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  1. #1
    Glowbal's Avatar Tiro
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    Default Wheel of Time Total War





















    Last edited by Glowbal; March 30, 2010 at 05:18 AM.

  2. #2

    Default Re: WIP: Wheel of Time - Total War ; looking for team members

    I don't have any experience in modding aside from playing them, but I'd be more than happy to assist with research or anything else you need help with. I'm an avid fan of the series, and am currently finishing what I believe is my third read through of the current books. (Not counting the Gathering Storm)

  3. #3
    Glowbal's Avatar Tiro
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    Default Re: WIP: Wheel of Time - Total War ; looking for team members

    I could surely use a researcher! I will contact you through PM.

    Thanks!

    PS. I will update this post today, or tomorrow, with some work I've finished.

  4. #4

    Default Re: WIP: Wheel of Time - Total War ; looking for team members

    I must be a bit of a bummer here and suggest that it probably isn't the right time to make this mod. Firstly, when (or if) the Empires modding tools are released, that game has much more in terms of versatility to mod with, even if the vanilla game isn't my cup of tea. Secondly I just don't feel the Wheel of Time is a popular enough series to warrant interest. The Lord of the Rings fullfils most players Fantasy needs, one just needs to look at the Song of Ice and Fire mod. Its little far from being dead along with a host on none fantasy mods.

    It would be great to play in the Wheel of Time world, however there is very little information available concerning each cultures warfare style and Jordan often showed a great lack in his understanding of medieval warfare.
    Still; if this mod gets under way I may dither about offering help where I can.

    Sorry for the pessimism!

  5. #5

    Default Re: WIP: Wheel of Time - Total War ; looking for team members

    Well, a major thing is that "if" part of the modding tools for Empire. I'm not modder, but I do know enough to know that modding is tedious at best and impossible at worst without the tools. And of course there are people who will always prefer Medieval to Empire, or be like me and go back to older games for a quick jaunt. (To this day I'll get the urge to pop Shogun in) That counts for mods as well.

    As for interest...eh, you may very well be correct on that one. But I feel that as a bestselling series it will garner plenty of interest to keep it afloat it least, if not quite so much as the oh so popular (and rightly so) Third Age: Total War.

    As for the variety of cultures, you're quite right. However, I feel that for simplicities sake we could make roughly three groups, The "Southerners" The Borderlanders, and then Exotic. However, we could then refine it further, using the three groups as a base, the foundation so to speak, and adding variations as we know them. For instance, Sheinar which is the Borderland nation we know most about, could be used as a base-line adding nation specific units as we know them, such as Arrafellin having two swords. And use Andor as a base, and so on. Though exotic will be more tricky, as obviously we can't use Aiel as a base for Seanchan or the Sea Folk.

    As for a lack of understanding of Medieval warfare...eh, oh well. I try not to nitpick fantasy too bad.

  6. #6

    Default Re: WIP: Wheel of Time - Total War ; looking for team members

    Quote Originally Posted by Alehkra View Post
    As for a lack of understanding of Medieval warfare...eh, oh well. I try not to nitpick fantasy too bad.
    Yeah, it is sort of unfair to do that, however armies formed up with Pikes could eat through the 'Kinghtly' armies of Tear (both in reality and in game terms). It seems the Jordan pictured things in a sort of late 16th century world yet without gunpowder so it may be awkward to balance things out. I suppose its all just stats and theres plenty of room to pretty much make it up as we go along.

  7. #7
    Glowbal's Avatar Tiro
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    Default Re: WIP: Wheel of Time - Total War ; looking for team members


    Some might need improvement, such as the Aiel and Seanchan. (both right bottom)

    Original post updated!

  8. #8

    Default Re: Wheel of Time Total War - Faction Symbols

    I find them all good except I would reccomend a rework on the one with the star and blue/yellow striped. Other than that, great job Glowbal.

  9. #9
    Glowbal's Avatar Tiro
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    Default Re: Wheel of Time Total War - Faction Symbols

    Hi all,

    I am still looking for some team members for this mod.
    Any help is welcome.

    Also, I will probally soon show some 2d art, but only after I've got the campaign map working again. Just a few more things until I can finally can add details on the map.


    And for druvatar: I've attached the file.

    Cheers!

  10. #10

    Default Re: Wheel of Time Total War

    so far I have found one error:

    22:36:46.640 [system.io] [trace] file open,,0E4E8518,4766
    22:36:46.640 [system.io] [info] open: found mods/MyTest/data/text/rebel_faction_descr.txt.strings.bin (from: C:\Program Files\SEGA\Medieval II Total War)
    22:36:46.640 [system.io] [info] exists: found mods/MyTest/data/descr_rebel_factions.txt (from: C:\Program Files\SEGA\Medieval II Total War)
    22:36:46.656 [system.io] [trace] file open,,0E5143D8,10860
    22:36:46.656 [system.io] [info] open: found mods/MyTest/data/descr_rebel_factions.txt (from: C:\Program Files\SEGA\Medieval II Total War)
    22:36:46.656 [script.err] [error] Script Error in mods/MyTest/data/descr_rebel_factions.txt, at line 9, column 21
    rebel unit type 'Peasants' not found in unit_db
    22:36:46.656 [system.io] [info] exists: missing mods/MyTest/data/descr_particle.txt
    22:36:46.687 [system.io] [trace] file open,,0E56CFE0,3763
    22:36:46.687 [system.io] [info] open: found data/descr_particle.txt (from: C:\Program Files\SEGA\Medieval II Total War)
    22:36:46.687 [system.io] [info] exists: missing mods/MyTest/data/descr_formations.txt
    22:36:46.718 [system.io] [trace] file open,,0E514258,15119
    22:36:46.718 [system.io] [info] open: found data/descr_formations.txt (from: C:\Program Files\SEGA\Medieval II Total War)

    and more:
    22:36:52.687 [system.io] [info] exists: missing mods/MyTest/data/ui/middle_eastern/buildings/#middle_eastern_castle_port.tga
    22:36:52.687 [system.io] [info] exists: missing mods/MyTest/data/descr_walls.txt
    22:36:52.703 [system.io] [trace] file open,,0E649B58,7941
    22:36:52.703 [system.io] [info] open: found data/descr_walls.txt (from: C:\Program Files\SEGA\Medieval II Total War)
    22:36:52.718 [system.io] [info] exists: missing mods/MyTest/data/descr_faction_standing.txt
    22:36:52.734 [system.io] [trace] file open,,0E64D360,48022
    22:36:52.734 [system.io] [info] open: found data/descr_faction_standing.txt (from: C:\Program Files\SEGA\Medieval II Total War)
    22:36:52.734 [script.err] [error] Script Error in data/descr_faction_standing.txt, at line 59, column 44
    Building level name small_church not found as a level in building database
    22:36:52.734 [script.err] [error] Script Error in data/descr_faction_standing.txt, at line 67, column 44
    Building level name church not found as a level in building database
    22:36:52.734 [script.err] [error] Script Error in data/descr_faction_standing.txt, at line 75, column 44
    Building level name abbey not found as a level in building database
    22:36:52.734 [script.err] [error] Script Error in data/descr_faction_standing.txt, at line 83, column 44
    Building level name cathedral not found as a level in building database
    22:36:52.734 [script.err] [error] Script Error in data/descr_faction_standing.txt, at line 91, column 44
    Building level name huge_cathedral not found as a level in building database
    22:36:52.734 [script.err] [error] Script Error in data/descr_faction_standing.txt, at line 99, column 44
    Building level name small_chapel not found as a level in building database
    22:36:52.734 [script.err] [error] Script Error in data/descr_faction_standing.txt, at line 107, column 44
    Building level name chapel not found as a level in building database
    22:36:52.750 [system.io] [info] exists: missing mods/MyTest/data/export_descr_guilds.txt
    22:36:52.781 [system.io] [trace] file open,,0E64D360,45052
    22:36:52.781 [system.io] [info] open: found data/export_descr_guilds.txt (from: C:\Program Files\SEGA\Medieval II Total War)
    22:36:52.781 [script.err] [error] Script Error in data/export_descr_guilds.txt, at line 10, column 14
    Invalid building name <guild_assassins_guild>
    fix those and add a vanilla edb

  11. #11
    Glowbal's Avatar Tiro
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    Default Re: Wheel of Time Total War

    If I fix those, there would be no error and no need for a vanilla edb. Unless I fix it with placing a vanilla one. Wish would be the easiest solution, for now.
    But I am working on a new building tree, so I completely removed everything. I will let you know how it goes with the campaign map, when I get around to fix all these things.

    Cheers!

  12. #12

    Default Re: Wheel of Time Total War

    Great work guys!
    I've always wanted to see a Wheel of Time mod and you guys look like you're making good progress.

    + Rep to 'ye

  13. #13
    Glowbal's Avatar Tiro
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    Default Re: Wheel of Time Total War

    Thanks. Most work can't be shown with pretty pictures. I hope to show the campaign map later today, unless I get another CTD.

  14. #14
    Glowbal's Avatar Tiro
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    Default Re: Wheel of Time Total War

    Well it's been some time, but the campaign map works! Huge thanks to Gigantus, for helping me out after I got a huge headache from trying to figure out what was causing the problems it had.





    So now I'm off to adding in details on the campaign map! The mountains need some seriouse improvement, before even showing them off, lol.

    And of course, we are still looking for new team members, contributers, anyone who wish to help is welcome!

    - Glow

  15. #15

    Default Re: Wheel of Time Total War - Campaign map

    Great work with getting the campaign map up and running, I can't wait to see more!

  16. #16
    y2day's Avatar TWC STORE NOW OPEN!
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    Default Re: Wheel of Time Total War - Campaign map

    Yes great work Glowbal, its great to see someone willing to work on a WoT mod. It is my favorite fantasy series and I hope to find time to contribute as it does look like you may be the one to actually put some effort into it. Look forward to seeing more of your progress.




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  17. #17
    Glowbal's Avatar Tiro
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    Default Re: Wheel of Time Total War - Campaign map

    Whatever it takes half a year, or 2 years until this mod gets done, I will make sure it gets done. Even if I have to do it all myself. I want to play it.

  18. #18

    Default Re: Wheel of Time Total War - Campaign map

    Quote Originally Posted by Glowbal View Post
    Whatever it takes half a year, or 2 years until this mod gets done, I will make sure it gets done. Even if I have to do it all myself. I want to play it.
    you will! (play) let me know your intent for factions? I believe it would be easier to completly modify existing ones first (there already like 21 you can work with) than trying to add them new? I am willing to help you modify and change them in terms of text and ui elements
    yours is one the better projects now why do I say this? well

    1. this is not a popular or mainstream idea

    2. despite that you have independantly made progress on your own

    3. because of this it tells me you have your own unique vision and in the long run will produce a quality mod

    I personally am not familiar with the "wheel of Tiime" series
    but your will to do this mod has inspired my interest
    so thank you
    druvatar

  19. #19
    Glowbal's Avatar Tiro
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    Default Re: Wheel of Time Total War - Campaign map

    Hey druvatar,
    Here are the factions:
    Spoiler Alert, click show to read: 
    1. Andor
    2. Cairhien
    3. Tear
    4. Illian
    5. Shienar
    6. Kandor
    7. Saldaea
    8. Arafel
    9. Ghealdan
    10. Band of the Red Hand
    11. Aiel
    12. Tar Valon
    13. Mayene
    14. Amadicia
    15. Tarabon
    16. Altara
    17. The Seanchan
    18. Arad Doman
    19. Shayol Ghul

    There are also listed on the first post, though! But in the spoiler. I indeed only modify existing ones first. Plenty of work to do with finishing 19 factions!

    Any help is welcome, and I still got some text jobs laying around that are only half way finished. If you wish to help, I could send you these with instructions and everything you need to know for it.
    And thank you again. I'm glad that you got some intrest in this mod! After all, this mod is a mod for people with intrest into it.

    Sadly, there is not much to show yet. The campaign map still looks a bit the same as before. I can, however, show some 'work' I did when I was learning myself how to mod. It probally won't be included into the release version, and in fact, it isn't in now either.. but hey, why not show it :p

    Andoran units:
    Spoiler Alert, click show to read: 









    In fact, they are just reskins. Not really of high quality, but it was still fun to play with. The real ones will have a new model, of course. Though, I might include those shields. but still a far way ahead with these!

    - Glow

    edit;
    Spoiler Alert, click show to read: 

    Cause 1 picture has a broken link, 2 new ones:



    ^ here you see some of my 'mountain troubles'.

    Here the campaign map is a little bit better as on the previous pictures, but still really far from being finished.

  20. #20
    Kaas's Avatar Civis
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    Default Re: Wheel of Time Total War - Campaign map, 2 new screens + old units

    good stuff

    Edit: one question though: when does your mod start? at which year/book?

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