + *Clan Fist
Level 4: + Ko'bal Fist, Dhai'mon Fist
Level 5: + Armoured *Clan (better name?)
>>Oathbreaker's Circle
Level 1: Darkfriends Milita
Level 2: + Darkfriends Archers
Level 3: + Darkfriends Riders
Level 4: + (some type of pure fanatics?)
Level 5: + Dreadlords
>>Weaponsmith
+ 1/2/3/4/5 Light weapons
+ 0/0/1/2/3 Ranged Weapons
(not sure about the numbers)
>>Shadowforger (require level 3 city)
Level 1: Myrddraals
>>Ritual Chamber (require level 4 city)
Level 1: Creatures of the Blight
Level 2: Darkhounds
>>Hanging Grounds
+10/15/20/30/40% Law
>>Breeding Pits
+ 1/2/3/4/5% Population Growth
Fighting Arena
+1/2/3/4/5 Experience
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Re: The Wheel of Time - Total War (for Rome)
Only one thing, the Trolloc Clans are Dha'vol, Ahf'frait and Kno'mon.
I was thinking that Ahf'frait would own the western blight, and so have to fight Saldea and Kandor.
Kno'mon would hold central Blight and so fight Kandor, Arafel, and Malkier.
And Dha'vol would hold eastern blight and have to fight Malkier, Arafel, Shienar, and the Aiel.
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Re: The Wheel of Time - Total War (for Rome)
Quote:
I finally managed to create some units when I had an idea for the Two Rivers Militia. I reckon that they should be archers with a spear attack instead of two seperate units of spears and longbows.
I created a unit of them to test and it worked pretty well. I made them the best archers in the game with enough melee skills to beat militia and the weakest of the first combat units but they would lose against hastati units and anything better.
This means that whilst they will be used as archers whenever optional, they can double as emergency combat troops but take many losses. Their archery skills would be balanced out by the amount of time it takes to train and the fact that they can only be trained in one province. This means that Andor will not use them further from home very often because they can't train them in short amounts of time. They would be devastating in early game but as Andor expands these are likely to appear less often in armies sent abroad just because it would take them a while to get there.
The reason I think that they should be one unit only is that they would only really be used by Andor as longbowmen. The spearmen are really just normal militia with good morale.
They should be trainable only in the Two Rivers (stating the obvious) and also take a long time to train.
If you want I can post the stats. .
I'm repeating this as it seems to have been turned invisible by Crown of Swords' fantastic post. I think that the Aiel pictures are amazing. Also, if you are still intent on using the system of Quarters replacing temples then I have a couple of additions.
1) Knitting Circle quarters :- Small bonus to law, small bonus to happiness. 3rd level quarters allows training of Accepted Fugitives (Weaker versions of Aes Sedai with less ammunition, they come from the third level quarters as they are specialist troops to the faction as opposed to Aes Sedai which Tar Valon tries to train.)
2) Wise Ones' quarters :- Large bonus to law, in Rand Era the third level quarters allow training of Wise Ones.
3) Wisdom's Quarters :- Small bonus to happiness, bonus to health. Increased chances of healing after battle.
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Re: The Wheel of Time - Total War (for Rome)
About the Trollocks, I meant that the three clans decided should have their own units (trainable at level 1) and at level 2 Ko'bal and Dhai'mon could also be trained.
I don't like the idea of training Accepted Fugitives, really doesn't fit into the story. It could end up quite weird with women once trained in The White Tower and now attacking it :-P
By the way, CrownOfSwords; what pictures do we have permission to use?
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Re: The Wheel of Time - Total War (for Rome)
I havent talked to any of the artists, I think most of the drawings are done by small time artists in their spare time and I just picked and choosed drawings off of wotmania, im not sure about the legal rights about that considering most do not have their signatures either. But a few of them are big time artists I guess, like the artwork that came straight out of the book and the guy who did the New Spring drawings. I could email them I suppose, but does anyone know the legal issues involved? We aren't selling our modification so whats behind it?
I have a bunch more drawings of characters, I showed in that post about half of the drawings I have. Maybe I will post some more I put detail behind the characters just to give something else to look at. If I had a scanner I could do our artwork all myself, but lacking the scanner im forced to either draw in paint which arent high quality and really low detail, or ask permission to use other peoples drawings.
On another note I found my digital camera if I can find the cables and cd's required to put pictures onto my computer Ill try taking a picture of my drawings lol.. and see how the quality is. Good work guys, keep progressing :charge:
~:cheers: -CoS
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Re: The Wheel of Time - Total War (for Rome)
i know you had problems getting help with the MTW version Myrddraal, so i am delighted you have a real team to work on the RTW now, should be among the best of the RTW mods. ~:cheers:
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Re: The Wheel of Time - Total War (for Rome)
Quote:
Originally Posted by CrownOfSwords
I havent talked to any of the artists, I think most of the drawings are done by small time artists in their spare time and I just picked and choosed drawings off of wotmania, im not sure about the legal rights about that considering most do not have their signatures either. But a few of them are big time artists I guess, like the artwork that came straight out of the book and the guy who did the New Spring drawings. I could email them I suppose, but does anyone know the legal issues involved? We aren't selling our modification so whats behind it?
I do not know about the legal stuff, but I think that we should ask, since it's bad behavior not to.And I think I read at art angels (the aiel sitting in the desert with swords, border) that she liked if you asked her before using her things.
Quote:
Originally Posted by CrownOfSwords
I have a bunch more drawings of characters, I showed in that post about half of the drawings I have. Maybe I will post some more I put detail behind the characters just to give something else to look at. If I had a scanner I could do our artwork all myself, but lacking the scanner im forced to either draw in paint which arent high quality and really low detail, or ask permission to use other peoples drawings.
On another note I found my digital camera if I can find the cables and cd's required to put pictures onto my computer Ill try taking a picture of my drawings lol.. and see how the quality is. Good work guys, keep progressing :charge:
~:cheers: -CoS
If you have proper light, and a steady hand it usually works well wit a camera, I've done it some time...
Almost done with the quotes, I will send them to black_draen when I'm done, since he wanted to try them with some loadingscreen. It's many, much more then vanilla has....
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Re: The Wheel of Time - Total War (for Rome)
Quote:
Originally Posted by Orb
I'm repeating this as it seems to have been turned invisible by Crown of Swords' fantastic post. I think that the Aiel pictures are amazing. Also, if you are still intent on using the system of Quarters replacing temples then I have a couple of additions.
1) Knitting Circle quarters :- Small bonus to law, small bonus to happiness. 3rd level quarters allows training of Accepted Fugitives (Weaker versions of Aes Sedai with less ammunition, they come from the third level quarters as they are specialist troops to the faction as opposed to Aes Sedai which Tar Valon tries to train.)
2) Wise Ones' quarters :- Large bonus to law, in Rand Era the third level quarters allow training of Wise Ones.
3) Wisdom's Quarters :- Small bonus to happiness, bonus to health. Increased chances of healing after battle.
I'm neutral about merging the two 'two rivers' units into one. I like thme both ways. Have you considered the bug that means that giving a unit very high archery attack also increases their melee attack?
As for Accepted Fugitives. They never fight for any nation, they never even reveal themselves. I don't think they should be recruitable by anyone. I don't think the one power should be involved in the majority of battles. Aes Sedai involvement should be extrememly rare.
Andreas could you send me the quotes too, so I can upload them to the dev area.
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Re: The Wheel of Time - Total War (for Rome)
NO way should Two Rivers be pushed into one unit, the book distinctly seperates the archers and spearmen. OK I have class for the next two hours after that im going to search down some of these artists and email them asking for permission, next I will edit up that post make it all clean and nice for ya myd.
~:cheers: -CoS
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Re: The Wheel of Time - Total War (for Rome)
Uploaded the symbols, what do you think of them? What clan do you think should have which symbol?
==> The Shadow >Clan Hold
>>Trollock Cloisters
Level 1: * Band
Level 2: + Ko'bal Band, Dhai'mon Band
Level 3: + * Fist
Level 4: + Ko'bal Fist, Dhai'mon Fist
Level 5: + Armoured *
>>Oathbreaker's Circle
Level 1: Darkfriends Milita
Level 2: + Darkfriends Archers
Level 3: + Darkfriends Riders
Level 4: + Darksworn
Level 5: + Dreadlords
>>Weaponsmith
+ 1/2/3/4/5 Light weapons
+ 0/0/1/2/3 Ranged Weapons
+ 1/2/3/4/5 Armor
(not sure about the numbers)
>>Shadowforger (require level 3 city)
Level 1: Myrddraals
>>Ritual Chamber (require level 4 city)
Level 1: Creatures of the Blight
Level 2: Darkhounds
>>Hanging Grounds
+10/15/20/30/40% Law
>>Breeding Pits
+ 1/2/3/4/5% Population Growth
>>Fighting Arena
+1/2/3/4/5 Experience
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Re: The Wheel of Time - Total War (for Rome)
Quote:
Originally Posted by Black_Draen
Uploaded the symbols, what do you think of them? What clan do you think should have which symbol?
Ko'Bal is the trident, Dha'Vol the skull and I don't know the last, at least not now, I can find out though... But this isn't the clans decided to add... What do we change, the clans or the symbols?
Hmm I'm done with the quotes, almost.. Made a small misstake (forgot to change 17 of them, and I think it screw up if the numbers are wrong so I can't just take those 17 away. I will try to find 17 more, And i think I have about seven, but I need ten more... any sugestions? I've already used the good ones at wotmania..) It's well over 200 by the way, almost the double number of the original amount...
[Edit] The Iron fist is the banner of Dhai'mon. Found it in Against the Shadow, chap. 51 in EOTW. The trident should be blood red by the way.
Myrddraal: Od fourse I send it to you too, you're the leader after all.
And I found the additional quotes, took bits of diffrent prophecies.
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Re: The Wheel of Time - Total War (for Rome)
Just a thought, maybe in the pre-Rand era the White tower could be the senate? After all, everyone had to do what they said. I suppose that this could only work if you kept the emphasis off the shadow and more on the aiel war. I just don't know how overthrowing them would work, because nobody has tried that before the rebel sisters.
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Re: The Wheel of Time - Total War (for Rome)
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Re: The Wheel of Time - Total War (for Rome)
Quote:
I'm neutral about merging the two 'two rivers' units into one. I like thme both ways. Have you considered the bug that means that giving a unit very high archery attack also increases their melee attack?
I did not know about that bug but, though the book separates the spearmen and the archers, I do not think that Andor would use the spearmen as part of its army. I just do not see the point as the longbowmen would be better than the spearmen and so no player would bother training the spearmen.
On the point of the Trolloc Clans, what are the Soulless (Gray Men) going to do, are they going to be assassins or a battlefield unit that can hide anywhere.
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Re: The Wheel of Time - Total War (for Rome)
Quote:
Originally Posted by Black_Draen
You could use the pictures I sent you? They're very good anyway, spec. the iron fist. And I think the trident is good as it is, maybe just make it a tiny bit more red, but I do not think it's very necessary.
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Re: The Wheel of Time - Total War (for Rome)
Possibly Rhuidan could be the senate for the Aiel war, completely take away emphasis on the dark one and put it on the Aiel war. Anyone else been having problems with the forums wasn't able to edit my post the forums kept going down for me.. ~:cheers: -CoS
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Re: The Wheel of Time - Total War (for Rome)
Quote:
Originally Posted by CrownOfSwords
Possibly Rhuidan could be the senate for the Aiel war, completely take away emphasis on the dark one and put it on the Aiel war. Anyone else been having problems with the forums wasn't able to edit my post the forums kept going down for me.. ~:cheers: -CoS
I do not think thats a good idea, remeber that the aiel kept for them selfes most part of the ages. I do not think they should be focused on at all, since most of the conflicts in the modern era were between countries. To have the Aiel as focus would be wrong.
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Re: The Wheel of Time - Total War (for Rome)
I personally do not think that the Aiel war should be the focus. I think that the war with the Shadow is far more interesting. Besides that, the Aiel only came to kill King Laman (I think that's right. I have just started re-reading the series.). Once he is dead the Aiel have no intention of staying and conquering. Thus there would be a particularly short campaign as Laman would die of old age. The Shadow wants to rule the world and thus would not stop having killed one king or taken one country.
Agents suggestion
Diplomats
Most countries - Diplomat
Aiel - Wise Ones
Shadow - Darkfriend Messenger
Tar Valon - Gray Ajah
Spies
Most countries - Spy
Aiel - Maiden Spy
Shadow - Darkfriend Spy
Tar Valon - Blue Ajah (have all of their informers)
Assassins
Most Countries - Assassin
Aiel - Knife Hands
Shadow - Gray Man
Tar Valon - Red Ajah (sometimes they would rather not have to face a man who can channel head on)
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Re: The Wheel of Time - Total War (for Rome)
good suggestions, but the three oaths prevent any aes-sedai from killing any but darkfriends or in defense of their own lives.
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Re: The Wheel of Time - Total War (for Rome)
Quote:
Originally Posted by Peregrine_Tergiversate
good suggestions, but the three oaths prevent any aes-sedai from killing any but darkfriends or in defense of their own lives.
Hmm not reallt, the Red Ajah would have no problems with accusing someone for beeing able to channel. And it only prevents them from killing with the power, the can still use knifes, crossbows, poison and so on. I like it, even if I might agree that the Red Ajah isn't 100% correct, but it gives the right feeling with all three posts beeing represented by Aes Sedai.
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Re: The Wheel of Time - Total War (for Rome)
"good suggestions, but the three oaths prevent any aes-sedai from killing any but darkfriends or in defense of their own lives."
True but this
a) as Andreas has said only applies to using the power. It also never mentions anything about not using air to suspend someone whilst another person stabs them.
b) only applies to themselves. They can still get others to poison, stab or put an arrow through a potential annoyance. The same principal applies to the Blue Ajah. The inability to lie would make personally spying very difficult. Therefore they use others for it who simply support the sister.
Also, men who can channel are much often stronger than women. This means that if a sole Red Sister is tracking a man who can channel then it is obviously very hard to win a head-on confrontation. Therefore it would be probable that a Red Sister learns other ways of beating them. Whilst unethical it would be a helpful skill.
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Re: The Wheel of Time - Total War (for Rome)
I'm not sure if this has been mentioned...
Is it possible to create "Rebel" factions, similar to MTW. If so, it would allow us to implement the idea of False Dragons.
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Re: The Wheel of Time - Total War (for Rome)
when can this be downloaded to public?
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Re: The Wheel of Time - Total War (for Rome)
Ok, I have quite a lot of things to say.
I have been doing some work on the campaign map, I have renamed all the provinces and settlements using the Oblivion research and I am working on making new climates for the Blight, the Waste etc. I should have uploaded these by the end of the day.
One thing I really like about battles is the geography. I always liked the far out shots in LOTRs, and now in game I enjoy it just as much for WOT. I played on the slopes of Shayol Ghul, you could see across the valley of Thrakandar, all the way across the Blight, to the mountains of Doom. It was an impressive sight.
About assasins for Aes Sedai, I can't see it. Aes Sedai never do the dirty work, they pull the strings and an assasin slips poison in for them. I think an assassin should be called a White Tower Agent, or somthing like that.
I got the quotes from Andreas, I will put them in the Dev section.
If anyone wants to do some work on the map, the best thing I think would either be ground types or adding buildings setting the sizes of settlements.
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Re: The Wheel of Time - Total War (for Rome)
i understand and applaud the decision to use the senate+families for Naeblis+Trolloc tribes, but how are you now going to differentiate Tar-Valon from other ordinary nation states?
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Re: The Wheel of Time - Total War (for Rome)
Apart from make them allied to most nations and have them have agents everywhere, I guess there's nothing we can do...
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Re: The Wheel of Time - Total War (for Rome)
*-Peregrine_Tergiversate: Do we need to?
*- Myrddraal: Sounds nice with the campaign-map :-)
Here is my suggestion for loading-screen, I couldn't use your logo because the text was so small that it couldn't be read - and even if I could make it larger (haven't figured out how to use larger pictures than the original) I'm not sure if it would fit.
Second, the background is temporary - it should be exchanged with a nice picture by one of Crowns pictures or alike. I played the map as "britons" on the mod-campaign - the symbol is Altaras.
http://img157.exs.cx/img157/7683/loa...gestion2hd.jpg
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Re: The Wheel of Time - Total War (for Rome)
yes, because Tar-Valon is not just an ordinary nation state.
as to what can be done to make them different.............
> could the cost of agents be reduced for Tar Valon alone?
> are the behavioural attributes of nation states sophisticated enough to be able to make them less likely to attack specific nations?
people came up with all kinds of clever work-arounds for the diplomatic model in MTW, i'm sure they shall be equally inventive in RTW. :)
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Re: The Wheel of Time - Total War (for Rome)
I like your suggestions for the diplomats etc, but Red Ajah will not assassins that is just incorrect. Red Ajah only cares about men who can channel not trying to kill kings in the way, that should be done by some Tower follower. During the Aiel War era Aes Sedai will not be included in the battles, at this time there is no One Power being used in battle. As for who is to be the senate in this age I still think it should be Rhui'dan, perfect take away emphasis from the Dark One in this age for the Blight isnt waging a huge war or anyhting, but make the wars between nations more important. Maybe just make the blight one faction during this time peroid, give them a large bonus to defense in the blight, make them unplayable also, and we have a accurate representation of the blight. The blight should only be powerful enough to throw some raids out everyonce in awhile maybe take a few provinces if the blight border nations are not careful. While with Rhui'dan being the center it will cause everyone to go after the Aiel, make the Aiel 4 factions just like in RTW, same sort of alliance in RTW. The aiel will be forced to conquer fight Wetland nations which could give some sort of effect of the Aiel war. Though Cairhien may be a VERY difficult nation to play in this age lol, it will give a good representation of the Aiel War.
Who else would be the Senate of the Aiel War peroid, dont say Shayol Ghul that would take away from the war with the Aiel and make it be the goal of the time peroid to take Shayol Ghul which doesnt happen till later (if it happens ~:confused: )
Also Myd are we able to change the Seasons? Make the years atleast take 4 turns to complete? Otherwise the 20 year time peroid will go pretty quickly. Better to make it like 8 turns per year. Then we can introduce many of the characters from the books to being faction leaders and heirs and not have to worry about them dying of old age.
~:cheers: -CoS
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Re: The Wheel of Time - Total War (for Rome)
Quote:
Originally Posted by CrownOfSwords
Who else would be the Senate of the Aiel War peroid, dont say Shayol Ghul that would take away from the war with the Aiel and make it be the goal of the time peroid to take Shayol Ghul which doesnt happen till later (if it happens ~:confused: )
But the aiel were even less important, the most important events I think was the whitecloakwars and tha struggles along the blight. To use Aiel as focus would be wrong, that wasn't even a real war in their eyes.
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Re: The Wheel of Time - Total War (for Rome)
I agree with Andreas. Besides, we do not even know if Rhuidean was once used as a city. I think that it was not even finished. It probably could be included as a side event.
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Re: The Wheel of Time - Total War (for Rome)
Quote:
Originally Posted by Orb
I agree with Andreas. Besides, we do not even know if Rhuidean was once used as a city. I think that it was not even finished. It probably could be included as a side event.
oh yes, I forgot that. It has never been used as a place where people live since the days of Jenn.
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Re: The Wheel of Time - Total War (for Rome)
I'm a big fan of the wheel of time series and I'm a fan of Rome:total war, so please go on and make this works ~:).
It's a pity I'm a complete n00b, so I can't help in what sort of way, but if your guys are looking for a beta-tester ~;).
But thanks for being busy with such a great mod
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Re: The Wheel of Time - Total War (for Rome)
Thanks for the support Kheshmet ~;)
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Re: The Wheel of Time - Total War (for Rome)
I've had a go at modelling, I'm not very good, and I don't have 3ds max, so I can't import or export as CAS.
Based on this pic:
http://img50.exs.cx/img50/1463/cairhienfoot26bx.jpg
I've made this helmet:
http://82.68.81.226/david/WoT%20for%.../cairhelm2.jpg
Here being modeled by the RTW model NaeBlis sent me ages ago:
http://82.68.81.226/david/WoT%20for%20Rome/Cairhelm.jpg
Its got far to many polys to implement in game. Many of these will have to be got rid of.
Apart from that, what do you think?
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Re: The Wheel of Time - Total War (for Rome)
Quote:
Originally Posted by Myrddraal
I think it's great, wonderful models. Can see the poly issue though, but still wonderful.
Was thinking about the resources in different provinces today (okay, I know it's a bit geeky but I got a hour of boring programming today, you can do a lot of thinking at those....:)) and this is what I came up with:
Recourses
Andor:
Iron, Silver, Cooper, Gold (All-In-One mining?)
Horses
Alum
Grain
Two Rivers:
Two rivers tabac
Wool
Saldea
Furs
Ice Pepper
Tear
Olive oil
Horses
steel (swords, knifes)
Grain
Altara
Olive oil
Tarabon
Dyes
Mayene
Oil from flyfish
Gheldan
Tabac
Aiel
Silk
Ivory
Sea Folk Islands
Silk
Ivory
Arad Doman
Wood
Is there something missing? And, I think the two rivers tabac should bring more money then the normal. And even if we have no facts about other countries we must come up with something. Also, do anyone know if it is possible to make the river trade routs, we know that those are the main source for the trade. Guess it cannot be done, but still, maybe we can fix this by giving a bonus in trade for the regions with river crossing them, how much depending on which river it is. I will think more on the webdesign tomorrow.
(Funny note: when I spellchecked this, they wanted to change my misspelt bonus to boobs:))
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Re: The Wheel of Time - Total War (for Rome)
No you don't understand who is going to have the Capital city that everyone needs to take? Shayol Ghul is wrong, not until Rand era should the blight be that emphasized. And no Rhui'dan is still a capital in a way its where the Wise Ones meet its sacred grounds to the Aiel even if the city isnt inhabited. Plus by writing the Aiel over Rome it will give them the initiative to start the Aiel war. And if you dont think the Aiel war was the most important thing during this time you need to re-read the books. There is no reference to large battles along the blights, only skirmishes and such. The last large battle was when Malkier fell. And from what I understand that is before the peroid we are putting on. By giving the blight a small role it will effectively represent the simple raiding the blight was doing, give its units a big bonus to fighting in the blight to keep people from conquering it, but also give the blightborder nations the need to continuously defend the border. We dont know much about the Whitecloak War other than in Winter's Heart they make a reference that the Whitecloacks took Ebour Dar, and something about Altaran High Noon, where the Altaran's would kill them and hide I suppose.
How else can we represent the Aiel war and the largely inactive Blight? Give your ideas Tar Valon is a bad idea, all the other cities aren't exactly huge empires or anything. Maybe it could be the stone to represent the end of this Era and transition into Rand's.
~:cheers: -CoS