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  1. #1
    Rarty's Avatar Foederatus
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    Default Wheel of Time TW?

    With the release of the next book coming up I think it would be a good time to actually finish one of the many mods started. I am not an experienced modder but Id give anything a go. I would hope that one of the creators of these unfinished Wheel of Time mods for medieval would be kind enough to send me their work. Also if anyone would like to help I would be grateful.

    Some of the other mods I have seen have been very ambitious with their ideas to start with. I plan to release the mod in small packages, otherwise it might die out.

    I would consider starting with the Blight and the Borderlands. this will be the trickiest part but it would be good to get that out of the way.

    On the subject of weaving(the equivalent of magic for those who dont know),

    I think it would be good to include this in the mod. The only way at the moment I see this happening would be by having the Aes Sedai as some sort of archer unit. I did read somewhere that the ability to deploy stakes midway through a battle had been found. If I could maybe change the stakes to a wall of fire this would be a very cool concept.

    Also some of the more advanced Aes Sedai were able to travel (this involve them opening a portal in mid air to travel to any place they want)

    this could be a cool feature on the campaign map if it could work. I thinking of maybe a "mercenary" unit that could be hired and once clicked on a script activated to allow the player to enter the co ordinates of where they want to go. This would be very imporant and cool for the next of my ideas.

    When the full campaign is finished ( I know im thinking a bit ahead here) I would love to implement a campaign following Rand's story similar to that American campaign in Empire. But then again i have got to concentrate on the regular campaign first.

    As for the units I would love to make an entirely new set of units but i will see how i get on with my first few. After all i need to learn how to do all this first.

    Possible Factions
    Shienar (Fal Moran)
    Arafel (Shol Arbela)
    Kandor (Chachin)
    Saldea (Maradon)
    The White Tower (Tar Valon)(similar to Papal States?)
    Cairhien (Cairhien)( love for some way to implement the political side to Cairhien, will have to think on that one)
    Andor (Caemlyn)(Maybe divide between the Loyalists in favour of the Queen and also possibly an emergent rebel faction)
    Emond's Field (Manatheren) ( hopefully an emergent faction similarily to Baron's Alliance in Brittania)
    Arad Doman (Bandar Eban)
    Katar (Katar)
    Tarabon (Tanchico)
    Amadacia (Amador)
    Altara (Ebou Dar)
    Murandy (Lugard)
    Illian (Illian)
    Tear (Tear)
    Mayene (Mayene)
    Seafolk (Tremalking)
    The Dark One( may be split up)
    Seanchan( similar to Mongols)

    Units:
    Basic units

    Peasants
    Levy Pikemen
    Pikemen
    Armoured Pikemen
    Peasant Archer
    Archer
    Crossbowmen
    House Guards
    House Armsmen (Swordsmen)
    Royal Armsmen
    Local Militia
    Town Militia
    County Militia

    Mounted Militia
    Light Horse
    Mounted Armsmen (swords shield)
    Mounted Nobles
    Noble Retainers
    Mounted Crossbows


    Tarabon

    King’s Life Guard (Mounted and Dismounted)
    Panarch’s Legion (Pikemen)
    Taraboner Lancers
    Taraboner Infantry (Spearmen)

    Andor

    Queens Guards (Mounted and Dismounted)
    White Lions(Mounted & Dismounted) Note only in Rand era
    Two Rivers Longbows
    Miner Militia (From the mines in the mountains of mist)
    Billmen
    Men of Caemlyn(Swordsmen Medium Armor)
    Two River Peasants (pretty badass peasants armed with Spears)

    Tear

    Defenders of the Stone (Mounted and Dismounted)
    Tairen Heavy Horse
    Godan Cavalry
    Maredo Cavalry
    Tairen Horse Archers
    Tairen Lancers

    Amadicia

    Guardians of the Gate(Mounted & Dismounted)
    Children of the Light(Mounted & Dismounted)
    Children of the Light Archers
    Children of the Light Crossbowmen
    Amadician Pikemen (Heavy Duty)
    Zealots
    Amadician Crossbowmen

    Cairhien

    Cairhien Vanguard(Mounted & Dismounted)
    Guardians of the Dragonwall(Mounted & Dismounted)
    Cairhienen Nobles
    Billmen
    Free Companies (Two handed swords)
    Cairhienen Infantry (Pikemen)

    Murandy

    Royal Guards (Mounted and Dismounted)
    Murandian Bandits (Archers)
    Merchant Guards (Mounted and Dismounted)
    Lugard Brigands (Spearmen)

    Shienar

    Shienaran Royal Lancers
    Shienaran Mounted Bows
    Borderland Militia
    Fal Daran Cavalry
    Two-Handed Sordsmen
    Borderguards(Mounted & Dismounted)

    Arafel

    Arafellin Knights (Mounted and Dismounted)
    Mounted Swordsmen
    Arafellin Swordsmen (Two Swords)
    Arafellin House Armsmen
    Borderland Militia
    Arafellin Light Horse
    Borderguards(Mounted & Dismounted)

    Kandor

    Royal Lancers (Mounted and Dismounted)
    Kandori Lancers
    Kandori Heavy Infantry
    Kandori Armsmen
    Kandori Archers
    Borderland Militia
    Chariots?
    Borderguards(Mounted & Dismounted)

    Saldea

    Saldean Royal Lancers
    Saldean Light Cavalry
    Saldean Light Swords
    Saldean Light Javelins
    Saldean Footarchers
    House Bashere Swordsmen
    Borderland Militia
    Borderguards(Mounted & Dismounted)

    Ghealdan

    Defenders of the Wall (On foot)
    Royal Guards(Mounted & Dismounted)
    Billmen
    Jehanna City Guard

    Illian

    Companions (Mounted and Dismounted)
    Sailors
    Councils Bodyguard (Maces)

    Mayene

    Winged Guards (Mounted and Dismounted)
    Marines

    Altara

    Palace Guard (Mounted and Dismounted)
    Altaran Light Horse
    Bandits

    Arad Doman

    Royal Guards(Mounted & Dismounted)
    Domani Heavy Swordsmen
    Merchant Guards (Mounted and Dismounted)
    Order of the Council (battle axe, mounted and foot)

    The Shadow - Shayol Ghul

    Myrddraal
    Dha'vol Band
    Dhai'mon Band
    Ko'bal Band
    Ahf'frait Band
    Kno'mon Band
    Dha'vol Fist
    Dhai'mon Fist
    Ko'bal Fist
    Ahf'frait Fist
    Kno'mon Fist

    Creatures of the Blight
    Darkhounds
    Darkfriend Militia
    Darkfriend Archers
    Darkfriend Riders
    Darksworn Champions
    Dreadlords

    The Shadow - Dha'vol Clan

    Myrddraal
    Dha'vol Band
    Ahf'frait Band
    Kno'mon Band
    Dha'vol Fist
    Ahf'frait Fist
    Kno'mon Fist
    Armoured Dha'vol

    Creatures of the Blight
    Darkhounds
    Darkfriend Militia
    Darkfriend Archers
    Darkfriend Riders
    Darksworn Champions
    Dreadlords

    The Shadow - Ko'bal Clan

    Myrddraal
    Ko'bal Band
    Ahf'frait Band
    Kno'mon Band
    Ko'bal Fist
    Ahf'frait Fist
    Kno'mon Fist
    Armoured Ko'bal

    Creatures of the Blight
    Darkhounds
    Darkfriend Militia
    Darkfriend Archers
    Darkfriend Riders
    Darksworn Champions
    Dreadlords

    The Shadow - Dhai'mon Clan

    Myrddraal
    Dhai'mon Band
    Ahf'frait Band
    Kno'mon Band
    Dhai'mon Fist
    Ahf'frait Fist
    Kno'mon Fist
    Armoured Dhai'mon

    Creatures of the Blight
    Darkhounds
    Darkfriend Militia
    Darkfriend Archers
    Darkfriend Riders
    Darksworn Champions
    Dreadlords

    Tar Valon

    Aes Sedai( with Warders)
    Tower Guards
    Younglings(Mounted & Dismounted)
    Tar Valon Heavy Cavalry
    Tar Valon Halbierers
    Tar Valon Swordsmen
    Men of Tar Valon(Milita)

    Seachan
    Death Watch Guards(Mounted & Dismounted)
    Death Watch Ogier Guards
    Damane
    Cavalry
    Seachan Beast Riders
    Seachan Cavalry
    Infantry
    Seachan Falxmen
    Seachan Spearmen
    Seachan Swordsmen
    Seachan Archers

    Aiel
    Clan Chiefs Guard
    Red Shields(Light Infantry)
    Thunder Walkers(Heavy Infantry)
    Far Dareis Mai(Light Aiel - like scouts)
    Stone Dogs(Medium Infantry)
    Water Seekers(Light Skirmishers)
    True Bloods(Archers)
    Brothers of the Eagle(Heavy Skirmishers)
    Night Spears
    Black Eyes(Heavy Archers)
    Dawn Runners
    Knife Hands

    I pinched this list from one of the other WoT mods who pinched it from another mod of the same. I don't know about the Dark One's factions as I have never heard of some of their units but this list is not set in concrete. As I said I will not start by doing a bit of each faction but will finish each one one at a time so it make take a while for some of these factions to even appear in the beta's.

    I will be working at this mod in my own time and at my own pace so don't expect this down by next week. Im giving myself a year to do it and if for some reason it is not done by that time I wiil just resign and who know's maybe hand it on to someone else.

    If any one could please post their ideas, no matter how wild and crazy, and also if they could recomend any things I may need to look out for Lore-wise as I do not want to disappoint on that basis.
    Last edited by Rarty; October 13, 2009 at 09:24 AM.

  2. #2

    Default Re: Wheel of Time TW?

    i would love for there to be a wheel of time mod! i am suprised there isnt one already. i always thought that with some work and new skins the whole priest system in the game would work perfectly to recreate the channeler societies.

  3. #3

    Default Re: Wheel of Time TW?

    Ambitious. I wish you luck, but make sure you don't bite off more than you can chew. Some of those "small" chunks you describe will probably require more work than you realize. Good luck!
    Son of PW

  4. #4

    Default Re: Wheel of Time TW?

    That is definatly a mammoth undertaking, one i would be completly behind if you were to find some decent modelers/skinners. If you can form a pretty decent team id be happy to jump aboard as a scripter.

    If you are serious about completing it i would recommend you try talking with GeD, as he started a WoT mod some time ago and as far as i know,he is still planning on finishing it at some time.

    Best of luck to you!
    ...longbows, in skilled hands, could reach further than trebuchets...

  5. #5
    ★Bandiera Rossa☭'s Avatar The Red Menace
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    Default Re: Wheel of Time TW?

    What every happened to Myrddraal (SP?) He was in charge of one of the original mods I believe.. GED was involved in one as well I believe..
    http://www.twcenter.net/forums/showthread.php?t=19455 (Myrddraal's RTW mod which I believe to be dead)
    Last edited by ★Bandiera Rossa☭; October 28, 2009 at 12:36 AM.


  6. #6
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: Wheel of Time TW?

    Quote Originally Posted by Slurricane View Post
    What every happened to Myrddraal (SP?) He was in charge of one of the original mods I believe.. GED was involved in one as well I believe..
    http://www.twcenter.net/forums/showthread.php?t=19455 (Myrddraal's RTW mod which I believe to be dead)
    I actually have a pretty good base for Wheel of Time. The map is 90% done, tons of custom scripting done, and a lot of other legwork done.

    The problem is I cannot do models, skins, or other artwork, and at the time I couldnt find anyone really interested in doing it.

  7. #7
    Tyrenia's Avatar Tiro
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    Default Re: Wheel of Time TW?

    Hooray, I am so glad to see people discussing an idea that I myself have had for a long time. While I am not a modder in any sense of the word, I would love to do anything possible to help get this mod off the ground. At the moment though, all I could offer would be ideas.

    Firstly, I think that it would be possible to somewhat demonstrate Rand's binding of nations to his cause. At some point, Tear would be attacked and besieged by a spawning army lead by Rand. However, like Lithuania in the Teutonic campaign, you would have the option of 'converting' to the Dragon Reborn. Basically, every nation, exculding the Shadow of course, would be given the option to do this. Rand would function like the Pope, basically, he stops you from fighting anyone else who has sworn to him. If you get 'excommunicated', he can call a crusade against you until you patch up relations with him.

    As for a starting point, I like the idea of setting it 200 years before EotW, or perhaps set up an Early or Late campaign system, like in SS where Early lets you start the 200 years before, while the late campaign starts after the fall of Tear.

    As for the Aes Sedai, they could act as agents, a combo of spy, priest and diplomat, and if they were moving with an army which was attacked by shadowspawn, then they would appear on the battle map. As for powers, one could use the cannonball graphics, or the flaming arrows as spells. Maybe they could lower enemy morale as well? Anyway, it's all just ideas. But I think Tar Valon should be a playable faction, but the Aiel, Seanchan and Two Rivers are only playable if you started the Late Campaign, otherwise they are just emergent factions.

    And finally, I like the idea of having an Artur Hawkwing/Second Covenant campaign, but as this would take a considerable amount of time, which would be better spent creating the mod itself.

    So if a team was forming, count me in, because I would be happy to learn anything required of me (though my preference would be for scripting)
    "It's only after we've lost everything that we're free to do anything"
    -Tyler Durden (Fight Club)

  8. #8

    Default Re: Wheel of Time TW?

    If anyone does decide to pick up The WoT mod I have some pretty cool ideas for scripting the Great Hunt and the Horn of Valere, which would be such an awesome ancillary. Although a WoT mod may be better suited for an Empire mod once all the modding tools have been worked out (as it would be quite difficult to script anything regarding 'Traveling' and 'The Ways' within M2TW's limited script options), and the Atha'an Miere really could use Empires naval battles...

    But if you are serious Rarty in forming a mod team to actually accomplish the huge task that WoT would become, count me in!...
    ...longbows, in skilled hands, could reach further than trebuchets...

  9. #9
    ★Bandiera Rossa☭'s Avatar The Red Menace
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    Default Re: Wheel of Time TW?

    I am not sure.. there could be a way to script the "move_character" command in to the ways and travelling..


  10. #10

    Default Re: Wheel of Time TW?

    You would need to know the characters name, which after turn 1 you cant possibly know the name of any new general that is adopted,recruited or born. You could spawn characters (knowing thier name) then move them. Possibly even use the move off map feature then move them back a turn or 2 later when using the ways. Its just new generals/characters recruited/adopted after turn one thier names cant be known when u write the script. I guess it would also depend on what time scale you set the game for. 4 turns per year, 12 turns or more... If the games time span was short enough that only a few additional characters were introduced, then maybe.

    Regardless it would be quite an undertaking to give an authentic WoT feel to it. Bale Fire would be impossible - unless you classed it as a mere fireball. Daes Dae'mar would be quite interesting to script. The various sa'angreal and Ter'angreal would make an extensive ancillary list. Wolf brothers and the world of dreams would be almost impossible if not impossible. The Way of The Leaf would be quite an interesting religion in the game . Gleeman would be prefectly suited to GED's roving building script as would valen lucas travelling circus (i think thats what he initially wrote that script for). All in all, i think the mod would require a pretty big (and competent) team to actually complete.

    I still think empire is where a WoT mod would be best suited...
    ...longbows, in skilled hands, could reach further than trebuchets...

  11. #11
    Elmo Kill's Avatar Foederatus
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    Default Re: Wheel of Time TW?

    I would love to see a WoT mod! WoT is my favorite series, just finished the new book!
    I think you would have to consign yourself to leaving out channeling and the Way of the Leaf. WoT is definitely better suited for obedience than piety. Also, since Aes Sedai NEVER take part in war unless against shadowspawn, it doesn't really make sense to have them be a playable faction.

    The Ways wouldn't be necessary, they are hardly used in the books. And traveling... well, it might work, but I think it would ruin the M2TW experience. Best solution, for ignoring Traveling, is to set this like 20 years prior to Eye of the World.

    OR, if you enjoy masochism, you could base this mod during Artur Hawkwing, or the Hundred Years War. That would be insanely difficult, but people would love you

    Some other suggestions (sorry, I'm just very excited about this idea):

    Saldaean light cavalry should be the best in the world.
    Seanchan could start out at Falme? And get new stacks like in Crusades expansion. 2 waves: Forerunners (Hailene), then the Return (Corenne).
    Lots of corruption.
    Very little adoption.

    I hope this happens! Good luck!
    "Water sleeps, but Enemy never rests" - Murgen, Standardbearer

  12. #12
    Elmo Kill's Avatar Foederatus
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    Default Re: Wheel of Time TW?

    I know no one has been here recently, but I have more thoughts about this mod. I've been thinking about it off and on, and might even learn how to mod just so I can participate!! (assuming the mod is started). I know this mod would be difficult to realize, and therefore have formulated a plan for how the mod would realistically work.

    Having played TATW and trolled through its forum, I well understand the ongoing issue of Lore versus Gameplay. People want what happened in the books to happen in the game, adding RPG elements to what should ONLY be a turn-based Strategy game (IMO). I think that if you start the Medieval WoT mod in the year 997 NE (or whenever EotW starts) then you'd have to have like 20 turns per year, lineages would be useless (especially since none of our main characters are from noble backgrounds), and it would be overall an unpleasant experience for non-WoT fans.

    The best solution for this game is to start 200 years BEFORE Eye of the World, with 2 turns per year. At this point in WoT history, not much is happening. Nations are slowly shrinking in size, but I don't believe there are any huge conflicts in this period (on the scale of Hawkwing or the War of the Hundred Years) that would make this period in history very Lore-Centric. Nearly all nations would be the same, with the same map and topography, and the same military units.
    By moving the starting point of the mod back in time, this allows the player to cause political alliances, military encounters, and full-out war just as occured in this time period historically. The Family Trees would develop, gleemen and traveling circuses would come and go, the Aes Sedai sit in their tower, and because it is not Lore-centric, it's essentially what vanilla M2TW is to true European history.

    I know there are important events that occur. At some point, perhaps 100 or 150 turns into the game (out of 350-odd turns) the Seanchan could invade on fleets the way that the Timurids invade. Around 977 NE the Aiel faction could have a scripted 'jihad' against Cairhein, and a few turns later the notification would come that the Dragon has been Reborn.

    There are three ways for this mod to end. The more Lore-pleasing method would be to end this game in 996 NE, just before Rand et al leave the Two Rivers and take over half of the world, shaking it to its foundations. The second method would be to ignore Rand and any RPG elements completely, and script Tarmon Gai'don. The player would have to defeat this wave of trollocs and other nasties in order to win, perhaps. The third method would be to incorporate the events of the books into the game, but someone other than myself would have to figure out the logistics of that.

    Some last comments:
    Just to reiterate a point, Aes Sedai do NOT take part in conflicts in this world. They are NOT a military organization. There should not be units made up of Aes Sedai, it would be SO wrong. Also, sa'angreal and angreal should not be ancillaries. I can see Ter'angreal making good ancillaries though, for example a redstone doorway for the leader of Mayene adds +2 authority.

    I'm not sure if the Sea Folk would fit well into this game. Perhaps just have the isles, and a rebel town all the way out there, for the Seanchan to take hold of.

    That's all I have (for now). I hope my myriad opinions and ideas are useful.
    "Water sleeps, but Enemy never rests" - Murgen, Standardbearer

  13. #13

    Default Re: Wheel of Time TW?

    If you were hell-bent on encorporating Aes Sedai, then I would suggest adapting the papal/inquisitor system to it. Don't have them as a playable faction, but have red sisters wondering around denouncing people as darkfriends and killing them.

    And certain factions could have Aes Sedai advisors as ancillaries, Andor for example. Since they do in the book.

    I think perhaps you should also find a consistent visual source for everything. There is enough work to do without having to design the look of units from descriptions in the book.

    For my part I have zero modding skills, but would happily be involved in research and writing anything that needs to be written. Unit/building descriptions etc. Let me know if you need any of that.

  14. #14

    Default Re: Wheel of Time TW?

    actual work = real mod, no work= no mod! do the math! this is a great idea!

  15. #15
    Rarty's Avatar Foederatus
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    Default Re: Wheel of Time TW?

    It's been quite a while since i have been on as i am in the middle of exams this year. I'm struggling to find the time to actually DO some modding but in the time I have im mostly trying to get to grips with all the basics. I tried to draw some basic unit designs but that is very difficult and so have resorted to trawling threw the fansites looking for concept art.


    (I dont know how to do one of those fancy quote boxes so i will do it the old fashioned way)

    GrnEyedDvl
    I actually have a pretty good base for Wheel of Time. The map is 90% done, tons of custom scripting done, and a lot of other legwork done.

    The problem is I cannot do models, skins, or other artwork, and at the time I couldnt find anyone really interested in doing it.

    I would love if you could give me the work you have done, it would lay a great foundation for me to work on. You would of course recieve FULL credit for the work you have done. I really hope you will consider this.



    For the rest of you, I will begin to get done to some serious work once summer comes(heh heh) around, even if i have to lock myself in my room!

  16. #16
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: Wheel of Time TW?

    B. Ward already has a copy of it, as do a few others. Show me you are serious about this and I will get you copies as well.

    For the record my mod was not based on the time of Rand.I feel there are too many problems because the books have a scripted ending, and obviously the game should not. I based my mod on 1021 of the Second Age, not long after Artur Hawkwing died when the current nations were still struggling through their early years.

    You can see most of the work I have done here:
    http://www.twmodsquad.com/index.php?board=102.0

  17. #17

    Default Re: Wheel of Time TW?

    Hello all!

    I'd love to see this completed! My own attempt staggered and died. We also had a pretty much complete map, and some models themed around the Whitecloak war. Unfortunately the files are lost I think. I've had a look for them a few times but with no luck, I seem to have lost them when I transfered to a new computer. It's possible that someone else on the team has the files, but I'm not in touch with them any more.

    My advice is aim small. Do a mod which focusses on a subset of the factions and the map, for example the Whitecloak war. A full conversion mod is a lot of work and should not be undertaken without a team and buckets of determination.

    On a side note, I haven't got the next book yet; what did anyone think of it (without giving anything away )

    PS, thanks for the tip off Slurricane. I'm not really a frequent visitor to this site, my true online TW home is the .org

    PPS, two rivers peasants should definately be armed with longbows.

    PPPS, I think maybe our mod is your original unit list source. We certainly had Councils Bodyguard for Illian which is an invented unit to fill out the Illian unit list...
    Last edited by Myrddraal; January 04, 2010 at 07:31 PM.
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  18. #18
    Elmo Kill's Avatar Foederatus
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    Default Re: Wheel of Time TW?

    Quote Originally Posted by Myrddraal View Post
    On a side note, I haven't got the next book yet; what did anyone think of it (without giving anything away )
    New book is awesome. Interesting and surprising events occurred. I look forward to the next one.
    "Water sleeps, but Enemy never rests" - Murgen, Standardbearer

  19. #19
    ★Bandiera Rossa☭'s Avatar The Red Menace
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    Default Re: Wheel of Time TW?

    Hello all!

    I'd love to see this completed! My own attempt staggered and died. We also had a pretty much complete map, and some models themed around the Whitecloak war. Unfortunately the files are lost I think. I've had a look for them a few times but with no luck, I seem to have lost them when I transfered to a new computer. It's possible that someone else on the team has the files, but I'm not in touch with them any more.

    My advice is aim small. Do a mod which focusses on a subset of the factions and the map, for example the Whitecloak war. A full conversion mod is a lot of work and should not be undertaken without a team and buckets of determination.
    I cannot stress enough how much I agree with what you say, my modification "Ghibelline:Total War" failed exactly because I was too ambitious in it, because I had too many plans and not enough skill and labor time..and especially not enough dedicated team members and public interest.

    On a side note, I haven't got the next book yet; what did anyone think of it (without giving anything away )


    The book is pretty good, I believe that Mr. Sanderson kept faithful to Mr. Jordan's wishes and it was all in all well done.

    PS, thanks for the tip off Slurricane. I'm not really a frequent visitor to this site, my true online TW home is the .org
    No problem, I am particularly interested in seeing how this modification turns out.

    On a related note, has anyone heard of the Wheel of Time modification for Mount and Blade? I once checked it out when it was in Beta, I am not sure if it was ever completed.
    Last edited by ★Bandiera Rossa☭; January 06, 2010 at 02:31 AM.


  20. #20
    Glowbal's Avatar Tiro
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    Default Re: Wheel of Time TW?

    Hey there! Are you still around here? If so, I would be happy to join your team on this. I'm a scripter, and I can do 2d art and movies (intro, etc). I actually already finished the set up for all the factions for this.

    But if not, I will start my own mod.. Actually, I already did, but I woudl happy to share the work

    Cheers!

    edit; oh and that unit list.. well.. what to big for a first release. Make it smaller for now.
    Last edited by Glowbal; January 09, 2010 at 12:21 PM.

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