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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
-
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...