-
The Wheel of Time - Total War (for Rome)
http://82.68.81.226/david/Wot2.jpg
The Wheel of Time – Total War
A mod for Rome – Total War
Based on the series of fantasy books by Robert Jordan
The Wheel of Time turns and Ages come and go, leaving memories that become legend. Legend fades to myth, and even myth is long forgotten when the Age that gave it birth returns again. In the Third Age, an Age of Prophecy, the World and Time themselves hang in the balance. What was, what will be, and what is, may yet fall under the Shadow.
As many of u might know, the Wheel of Time - Total War for Medieval, is fast approching beta testing. U might think that would be the end, but there are no beginnings or endings in the turning of the Wheel. As soon as possible, I intend to carry on this mod, but for Rome. I have been offered some potential help for this mod, and hopefully, I will not be alone from the beginning this time ~D
At these early stages, we don't know how moddable Rome will be, so for the moment, I'm just looking for a team. In the meatime, back to finishing of WoT for MTW. ~:wave:
-
Re: The Wheel of Time - Total War (for Rome)
oh oh oh!!!... Woooot! :charge:
Im in! :bow:
-
Re: The Wheel of Time - Total War (for Rome)
Great. I haven't really planned this out yet, (I haven't got the game... It should be arriving today) so I guess thats the first step.
I can do stuff like make new skins for the models, and seeing what Duke John has done with the roman archers, it shouldn't be to hard. I can also make a skin for the campmap, but I don't know how moddable this feature is.
I really want as much help as possible doing this. I don't have that much time on my hands, and I don't want to have to put in as much effort as I am for the MTW version. What can u do Lazul?
As for units and buildings, I have made up a unit list for the MTW version, so that shouldn't be too hard. I really can't do anything until I get Rome.
-
Re: The Wheel of Time - Total War (for Rome)
i'm delighted you are going to continue WoT:TW, but i still want a M:TW version for my laptop! :D
i like modelling architecture (particularly military) in 3D, so if i could help in this manner i will.
Penrhyn Castle for Night-blade UT2k4:
http://www.spandex.eclipse.co.uk/Penrhyn.jpg
University of Wales Aberystwyth map for Ravenshield:
http://www.spandex.eclipse.co.uk/UWA_08-17-2003_1.jpg
http://www.theplatoon.com/ravenshield/mod.asp?file=124
-
Re: The Wheel of Time - Total War (for Rome)
Great. Thx. The problem with the MTW version is that DukeDick offered to help finish off the unit and build prod files. I sent them to him, but I've got no news since he told me he had got all the files. I haven't done any work on them, assuming he was...
The campmap graphics are virtually finished, I just need to finish the spine of the world. Also, I'm having trouble editing my lbm files for the lukup maps. When I save them (In PSP), it doesn't work. Can I send a copy of the lbm file so they can put it in a format which works?
-
Re: The Wheel of Time - Total War (for Rome)
i have got to admit that i don't have answers to those questions. :)
-
Re: The Wheel of Time - Total War (for Rome)
It doesn't matter. Amazing pics by the way...
-
Re: The Wheel of Time - Total War (for Rome)
-
Re: The Wheel of Time - Total War (for Rome)
I've got the game now, but I haven't done any modding yet. I guess I would like to discuss ideas with some other people first. I was thinking about the thngs we could mod, and the first thing that came to mind is the ;hangers on’ who follow ur characters around. I don’t know how moddable they are, but if possible, here are a few I would like to add. Feel free to post ur own, or any other ideas u have conserning this mod…
Aes Sedai Advisor:
Although in many cases they would not like to admit it openly, many rulers and some lords have Aes Sedai Advisors. Tar Valon gains its influence in the world through these women, and diplomatic skills are common in most Aes Sedai, especially the Gray Ajah. But ordinary men and soldiers are often uneasy at having an Aes Sedai Advisor amonst them, and some soldiers believe they bring bad luck. This of course does not help moral, but there are usually no complaints from those the Aes Sedai can Heal when they have been given up for dead by any physician.
- Increases influence
- Increases diplomatic skill?
- Increases chances of healing wounded troops (like physician)
- Lower moral
Family Advisor (Secret Darkfriend)
This man has been in the family for many years and his long service has earned him a trusted position amongst your lords men. His advice is sound and he is considered to be the voice of wisdom in most matters. But he has secrets, secrets which none suspect. He serves another master, and should the need arise, he would aid any other darkfriend in assassinating his ‘lord’.
- Easier to assasinate
Aiel Scout
It is rare for an Aielman to cross the Dragonwall, let alone befriend a wetlander, but strangely this man has chosen to follow and stay with one. He rarely talks about his background, and none know his reasons for not returning to the Waste. He is respected, and even feared by most men, especially in his skills in camouflage and fast movement. He often scouts the way ahead, and has saved men’s lives by finding ambushes.
- Increased line of sight
Gleeman
- Better moral for troops
Illuminator
- Better happiness for cities he governs.
-
Re: The Wheel of Time - Total War (for Rome)
good ideas.
i think the strat map could be ace in this, but tone the colours down so it looks more like M:TW's parchment map rather than Crash Bandicoots console adventure.
-
Re: The Wheel of Time - Total War (for Rome)
Heh i'd love to help with this mod, not terribly skilled with the computer stuff but i know the source material damn well. :)
Nice retinue members, how bout also
BladeMaster
A man with a heron-marked blade, a rare sight and a sure sign of a dangerous man. Blademasters are highly sought after for their prowess in battle and their skills in all things martial.
+1 valour to generals bodyguard
+1 command
Annoying Uncle
Think Cenn Buie from The Two Rivers.
-1 influence
Wise Woman
A village wise woman is the person a community turns to for it's problems, mostly for matters of the body. Healing and herbal remedies but also often for advice and problems of the mind.
+1 influence
Increase chances of healing wounded troops (but have it less effective than aes sedai)
I could think of more there's tons of side characters in the series that would be easily converted to retinue members. When where you planning on setting the mod? modern day randland?
ps:- I was thinking you could possibly even have a limited aes sedai precense on the battlefield, they would basically replace the seige weapons, you could even give them the onager's attack and it would't be the most horrible representaion, just make it more accurate and less amo (the caster gets tired).
-
Re: The Wheel of Time - Total War (for Rome)
K, I just got back from holiday, and I hope to start modding fairly soon, but I see reasearch has shot ahead whilst I was gone, I still have very limited knowledge of modding Rome, could someone post me some links to the basic guides (if there are any).
As for Aes Sedai, The problem is the three oaths. They can't use the power as a weapon exept against shadowspawn... Still, I will try to make them, if only for custom battles.
-
Re: The Wheel of Time - Total War (for Rome)
good point about the three oaths fade. Guess i just got a bit excited about the idea of controlling aes sedai on the battlefield :).
Like i said more than willing to help out on this one but before i sit down and start to write some stuff down i was wondering just when and who this mod was going to include. I mean obviously you can include all the major nations from WOT in the game but what about shadowspawn? Are there going to be any? Are the aiel going to be one faction or split up into various clans? Borderlands as well? Also what about timing, if you set it just before the books start you could include timed "events" that happen when they do in the books. eg. A seanchan invasion similar to the golden horde invasion from MTW? Let me know if there's anything specific you want done for this in the meantime i'll just happily daydream about taking over the map of randland with my hordes of aeil. :)
ps:- I was thinking you could possible have the trollic clans as the new "romans" so to speak. Have the Dark One act as the senate and have three(or more) trolloc clans based in the blight instead of roman factions. This would ensure that the blight doesn't get overrun too quickly by some ambitiuos borderlords. It would also make sense because now instead of taking "rome" to win the game you now have to take Shayol Gul. Which would be very cool IMO. it would also probably be a good idea to assign trollocs the "horde" formation in the unit decription texts. Each trolloc band would have a fade as it's captain unit.
ps:- I'm fairly certain you can edit retinue members though i'm not actually sure how it's done, i've no real experience modding the TW series unfortuantely i do mess around with my own game a little and i do understand how the unit_descriptions file and building_descriptions file works, i've modded the units in my own game and given certain factions units they couldn't previously build, so i'm quite happy to help with that side o' things just unfortuanate my 3d studio/photoshop skills are fairly non-existant.
-
Re: The Wheel of Time - Total War (for Rome)
I've got answers to most of ur questions troy, but I'm in a hurry so I'll answer tommorow. Just to say, I made Aes Sedai anyway, for the romans in custom battle. Great fun to use. I'll upload some pics and also the files to make it work as soon as pos.
-
Re: The Wheel of Time - Total War (for Rome)
Basically I hope to include all of the map u see in the books, plus a little bit of the aiel waste, and maybe some more sea folk islands.
I'm not sure about the time setting. We'll see whats possible.
There will definately be shadowspawn and I like the idea about taking shayol ghul to win the game, but I'm not sure about the trolloc clans, its an idea to consider though.
I'm having problems uploading the pics, but I'm still enjoying playing with aes sedai. You should see what a unit of 10 aes sedai can do to an army...
-
Re: The Wheel of Time - Total War (for Rome)
sounds good.
does the flexibility of events now allow for the inclusion to Seanchan and Aiel incursions?
and how does R:TW's new cultural setup help/hinder the faction decisions?
-
Re: The Wheel of Time - Total War (for Rome)
-
Re: The Wheel of Time - Total War (for Rome)
-
Re: The Wheel of Time - Total War (for Rome)
-
Re: The Wheel of Time - Total War (for Rome)
-
Re: The Wheel of Time - Total War (for Rome)
-
Re: The Wheel of Time - Total War (for Rome)
no offence but they look a touch overpowered, if they can wipe out an entire phalanx.
thanks,
dessa
-
Re: The Wheel of Time - Total War (for Rome)
hay nice work myrdraal! finally one power wealing goodness for my rome armies, thanks man defintately made my week. :)
ps:- wouldn't say they are overpowered dessa14, it depends really on just who (and what) level the aes sedai are, couple of accepted and yeah that phalanx kill is over the top. But say it's a couple of green ajah fresh from the trolloc wars and it's a different story.
I know it makes it's different cause it's a game but just treat tem like super seige engines that must be killed before anyone else, not too unrealistic that.
-
Re: The Wheel of Time - Total War (for Rome)
I know what you mean dessa, but they won't be in the actual game, (three oaths) They're just a bit of fun
O yeah and that phalanx they wipe out was already on 1/2 strenght and I had a lucky shot where 2 hit at once. It was good to watch.
-
Re: The Wheel of Time - Total War (for Rome)
could you have aes-sedai appear on the battlefield as an automatic ally when fighting against the shadow?
have created working aes-sedai it would be a terrible shame not to use them.
how is the socio-political breakdown of nations playing out? are you able to capture the essence of the alliances and emnities as well as was possible with M:TW?
-
Re: The Wheel of Time - Total War (for Rome)
Quote:
how is the socio-political breakdown of nations playing out? are you able to capture the essence of the alliances and emnities as well as was possible with M:TW?
Thats a bit of a complicated question, seeing as I have only just started making the provinces for the campaign map, I can't really answer it. Remember, I only just got back from holiday. ;)
-
Re: The Wheel of Time - Total War (for Rome)
no problem :book: first question/suggestion?
-
Re: The Wheel of Time - Total War (for Rome)
Why not forget about the Aes Sedai for battles, as i dont think there's a way to only make them fight against the shadowspawn - but include the Ashaman(is that right spellin been a while since i read the book), they have no qualm with fighting any enemy of Rand, from what i remember
And dont forget the chained chicks that the seanchan have! oh how cool is that u can maek them leashed to handlers in RTW! :charge:
:duel:
Cant wait to see this mod off the ground - if u need any help send me an email or PM im more than happy to help out wherever i can. ~:cheers:
OMG another great idea - if u ever include Aes Sedai in battles - give them a handler - but give the handler model a warrior model and this can be their warder!
-
Re: The Wheel of Time - Total War (for Rome)
Myrddraal, as an idea for the Aes Sedai, why not give them a fairly hefty shield stat to represent their ability to weave Air to block attacks that they're aware of? They'd still be vulnerable from the rear and flanks of course, allowing the Whitecloak tactic of an arrow from the shadows. ~:)
I also thought of an idea to incorporate Warders by making them officers, allowing you up to 3 per unit. You'd perhaps have to reduce the Aes Sedai numbers to 3 as well unless it's just assumed some don't have Warders, plus I'm not 100% sure what stats officers use when fighting, since ideally you'd want Warders to be very good.
LOL - just spotted Shand's post, pipped me by a couple of minutes. ~:)
-
Re: The Wheel of Time - Total War (for Rome)
Quote:
Originally Posted by Sinner
Myrddraal, as an idea for the Aes Sedai, why not give them a fairly hefty shield stat to represent their ability to weave Air to block attacks that they're aware of? They'd still be vulnerable from the rear and flanks of course, allowing the Whitecloak tactic of an arrow from the shadows. ~:)
I also thought of an idea to incorporate Warders by making them officers, allowing you up to 3 per unit. You'd perhaps have to reduce the Aes Sedai numbers to 3 as well unless it's just assumed some don't have Warders, plus I'm not 100% sure what stats officers use when fighting, since ideally you'd want Warders to be very good.
LOL - just spotted Shand's post, pipped me by a couple of minutes. ~:)
I think officers use the same stats as the unit they're apart of? Well thats what i assume as theres no seperate area to put in the officers details - i think
Oh also - I was muckin around the other night and reskinned the Arcani to make Myrdraals - not very hard - just change the skin to white and remove all the facial features - next move would just be to add in the causes fear to just about every unit except warders(if theyre gonna be a unit, they prolly will have to be to balance off the fade's strength) - it looked pretty cool - all black with the hood and the sightless stear ~:cheers:
-
Re: The Wheel of Time - Total War (for Rome)
Quote:
I think officers use the same stats as the unit they're apart of? Well thats what i assume as theres no seperate area to put in the officers details - i think
Thats Why I hesitated. Do the officers in missile units fire. If so then you would have Warders lobing fireballs around...
As for handlers, I'm not sure if animals can fire weapons. I think you would have to make the Aes Sedai the Handlers, and the Warders the Animals, if you get what I mean.
About the Myrddraal. I think that in this game, units do not cause fear in specific units. You make them cause fear in cavalry or infantry or both. To make the Myrddraal cause fear in everyone, just make them cause fear to both.
Update about the campmap:
I'm stuck. I made a few provinces on the West Coast, and made the rest of the World one huge province called Test_1. I got rid of all the factions exept the four roman factions. At first I got an error where it went back to the Provincial Campaign menu. That was an error in the name text files. I corrected that, and now the game crashes when I decide to load the campmap. Does one of the provinces need to be called Rome because this might be causing the problem. If there is anyone who knows a lot about the campmap files, could I send you what I have done, see if you can find the error?
-
Re: The Wheel of Time - Total War (for Rome)
Regarding officers, they don't fire missiles in missile units, so there would be no worry there. As for their abilities, my suspicion is that they just use the secondary attack of the unit they command, with all other stats the same as well. If so, then to make Warders as tough as they are in the books, Aes Sedai themselves would have to be powerful in melee; there is a case for that, given the potential lethality of their magic, as well as its protective and healing capability.
-
Re: The Wheel of Time - Total War (for Rome)
Hi guys,
As a fan of Total War series and Wheel of Time i'd be interested in playing this mod. I think somehow though you'd have to pick one of the novels in the middle like Dragon Reborn to form starting conditions.
A good Myrhdraal unit would be spartans in black robes.
WOT should be picked up by a game developer for this IMO.
-
Re: The Wheel of Time - Total War (for Rome)
yes you do need a rome, as well as a senate.
thanks,
dessa
-
Re: The Wheel of Time - Total War (for Rome)
Ok I now have a Rome and a Senate (I had one before), and I also found a couple of errors in the map_regions file. Now when I load the campaign, it goes back to the provinsial campaign menu. When I quit, I get an error that says there was an error at line 72 column... of the desc_strat.txt file. It says: Cannot create settlement at line 72. This seems to make sense as this is the file where all the settlements are set up, but I can't find the error. I've tried going to line 72, but thats in the middle of a settlement, and there's no error there. Is there any way I can find the error?
-
Re: The Wheel of Time - Total War (for Rome)
Quote:
Originally Posted by Myrddraal
Ok I now have a Rome and a Senate (I had one before), and I also found a couple of errors in the map_regions file. Now when I load the campaign, it goes back to the provinsial campaign menu. When I quit, I get an error that says there was an error at line 72 column... of the desc_strat.txt file. It says: Cannot create settlement at line 72. This seems to make sense as this is the file where all the settlements are set up, but I can't find the error. I've tried going to line 72, but thats in the middle of a settlement, and there's no error there. Is there any way I can find the error?
You have higher tech building than your city can support (urban barrak in a village)
-
Re: The Wheel of Time - Total War (for Rome)
I'll check that out, thx.
-
Re: The Wheel of Time - Total War (for Rome)
Nope, thats not it, but I did find another problem (I had called a province Rome not Latium) but I still get the same message. It must be another problem causing the error.
At least I know what file its in...
-
Re: The Wheel of Time - Total War (for Rome)
Myrddral, I'm maybe stating the obvious, but when trying to identify the problem line from the error message you were give, ie. line 72, did you discount any commented lines?
My guess is that the error will be a format issue, ie. a missing curly bracket or a misspelled label.
Try commenting out all the buildings, to help zero in on the fault. If it runs OK as an empty city, add each building back in one at a time until you get the error again. It's slow, but it works.
Another possibility, did you include the settlement within a faction, in this case the Senate since I assume that they're a mandatory faction for the game.
-
Re: The Wheel of Time - Total War (for Rome)
Quote:
Try commenting out all the buildings, to help zero in on the fault. If it runs OK as an empty city, add each building back in one at a time until you get the error again. It's slow, but it works.
I did that, I also reduced every city to a villiage and changed the population appropriately.
I also tried counting the lines. But it also gave a value for the column, I think it loads it as a kind of table maybe? I'll try again though.
-
Re: The Wheel of Time - Total War (for Rome)
has rome got the right number id.
thanks,
dessa
-
Re: The Wheel of Time - Total War (for Rome)
-
Re: The Wheel of Time - Total War (for Rome)
I have reduced it to its most basic form. There are now three provinces: Tremalking, owned by the Julii, Latium, owned by the Senate, and the rest of the world as one province called test_1 owned by rebels.
None of the provinces have ports (This was causing an error for some reason).
The game begins to load, gets to the end of the loading bar and CTD without an error message. Does anyone, know which files can cause this type of error?
-
Re: The Wheel of Time - Total War (for Rome)
I found a big error, in map_heights.tga, the sea colour was wrong. When I correct it, it CTDs when I click to start the campaign and does not generate a map file.
-
Re: The Wheel of Time - Total War (for Rome)
Was thinking, when it comes to military tradition and tactics in "Randland" you get the impression in the books that most of the "randlands" armies are made up by mostly cavalry. And with the RTW engine I think this could be reflected kinda well.
As far as I know its first Rand that introduce the more organized infantry with help of Mat.
So in what way will this reflected?
-
Re: The Wheel of Time - Total War (for Rome)
I guess there will just be more mounted troops, but you have to remember that often in the Wheel of Time, a large part of armies are be mounted, but often dismount. In this, I don't think there is the option dimount before battle, so there will have to be units like Queens Guards and Dismounted Queens Guards as seperate units.
Not all armies are mounted, in Cairhien, what we see of the armies there, there seems to be a lot of pikemen as well.
-
Re: The Wheel of Time - Total War (for Rome)
I've been doing some work on units, to make a change from the depressing string of failures I've had trying to make the campmap.
I decided to do some work on some Aiel Warriors. At the moment, these are the best pictures I've found of Aiel warriors:
http://mayo.gamepoint.net/aiel/gaul.jpeg
http://www.dragonmount.com/WoT_Produ...PG_Aiel_lg.jpg
I’ll upload the screens of the aiel in game as soon as I sort out one problem.
I’m using PSP8 and the DSS plugin.
When I save the file, all transparency changes to white background. At first I though this was Ok, I thought the white would change to transparent, but no, the shields, which are meant to be round, have a white square around them. How can I correct this? :dizzy2:
Anyway, I would now like you opinions on the Aiel. The different units will obviously be the different warrior societies. Here’s some ideas I had (some of them are from the book, some of them aren’t, if anyone has any other ideas/ corrections please tell me).
All Aiel warriors: can hide anywhere, very hardy, good moral, horde formation (unless I say otherwise)
Maidens of the Spear: very fast, light armour (hide buckler), short horn bows and spears. (To represent that maidens are often used as scouts)
Red shields: fast, better armour (larger red shield), spears. (Red shields often act as police)
Stone dogs: amazing moral (so that they never retreat), normal armour (hide buckler), better defence skill, spears (Stone dogs take a vow never to retreat)
Thunder walkers: Fast, normal armour (hide buckler), 3 heavy throwing spears, better attack. (Don’t know what they do in the books, so I though I make them hit hard and run)
Black eyes = Square formation, slower, much better armour (large square shield) spears. (Again, I don’t know what they do in the books, so I though I’d make them have a shield wall)
I have another surprise coming in terms of units, but that’s a surprise. ~;)
-
Re: The Wheel of Time - Total War (for Rome)
hi myrddraal,
its very cool to have someone to make an whot mod, since i am a big fan of the books. if you ever need any help (concept or such stuff best, cause i cant do anything other...), say it, ill run...
to the aiel units: i'd rather use the water searchers (dunno the unit's correct names in english, reading it in german...) as scouts. one war-community could be a unit using bows.
will there be ogiers in the mod?
how will u use the senate?
what with the hailene?
Sephriel
-
Re: The Wheel of Time - Total War (for Rome)
Sure about the water-seekers. I'm just throwing up ideas.
I don't think there will be ogier. Apart from maybe an ancilliary (sp?) might be oigier companion. They are too peacefull, and their stedding are too small.
As for the senate, someone had the excellent idea of making the dark one the senate, then making there be 3 trolloc clans as the romans. This would be good because then the objective for the trolloc clans would be to become Naeblis (sp?), and for everyone else, to destroy the shadow and take shayol ghul.
I'm not sure about the hailene and the Seanchan. Maybe they could start with a sea folk island, but with no money and no troops and at a certain point a script gives them loads of men. I'm trying to think of a way of including them.
If you want to help, anything you can think of. If you want to write and army list, or just a few units or even help with the modding, feel free. :)
@Lord Shand, you couldn't post those Myrddraal you did, I know it wouldn't take long to do it myself, but to be honest, I can be bothered ~;)
PS, for all those just reading this post, please see my prob in my previous post.
-
Re: The Wheel of Time - Total War (for Rome)
ok,
when will the mod takes place in? before or after rand beeing claimed as dragon reborn?
what have you done already?
if theres a seanchan faction, they should have a ogier elite unit, like the daughter of the nine moons does have.
-
Re: The Wheel of Time - Total War (for Rome)
I don't know really. It depends whats possible. It would be nice to make two campaigns:
One pre-rand era, beginning about 200 years before the fall of Malkier, and going all the way to the beginning of the Aiel War.
And one much shorter Rand-Era campaign. A 'what could have happened' campaign including the Seanchan Invasion, the black tower and Forsaken leading the shadow.
What I've done so far is some work on the campaign map, (Though I still get an error which I am trying to fix. Aes Sedai (see the first page of this thread to download them) and Aiel Warriors (see my problem above).
Good point about the Ogier.
As you can see its still in its early stages, so any help I can get is great.
-
Re: The Wheel of Time - Total War (for Rome)
yes, 2 campaigns would be very nice.
but what factions would a early campaign have? the kingdoms have not been them same as at rand's time.
how many factions can u use at all?
suggestion for the rand campaign's faction:
Amadicia/White Cloaks
Seanchan in Altara
Tar Valon
Salidar
Ghealdan
Murandy
The Borderlands
The Good ones
- The Dragon Reborn as senate (in Illian)
- Aiel
- Tear
- Andor & Cairhien under Elayne
- Perrin in the two Rivers
- The Horde of the red Hand starting only with an Army or with some regoins somewhere in Altara near Salidar
- Th Asha'man & the Dragon's Legion
The Shadow
- Shaido in northern cairhien
- Trollocs or some Chosen in the ... whats the name for the land around shayol ghul in english?
- Shadar Logoth
The rest of the map ( Arad Doman and Tarabon) should be rebels to show the chaos going on at the moment (the whole dragon sworn croud). perhaps should even be Ghealdan and Murandy in chaos.
that is my suggestion...
-
Re: The Wheel of Time - Total War (for Rome)
Quote:
but what factions would a early campaign have? the kingdoms have not been them same as at rand's time.
how many factions can u use at all?
If you think there would be a shortage of factions then think again. Remember that when I said before Rands Time, I did not mean before the tolloc wars, I did not mean Manetheren etc. Remember that Lan was born just before the fall of Malkier. How old can he be? About 50 at most... 200 years before the fall of Malkier means that all the nations like Almoth and Caralain have vanished for about 300 years. Here are the nations as they would be in the early period:
Borderlands:
Malkier
Saldea
Kandor
Arafell
Saldea
'Middle' Nations
Arad Doman
Andor
Cairhien
Tarabon
Ghealdan
Southern Nations:
Amadicia
Altara
Illian
Tear
Mayene
Other Nations:
The Sea Folk
Tar Valon
The Aiel
The Shadow
- The Dark One (Senate)
- Dha'vol Clan
- Kno'mon Clan
- Ahf'frait Clan
As for Rand-Era, in my oppinion, the more factions the better. Rand would start off with Tear and the Aiel Waste and the Seanchan would start off with the Sea Folk Islands they capture at the beginning of book 4. At the beginning, Rand would not be able to train Ashaman, but once he takes Andor, he would then be able to set up the Black Tower.
I think the Band of the Red hand should be a type of unit recruitable only to Rand.
What do you think?
PS. The land directly around Shayol Ghul is called the Blasted Lands, and the whole of the Dark Ones land is called the Blight, and the 'Horde of the Red Hand' is called the 'Band of the Red Hand'
-
Re: The Wheel of Time - Total War (for Rome)
what i think? it would be cool to have this many factions, but isnt there a limit?
and... phew... that'll be a lot of units to create and model...
-
Re: The Wheel of Time - Total War (for Rome)
-
Re: The Wheel of Time - Total War (for Rome)
i would prefer one single campaign. just have the Rand Era as the final era.
-
Re: The Wheel of Time - Total War (for Rome)
But how?
How have tear suddenly declare for the Dragon and loads of Aiel appear in the City?
How have Cairhien go into Civil War?
How have the Seanchan appear?
It might be possible, using the same kinds of scripts used in the prologue, but right now I have no idea how to work that...
-
Re: The Wheel of Time - Total War (for Rome)
Quote:
and... phew... that'll be a lot of units to create and model...
Thats why I want all the help I can get. :)
If someone wants to really help out with this mod, I need someone to help me sort out my problem with the campaign map. If I could send it to someone then maybe they could have a look through the files?
-
Re: The Wheel of Time - Total War (for Rome)
*g*
have never looked into such files...
but if u want me to, i can look if i find something...
-
Re: The Wheel of Time - Total War (for Rome)
Do you mean the prologue script or the campaign map files?
-
Re: The Wheel of Time - Total War (for Rome)
-
Re: The Wheel of Time - Total War (for Rome)
I'd love someone else to go over the files. The error is probably obvious, but I can't see it.
Just a hint, I'm gonna be posting some screens tomorow, you should like it ;)
-
Re: The Wheel of Time - Total War (for Rome)
Hi, if u need any help in the modding side (modelling or file-related), i would be happy to help.
I tried to set up a thread on A Song of Ice and Fire at stratcommander, but that didn't meet with much enthusiasm, so i'm glad that atleast WoT didn't turn out like that...
But if u need any help with the modelling or editing file side, i would be happy to help.
-
Re: The Wheel of Time - Total War (for Rome)
Here is the surprise, many thanks to Hoggy for the trolloc model. I decided to make a little comic to represent it. Its just a joke, don't take it too seriously... PS. You'll notice I still can't get transparency in PSP to work, hence the black squares around the Aiel shields.
http://82.68.81.226/david/TrollocsVsAiel2.jpg
@NaeBlis I'd love any help, what can u do?
-
Re: The Wheel of Time - Total War (for Rome)
wow,
great, myrddraal! good work.
to the thing of the campmap: i can look, if i find the error(4 eyes are better then 2 ;) )
-
Re: The Wheel of Time - Total War (for Rome)
-
Re: The Wheel of Time - Total War (for Rome)
All credit goes to Hoggy, I can't stress that enough.
@ Sephriel, can u PM me with ur e-mail address to send u the files.
-
Re: The Wheel of Time - Total War (for Rome)
You may want to fix the alpha on those sheilds...
-
Re: The Wheel of Time - Total War (for Rome)
Hey!
I can help out with the modelling - I CAN model, albeit a bit slowly. I can also help out with the text files/data files for RTW. Or the Campaign Map. Once I learn (or CA releases an editor) how to load a custom map into the game for the battles, i could help with those as well.
-
Re: The Wheel of Time - Total War (for Rome)
Great! I guess that makes you an official member. PM me with ur email and I'll send you the files. One of the first things you can do is sort out the transparency for those aiel.
-
Re: The Wheel of Time - Total War (for Rome)
-
Re: The Wheel of Time - Total War (for Rome)
Sephriel, should I coun't u in too?
-
Re: The Wheel of Time - Total War (for Rome)
sure,
i'll do whatever i can ~;)
-
Re: The Wheel of Time - Total War (for Rome)
Ive thought of an idea for including aes sedai into this game, although not controlled immediately by the player and if some one already mentioned it then I apologize.
Would it be possible to have the aes sedai pop up around the map as rebel armies that are allied with the good factions of this mod. They move around for a few turns and if you're attacked by shadow friends and that group then they'll be your ally in battle, but afterwards they'll continue onward and eventually disappear. But if it isnt a darkfriend you're facing then they arent included in the battle...
I hope thats clear and I hope thats possible because if so that would be sweet
-
Re: The Wheel of Time - Total War (for Rome)
Hm, if you made Tar Valon allied to all except the shadow and the whitecloaks, with military access, then maybe it might be possible. I'll have to try including that in the game.
-
Re: The Wheel of Time - Total War (for Rome)
Should i have recieved the files by now?
-
Re: The Wheel of Time - Total War (for Rome)
well... this thread is the reason i have signed up to this forum. im a pretty big fan of WoT and im reading it for the second time atm heheh.
ive read every reply on this thread and i think its some damn good work thats happening here. id like to help out as much as i can.. but at the moment i dont have access to a computer for long enough periods to do any of the actual modding :( so ill just share my opinions, thoughts and ideas.
One of my first thoughts was that maybe we should include the land of the seanchan, aeil and even shara (although there is virtually 0 info on shara). i remembered having seen a "world" map of the lands before. so i tried looking again... but when i found the map i was looking for.... i realised maybe its not such a good idea.
http://www.olmer.ru/jordan/map/world.jpg
i forgot how damn big seanchan is compared to the rest of the world... not to mention the massive body of water seperating them.... so scrap that idea.
I was then thinking on Aes Sedai and how they should be included in the game... because they really should be. and i came up with this:
The only aes sedai that fight are the Green Ajah (they are the battle ajah after all)
Aes Sedai come in units of one. with 3 warders (another reason for Green).
They are very expensive. including upkeep (they like to live like queens, so they cost a bucket load)
leave the three oaths behind. otherwise aes sedia are no fun :D
Im not too sure how you could do the warder deal.. but maybe make the Aes Sedai the general of that unit with three warder soldiers. Im not really sure on how that stuff works. but thats my idea.
I think trying to link events in from the book will not work and may ruin the game play a bit... but the seanchan should still be included. they should start on some small little islands off to the corner of the map below the Athan mire.
And Damane neeeeed to be in it... hehehe they are wickid. They should outdo Aes Sedai for strength and Attack but have really poor defence (they seem to be focussed more on attack in the books) and also poor moral, they are prisoners after all. Maybe only groups of two damane with their sul'dam.
and if the seanchan is included i think they should have their grolm and other creatures (cant rmember names right now) I know this is a lot of modding... but i guess it adds to the effect of the game.
Another thing i was thinking of is the number of cities in each faction. because if you look in the maps in the books there are not really very many cities to include.
But this site
http://encyclopaedia-wot.org:8008/geography/index.html
has a list of all reigons and all the cities that have been mentioned to be in those regions. im sure we could also make up some villages and stuff to go into the reigons too.
I was also thinking about the huge empty space north of Camelyn and Carhein to the border lands. should that simply be empty? or should there be rebel villages there? because im pretty sure there are small villages in those areas. its just that they have no ruler.
anyways... this has to be one of my longest posts anywhere ever. i'll try to check back as often as a i can.
this mod is gunna be pretty sweet.
-
Re: The Wheel of Time - Total War (for Rome)
Quote:
Should i have recieved the files by now?
I haven't had access to a comp for enough time to upload. Sorry about this. I'll probably be able to send them on thursday at the earliest.
I managed to fix the prob with the strat file. It was actually a mistake in the RGB value of provinces.
But there is now another error. If I try to include any sea, it CTD with no error message when I click to start and doesn't generate a map.rmw file, and if I make the whole world land, it starts loading, gets to the end of the loading bar, then CTD's and does generate a map.rwm. Back to step one.... :(
@ Lukin, good post. I was thinking of including the Western end of the Aiel waste, more Sea Folk Islands to the south, and in the Rand era campaign, the Seanchan would own an island called Cantorin which they retreat to after falme.
I found this info on a good site WoT mod because ur link wasn't working for some reason.
Cantorin
Occupied by the Seanchan (since Falme)
the mainland is hundreds of miles to the east of Cantorin. (IV: 50)
Cantorin Harbour is in the shape of a wide, lop-sided bowl. (IV: 44)
beyond the seawall is an inner harbor filled with Sea Folk ships. (IV: 44)
there's a mudflat near the harbor mouth. (IV: 44)
the island is governed by a Sea Folk Governor, who lives in a grand palace. (IV: 45)
the palace has a colonnaded terrace. (IV: 44)
pale wood panels in palace. (IV: 45)
the palace floor is inlaid with a pattern of light and dark woods. (IV: 46)
Cantorin is part of Aile Somera? Dantora part of Aile Jafar? (IV: 641)
the deepest part of the known sea is near Aile Somera. (IV: 921)
-
Re: The Wheel of Time - Total War (for Rome)
Some more ideas I had. I think that this map should be much bigger than the existing map, and much more zoomed in. So Ghealdan would be like the size of italy. I think it would be good to have a bit more open space between cities. Of course armies would be able to move further to compensate for this.
If we could change the number of turns in one year that would be awsome. For example, have four seasons to a year instead of two.
I was thinking of a possible way of doing this. I was looking around the prologue_script.txt file, and I noticed that you can enter cheats. They use the line console_command, and then enter the cheat code.
For example, they make sure you don't lose ur character by making him invulnerable:
console_command invulnerable_general "Gaius Julius"
If we could somehow make this type of script work for other campaigns, then you could write out a very long script which would do this:
Turn one: do nothing (spring)
Turn two: change the season back to summer (summer)
Turn three: change the season back to summer (autumn or fall for the americans~;))
Turn four: do nothing. (winter, the date would then automatically advance by one at the end of this turn)
It would do this in cycle for the whole game period, and there you go, four turns to a year.
Now I don't know if it would work, but its an idea worth looking into.
Also, travelling units. Maybe units like Ashaman should have really really long movement to represent they can travel, they wouldn't be able to travel in battle.
What do u think?
-
Re: The Wheel of Time - Total War (for Rome)
damn... that site that i posted seems to be a bit shifty... i can visit it perfectly at home... but then at school it doesn't work. ill try to mirror it later. but that site you posted is pretty good too. its just that the site that i posted uses references from the book so you can get a better idea of its location.
i think that ashaman would be incredible but also virtually invincible... so they could ruin the game. and then it also involves timelining events and creating characters such as Rand and Mat and Perrin and probly lots of others which would limit the freedom of the game imensely. Maybe just create the westlands just prior to the book events and dont bother including any of the actual story (except the seanchan have to be in it ofcourse)
The seanchan should explode with force, they shouldn't be able to be conquerored easily and should conqueror land pretty easily. and i like the idea of them starting on cantorin.
another question.... what civ does the player start as? and if they can choose anything they should be able to be the trollocs too. :D
cheers