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Wheel of Time for Rome Total War - Edit 5

Before modification by Logain at 22/09/2010 03:54:51 AM

Just an F.Y.I.. I've been working the past week on modifying Rome Total War for the Wheel of Time. I know there was some interest in this modification several years ago, but that died when the modders quit/gave up.

I've got the map and regions done. I'm now working on changing names from roman/egyptian/barbarian names to Wheel of time names. If I ever get it all done, I'll post again and make it available for download for those who are interested.

Update 1:
I have the following factions:

1. Tarabon
2. The Seanchan Empire
3. Saldaea
4. The Combined Kingdoms of Arafel and Kandor
5. Shienar
6. Cairhien
7. Andor
8. Arad Doman
9. Ghealdan
10. Tar Valon
11. The Forsaken
12. Altara
13. The Aiel
14. Illian
15. Murandy
16. Tear
17. Amadicia
18. slave (nonplayable)
19. The Dark One (3 nonplayable factions allied with the Forsaken faction)

I have the core attitudes and faction relationships set up so that everyone is inherently hostile to and at war with the 3 Dark One factions and the Forsaken faction. I have other core attitudes and faction relationships set up as well.

The easiest faction to play will be the Aiel. I have all 12 clans represented.

The hardest to play will probably be either Altara (because they start with just one region) or else one of the borderlander factions. Saldaea, Kandor/Arafel, and Shienar start allied, but if the Dark One and Forsaken invade (which is likely) then the borderlander factions will likely die.

Also difficult to play will be the Seanchan. Like the Forsaken and Dark One factions, most of the other factions are either at war with the Seanchan (i.e. Arad Doman, Tar Valon, Tarabon, Amadicia, Altara) or else hostile towards the Seanchan (just about everyone else). Plus, I have the Seanchan starting the game by holding several of the sea folk islands to the far west of the map. Strategically, the Seanchan have little land, but they do have a huge navy and they only have one direction to focus their attacks (i.e. east).

Anyway, I've got to get back to work on the modding. And Happy New Year everyone!

update 2: I added some screenshots. Here they are:

Screenshots of the overland map, diplomacy, and Kandor and Arafel loading screen. http://s789.photobucket.com/albums/yy177/Logain_2010/?newest=1

update 3: I did a bunch of more work on this over Labor Day weekend. I now have Damane, Aes Sedai, Black Ajah, and Asha'man channelers programmed and working in game. It is cool to see them hurl fireballs (really just big fiery boulders) at the enemy. I gave the Aes Sedai very reduced ranges.

My question is what to do with the Asha'man, Dedicated, and Soldiers. How do I integrate them? Which faction (if any) should be able to recruit them? Should any faction be able to recruit them or should I put them in a mercenary pool, maybe only recruitable for whoever holds the Caemlyn province?

I'm running into the problem of finding a way to compromise between what is practically possible to program and trying to stay true to the series as much as possible. I don't think it would be fair to see a ton of Asha'man running around in Andor's army right from the start. So I don't know how to add them in. I thought about making Asha'man only recruitable by the Aiel (since the Aiel kind of represent Rand's forces more than any other faction). However, the way I have the game programmed it is the year 979 and all the countries have not been conquered by Rand yet. So you could play Murandy or Ghealdan or whoever. Any thoughts or ideas of how to integrate the Asha'man would be appreciated.














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