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Re: The Wheel of Time - Total War (for Rome)
Look AWESOME guys! I love the wheel of time books... Currently I am on Winter's Heart... I left it at home when I came to Canada. :embarassed: But I am going back today! ~:)
I think that having wonders is a GREAT idea... Cant think of any other ones right now, but adding the topless towers of Cairhein (sp?) would be cool.
I am currently a n00b to modding RTW, but I am making good progress! (Which is slightly hindered by the fact that I am 2,500 MILES AWAY FROM MY COMPUTER)!!!:dizzy2:
But if I was a good modder I would volunteer to help... This mod is gonna be great.
Um... I dont know if this was addressed earlier, I only read the first and last page and just had to register! :bow:
The Three Oaths: Nothing says the warders cant fight! (Does it? Lol...) Actually... It does say they can use it in self-defense, soooo... In a battle, the enemy is trying to kill you, so technically...
IDEA!!! Maybe they can be very rare mercenary units (like elephant mercenaries, but a tad more common)!!! That are more likely to appear in major provinces (the ones with major cities in them... IE Tear, Illian, Cairhein, Andor (omg I forgot the name of andors capital... its been too long lol)... You get it. Also, they should ALWAYS be available near Tar Valon.
Uh oh.. G2G, will post more in aboooooooooooooouuuuut... 8 Hours. Tootles!
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Re: The Wheel of Time - Total War (for Rome)
Yeah I guess im in charge of concept art, I have all those pictures among with hundreds of other ones ive found on the internet, going work on a concept of the following today: Defenders of the Stone, Queens Guard, Cairhenin Nobles, Illian Companions. SORRY GUYS ive been so busy lately ill have some time freed up soon to start working on this stuff, after I finish that im going To try to assault drawing a Seachan soldier (ACK hard) Most of the Seachan soldier will come straight out of my head, but the others ill use some drawings to help me out a bit. :charge:
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Re: The Wheel of Time - Total War (for Rome)
I've discovered something which *might* be hepful in getting 4 turns a year. In the file, "data/descr_geography.txt" the following text is present:
Quote:
; Climates
; --------
default
{
season summer
{
texture rock terrain/battlefield/test_climate/summer/oz_medi_rock.tga
texture gravel terrain/battlefield/test_climate/summer/oz_medi_rock.tga
texture sand_caked terrain/battlefield/test_climate/summer/sand.tga
texture sand terrain/battlefield/test_climate/summer/sand.tga
texture sand_blown terrain/battlefield/test_climate/summer/sand.tga
texture dirt terrain/battlefield/test_climate/summer/mud.tga
texture mud terrain/battlefield/test_climate/summer/mud.tga
texture swamp terrain/battlefield/test_climate/summer/mud.tga
texture grass_dry terrain/battlefield/test_climate/summer/oz_medi_grass.tga
texture grass_short terrain/battlefield/test_climate/summer/oz_medi_grass.tga
texture grass_long terrain/battlefield/test_climate/summer/oz_medi_grass1.tga
texture shrub_sparse terrain/battlefield/test_climate/summer/oz_medi_shrub_base.tga
texture shrub_dense terrain/battlefield/test_climate/summer/oz_medi_shrub_base.tga
texture forest_sparse terrain/battlefield/test_climate/summer/oz_medi_forest.tga
texture forest_dense terrain/battlefield/test_climate/summer/oz_medi_forest.tga
texture env_map battlefield/envmaps/grass.dds
}
season winter
{
texture rock terrain/battlefield/test_climate/winter/rock.tga
texture gravel terrain/battlefield/test_climate/winter/rock.tga
texture sand_caked terrain/battlefield/test_climate/winter/sand.tga
texture sand terrain/battlefield/test_climate/winter/sand.tga
texture sand_blown terrain/battlefield/test_climate/winter/sand.tga
texture dirt terrain/battlefield/test_climate/winter/mud.tga
texture mud terrain/battlefield/test_climate/winter/mud.tga
texture swamp terrain/battlefield/test_climate/winter/mud.tga
texture grass_dry terrain/battlefield/test_climate/winter/grass.tga
texture grass_short terrain/battlefield/test_climate/winter/grass.tga
texture grass_long terrain/battlefield/test_climate/winter/grass1.tga
texture shrub_sparse terrain/battlefield/test_climate/winter/shrub_base.tga
texture shrub_dense terrain/battlefield/test_climate/winter/shrub_base.tga
texture forest_sparse terrain/battlefield/test_climate/winter/forest.tga
texture forest_dense terrain/battlefield/test_climate/winter/forest.tga
texture env_map battlefield/envmaps/snow.dds
}
table
{ ; QUAL_NONE QUAL_VERY_LOW QUAL_LOW QUAL_NORMAL QUAL_HIGH QUAL_VERY_HIGH
; --------- ------------- -------- ----------- --------- --------------
SWAMP rock mud swamp swamp grass_short shrub_dense ; . x x . . .
SAND rock sand_caked sand grass_dry shrub_dense forest_dense ; . . x x . .
SOIL rock grass_short grass_long shrub_dense forest_dense forest_dense ; . x . x . x
CLAY dirt grass_long grass_long grass_long forest_dense forest_dense ; x . . x . .
SHALE rock gravel grass_dry grass_long shrub_dense forest_dense ; . x . . . .
ROCK rock gravel grass_dry grass_short grass_short grass_long ; x . . . . .
}
conversion
{
rock ROCK NONE
gravel SHALE VERY_LOW
sand_caked SAND LOW
sand SAND LOW
sand_blown SAND LOW
dirt CLAY NONE
mud SWAMP VERY_LOW
swamp SWAMP LOW
grass_dry SAND NORMAL
grass_short SOIL VERY_LOW
grass_long CLAY NORMAL
shrub_sparse SOIL NORMAL
shrub_dense SOIL NORMAL
forest_sparse SOIL VERY_HIGH
forest_dense SOIL VERY_HIGH
}
generation
{ ; +--Ground--+ +------H Spectrum------+ +---H Noise---+ +------G Spectrum------+ +---G Noise---+
; SGT Hard Qual fade-in median fade-out bias std dev fade-in median fade-out bias std dev
; --- ---- ---- ------- ------ -------- ---- ------- ------- ------ -------- ---- -------
FERTILE_LOW CLAY VERY_LOW 0.0 7 -0.05 0.0 20.0 -0.15 7 -0.15 0.0 1.2
FERTILE_MEDIUM SHALE LOW 0.0 7 -0.1 0.0 15.0 -0.15 7 -0.15 0.0 0.75
FERTILE_HIGH ROCK NORMAL 0.0 7 -0.2 0.0 10.0 -0.15 7 -0.15 0.0 0.5
WILDERNESS ROCK VERY_LOW 0.0 5 0.0 0.0 30.0 -0.15 7 -0.15 0.0 0.8
MOUNTAINS_HIGH SHALE NORMAL 0.0 5 0.0 200.0 250.0 0.0 7 -0.15 0.0 0.5
MOUNTAINS_LOW SHALE NORMAL 0.0 5 0.0 15.0 60.0 0.0 7 -0.15 0.0 0.5
HILLS SAND NORMAL -0.5 7 -0.15 0.0 40.0 -0.07 7 -0.15 0.0 0.8
FOREST_DENSE SOIL NORMAL 0.0 5 0.0 0.0 10.0 -0.15 7 -0.15 0.0 0.7
FOREST_SPARSE SHALE NORMAL 0.0 5 0.0 0.0 10.0 -0.15 7 -0.15 0.0 0.7
SWAMP SWAMP NORMAL 0.0 5 0.0 0.0 2.0 0.0 7 -0.15 0.0 0.5
OCEAN SAND NORMAL 0.0 5 0.0 -6.0 2.0 0.0 7 -0.15 0.0 0.5
SEA_DEEP SAND NORMAL 0.0 5 0.0 -4.0 2.0 0.0 7 -0.15 0.0 0.2
SEA_SHALLOW SAND NORMAL 0.0 5 0.0 0.0 2.0 0.0 7 -0.15 0.0 0.2
BEACH SAND LOW 0.0 5 0.0 0.0 2.0 0.0 7 -0.15 0.0 0.3
}
}
And in the file "data/text/shared" the following text, which shows that there might have been 4 seasons at one point in the game:
Quote:
{ST_WINTER} Winter
{ST_SPRING} Spring
{ST_SUMMER} Summer
{ST_AUTUMN} Autumn
I can't test any of this, so if anyone could, that would be great.
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Re: The Wheel of Time - Total War (for Rome)
Apparently, if you set the season to either spring or autumn, the game doesn't crash, it just goes back to summer or winter. I haven't got time to test it, I'm still stuck on the campmap, if you see my thread, I think u'll understand. Can I send a copy of the files to someone, I think it might be a problem on the comp. See if the files work for someone else.
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Re: The Wheel of Time - Total War (for Rome)
This is getting infuriating. Can I send to one of you guys, a copy of map_heights and map_regions. Then can you please download DJs template map, and add these two files and see if it works on your comp. I would send the files as bmps as I think I am saving the files wrong.
In the meantime, although I can't work the map_heights, I can edit regions and I am working on that now. Keep up the work guys, good luck.
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Re: The Wheel of Time - Total War (for Rome)
~:santa::santa2::santa::santa3:
Merry Christmas,
I'm currently working out the map features, like forests, mountain passes and rivers and bridges, though I can't implement them yet because of the same old error, any volunteers to test the files?
I also did some work on a knight model, could be a queens guard, could be anything really, I'm not very good, so the model is more of a practice than something to be released, I hope to get better.
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Re: The Wheel of Time - Total War (for Rome)
I'll be getting my laptop in less than 1 month (mid-late Jan, hopefully), so I can start working on models then.
Sorry about delay...
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Re: The Wheel of Time - Total War (for Rome)
Im doing my drawings right now, not sure on some of the colors of like Tairen and Cairhenin specially so, just keep in mind the colors can be switched around.
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Re: The Wheel of Time - Total War (for Rome)
I'll be uploading a little flash thing I made later, hope you like it, check out the website updates section. I still need someone to see if its my comp thats saving the files wrong.
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Re: The Wheel of Time - Total War (for Rome)
Sorry about the lack of flash thing, I'll tell you, its a map with the different layers. Its just to work out where everything goes.
From it I have currenly worked out a final version of map_regions.tga, map_features.tga, and I have nearly finished map_heights.tga. Its all looking good, hopefully I'll upload it in a day or two.
I still can't test these files yet, but Mr Hides map editor does open them, so I'm stuck.
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Re: The Wheel of Time - Total War (for Rome)
Sorry about the third post in a row, just to keep you updated, I have now finished map_heights.tga, map_regions.tga, map_features.tga and am working on map_ground_types.tga. But I still have this problem.
When I open up all the files in Mr Hides editor, they appear upsidedown. At first I found this confusing, it led me to think PSP was saving in a slightly different format. When I then save using Mr Hides editor and open up in PSP, the files are the right way up again, but should I edit them, they flip upsidedown.
So I thought that PSP saved wrongly, so I opened in the editor, then moved the files out of the folder, then saved. The new files, as saved purely by the editor appeared.
But rome still opens the base heights. What can I do. please can someone accept for me to send them the files, just to see if its my computer. I can think of no other solution.
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Re: The Wheel of Time - Total War (for Rome)
Sephriel, did the files work? I'm impatient to hear...
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Re: The Wheel of Time - Total War (for Rome)
Do you have permission to do the mod? I'm only curious because for example the Starcraft-mod to Warcraft III was not allowed to complete the mod (blizzard, the makers of Starcraft) stopped it.
I maybe can do some pictures (fractions banners and alike), have you done anything about them yet? Do you know what format they should be in? I can maybe also try to do some sounds to the trollocks. What different sounds do they need?
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Re: The Wheel of Time - Total War (for Rome)
Update, I finally managed to upload the thing, but the link on the site is broken, here is a fixed one:
WoT flash map
@Black_Draen, to be quite honest, I haven't thought about sounds yet, but if you could do the faction banners, that would be great. I'll post a list of the RGB values I was thinking of for the nations.
Thx a lot for all your help, I'm kind of stuck until I know what the results of Sephriels testing are, so in the meantime I'm doing other things like more towns per province and stuff.
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Re: The Wheel of Time - Total War (for Rome)
As I wrote in the previous post I suggest you try to fix a permission to do the mod (if you haven't got one already) from the company that sells the books.
Otherwise they'll just come and forbid the mod when its starting to get good.
When I meant banners I meant the different symbols, I don't think I can fix the 3D-models in the campaign-map. I'm afraid I have little to none knowledge in 3D-modeling.
I have photoshop and The World of The Wheel of Time here so I'll get started as soon as you say "go" ~:)
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Re: The Wheel of Time - Total War (for Rome)
I say go. Thats what I meant about banners, don't worry about the format, whatever you do I can convert.
If you would, you could start off with the faction symbols, the round ones.
As for permission, I'm not sure who to go to, there are two companies that publish the books aren't there? Tor and Orbit.
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Re: The Wheel of Time - Total War (for Rome)
I believe it's Tor that you should ask, I even believe I have a e-mail somewhere around... I'll ask a friend if he remembers their mail.
I have fixed Saldeas faction symbol, I took help from the book mentioned above (again problem with rights to the pics) but I belive my version is enough different.
Can you check if it's ok before I go on with the others? Do you have a mail-adress I can mail it to. It's 65 kb.
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Re: The Wheel of Time - Total War (for Rome)
Please please please if anyone is interested in this mod, can someone help me
All I want is someone to get the files, convert one file from a bmp to a tga, run the game and tell me if they get an error, and what it is.
I sent the files to Sephriel, but I can't contact him.
This will only take 5 minutes, and until it is done I'm stuck...
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Re: The Wheel of Time - Total War (for Rome)
I can try it, but I'm not sure about what I should do.
Just paste in your files and replace the old Rome-files and then see if it's a error when I run it?
btw; do you have a mail I can send the symbol of Saldea to?
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Re: The Wheel of Time - Total War (for Rome)
I've just got Rome and have only started modding two days ago (and therefore I am terrible). I've read up to the "Crossroads of Twilight in the WoT series and love the books. I'd like to help, in any way I can. I think that it's be a great idea. If no one has already thought of this then perhaps Aes Sedai could be mercenaries. If not then you should let good factions get Green Ajah (Have Warders) and evil factions get Black Ajah (no warders but stronger attack. Bye.
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Re: The Wheel of Time - Total War (for Rome)
Sorry for the delay. Here's the unit in game, and a render for the unit card that I threw together (the final will be better). Like I said teh render is terrible, but it's jsut a wip. Also, the black will be gone in the final.
In game:
http://img45.exs.cx/img45/6904/wotunit11hq.jpg
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Re: The Wheel of Time - Total War (for Rome)
Thx Devil, any pose will do so long as its natural. Again many thx, the Aiel are finally finished.
Draen, I'm pretty sure I PMd you with an email adress.
Thanks Orb, any support is very welcome.
Don't worry about the help message, someone has already offered. Thanks anyway though Draen.
Hopefully I'll have some results of my work to show you soon.
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Re: The Wheel of Time - Total War (for Rome)
Myrddraal
You didn't include the following files:
descr_regions_and_settlement_name_lookup.txt
disasters.tga
You added a new province called tear2, but it is causing problems. Might be because descr_regions_and_settlement_name_lookup.txt is missing.
I saved the BMPs as TGAs and as far I know they save correctly. And they should as I have already made quite a few campaignmap versions.
At the moment I cannot help you since apparently you didn't gave me all the files.
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Re: The Wheel of Time - Total War (for Rome)
Sorry about that, I forgot about adding that province. I'll send you the files as soon as pos.
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Re: The Wheel of Time - Total War (for Rome)
You could use Aes Sedai quarters instead of temples.
All Ajah quarters of 2nd level allow standard accepted (no warders)
Green Ajah - Bonus to valour, small bonus to law, 3rd level quarters allow Green Ajah Aes Sedai (have warders and are more powerful)
Red Ajah- Large bonus to law, bonus to valor of Accepted only.
Blue Ajah- Bonus to income, small bonus to law, bonus to skill of spies.
Grey Ajah- Large bonus to law, bonus to influence of diplomats.
Yellow Ajah- Small bonus to law, bonus to health, improves chances of soldier recovery.
Brown Ajah- Small bonus to law, bonus to trade.
White Ajah- Small bonus to law, bonus to tax income.
Black Ajah- Small bonus to law, bonus to skill of spies and assassins, 3rd level quarters allow Black Ajah Aes Sedai (more powerful, hide anywhere)
Quarters of the Light- (children of the light) Large bonus to law, 1st level quarters allow training of basic Whitecloak. 3rd level quarters allow training of Whitecloak Inquisitors.
Sul'dam Quarters- 2nd level quarters allow training of Damane. Small bonus to law, bonus to valour.
Asha'man Quarters- 2nd level quarters allow training of Asha'man. Small bonus to law, bonus to valour.
Darkfriend Quarters- 3rd level quarters allow training of Black Ajah. Grants a large bonus to law and a bonus to valour.
These are just ideas. I thought that it would be good to allow this if Aes Sedai effectively replace onagers or scorpions. The whitecloak inquisitor could be an agent like the Medieval Inquisitor (but has a small chance of dying).
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Re: The Wheel of Time - Total War (for Rome)
I like that idea, exept children of the light should be built at a barracks. Otherwise, if everyone else is OK, this is the system we will use in the final version
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Re: The Wheel of Time - Total War (for Rome)
Sorry Myddraal, didn't saw your message.
Was anyone making drawings to the mod? (Crown_of_swords?) Could be great to have some nice pictures as loading screen.
Otherwise (if none is making pictures) we could always take contact with someone that do drawings for Wheel of Time at Elfwood - maybe we could borrow some pictures?
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Re: The Wheel of Time - Total War (for Rome)
I have no way to get my artwork onto the computers now.. back to paint if you still want those type of artworks? K going to class ill check back later.
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Re: The Wheel of Time - Total War (for Rome)
Hmmm, Aes Sedai quarters in every country? While Aes Sedai did fight with armies during the Trolloc Wars they were always under the command of the Tower only. Besides, Aes Sedai tend to be rather reclusive and tend to avoid mingling with the non-channeling proles. And Darkfriend shrines? I fail to see why they'd bring order in cities. Darkfriends tend to disrupt order and are always in hiding. So what we have here is a Quarters with servants dedicated to the Lord of Chaos and who have conceal their presence because they'd be executed on the spot if caught and could therefore never provide a happiness bonus to the normal population, because the normal population would walk in the Light. Of course, if the DF shrines are only buildable by the shadow you can forget what I said. :p Some ideas of my own:
The Shadow: There seems to be some kind of cult surrounding Ishamael, so a shrine to Ba'alzamon would seem to be a logical choice. Notice how all the Trollocs and Myrddraal grovelled during the DF social in the Great Hunt.
You could also make another building give out order/happiness bonuses, like an townwatch for example and use the upgrades from MTW (Town watch, town militia, county militia etc.) to provide additinal order bonuses and the occasional unit while taverns and inns provide happiness. Maybe an Illuminator's Guildhouse to give some extra happiness like Colloseums and the amount of fireworks displays could be changeable, like daily, monthly and yearly. This would have the same effect and would probably be closer to the book then chapterhouses of Aes Sedai in each city. :)
Personally I think that the Black ajah should be buildable only by the Shadow, with maybe Dreadlords as an upgrade (like Onagers and Heavy Onagers). Darkfriends should be a lowlevel Shadow unit too (like Eastern Infantry). Cheap arrowfodder for the agents of Chaos. :p
Anyway, you guys are doing great. I'm looking forward to the mod already! :D
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Re: The Wheel of Time - Total War (for Rome)
Make it so that only the trollocs and the Dark One can build Black Ajah and Darkfriends' Quarters. The demonstration of the additional power would scare the trollocs into compliance. The reasons for the various quarters being available to all factions is that if they replace onagers then they should be available to everyone else it will unbalance the game. Tar Valon should be capable of producing better types and grant a bonus to valor of accepted and Aes Sedai that are trained there.