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Re: The Wheel of Time - Total War (for Rome)
Hang on hang on...
Quote:
I think we should at least keep the peasant archers, archers don't have to be trained very much before being sent in battle... But we could change the name to militia archers...
Did I miss something? Whats wrong with peasant archers as a name, they aren't proffessionals. the words 'We should at least keep the peasant archers' suggests that I missed you guys disscussing getting rid of units?
Also about changing the name of royal units. I like the idea of having Royal Armsmen etc. It fits the description:
House Guards:
Quote:
Originally Posted by wot-tw.co.uk
Although when a lord or lady goes to war it is the House Armsmen who form the core of their retinue, in times of peace soldiers are still needed to carry out onerous, and often dangerous duties, such as putting down riots and revolts and hunting bandits in the trackless wilderness. This unglamorous duty falls to men known as House Guards, little better than mercenaries in uniform. Many House Guards are drawn from the lower walks of life, most having been, before their recruitment, merchant's guards or even bandits themselves. However, amongst their ranks can also be found men who have retired from the House Armsmen due to old age or serious injury. These men are though, well-seasoned fighters, accustomed to skirmishing and small-scale engagements. However, their poor, ageing equipment, lack of proper armour, lack of discipline and experience of full-scale battle means that they are outclassed by regular battlefield soldiers.
House Arsmen:
Quote:
Originally Posted by wot-tw.co.uk
Although nations are ruled by kings and queens, the land within them is divided into the estates of noble houses. Some of these, such as house Bryne in Andor are very small in size, but others, such as House Damodred in Cairhein own vast estates with huge revenues. Whatever their size, every House has a standing army of House Armsmen, and as vassals of the throne must contribute significant numbers of them to the Royal armies- These soldiers are well equipped, well trained professionals, disciplined and accustomed to large scale conflict. Their heavy armour, large shields and skill with their shortswords allows them to defeat lesser warriors such as peasantry, militia and pikemen.
Royal armsmen
Quote:
Originally Posted by wot-tw.co.uk
When a monarch comes to power, he or she will want to ensure military superiority over arty contenders to the throne, namely other major houses. With this in mind monarchs usually create their own private armies drawn from the ranks of their House Armsmen. These men receive the best equipment, training and, crucially, wages. The fact that they are drawn from trusted House Armsmen combined with their excellent pay ensures their loyalty and a monarch will be certain to keep them close at hand in the eventuality of unrest or evil war.
Also whats wrong with having units called Mounted Nobles? They existed in MTW and I personally think are a good representation of the books.
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Re: The Wheel of Time - Total War (for Rome)
Quote:
Originally Posted by Myrddraal
Hang on hang on...
Did I miss something? Whats wrong with peasant archers as a name, they aren't proffessionals. the words 'We should at least keep the peasant archers' suggests that I missed you guys disscussing getting rid of units?
Black_draen wondered if we really should have them, and he have a point in that when you recruit a peasant, you give him at least some traing and he becomes militia.
Quote:
Originally Posted by Myrddraal
Also about changing the name of royal units. I like the idea of having Royal Armsmen etc. It fits the description:
House Guards:
House Arsmen:
Royal armsmen
Are there house guards too^^ Nver saw them.
What wrong in toyal armsmen is that the royal troops are the specific uinits. I must say that from my point of view, the troops serving the king of Illian is the Companions, the Andoran queen have her Queens Guards and so on. Too add another royal armsmen seems... wrong. I will do the house guards now anyway.
Quote:
Originally Posted by Myrddraal
Also whats wrong with having units called Mounted Nobles? They existed in MTW and I personally think are a good representation of the books.
Hmmm yes maybe we could have the mounted nobles, I counted them as royal... but they aren't I realize now.
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Re: The Wheel of Time - Total War (for Rome)
I don't know really, I personally think that the Royal Unit (i.e. Companions) serve whoever is monarch. The idea of the Royal Armsmen is that the ruler reinforces his own house, to secure his own position. You know the idea of each house providing their armsmen to the national army? Well Royal Armsmen are just those who are controlled directly by the Ruler, and so have better equiment etc.
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Re: The Wheel of Time - Total War (for Rome)
About the peasants; I believe many mods follow the Rome/Medieval set-up without thinking on it. But how realistic is it with peasant units at all (even if they are archers)? If someone fights in a war he is not a peasant but a warrior, or as in this case, a militia-soldier.
Andreas: Do you mind if I balance around with Shienar a bit? Yesterday I runned a test against a Shadow-army and they rode them down killing 1500 trollocks and darkfriend, losing 32 men. :charge:
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Re: The Wheel of Time - Total War (for Rome)
Have I got a copy of the stats? If not, can I have them?
By the way, I think that Trolloc stats should be very good, better than average troops, but they should have very low moral. The way to destroy a Trolloc army should be to break its moral. This would suit the books greatly as Trollocs are very good fighters, but if their general gets killed, or if they think they might not win, they are cowards at heart.
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Re: The Wheel of Time - Total War (for Rome)
Oh yeah sorry about the huge delay, but here is one of the files I've got, the others are too big to upload where I am now, but at the moment:
Region Names
Same username and password
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Re: The Wheel of Time - Total War (for Rome)
Myrddraal: Sure, do you want just the unit-stats or should I send all the work that I have merged into the Battle-Test this far? The Battle-Test will soon be done, could need a few more models and unit-textures. I'll also add some more 2d-graphics - changing some more symbols. It will probably end at about 2-6 mb.
This far Shadow have lost all my test-battles against the Borderlanders - all battles have been lost with the Trollocks breaking and running. I'm tweaking the Trollocks attack-values and lowering the defense of several borderland units to give the Shadow a fighting-chance ~:)
atm
Dha'vol Band
Very low morale -> not led by a Myrddraal, horde-formation
Good attack but weak defense
Very cost-effective (as long as they don't run)
Dha'vol Fist
Almost Good Morale -> led by a Myrddraal, square-formation
a little better attack but same weak defense as band
Cost-effective
Armoured Dha'vol
Better morale than fist, led by a Myrddraal and moving in square-formation
Very good attack and acceptable defense (better armour and equpiment)Cost-effective
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Re: The Wheel of Time - Total War (for Rome)
It's okay if you tweak the borderlands units, I didn't really know what to compare them with at that moment, but remeber that tweaking the price is also a very good way to do it. Just let me see them after, so I can see if it's something I wouldn't want to be changed. And lower the armour valus in first hans, so they get vulnurable for side and back attacks, defence second and shield last.
Today I have worked with constructing a tech tree for arad doamn, and the result was this: http://utbildning.mellerud.se/~s05/araddoman.htm
The colors is by tha way those appearing on the camp map. There are some questions in the bototm layer, that would be good if someone could answer.
And Myrddraal: After making that tech tree i agree that Royal Armsmen should be included, they fit in.
edit: Try to give them some sort of ranged troops, mybe small bands with ap bows. That would make up for a lot of problems, I think. They are very vulnurable to ap, as I the story I sent to you on msn proves.
edit2: I might be able to convince a friend of mine to play against me to balance it a bit too tomorrow. I'm not sure he will accept though, he likes infantry and I like cavalry and arrows, and usually I win with very much... but maybe;)
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Re: The Wheel of Time - Total War (for Rome)
Could I have the whole lot pls Draen. I'm sorry about the website, its causing more trouble than good, I put the current files on the old server. I think it would be best to move back to it, its slower, but it doesn't fail as much. I will try to update everything.
Andreas, I had a tech tree for the MTW version of WoT - TW I made. I'll upload that if I can.
BTW, I'm new irc, how do you work it? (I must sound like an ignorant idiot ~;))
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Re: The Wheel of Time - Total War (for Rome)
Oh and I forgot: Did the region names work alright? I've done some more work on the map I will upload it soon along with the new UI I've been working on. But I've had some problems, its seems that with the edited UI, the areas where black should be transparent are not working... It just comes up as a black splodge. I made a new egg timer which is the wheel of time turning, but it looks awful with a black square around it...
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Re: The Wheel of Time - Total War (for Rome)
Quote:
Originally Posted by Myrddraal
Could I have the whole lot pls Draen. I'm sorry about the website, its causing more trouble than good, I put the current files on the old server. I think it would be best to move back to it, its slower, but it doesn't fail as much. I will try to update everything.
Andreas, I had a tech tree for the MTW version of WoT - TW I made. I'll upload that if I can.
BTW, I'm new irc, how do you work it? (I must sound like an ignorant idiot ~;))
Do so, it might help with names and so. I still will go for personlizing the tech though.
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Re: The Wheel of Time - Total War (for Rome)
I'm a fan of the WoT and i just wanted to say great work and i can't wait for the mod to be finished. I like the units you guys have come up with but i was thinking if it is possible to create a unit similiar to the ronin or whatever it was called from shogun. The one man unit that slaughted fools, and name it a blademaster. I'll let you guys figure out the nation allegiance and crap like that. Keep up the good work and don't quit, I'm looking forward to it too much. ~:)
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Re: The Wheel of Time - Total War (for Rome)
Sorry again so soon but i just found this online http://www.memod.co.uk/http://www.memod.co.uk/
U might wanna try and get permission.
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Re: The Wheel of Time - Total War (for Rome)
Yes they sadly closed down memod, because they thought it would compete with their own upcoming games. Yet there are not upcoming WOT games for us to compete with, and I highly doubt Robert Jordan is against our mod in anyway im sure he is happy to have such devoted fans.
Also I got Adobe Photoshop playing around here is a preview of the quality I will be able to put into future concept art. I present an unfinished Sheniarian -
http://img236.exs.cx/img236/7666/sheinarian26ki.jpg
Keep up the good work team, looking forward to playing this beta!
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Re: The Wheel of Time - Total War (for Rome)
Still we should get permission - before our mod gets good enough to become a threat...
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Re: The Wheel of Time - Total War (for Rome)
Khan48: There must be at least 6 units in each, and the unit number varies depending on the players setting. It's sad though, since if not we would have been able to create a warder and a Aes Sedai.
Myrddraal: I send the files to you later, I just need to take the flaming ability for crossbows away. I will send you: Arad Daman tech tree in webapge layout, finnishe quotes, faction names and colors, units. We need someone to write the small faction descriptions. I suck at coming up with such stuff.
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Re: The Wheel of Time - Total War (for Rome)
I'll write the faction descriptions. Thx for the Files Andreas. Draen sent me the battle test, just send me the stuff not included in that.
I've checked now with two other WoT mods. One of them is quite advanced. Neither have permission, and both said you don't need it.
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Re: The Wheel of Time - Total War (for Rome)
ok, I guess we simply can hope they won't care about us ~:)
I'll continue with the custom-battle now, right now I'm retexturing a few units; for example the Myrddraals and some of the darkfriends. I'm also finishing the last symbols - TheDevil seems to have disappeared so I'll complete his symbols myself.
btw; can anyone do the unit-descriptions for Saldea's and Shienar's units? Are there any to the MTW -mod?
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Re: The Wheel of Time - Total War (for Rome)
I could try making some of the unit descrs, at least for the saldeans. I have made some horse textures, I'll send them to you some day soon.
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Re: The Wheel of Time - Total War (for Rome)
I still haven't got round to trying the battle test...
Life is too short...
BTW, how are the models going praetor?
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Re: The Wheel of Time - Total War (for Rome)
The new website just doesn't seem to work. Can anyone else get onto it? If not it may be better to revert to the old one. We need a reliable website.
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Re: The Wheel of Time - Total War (for Rome)
Alright ive played the battle test, here are my notes:
-Trolloc model sucks, they have black mail, change the head design, make them a bit taller and get rid of that foolish mace thing. They should have either a large axe or large sword depending on the unit.
-The myrdraal need to have overlapping plate armor, give the face some features, give them one longer sword instead of two and they should be ok. Also we need a unit of them on horseback.
-Royal Sheniarian lancers should have a bit of a higher attack, I like the high defense allows them to charge into the fight and stay in melee. Should have longer lances though.
-Should be some Sheniarian footmen, two handed swords.
-Should be some Saldean footmen, mediumly armored with swords.
Also I dont believe its that unabalanced, maybe weaken trollocs a bit because they wreak havoc unless you scare them, only easy way in this build to beat them is to just demoralize the crap out of them. Mydraal should have good moral, doesnt mention them trying to run away in the books. I think the attack on the Shienarian units should be a bit better, same with defense. These are elite troops some of the best of the borderlands. Keep in mind that trollocs are cheap and quick to make, so the AI will be able to throw around huge armies of them just like the books. And the Borderlands have better troops but take little longer to train (2 turns instead of 1).
~:cheers: -CoS
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Re: The Wheel of Time - Total War (for Rome)
Hang about CoS, the trolloc model is the only model we've got as of yet, so don't critisise it too much. I know the mace is way too big and unrealistic, but I've already said were going to get rid of it. Anyway, if you take another look at the Trolloc, it is wearing black mail.
The myrddraal is not even a new model, its an existing one from the game for Arcani (sp?).
I haven't really checked the stats out, but one thing I must insist on is this: the myrddraal unit must be on horseback.
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Re: The Wheel of Time - Total War (for Rome)
A question, how advanced is the mod so far? I have not been able to get onto the new website and the files for the old one have not been updated since january. Myrdraal, can you put the new files on the old site?
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Re: The Wheel of Time - Total War (for Rome)
Sure thing. I will do that tonight. Sorry about that orb. The only new thing that there is so far is the battle test. The website isn't working, I only got the battle test through Black_Draen through MSN. The work I've done on the campaign map and the UI I haven't uploaded yet, but I have uploaded the region names to the old site. I'll try and update the website a bit now....
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Re: The Wheel of Time - Total War (for Rome)
I can't think off the top of my head, I'm tired so please don't blame me, but is this everyone in the team:
Me
Andreas
Black_Draen
CrownOfSwords
Praetor
NaeBlis
Orb
Sephriel
Are these people in the team
TheDevil003 - I know I offered you a place, do you want it?
_Martini - single time poster, asked if he could be in the team, promised if not results, at least effort, then vanished...
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Re: The Wheel of Time - Total War (for Rome)
Quote:
Alright ive played the battle test, here are my notes:
-Trolloc model sucks, they have black mail, change the head design, make them a bit taller and get rid of that foolish mace thing. They should have either a large axe or large sword depending on the unit.
-The myrdraal need to have overlapping plate armor, give the face some features, give them one longer sword instead of two and they should be ok. Also we need a unit of them on horseback.
-Royal Sheniarian lancers should have a bit of a higher attack, I like the high defense allows them to charge into the fight and stay in melee. Should have longer lances though.
-Should be some Sheniarian footmen, two handed swords.
-Should be some Saldean footmen, mediumly armored with swords.
Also I dont believe its that unabalanced, maybe weaken trollocs a bit because they wreak havoc unless you scare them, only easy way in this build to beat them is to just demoralize the crap out of them. Mydraal should have good moral, doesnt mention them trying to run away in the books. I think the attack on the Shienarian units should be a bit better, same with defense. These are elite troops some of the best of the borderlands. Keep in mind that trollocs are cheap and quick to make, so the AI will be able to throw around huge armies of them just like the books. And the Borderlands have better troops but take little longer to train (2 turns instead of 1).
ok, thanks for the comments.
CoS: I'll take a look at what you posted - Myrddraal is hard to fix (see below) and I can't fix much with the trollocks either. The other stuff I'll look at tomorrow or late this evening.
Myrddraal: In CoS version I've also changed some textures - of for example darkfriends and the arcani-model. I think we should keep the Arcani-myrddraals until we have someone who can do a proper horse-model (and do they really ride horses that much? I thought they mainly transported themselves through the shadow?)
btw, should we keep the spear-wielding borderlanders? If so I change textures so they look a bit better :-)
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Re: The Wheel of Time - Total War (for Rome)
Great, I'll get the files now. The halfmen are horsemen most of the time. Besides, the shadow could use some heavy horsemen.
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Re: The Wheel of Time - Total War (for Rome)
Quote:
Originally Posted by CrownOfSwords
-Royal Sheniarian lancers should have a bit of a higher attack, I like the high defense allows them to charge into the fight and stay in melee. Should have longer lances though.
-Should be some Sheniarian footmen, two handed swords.
-Should be some Saldean footmen, mediumly armored with swords.
Ok, I do not know if black_draen has changed the stats much, but it's like this: The Royal Shienarans have a very powerful charge as first attack(and the model is just the cataphract from vanilla), but to show that their lances is long, the attack they have with the first weapon is weak. You have to switch (alt in standard) to secondary attack, so that they use their swords. The sword attack is about the same as that of the Fal Daran.
And no, I do not think we should have any footmen. These two nations are horse nations, and you must use the cavalry in the best way to make this a strength. The thought behind the Fal Daran cav. is that they are the soldiers you use to take a charge, they have defence enough to do that, and you have the borderguards as foot. We never saw any Shienarans soldiers on foot, except when knocked out of their saddles, the same with Saldeans. They must often move fast, and that can be done with horses. I gave the Saldea the archers to be used to draw the enemy, but you cannot think that you can use normal fontal tactics with these units.
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Re: The Wheel of Time - Total War (for Rome)
OK sounds reasonable. And no Myddraal are always on horseback in the books, except once in the Stone and once mentioned in a Tavern, I believe they should be on horseback without a foot unit. Also I think Myddraal should have the inspire friendly unit ability, they dont really inspire them in the books but frighten them into doing what is needed eh same thing. We are just going to need someone to make us a nice trolloc model, also ive noticed that all the infantry in the game run damn damn fast, this should only be so with the trollocs. If you have any updates please send them to me via email thanks -CoS
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Re: The Wheel of Time - Total War (for Rome)
Andreas, I disagree with this approach. IMHO Shienar and Saldaea should have some, if not many infantry. This makes the faction more interesting and, although they are mainly horsemen in the books, not all of them could afford a horse or their horses would die and you would end up with a group of infantry.
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Re: The Wheel of Time - Total War (for Rome)
hm, I remade an archer-texture for Shienar today - problem is they so far has no foot-archers. Before I delete it - should they have any foot-archers? Or only mounted as now?
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Re: The Wheel of Time - Total War (for Rome)
The Aiel should move fast too, but the other factions' infantry should not
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Re: The Wheel of Time - Total War (for Rome)
Of course they have foot archers how else do you think they defend the walls of their strongholds :charge: Keep it. If you get any updates worth sending to me, send them to me and ill playtest it.
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Re: The Wheel of Time - Total War (for Rome)
Quote:
Originally Posted by Orb
Andreas, I disagree with this approach. IMHO Shienar and Saldaea should have some, if not many infantry. This makes the faction more interesting and, although they are mainly horsemen in the books, not all of them could afford a horse or their horses would die and you would end up with a group of infantry.
Yes, that might be but for one i think that since they are in the army, they get a horse, and for another there must be balancing. We the low/mid tech infantry for them, but giving them more powerful would over-power them I fear, they already have a very strong cavalry.
And Black_draen: look if you can re-do the Saldean?
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Re: The Wheel of Time - Total War (for Rome)
Could u guys post some picks off the battles in the forum or on the website?
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Re: The Wheel of Time - Total War (for Rome)
I'd rather not Khan, they aren't that special, we don't have many new units, so from a pic it just looks like a mess.
Wait till we have some models. Praetor?
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Re: The Wheel of Time - Total War (for Rome)
Hello
Well i finally got to the end of this thread... 18 pgs it took forever. Anyhow whilst you seem to have everything in hand, would you mind if i added my 5 pence worth?
Unfortunately, I have no skills at moding can't draw, the only thing I do have is a knowledge of the source material and some ideas, although judging from the last 18 pgs you already have plenty (or is that too many).
Oh well if you would like someone to offer opinion/comment, whilst contributing very little then I am your man... hmm maybe I should do a better job of selling myself, nah why lie.
Moving on, I have only had Rome for a week, so please take pity on a latecomer and let him play :help:
Martyn
oh and looky post no. 1
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Re: The Wheel of Time - Total War (for Rome)
Thanks Martyn, we ask nothing from you but support. ~;)
The more supporters we have, the more our job is worthwhile
Do you mean I should update page 1?
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Re: The Wheel of Time - Total War (for Rome)
Well no I didn't but now that you mention it, might be a good idea to have update on the first page sumarising where your up to, those pages might be putting off people who might otherwise be interested. Just a thought.
I could do with something similar so i admit an shady motive for suggesting it!
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Re: The Wheel of Time - Total War (for Rome)
We do have a website, but the server which www.wot-tw.co.uk links to is brocken. Check out:
our secondary website
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Re: The Wheel of Time - Total War (for Rome)
ahh thanks for that, i did try your other link for info
one minor point are the sea folk going to be included in the Rand era campaign? Think this is significant because they are the only ones with decent ships to prevent the Sanchean landing wherever they want. The mainland navies are complete pants (verily slow, coastal only) whereas both the sanchean and sea folk have decent ships although the sea folks are better (although the sancheans maybe more suited to heavy seas). within this is there a way to differentiate between ships with Damme/windfinders, i.e. different units cards higher cost upkeep etc?
Just an idea, apiologies if this has already been considered
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Re: The Wheel of Time - Total War (for Rome)
Suggestion. Sea Folk should be under Rand's control. Myrdraal, Can you put the new files on the old site's Dev area. I have a couple of export_descr_unit entries ready (Andor). I just got photoshop a few days ago and am currently absolutely useless at modifying the .dds files but, with any luck, I can help with this later on.
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Re: The Wheel of Time - Total War (for Rome)
For the non rand era campaign, the sea folk will be rebels, as will murandy and mayene.
This is unfortunate, I would like to include them all, but there is a limit to the number of factions.
However, there is such a thing as rebel factions. You will have noticed the rebel flags are different based on where they come from. The sea folk islands/mayene/murandy will be owned by rebels with an individual flag, individual units buildable in the region, and maybe individual faction colours(not sure about that one)
You won't unfortunatly be able to play as them.
OK Orb.
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Re: The Wheel of Time - Total War (for Rome)
Sorry for a long post :-/
Orb: Sounds nice about Andor. Have you got the plugin to edit DDS?
All modellers: Correct me if I'm wrong but we'll never get time to make 200 new models. Maybe its better to focus primarily at Aiel, Seanchan and Shadow, who have much more different units from Rome, and let others do most of the more easy retexturing (witch can be done in PS). Only an idea thought.
Anyway I believe this is what we need to fix if we are to create a demo, please correct me if I have forgotten anything ~:)
1) Finish the Battle-Test
We'll get the three factions for the historical battle; Battle at Tarwin's Gap. I believe I can finish this off most of it myself. I have already recieved a good bunch of fixed stuff from Andreas so only things needed is a few models for the shadow (Trollocks and Darkhounds!) and some descriptions for the Saldea and Shienars units. Some balancing and testing could also be needed.
2) Write and compose the historical battle
Here someone needs to script and write an intro (Myrddraal?) and we'll also need a voice to play it up. An "historical background" is also needed. I guess some balancing should also be done.
3) Modify meny-stuff
We need to fix a complete Credits, change the appearance of the meny and make some kind of info/disclaimer (or whatever it is named) to the start-up screen - where we tell who has the right to the world of WoT and so on.
4) Cool stuff
Like Andreas Quotes and the interface Myrddraal has done (really nice! I think I know what you need to do to make it transparent, we can take it at MSN) but also voices and alike could be nice to change. For example a few friends to me helped me make a, quite weird, sound of a Trollock Charge.
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Re: The Wheel of Time - Total War (for Rome)
Hmm, those voices could be fun;)
Myrddraal: I do not think individual colors is possible, there is only one rebel post in the file controling the colors, and IIRC we cannot add more faction posts. The banners is possible though...
Someday soon, when I can draw my attention from Sith Lords, I will continue making units in this order: Arafel, Arad Doman, Kandor, Aiel and after that we'll see. I will also make tech trees for them. If someone makes a tech tree for some faction, you can send it to me and I will convert it to the layout I composed, that matches the homepage.
edit: I will do the saldean descr. in time too, and I have balance tested it slightly, and I stick with no more infantry for shienar at least, since I fought two battles with the same conditions, armis and so on, both as shienar vs. shadow. The first, in which I used proper cavalry strategies, I won with 2000 kills vs 200, but the one I just rushed into the enemy, I lost with about 650-650, and I had almost nu units left and he many more. And that was with my units, with the balncing done by draen, it will be more even.
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Re: The Wheel of Time - Total War (for Rome)
Black Draen : Yes, I do have the .dds plugin. I agree with the point on the models. I doubt that we can make 200 models.
Also, who was it that suggested the idea of trolloc population and human population. I have thought on it and come up with a more advanced version of how it could work.
1) the respective trolloc and human population buildings are free and can only be built by the trollocs (for the trollocs) and human (surprisingly enough) for the human population. Also grants a culture penalty (I thought that this was appropriate)
2) they take 2 years to build (means that the trollocs will have trouble in human areas).
3) no unit except diplomats spies etc and palace created units (peasants in the vanilla version) can be built without them.]
This is because, even without the population buildings, there will be a few of each. The governor's palace etc. units cannot be set with buildings as prerequisites.
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Re: The Wheel of Time - Total War (for Rome)
It's a good sugestion Orb, but what will happen when a human army take the trolloc buidlings? Is there someway to auto-destroy them? It seem weird if say a bordelandarmy would keap all those buildings.
And is it possible to make many populatons?
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Re: The Wheel of Time - Total War (for Rome)
Andreas: I've added archers to Shienar - they need them to defend their strongholds. The infantry still have little chance against trollocks on open ground - without cavalry they are often doomed. If a borderland army would take a Trollock-province they would simply not be able to build Trollocks. Gauls can't build Hastati when they have invaded Rome.
I believe it was I that came up with the idea quite some time ago. Thought my idea was much less advanced - even if maybe a bit easier to implement ~:)
Each of the Trollock provinces would have a building named "Trollock Population" in the start of the game, it can't be destroyed in any way. You'll need that building to build and Trollock Cloisters and alike. The building could also increase squalor and alike.
Each of all the other provinces would have a similar building named "Human Population". None of the other "human-kingdoms" would be affected of the building - it would simply be there. But the shadow would be limited to training darkfriend units in these provs. This would give the Shadow a disadvantage far outside the Blight, aswell as making their armies more and more human the more south you come.
I thought it could be realistic, would be weird if the Shadow could draft Tear's peasants into Trollocks.
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Re: The Wheel of Time - Total War (for Rome)
Make it so the shadow can only recruit darkfiend units in human provinces, and I guess humans can only recruit mercenaries in shadow provinces, I think when humans take a trolloc city it should auto exterminate the population.
And I still stand by Shienar should have a two hand swordsman foot unit, how else can they defend their walls? Unless you want to make the archer and all around elite unit.
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Re: The Wheel of Time - Total War (for Rome)
The regional units is fine, I thought we were doing that anyway.
As for models, we need to make as many as pos. For a start, we need one new skeleton, for a pikeman holding his pike in two hands. Maybe another mod will make one and we can ask to use it.
As for models, its not really 200. Basically, we need one model per faction. Then we can make slight changes to that model and retexture it to make all the units for that faction.
Shienar should have a dismounted version of some of their troops, but remember that shienarans are heavy cavalry, its the arafellin who are renoun swordsmen
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Re: The Wheel of Time - Total War (for Rome)
At the moment Shienar has these types of infantry:
Borderland Militia
Borderland Infantry
Borderland Archers
Is it enough? Or should we add something else?
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Re: The Wheel of Time - Total War (for Rome)
Why borderland archers, why shouldn't they have peasant archers, archers and crossbows like everyone else? They mostly have a different style to the rest of the nations, but not in archery as far as I can tell
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Re: The Wheel of Time - Total War (for Rome)
Hmm, there is no mentioning of crossbows in the borderlands... but we could include the other two, but replace the peasant archer for saldea with the more camo archer we have now, or sometihng like that. I like them, I think they are cool:P
But i still say no more foot for Shienar at least, since that would give them too much power. Saldea maybe could do with some though, I will check it later.
And I know that you would not be able to build trollocs, but I do not think it seems likley that any human army would allow the trolloc buildings to remain:)
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Re: The Wheel of Time - Total War (for Rome)
Yes but there is mention in the books of two handed swordsmen, and I doubt they were talking about them fighting from horseback with those two handed swords. They should have a pretty heavy infantry unit that uses two handed swords, use the falxmen model, something like the concept I drew of Sheinar.
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Re: The Wheel of Time - Total War (for Rome)
hm, since all the Borderland nations have troops both well-armoured and trained I gave them armoured Borderland Archers - though I can change their name to Archers if you want to.
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Re: The Wheel of Time - Total War (for Rome)
Ok, I have tried doing some basic sword unit for shienar, and went pretty ok. To not over-power them to much, I gave them lower stats then the sword cavalry, I imagined them too be like the fresh men, not seasoned enough to get a real battlehorse.
For saldeans, I was thinking about doin something like "Bashere swordmen", to represent the saldean family we have most info about.
And black_draen: I'm with you on that point, I think that all Borderland units should be unique, to show that they are very different from the innerlands.
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Re: The Wheel of Time - Total War (for Rome)
OK. About Faction descriptions, I've done Andor, but its quite long. I suppose there's no restriction on length?
And work continues on the campaign map. I've basically done ground types and regions and heights, I'm working on the shapes of the mountains. Its quite hard to make them look good.
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Re: The Wheel of Time - Total War (for Rome)
Has anyone had any contact with Praetor recently?
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Re: The Wheel of Time - Total War (for Rome)
Nope, I haven't heard form him since he announced the channel. Unfourtnately, it isn't working ~;)
And we need lots of models, doesn't we? I'm still waiting to get my hands on 3ds, but theres some delays in it. I might be persuasive enough to have it in three weeks, but I doubt it.
edit: Ok, when the .org board went down a hour ago, me and Black_Draen took the initiative to start a new forum, for just the mod. It's free, so that no problem, and by having a forum instead of a section here we are able to do more as we like. We was thinking about making all team members admins, so that we can make threads for dev where everyone can edit in what they are doing right now, and so on. Easier for all to keep track what's happening, and easier for Myrddraal so he do not have to edit some page every day. It's also easier with filesharing and stuff like that now. The url is http://wottw.proboards42.com , just send me a pm here with your forum nick (preferably the same as here) and we make you admins. I guess you could ask black_draen to do the same, but I can't promise ~;) Hope this is ok with you, Myrddraal.
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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)
Work continues on the campaign map: This is work in progress remember:
http://img230.exs.cx/img230/8308/amador0bt.jpg
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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)
Good work, gents, keep it up. Can't wait to get my teeth into this mod.
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Re: The Wheel of Time - Total War (for Rome)
I post my last post again, so you do not miss it:
Quote:
Originally Posted by Andreas
Ok, when the .org board went down a hour ago, me and Black_Draen took the initiative to start a new forum, for just the mod. It's free, so that no problem, and by having a forum instead of a section here we are able to do more as we like. We was thinking about making all team members admins, so that we can make threads for dev where everyone can edit in what they are doing right now, and so on. Easier for all to keep track what's happening, and easier for Myrddraal so he do not have to edit some page every day. It's also easier with filesharing and stuff like that now. The url is
http://wottw.proboards42.com , just send me a pm here with your forum nick (preferably the same as here) and we make you admins. I guess you could ask black_draen to do the same, but I can't promise ~;) Hope this is ok with you, Myrddraal.
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Re: The Wheel of Time - Total War (for Rome)
just thought i'd give a suggestion hehe, first time posting on this board and can't wait to play your mod btw:D. You guys might split up the orc lands into a alot more provinces so its harder to take over and can produce alot of trollocs. With just one province think they will be taken over pretty easy, just my opinion though
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Re: The Wheel of Time - Total War (for Rome)
Surely you mean Trolloc, not orc.
I don't think so though, the problem is that there arent many settlements in the Blight
Its just a wasteland
We will give the shadow large starting armies, that way, they will be able to recruit more slowly and not be overrun.
Nice to see another fan, and welcome to the forum ~;)
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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)
I would just like to say good luck to you guys. I'm a big fan of Wheel of Time, and would be quite interested to see how this turns out.
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Re: The Wheel of Time - Total War (for Rome)
It will turn out good, we will make it good!
~;)
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Re: The Wheel of Time - Total War (for Rome)
I don't know if this was answered already but
are you going to still use temples?
are the seachan playable?
and I'll think of more later
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Re: The Wheel of Time - Total War (for Rome)
Yes the Seanchan will be playeable, all factions will be playable exept Murandy Mayene and the Sea Folk, because we don't have enough factions...
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Re: The Wheel of Time - Total War (for Rome)
A while ago, I suggested use of Aes Sedai/Wise Ones/Damane/Darkfriends etc.... quarters. I'm not sure if this is going to be used but if so, then I'll gladly try to do so myself.
Note - If it is still being used then we should probably add a new thread on suggestions for it in our forum. I'm just starting to tinker with buildings and am going to add a new temple now, just to make sure that I am capable of doing so.
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Re: The Wheel of Time - Total War (for Rome)
Orb: I have done a tech tree for Arad Doman a few pages back, you can check that for inspiration and not making them differ to much. Also remeber that we should try to make at least some of the diffrent factions buildings special...
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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)
Awwwwwwwwwwwwwwwwwww.... shucks. I was really lookin forward to starting a campaign with Murandy too... ~D ~D ~D
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Re: The Wheel of Time - Total War (for Rome)
Looking forward to playing this mod and here is a cool new picture from the upcoming New Spring comicbook. :D
http://www.newsarama.com/DBPro/NewSpringArt.jpg
and a trailer:
http://www.lithiumpro.net/NSFLASH/
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Re: The Wheel of Time - Total War (for Rome)
Hmmm, there some nice art in that trailer, if it's the same as that in dabel brothers page. Seems to be a nice book, that. If you look a couple of pages back, there's a URL for a page with lots of NS art.
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Re: The Wheel of Time - Total War (for Rome)
Black Draen can you send me directly the battle test file, your link does not work for me =/ ~:cheers:
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Re: The Wheel of Time - Total War (for Rome)
I sent it too you, CoS. Hope that's ok, even if I'm not black_draen~;).