View Full Version : Randland 1.0 -Wheel of Time Map (75x50)


Becephalus
Nov 30, 2005, 11:06 PM
This map is going to be the foundation of the Wheel of Time MOD I hope, so eventually this map will be a separate thing from the overall MOD.

So this is just a map with fixed starting positions. The map is 75X50 and has 18 civs.

Warning since the map is based on a existing universe it is not necessarily balanced although each starting position has a variety of resources close at hand and most of what they will need nearby. There are only 6 of most items and 12 of the more important items so scarcity is an issue.

I forgot to add goody huts onto the map so they will defnitely be added in version 1.1

Here is a sneak peak at what you are getting

http://img.photobucket.com/albums/v610/Becephalus73/RANDLAND.jpg

Here is a copy of the README

tWoT for Civ4
Randland 1.0 README

This is hopefully the begining of the Wheel of Time Mod for Civ4.
As of now I (Becephalus) am the sole project member.
I do ask that anyone using this or any future products of this mod ask me first,
either through the threads on the Apolyton or CivFanatics forums
(where you most likely found this) or by email Becephalus@gmail.com.
Anyone who would like to contribute ideas or content should also feel free to contact me.

INSTALLATION
Put this file in your PublicMaps directory in your Civ4 folder
You can then play it by doubleclicking on it in the folder,
or choosing it within the game as a scenario.

MISC. INFO

I have made this map of Randland (the main area in the Wheel of Time books)
for the mod. Right now it is just a map with 18 Civs in the starting locations of the 18
factions I thought should be included.

Each WoT faction was assigned the Civ4 faction I thought best fit,
(this has to be the solution until I can put the time and effort in to create 18 factions).

For any other information questions/comments etc. try here
http://apolyton.net/forums/showthread.php?s=&threadid=144679

FEEDBACK is much appreciated

The Starting Locations are as follows

Civilization = WoT Faction (WoT city in starting location)

Japan = Shienar (Fal Moran)
Mongol = Arafel (Shol Arbela)
Aztec = Kandor (Chachin)
China = Saldea (Maradon)
India = The White Tower (Tar Valon)
French = Cairhien (Cairhien)
English = Andor (Caemlyn)
America = Manetheren (Emond's Field)
Germany = Arad Doman (Bandar Eban)
Russia = Katar (Katar)
Perisa = Tarabon (Tanchico)
Arabia = Amadacia (Amador)
Egypt = Altara (Ebou Dar)
Rome = Murandy (Lugard)
Inca = Illian (Illian)
Spain = Tear (Tear)
Greece = Mayene (Mayene)
Mali = Seafolk (Tremalking)

bobtheflob
Dec 08, 2005, 09:44 PM
Looks good, I'll have to try it out. I'm reading the books now and I was thinking they'd make for a good Civ mod.

Are you planning on making it follow the story line, or just make it a "this is what the world was like before Rand" type thing?

Either would be interesting, although incorporating the story line would be really difficult.

Best of luck!

Seras
Dec 10, 2005, 11:42 AM
yay! i just finished Knife of Dreams and am so ready for a nice WoT map....looks excellent..i'll be testing it out this weekend since i have a 4day weekend =)

seraphism
Dec 10, 2005, 08:02 PM
Awesome idea man always glad to see WoT mod's for any game. One small point though.... would it be possible to think about making china carhein? In the books carhein is seemingly either china or japan. They have japan's flag, they use chopsticks the food is chinese the people are described as pale, short and having dark hair. Personnally i always associated them with china as i also thought that sheinar was more japanese. Anyways besides that hell even including that, cool map and thanks for that.
ps:- if you need any help for the MoD let me know i've got no skills besides having read the books a lot though :P.

Seras
Dec 10, 2005, 11:00 PM
is it normal that we start with no initial tech?

i'm playing as india(white tower) and i had none......stupid montezuma rushed me before i could score some iron though so now i'm gonna try again.

i guess the next step mod wise is just renaming the civs and city lists(though most will be really shallow...but then again how many cities do you except most to have before they need to conquer to expand...4-5?)

Seras
Dec 11, 2005, 10:50 AM
ok so i played till 5am last night with japan/shienar =)

didn't have any starting techs again...so that's probably a bug.

other than that...well it's pretty crowded so i was at war with 2-3 most of the time.....but i guess that fits the mood :P

first thing i might change though is moving montezuma and caesar.....because it doesn't make that much sense flavour wise that murandy and kandor are the biggest warmongers around LOL

maybe switch them out in amadicia and tarabon......caesar would make a great white cloak! and montezuma could represent the seanchan.

i like the placement of ressources so far...everyone gets some good stuff but specifics are still uncommon.

what about stretching the map an extra 3 rows on top to put the blight there with a few strong barbarian cities?

AU_Armageddon
Dec 18, 2005, 07:15 AM
I started a game with Sheinar too (last night, 8 hours so far). Epic, Emporer, so likely will take me 3 or 4 days.

I plopped down on that Stone hill (uber start spot with 6 hammers off the bat) and shot out a settler first who found a neat home on a Marble hill down south a bit. The no starting techs thing was weird as I was able to get Hinduism which I have never yet been able to do on Emporer with starting with a Mystism nation.

Kublai Khan of Arafel is a psycho and came straight at me, and with no copper available for Sheiner I thought it was looking grim, but I got Oracle from the Marble city and saw that Iron deposit just between both as my 3rd settler came out.

So many forests for Sheiner I was able to chop myself an army of over 30 swordsmen in no time and have been waging a constant war for the 7 hours of play since then, and have carved my way through Kandor and am also sieging the Aes Sedai.

Unfortunately, the 18 civ thing has really chugged my system down and for some reason, more so on this mod than any other. I got black shadowed out terrain improvements just now and had to reboot. It's first time I ever got this problem in over 50 games of Civ4. Dunno if it's a prob with the mod, but I didn't get shading problems with even Earth 18 civs mod (just slowing lag).

I will try persevere with my current game, but either way, I look forward to playing this again when you have customised the civs. It's a bit of fun but doesn't have any WoT flavour of course. It's so tight that most players aren't going to see hardly on of the map anyway.

If I was to give any advice at this point, I would suggest considering whether you truly need 18 civs, and see if you can't shave off 4 or 5. It will allow everyone to play (18 on huge is minority crowd) and shaving them off would allow everyone to get more of a feel of the map (as opposed to merely 3-5% of it, settling with about 5 cities as will be the case for most players).

Still, nice start. My thanks and appreciation.

Becephalus
Jan 08, 2006, 09:40 PM
Its a failry large map and mostly land so with 18 civs that can be a ton of cities. As far as starting techs go I wanted to assign them in principled way dealing with the series and couldn't decide so i just took them all away. That will of course be different in the future.

IamSid
Jan 09, 2006, 01:29 PM
I wish somebody would make a WoT scenario with the civilizations and the Blight!That would be awesome.

White Elk
Jan 10, 2006, 04:17 AM
Very nice. I look forward to the scenario. But wheres the Aiel?

Sammael
Feb 01, 2006, 05:48 PM
Really keen to build a WoT mod/scenario. This looks like a really good map, so I'd love to use it, maybe cooperate on building it into something more.
I'm currently scouring Civfanatics for a stable editor (the Worldbuilder being fairly limited and irritating to use for more than map creation). Any suggestions?

I was thinking of first of all just getting customized Civs, then build a scenario with all the nations (pre-Rand, as mentioned above, maybe with False Dragons and Shadowspawn as barbarians), and then maybe try and build a Rand-focussed scenario, trying to unite the world (maybe coming out of the Waste with an army of Aiel).

At the moment this is all pie in the sky, but I have a few more weeks before I need to do anything useful with my life, so...

Sid the Lucid
Feb 01, 2006, 11:51 PM
Nice work, thanks. What is Katar? That's the only nation I don't remember.

Can't wait to see custom civs and a scenario or two. Rand coming out of the three-fold land would make a great one, as Sammy mentioned, and so would the Seanchen invasion.

There could also be 'historical' scenarios, like the Aiel War in Cairhien, the Trolloc Wars, with fists of trollocs sweeping out of the Blight, or the formation of Artur Hawkwing's empire.

Edit: Had some thoughts about tech tree, buildings, and stuff. There could be a Organized Male Channeling tech, which allows construction of the Black Tower, from which Ashaman could be trained. If possible, Ashaman could be scripted to randomly take a small amount of damage (representing men going insane/dying from the taint) until Cleansing the Taint is researched.

No clue how Forsaken could be handled, but they would make an interesting addition. GP perhaps?

Micky G
Feb 03, 2006, 09:41 PM
Katar is a free city in the no-mans land between arad doman and tarabon, the area called the Almoth plain

Sureshot
Feb 04, 2006, 09:52 AM
Should just make Katar a barbarian city likely. Aiel or Seachan would be nice as an extra Civ, and horrendous amounts of barbarians in the blight would suit Trollocs.

Manetheren seems a bit out of place since its an ancient Civ and there would have been several other Civs during that time (I'm positive some of the middle books even reference their names). Especially so since Ghealdan is missing.

I'd remove Manetheren and Katar for the above reasons, add in Ghealdan, and add either Edmonds Fields (although technically Edmonds Fields was part of Caemlyn) with some name derived from Perrins wolf banner or use that last spot in three Scenarios, like using it for the Aiel in an Aiel Wars one, or a for Trollocs in a Trollocs wars and such, or for the Seachan in the Corenn.


Also, about the White and Black Tower, could make both Wonders of the World that found religions (and perhaps one for the True Source, aka Dark Ones power) or conversely as religions founded by first to discover a tech and have the Towers be the religous wonders of the world that Great Prophets can create in the Holy Cities. In the first case, could make Tar Valon (I'd call them Tar Valon not the White Tower until they make it) have access to marble early on and make double production speed with marble. And in the second case, just either give Tar Valon access to tech for founding as the beginning or have the base techs that lead to it soonest.

Sammael
Feb 05, 2006, 01:19 AM
I have WorldBuilder files now with the Civ details changed (and one with some city names added); I've been using notepad and this program: http://http://forums.civfanatics.com/showthread.php?t=144414

If anyone has more city names for Tear, Illian and Mayene, please tell me.

I'm thinking perhaps of getting rid of Manetheren and the Seafolk (and possibly Kandor) and adding Ghealdan. I'd also like to add the Aiel and maybe the Seanchan, but they can wait for the moment.

Here are the files:
Civs Changed: http://pickup.mofile.com/7627591553031142
Civs Changed and City Names added:http://pickup.mofile.com/5475448097932405

If anyone wants to test these and make sure they work alright, that would be great.
Becephalus - this map is great, and I hope you don't mind me making use of it like this.

I'll post again when I have more to show.

bklynbri
Feb 07, 2006, 07:20 PM
Downloaded It But Can Not Play It. Unregonizable!!!

Crash757
Feb 18, 2006, 03:09 AM
Here's Randland 1.1. with random placed goody huts.

balthamael
Feb 23, 2006, 01:54 AM
YAY! i love wheel of time!

doesnt look like its possible to enter the blight ;)
...and how do you incoporate Trollocs, Myrddal, Aes Sedai...?
cool if you could add leaderheads too, so teh Queen of Caemlyn would be Morgase, the head of the White tower would be Suiane Sanche ( until book 4...)

Sammael
Feb 27, 2006, 03:09 PM
If anyone is interested, I have been working on a WoT scenario, with the nations of 'Randland' as they were at the start of Eye of the World. It's unfinished, but very much playable.

Download here:
www.rowanclark.com/WoTScenariov025.zip

bobtheflob
Feb 27, 2006, 05:37 PM
If anyone is interested, I have been working on a WoT scenario, with the nations of 'Randland' as they were at the start of Eye of the World. It's unfinished, but very much playable.

Download here:
www.rowanclark.com/WoTScenariov025.zip

I downloaded your scenario and messed around with it a bit, although I haven't played a game yet. First off, I do like it. I'd been thinking of doing something like that but didn't have access to good enough maps.

I do have a few suggestions. First off, why is Mansa Musa (Far Madding) at war with everyone? Also, there are a couple of cities that were undefended when I looked in worldbuilder, either because they started that way or because the ai moved it's defenders. One was in Andor, I forget which city. I also don't think every city should be Hindu. Maybe you can use different religions to create the anatgonisms between various countries (Tear & Illian, Tarabon & Arad Doman, etc.)

For the most part though, great job! I'm going to have a lot of fun playing it.

Sammael
Feb 27, 2006, 06:42 PM
I downloaded your scenario and messed around with it a bit, although I haven't played a game yet. First off, I do like it. I'd been thinking of doing something like that but didn't have access to good enough maps.

I do have a few suggestions. First off, why is Mansa Musa (Far Madding) at war with everyone? Also, there are a couple of cities that were undefended when I looked in worldbuilder, either because they started that way or because the ai moved it's defenders. One was in Andor, I forget which city. I also don't think every city should be Hindu. Maybe you can use different religions to create the anatgonisms between various countries (Tear & Illian, Tarabon & Arad Doman, etc.)

For the most part though, great job! I'm going to have a lot of fun playing it.

THanks. It's so good to get some feedback. :)

War with Far Madding is a throwback to when it was a minor civ (ie. effectively barbarian); I've changed this in the latest version on my computer. I don't know know what the deal is with units, but I'll have a look. Good point about religion - I had intended to do more with that but didn't really get there. I'm pretty sure I can edit diplomatic positions at the start just in the worldbuilder.

I don't suppose you know your way around the xml files, do you?

bobtheflob
Feb 28, 2006, 09:57 AM
No, sorry, I'm not much of a modder. All I can offer is play testing.

Mackster
Feb 28, 2006, 10:31 AM
could you change the religon system (as religon is not a part of the wheel of time world) to represent something else, maybe to represent diplmacy and influence, with Aes sedai, Dark Friend, Seanchan, and neutral 'religons'?

bobtheflob
Feb 28, 2006, 01:59 PM
This was made using world builder it looks like. Changing religions like that requires a mod, which I'm sure will come at some time. For now it's restricted to the rules and units that are already in the game.

Mackster
Feb 28, 2006, 03:33 PM
i do have some grasp of xml (thanks to the tutorials on this website), its just python which i can't do. If any help is needed, just ask.

Its probably a good idea though if we can work through some decent ideas for a mod/scenario, like what role aes sedai are going to play, and what to do about the seanchan, aiel and darkfriends. The barbarians could be renamed as something like Dragonspawn or bandits.

Sammael
Feb 28, 2006, 04:04 PM
This was made using world builder it looks like. Changing religions like that requires a mod, which I'm sure will come at some time. For now it's restricted to the rules and units that are already in the game.

I've used the WorldBuilder for some of this, but found Notepad much more useful for editing civ infos and placing cities.

I had a go at building a MOD around this, so I could change the religions, and the cost of settlers and techs (at the moment, expansion is too easy, as is scientific advancement), but while Civ loaded the mod, it didn't seem to register the changes I had made. Obviously either I needed to change more in the xml files, or I somehow didn't make the WorldBuilder file use the modded xmls.


mackster: I would love some help with the xml, first of all for the issues I've mentioned above, but also for changing unit specs and wonders, etc.

As to the specifics of the scenario, I'm quite keen to first of all build this up into a decent pre-Dragon scenario, maybe with Shadowspawn, False Dragons, Seanchan, and Aiel as barbarians, then go on to a Rand-coming-out-of-the-Waste scenario.

Mackster
Feb 28, 2006, 08:15 PM
I'd like to help, however i can.
I was thinking through possible wonders for the Wheel of Time and came up with the following:

Tower of Ghenjei
Whitebridge
White Tower
Black Tower
The Stone of Tear
Rhuidean
Foregate (in Cairhien)
The Guardian (in Far Madding)
Museum of Tanchico
Illuminator Chapter House
Terhana Library (in Arad Doman)
Royal Library of Cairhien
Fortress of Light
The Farm (in Ebou Dar)
Choedan Kal (two giant sa'angreal, one male, one female)
Mayene, Illian and Tear could have some sort of wonder to represent trade with Shara
Great Square of Tammuz (in Illian)(where the Hunt for the Horn is called)
Shining Walls of Tar Valon

I had a go at creating the Stone of Tear, which i did in XML, the problem is that i am useless at art so i can't do any of the buttons, etc.

Sammael
Feb 28, 2006, 09:13 PM
I'd like to help, however i can.
I had a go at creating the Stone of Tear, which i did in XML, the problem is that i am useless at art so i can't do any of the buttons, etc.

Awesome! Don't worry about art for the moment - just let the Stone of Tear have the images for the Chitchen Itza or whatever. At the moment I've just thrown in a lot of wonders to try stand for the White Tower and so forth (as a result, Tar Valon is, I think, producing far too many Great People...)
'Trade with Seafolk' could be a national wonder available with X number of harbors.

I'm thinking that next I'll try and revamp Almoth Plain. I'm not too happy with it at the moment as a minor (barbarian) civ. Might just give Katar to Arad Doman (it's technically independant, I think, but it's easier to join them), clear the other cities off the plain, and give Tarabon and the Domani each a settler or two. Falme I would make a normal civ, but unplayable like Far Madding. Then I could just leave a stack of barbs (Logain, maybe) on Almoth Plain and let Arad Doman and Tarabon expand in there in their own time. Any thoughts?

Also, techs need to take longer to research (maybe 2 or three times as long), and settlers need to cost at least three times as much. (Trying not to have undue expansion or advancement). Any chance you could work these out with the xml files? Or at least tell me which all files need to be changed (I changed the main units and tech files, but the changes didnt take).

Also, I'm trying to work out a list of UUs needed:

Aiel (2/3 movement, and powerful as well)
Trolloc (1/2 movement. maybe have 'Fade' as a promotion.)
Shienaran Swordsman (Samurai, but maybe replaces swordsman instead of mace)
Defender of the Stone (Swordsman (?) +25/50% city defense - maybe use praetorian)
Queen's Guard (improved Pikeman for Andor)
Aes Sedai (perhaps we could work them like Great People, but able to fight - maybe have a strength of 2, but get huge (ie. +400%) vs Shadowspawn)

Sammael
Feb 28, 2006, 09:22 PM
Also, Mackster - what do you think about just splitting the religion between those who are pro Aes Sedai and those who are against (ie. the Children of the Light). So the religious centers would be Tar Valon and Amadicia, and you could have this Whitecloak/Aes Sedai struggle for influence over other nations (most of whom would start with both "religions" in their lands).

bobtheflob
Feb 28, 2006, 09:53 PM
My thought on Aes Sedai was to make them like spies. Since they're not allowed to really attack anyone and they seem to do a lot of operating behind the scenes, it just seems like the best fit. Also, Saldea should probably have some sort of mounted UU (Bashere's Cavalry). Another option for Andor would be Two Rivers longbowmen.

Sammael
Mar 01, 2006, 03:04 AM
My thought on Aes Sedai was to make them like spies. Since they're not allowed to really attack anyone and they seem to do a lot of operating behind the scenes, it just seems like the best fit. Also, Saldea should probably have some sort of mounted UU (Bashere's Cavalry). Another option for Andor would be Two Rivers longbowmen.

I like the subtlety idea with Aes Sedai, but I'm for having them able to move around freely in opponents territory like Caravels, not necessarily being invisible like spies. The invisibility might give them too much power.

Bashere's Cavalry sounds good - what sort of bonus did you have in mind?

Hopefully there's a way to make Longbowmen from the Two Rivers just get created with a free promotion or something.

Mackster
Mar 01, 2006, 03:06 AM
With the Almoth plain, i think it would be better to keep them as a minor civ, to represent their lack of organised government, but make them militarily weak, so either Tarabon or Arad Doman could conquer them. Then have very poor diplomactic relations between the two, so the close borders will likely or not cause war (representing how both nations have fought over the almoth plain). Also, Logain was in Ghealdon, but you could make the barbarian stack as the Legion of Whitecloaks sent there to sow trouble.

For tech cost, i think you just need to edit the '<iCost>50</iCost>' line in CIV4TechInfos, but i'll check. It is time consuming though, so you might want to try one of the editors, like Vilu's Civ 4 Tech Cost Editor.

If you have aes sedai and children of light as religons, you should also have neutral, to represent those who do not wish to follow either.

With Aes sedai, i thought make them defensive only (if you can), give them some spy abilities, and the ability to spread 'aes sedai' as a religon. Also, i could try to make them produced by the white tower every few turns (if i can). Bonus's vs shadowspawn will only really matter if shadowspawn are in the scenario.

with unique units, illian could have the companion for illian and warders for tar valon. Saldea are famed for their light cavalry, as bobtheflob points out.

Sammael
Mar 01, 2006, 03:42 PM
Logain was in Ghealdan? Bugger. But yeah, Children would work out the same. The reason I'm swayed toward leaving the plain blank is that there aren't really meant to be towns of any size there. And it's kind of awkward having the Almoth Plain civ. But if everyone is for doing it that way, then it's ok with me.

That is what I changed in the tech. Maybe the problem was that the WorldBuilder file wasn't using the mod properly? (although it did come up with the mod's name in the screen corner when I loaded Civ) I'll try and get the tech cost editor you're talking about.

I'm not sure a neutral religion would be necessary. After all, adopting the Aes Sedai religion doesn't denote Aes Sedai rule - it's basically just agreeing that Aes Sedai are the good guys, not a bunch of evil darkfriends. Then again, I guess if we could make it so the neutral religion civs don't generate large "heathen religion" deiplomacy penalties with the other two, it could be good. THoughts?

Defensive only - of course! Why didn't I think of that. the ability must exist, because Scouts have it. I intend at some point to get Trollocs and so forth into here, but we can wait on giving Aes Sedai bonuses against them until they exist anyway. I like Aes Sedai being produced every X turns by the White Tower, rather than being built like other units (hope you can get it to work :) ).

Saldaen light cavalry - I assume either a stronger horse archer or a Knight that's faster or doesn't require Iron or something. Warders I think should be assumed to be part of the Aes Sedai unit: units like Swordsman presumably represent, say, a hundred or so Swordsmen, would the Warder unit represent a small army of warders? What would Companions do, do you think?

It's awesome to have discussion going on this stuff!

Mackster
Mar 01, 2006, 04:24 PM
The neutral 'religon' could count for nations such as Tear, who don't like aes sedai, or whitecloaks. I'm not sure how to make a wonder produce units, it might involve python....i'll check up on it though. If you take the idea a swordsman unit is 100 men, would the aes sedai unit be around 10-20? it might be better to not worry about numbers for the moment though...I thought it would be cool to have warder units though as a unique unit for tar valon. Also, is it only going to be Tar Valon who can produce Aes Sedai, or should other nations be able to? The companions of Illian are pretty much illian's equivalent of the defenders of the stone.

I've pretty much finished the xml for the wonders i've done, all they need are art work, and decisions on what the wonder abilities are going to be.
So far there is: Tower of Ghenjei, Whitebridge, White Tower, Black Tower (not in the timeframe for this map, but i thought i would make it anyways), The Stone of Tear, Rhuidean (not on the map, but same case as the black tower), Foregate, The Guardian, Royal Museum of Tanchico, Illuminator Chapter House (National wonder), Terhana Library, Royal Library of Cairhien, Fortress of Light, The Farm, male and female Choedan Kal (two wonders), Trade with Shara (national wonder), Great Square of Tammuz, Shining Walls of Tar Valon, Trade with Atha'an Miere (national wonder).

I'm not sure what bonuses to give each wonder, although i figured i'd give wonders like the stone defensive bonuses. What would the Tower of Ghenjei grant?

Sammael
Mar 04, 2006, 05:49 PM
Aes Sedai seem to be headed to a more non-military role, so they seem to be more like Great People or spies. But in battle someone capable of wielding the one power could be as or more useful than a hundred soldiers. Also - do warders typically operate seperate from their Aes Sedai?

I would suggest having Aes Sedai as a UU for Tar Valon. Maybe offset the advantage by not letting Tar Valon declare war (if there is a way to do that). Other nations could concievably get Wilders, I suppose.

Good list of wonders. The Black Tower could be included as a wonder you can build later in the game (generates Ashaman, but has some negative diplomatic consequences perhaps). Various libraries could give academy-like science bonuses. The Foregate could reduce unhappiness possibly. Not sure about others. I guess largely we can look to the wonders in the normal game...

racerx007
Mar 05, 2006, 07:46 AM
there is no set, organized religion in Randland, or in any other part of the WOT world. there is just the belief in the Creator, aka "The Light" and the Dark One, aka "The Shadow"...All believe that the two exist, most follow the Light, except those who want the DO to break free and re-make the Wheel. As for the religions to be pro-Aes Sedai, and Pro-Children, that is more of a political alliance in Randland. Tear fears all things Aes Sedai and anything to do with the One Power. Far Madding just doesn't want any channeling in their city. Amadicia feel that channeling is restricted to the use of the Creator only, and that Aes Sedai are blasphemers. As for the other nations in Randland, they are mostly indifferent to the Aes Sedai and Children. Shara we know has a monarchy that incorporates Channelers, so they very much use them, except for male channelers who they use as breeding stock and are killed at the age of 21 or when they first start to channel. Seanchan as we all know chains female channelers with the a'dam, and male channelers are killed when found. Atha an'Miere train their female channelers to control the weather for sailing, and men are killed or voluntarily sail off into the unknown. the Aiel turn their female channelers into Wise Ones, and the men go off to fight the Shadow on their own. a nations stance towards channelers is, and always has been political, and stems from the Breaking.

so i think that your ideas for religion should be rethought. definately into something like "The Light" vs. "The Shadow" or for a better scenario, just create a dualistic religion like Manicheism, or Zoroastrainism because they are much closer to what religion is like in Randland

Sureshot
Mar 06, 2006, 09:47 AM
For religions I'd base it around views on the One Power, like, (brackets for likely civs with such religion) [square brackets for wonder or tech to Found)
Aes Sedai (Tar Valon, Borderlands, Andor) [wonder : White Tower]
Organized 'Wilders' (Aiel Wise Ones, Sea Folk Windfinders, Ebou Dar Kin) [tech : Channeling]
Chained (Seachan) [tech or wonder : A'dams]
Darkfriends/True Source (Blight) [tech or wonder : Hole in the Dark Ones Prison]
Anti-One Power (Far Madding, Amadicia, Tear) [multiple wonders : Stone of Tear, Citadel of Light, etc. in general any large fortress, and have it have a bonus against Spies (if Aes Sedai are to be spies) or just make it necessary for a Theocracy or similar civic which prevents religious spread of alien religions]
Dragonsworn [after discovery of the Dragon Reborn]
Ashaman [wonder : Black Tower]

tombeef
Mar 06, 2006, 02:09 PM
I think unique characters should be made representing the main characters, and these could be added to a future Wheel of Time mod. For instance:

Perrin: Strength, 10
Promotion: Scent, and obsession
Scent allows him to see where previous units have moved, obsession is a promotion that comes into place whenever you try to move Perrin. If you do, there is a 50% he will become obsessed with Faile and not do anything. He will sit and "plan" and complain about other women.

Also, civlopedia entries should frequently refer to; what dress each woman is wearing, and its colors and design, the strength of ones cup of tea, and the ritual of "boxing ones ears." These entries should all be at least a page long and should be chockful of unimportant, unecessary detail.

A Wheel of Time mod should also reflect the flow of the books. Books 1-3 were very fast paced and excellent, so the mod should be to. However, from that point on the series slowed down. To reflect that, you should make late military troops take like 200,000 to train, or about the number of useless pages in the last three books.

And lastly, Rand should be an all powerful character... who does nothing with his power, except surround himself with other soldiers.

In all seriousness, this map is great, the land in the Wheel of Time series has always been one of my favorites. And, as great as the first few books were (they were really good), the last 4 or 5 have really, well, sucked.

Mackster
Mar 06, 2006, 05:59 PM
I detect a lot of anger at the wheel of time books tombeef, and i do agree that they have gotten quite slow, but it didn't mean i did not enjoy them (much better than if Robert Jordan had rushed everything).

The idea of using religon to represent one power is good, but i don't know how well it would work with nations, as it is only a few who take any great stance on it. Unique characters will be something to add in a future scenario, especiallly if one is made when rand crosses with the Aiel.

The wonders i have been working on are all pretty much done, i don't know how balanced they are, etc. I don't know how to make a wonder produce units though (does anyone know?) so some will just have to have benefits for certain units (eg. white tower provides bonus for aes sedai)

What else needs to be added to the scenario? there are many good mods already floating about, like the Training Camp (easily adoptable to the scenario), are there any suggestions? (the wonders already include graphics posted by C. Roland in the graphics section)

Ploeperpengel
Mar 06, 2006, 11:49 PM
Hi folks,

I was so glad to see a WOT-MOD on the run that I started to dig into xml two days ago and mod around a bit. This file contains a few custom Leaderheads I made from what I found on the web and in this forum. I totally failed to make any flags show up in the game though. So if someone could have a look at the andorflag in the mod and tell me what I made wrong, I'd be very happy cause
I don't get a clue. I have plenty of buttonarts for units and civs here but until then I can't use this stuff. The map included is basically Randland with a few modifications. I added it for a quick view at the changes I made. Just install as usual and doubleclick on the wbs. It will start the map and the mod.
Hope too see a thread started on the mod section soon.

Have fun

p.s.: Hope nobody is offended for taking some files from this forum and not be mentioned. I modded all night long and am just too tired now for searching after the names.:crazyeye:

http://www.civfanatics.net/uploads11/WOT-Pre-Alpha.zip

Ploeperpengel
Mar 07, 2006, 05:10 AM
By the way forgot too say the UUs include are just placeholders, didn't mean them seriously just wanted to have them on my screen once.

Although I think C.Rolands Conquistador would make a good Defender of the Stone:
The World of Robert Jordan's The Wheel of Time
Chapter 30
Page 284 (HC);

"Defenders of the Stone wear black and gold coats with puffy sleeves as well as plumes of various colors on their rimmed round helmets to mark officers and under-officers"

and Tear is also famed for its horses, so I believe the Defender are maybe at least sometimes a Cavalry;)

Generally I think Knights of the south coast should be Conquistador Style considering the conditions of the climate.

About the "Illian Fellows" I can't say if this is a correct term for the Illian Elite Soldiers cause I'm not a native speaker of english language and am forced to translate from german sources. It sounds a bit strange to my ear now.

Ploeperpengel
Mar 07, 2006, 05:13 AM
Wow, page three already!

WOT is coming!:lol:

Ploeperpengel
Mar 07, 2006, 05:24 AM
[QUOTE=Sureshot]
Darkfriends/True Source (Blight) [tech or wonder : Hole in the Dark Ones Prison]

I'd like the idea of numerous techs maybe named "broken seals" which gives advantages each time too the followers of the Dark One maybe enabling to build an armageddon style wonder too achieve a Wonder Victory with the final seal broken if there is no Rand too defend against.

Ploeperpengel
Mar 07, 2006, 05:38 AM
I think unique characters should be made representing the main characters, and these could be added to a future Wheel of Time mod. For instance:

Perrin: Strength, 10
Promotion: Scent, and obsession
Scent allows him to see where previous units have moved, obsession is a promotion that comes into place whenever you try to move Perrin. If you do, there is a 50% he will become obsessed with Faile and not do anything. He will sit and "plan" and complain about other women.



Seriously I like that last idea:lol:

Mackster
Mar 07, 2006, 02:49 PM
This is the first version of the wonders i have made for a wheel of time scenario. Wonders included are:Tower of Ghenjei, Whitebridge, White Tower, Black Tower, The Stone of Tear, Rhuidean, Foregate (in Cairhien), The Guardian (in Far Madding), Royal Museum of Tanchico, Illuminator Chapter House (National wonder), Terhana Library (in Arad Doman), Royal Library of Cairhien, Fortress of Light, The Farm (in Ebou Dar), Choedan Kal (two giant sa'angreal, one male, one female), Trade with Shara (national), Great Square of Tammuz (in Illian, where the Hunt for the Horn is called), Shining Walls of Tar Valon, Trade with Atha'an Miere wonder (national).

Rhuidean, The Guardian, and the Choedan Kal do not do anything at the moment, so can any one suggest possibilities for them? and also say whether any of the bonuses provided by the other wonders should be changed.

http://www.civfanatics.net/uploads11/Wonders_of_the_Wheel_of_Time_v.01.zip

tombeef
Mar 07, 2006, 07:58 PM
I'm not angry with the Wheel of Time series, I have read many, many worse books, the first four were brilliant, excellent reads, and the first two are in my top 20 books ever, which is saying a lot considering I have a library of well over 300. But seriously, the last five or so have been not so good.

Still, I will be getting the next one right when it comes out.

Oh, and another idea, everytime this map is loaded, there should be a really, really long prologue that is not relevant at all to the map. This prologue could highlight characters, or plotlines, that will never again surface. Oh, and if a black tower was made, moving a troop to attack it would take 200 turns, since that troop would need to continuously plan and stall.

And can someone answer me this, how are three woman still head over heels for Rand, a character who has become as lifeless as the books themselves. Plus, now he's missing a hand. Oh well... I just hope Robert Jordan can close this all up.

Here's to a full fledged LOTR, Narnia, or His Dark Materials mod. And here's hoping book 12 is just as good as books 1-3.

tombeef
Mar 07, 2006, 08:05 PM
sorry about two posts in a row, but I think the wonders list is dead on, excellent.

About my earlier posts, maybe characters like Rand shouldn't be put in a mod, since they get such little coverage...

Sorry to burden readers, but this excerpt is a part of a spot on revoew from Amazon:

There's still the incomprehensibly frequent (though less so) references to spanking, bottom switching, bottom pinching, and barely covered bosoms (I swear Jordan had a macro set up so he could use "with hands folded beneath her breasts" at the flick of a single key, again and again and again). Braid pulling luckily seems to have gone out of fashion. The (same) women veer maddeningly between strongly competent and simpering, whining, gossipy cliches. If we're told something once, we're told it twenty times--Perrin, for instance, really wants to rescue his wife and that's his one and only focus--"nothing else matters." "Nothing." "Nothing." No matter how many things come up. Really,"nothing else matters". Elayne's section bogs down over political gamesmanship. Minor characters are given too much time at the expense of major characters (Rand is barely present). Characters too easily walk into traps they admit could be traps. And so on. Again, all of these flaws are much less present than in recent books, so they simply mar an otherwise solid book rather than truly annoy the reader.

This guy obviously knows what he's talking about.

Like I have said though, very cool map.

Ploeperpengel
Mar 07, 2006, 10:19 PM
Rhuidean, The Guardian, and the Choedan Kal do not do anything at the moment, so can any one suggest possibilities for them? and also say whether any of the bonuses provided by the other wonders should be changed.


The Wonders are a great Job, Mackster!

Just one problem, the White Tower didn't show up in my City building screen.

What about Rhuidean generating Aiel-Troops every 5 turns or so or giving the ability to build them. About changing the Wonderstats I think this isn't that much important right now, cause balancing should be done after a playable mod is out.
With the Arts I'd like to help in every way I can though this is restricted to contributing Bmps of the proper size right now cause I still didn't figure out why my civbuttons and flags don't show up on screen. Maybe you could do me a favour and check the files related to the Andoran Civ I posted earlier on this thread and see what I missed. I'm a newbie with xml after all.

Ploeperpengel
Mar 09, 2006, 07:21 AM
Have a look here:

http://forums.civfanatics.com/showthread.php?t=162406

Mackster
Mar 09, 2006, 03:54 PM
Great work on the artwork Ploeperpengel, it is one thing i cannot do (along with Python for now). I will try and put them in with the wonders, and see what else i can do.
I am trying to work out why the White tower doesn't come up in the build screen, but it shouldn't take too long to work out. There are minor changes to the map that i would like to make, such as making tear a port, and maybe playing about with the nations (i thought about making Mayene as a barbarian city so it will free up a civ slot for the seanchan, or someone else)

I can't help you with the flag problem unfortunatly, but i think it has been covered somewhere in these forums.

Mackster
Mar 09, 2006, 05:30 PM
Ok i have fixed the problems with wonders not appearing, etc. I have assigned now required techs for each wonder, and added Ploeperpengel's artwork (thanks to Ploeperpengel).

http://www.civfanatics.net/uploads11/Wonders_of_the_Wheel_of_Time_v.02.zip

Also, i found a CIV4CivilizationInfos with which i had created civs for a WOT MOD (this was like when civ4 was first out). I am going to use this as a basis to make the civs for this MOD (unless anyone else has already done so/doing so, then notify me).

Ploeperpengel
Mar 10, 2006, 02:09 PM
I am going to use this as a basis to make the civs for this MOD (unless anyone else has already done so/doing so, then notify me).

Have a look at my thread in the main creation section. In the small Mod there are a few new civc with Leaderheads, they have to be be reworked though (they're the first I made) but you can get an idea of what I tried. The Mod works for Dual maybe for you too.

Edit: Or just download this one

http://www.civfanatics.net/uploads11/WOT-Pre-Alpha.zip

If it works for you just include the flags (replace the old one) I made and assign them to the civs this'll work then and you can easily merge it it with your Mod. I have lots of new sources for Buttons now but this may take a while cause I have to solve my problem first. It is difficult to work on graphics if they just appaer on other people's screens but not on your own...

Edit: okay was the same whiteflagproblem they had with the EEMod, solved now.

khanjackal
Mar 12, 2006, 11:52 PM
This is a mod especially made for a scenario, right? I can't imagine it would work with a random map.

So you're pre-placing the wonders?

Why not disable settlers. Nobody in the WoT books settled anywhere, they just conquer. Having a small number of cities per power, Andor being the largest with maybe 5, with most like Murandy only having one, Tear having 2, would make the game very tactical. Most of the continent as described in the books is deserted. The uninhabited areas between Cairhein and Fal Mora, for example.

The Aiel would word as a series of small cities in the Waste, maybe divided up by septs, with a large starting army, and each city having pretty limited food, and production. I mean, the Aiel ARE the army, they can't really raise more of one, except by making more Aiel.

As for religions, their aren't any real 'religions' in WoT, only allegiances, so maybe have 'religions' like Childred of the Light, and a Darkfriend allegiance that nobody can switch too, but which gives the Dark One player a heads up in that city. Perhaps the Aiel have one such 'religion', and you saw what happened when it spread to Cairhein, you got Cairhein produced Aiel unique units. How about that.

I can't really see a scenario with alot of unique units like Rand and Mat, recreating the books. Too confused. You'd never really do what the books did.

But you could simulate the world itself, and play a fun WoT flavored Civ4 scenario.

Anyway. My two sense. I just finished the books for the first time, so they'r fresh on my mind. My 2 cents.

Ploeperpengel
Mar 13, 2006, 01:06 AM
This is a mod especially made for a scenario, right? I can't imagine it would work with a random map.

So you're pre-placing the wonders?

Why not disable settlers. Nobody in the WoT books settled anywhere, they just conquer. Having a small number of cities per power, Andor being the largest with maybe 5, with most like Murandy only having one, Tear having 2, would make the game very tactical. Most of the continent as described in the books is deserted. The uninhabited areas between Cairhein and Fal Mora, for example.

The Aiel would word as a series of small cities in the Waste, maybe divided up by septs, with a large starting army, and each city having pretty limited food, and production. I mean, the Aiel ARE the army, they can't really raise more of one, except by making more Aiel.

As for religions, their aren't any real 'religions' in WoT, only allegiances, so maybe have 'religions' like Childred of the Light, and a Darkfriend allegiance that nobody can switch too, but which gives the Dark One player a heads up in that city. Perhaps the Aiel have one such 'religion', and you saw what happened when it spread to Cairhein, you got Cairhein produced Aiel unique units. How about that.

I can't really see a scenario with alot of unique units like Rand and Mat, recreating the books. Too confused. You'd never really do what the books did.

But you could simulate the world itself, and play a fun WoT flavored Civ4 scenario.

Anyway. My two sense. I just finished the books for the first time, so they'r fresh on my mind. My 2 cents.

Much reason in this! But I think some UUs would give it something. It should notable be fantasy. Wether or not there's a Rand.

Mackster
Mar 13, 2006, 05:17 AM
This is a mod especially made for a scenario, right? I can't imagine it would work with a random map.

So you're pre-placing the wonders?

Why not disable settlers. Nobody in the WoT books settled anywhere, they just conquer. Having a small number of cities per power, Andor being the largest with maybe 5, with most like Murandy only having one, Tear having 2, would make the game very tactical. Most of the continent as described in the books is deserted. The uninhabited areas between Cairhein and Fal Mora, for example.

The Aiel would word as a series of small cities in the Waste, maybe divided up by septs, with a large starting army, and each city having pretty limited food, and production. I mean, the Aiel ARE the army, they can't really raise more of one, except by making more Aiel.

As for religions, their aren't any real 'religions' in WoT, only allegiances, so maybe have 'religions' like Childred of the Light, and a Darkfriend allegiance that nobody can switch too, but which gives the Dark One player a heads up in that city. Perhaps the Aiel have one such 'religion', and you saw what happened when it spread to Cairhein, you got Cairhein produced Aiel unique units. How about that.

I can't really see a scenario with alot of unique units like Rand and Mat, recreating the books. Too confused. You'd never really do what the books did.

But you could simulate the world itself, and play a fun WoT flavored Civ4 scenario.

Anyway. My two sense. I just finished the books for the first time, so they'r fresh on my mind. My 2 cents.

I figured we could put settlers further up on the tech tree to limit early expansion (seeing as there are pre-placed cities etc). The civilisations are nearly done now (just a few annoying problems to sort out) so i'll be able to post them soon, and then it is on to units!(more specifically unique units)

khanjackal
Mar 13, 2006, 08:15 AM
Well, obviously you want UUs for the various cultures. Aiel spear carriers, Defenders of the Stone, Borderlanders, Seanchan Deathguards, and honestly, you could have various powers create wilders, but only the White Tower can create Aes Sedai, and the Black Tower Ashaman. Maybe do one of those "random promotions" to simulate the random powers. Some Aes Sedai come right out of the gate good in fire and water, some in spirit and air.

But having a Perrin Unit, a Rand unit, who would control them? What if they die? What if the AI uses them poorly. Who knows.

Settlers as a late game makes sense. The Shaido certainly made use of one, in book ten. For at least a few turns, before they got ganked.

Ploeperpengel
Mar 13, 2006, 01:34 PM
Well, obviously you want UUs for the various cultures. Aiel spear carriers, Defenders of the Stone, Borderlanders, Seanchan Deathguards, and honestly, you could have various powers create wilders, but only the White Tower can create Aes Sedai, and the Black Tower Ashaman. Maybe do one of those "random promotions" to simulate the random powers. Some Aes Sedai come right out of the gate good in fire and water, some in spirit and air.

But having a Perrin Unit, a Rand unit, who would control them? What if they die? What if the AI uses them poorly. Who knows.

Settlers as a late game makes sense. The Shaido certainly made use of one, in book ten. For at least a few turns, before they got ganked.

Maybe it makes sense to put up rand & co as allied civs to unite Randland under the dragons banner with Leader representing units like in civ3, if they die you loose. But I'm thinking about a pre Rand scenario as well.

Mackster
Mar 14, 2006, 03:41 PM
Here are the civilizations i have made:

http://www.civfanatics.net/uploads11/Civilizations_of_the_Wheel_of_Time_v.01.zip

The civilizations in this are (with leaders in brackets):

Aiel (Rand Al'thor :Aggressive, Spiritual)
Altara (Tylin :Philosophical, Industrious)
Amadicia (Pedron Niall :Aggressive, Spiritual)
Andor (Morgase :Financial, Organised)
Arad Doman (Alsalam :Expansive, Philosophical)
Arafel (Paitar Nachiman:Industrious, Organised)
Cairhien (Galldrian :Expansive, Creative)
Far Madding (Aleis Barsalla :Financial, Creative)
Ghealdan (Alliandre :Organised, Creative)
Illian (Mattin Stepaneos :Aggressive, Financial)
Kandor (Ethenielle :Organised, Philosophical)
Mayene (Berelain :Financial, Philosophical)
Murandy (Roedran :expansive, industrious)
Saldaea (Tenobia :Aggressive, Industrious)
Seanchan (Radhanan :Aggressive, Expansive)
Shadowspawn (Moridin :Aggressive, Industrious)
Shienar(Easar Togita: Aggressive, Organised)
Tarabon (Andric :Expansive, Creative)
Tar Valon (Amyrlin Seat :Spiritual, Creative)
Tear (Darlin Sisnera :Expansive, Financial)

Some art still needs to be added, but a lot has been done thanks to Ploeperpengel's buttons. One problem is making larger pictures for leaderheads, as much of the art i have is in small button form, and i can't make this bigger without ruining the picture, can anyone help?

Also, if anyone has any suggestions for changes to leaders, etc just say.
Each nation does not have a WOT unique unit yet, instead they all use the Navy Seal. These unique units will hopefully be added soon.

tombeef
Mar 14, 2006, 04:44 PM
would it make since to change the traits charecterisitcs and/or make new ones? While Rand is the Dragon Reborn, I don't read him as being particularly Spiritual. This would also allow you a little more flexibility, since there are a lot of aggressive leaders.

Also, Rand is a hard leader to place. He didn't exactly unite the Aiel behind him by any means. And as of late, he's been spending a lot of time with Ashaman and Aes Sedai. Then again, who else do you make him leader of?

Also Mat aggressive? Mat hated nobles and such, and I think is one of the last people you will find being the aggressor in terms of starting a war. While he has been the aggressor in battles, it is usually because the war comes to him.

I hope my opinions are ok, I havn't read the books in a while.

Mackster
Mar 14, 2006, 05:48 PM
the traits are mainly temporary, as i put them in at the last minute. I've used spiritual to represent following the light, darkone, etc. What new traits/changes to traits charcteristics could there be?

i also like the idea of religon based units. That way aes sedai could only be limited to civs that follow aes sedai, and civs that follow the Dark one could build units like trollocs

Mackster
Mar 15, 2006, 06:09 AM
This is the current list of unique units i have come up with for the WOT. I am lacking ideas for some nations. Does anyone have any ideas?

Aiel: Wise One, Aiel Warrior
Altara: the Kin, Duelist
Amadicia: Whitecloak, Questioner
Andor: Queen's Guard, Two Rivers Longbowman
Arad Doman: Razor Cavalry,
Arafel: Defender of the Borderlands
Cairhien: Cairhienin spy,
Far Madding:
Ghealdan:
Illian: Illian Companion
Kandor: Defender of the Borderlands
Mayene: Winged Guards
Murandy:
Saldaea : saldaean light cavalry, Defender of the Borderlands
Seanchan: Deathguards, Damane
Shadowspawn: Trolloc, Myrdraal, Gray Men
Shienar: Shienarian swordsman, Defender of the Borderlands
Tarabon: Panarch's Legion, Lancers
Tar Valon: Aes Sedai, Warder, Tower Guard
Tear: Defender of the Stone

New Unit: wilder(replaced by aes sedai, wise one,etc depending), earlier spy (but with less abilities)

Sureshot
Mar 16, 2006, 01:51 PM
Also Mat aggressive? Mat hated nobles and such, and I think is one of the last people you will find being the aggressor in terms of starting a war. While he has been the aggressor in battles, it is usually because the war comes to him.

I hope my opinions are ok, I havn't read the books in a while.
Mattin isn't Mat the main character, Mattin was the King/whatnot of Illian.

tombeef
Mar 16, 2006, 04:15 PM
Mattin isn't Mat the main character, Mattin was the King/whatnot of Illian.

My bad. Thanks for clearing this up. I guess that means it's about time for me to pick up these books once again.

At least, the first few.

Mackster
Mar 16, 2006, 06:08 PM
These are the units i have put in so far:

aiel warrior, duelist, whitecloak, queens guard, razor cavalry, defender of the borderlands, royal guard, guardian, illian companion, winged guard, saldaean light cavalry, deathwatch guard, shienarian swordsman, panarch's legion, defender of the stone, aes sedai, wise one, the kin, damane, dreadlord, trolloc, myrddraal, gray man, warder, tower guard

I've found some pretty decent models for most of the units, the ones i am lacking are models for the aes sedai, wise one, the kin, damane, dreadlord, myrddraal, trolloc, gray man, warder, and whitecloak. If anyone can help out, they are more than welcome, just ask!

I am thinking about unit abilities/stats, any ideas? are there any units i have missed out?

Also, for aes sedai, i was thinking out promotions based on ajah, like a green ajah promotion, etc

Ploeperpengel
Mar 16, 2006, 08:04 PM
These are the units i have put in so far:

aiel warrior, duelist, whitecloak, queens guard, razor cavalry, defender of the borderlands, royal guard, guardian, illian companion, winged guard, saldaean light cavalry, deathwatch guard, shienarian swordsman, panarch's legion, defender of the stone, aes sedai, wise one, the kin, damane, dreadlord, trolloc, myrddraal, gray man, warder, tower guard

I've found some pretty decent models for most of the units, the ones i am lacking are models for the aes sedai, wise one, the kin, damane, dreadlord, myrddraal, trolloc, gray man, warder, and whitecloak. If anyone can help out, they are more than welcome, just ask!

I am thinking about unit abilities/stats, any ideas? are there any units i have missed out?

Also, for aes sedai, i was thinking out promotions based on ajah, like a green ajah promotion, etc

Myrdraals there, well kind of. Check the Unit graphs sometimes;)
For Trollocs try the old werewolfmodel from ffh should be okay for now.
Aes Sedai? working on it who knows?

Mackster
Mar 22, 2006, 02:30 PM
Thanks for all the art and skins Ploeperpengel. Sorry about the time its taking me to update this, but essay time has rolled around again for me, so i can't concentrate 100% on this. The units are pretty much done, with most of the unit skins taken from those found on this website. The only units i have not gone too far with are those involved with the One power, and the shadowspawn, because i want to concentrate more time on them. This is a list of the units that are nearly done, and what they do:

aiel warrior (Aiel):str10, 50% vs melee, does not require any resources to build, cost: 75
duelist (Altara):str8, 25% vs melee, 50% vs swordsman, requires iron, cost: 70
whitecloak (Amadicia):str9, march and combat 2 promotions, requires iron, cost: 70
queens guard (Andor):str8, 50% vs mounted, requires iron, cost: 70
guardian (Far Madding):str8, 50% city defence bonus, requires iron, cost: 70
illian companion (Illian):str8, 25% city attack bonus, 25% vs mounted, requires iron, cost: 70
deathguard (Seanchan):str10, march promotion, requires iron, cost: 70
shienarian swordsman (Shienar):str9, 50% vs melee, combat 2 promotion, requires iron, cost: 70
panarchs legion (Tarabon):str8, 25% vs archery, requires iron, cost: 70
defender of the stone (Tear):str8, 25% city defence bonus, 25% vs mounted, requires iron, cost: 70
tower guard (Tar Valon):str8, 50% city defence bonus, combat 1 promotion, requires iron, cost: 70
razor cavalry (mounted)(Arad Doman):str10, 25% vs mounted, requires iron and horses, cost: 90
defender of the borderlands (mounted)(Arafel, and Kandor):str11, 25% vs melee, requires iron and horses, cost: 90
royal guard (mounted)(Cairhien, Gheladan, Murandy):str11, requires iron and horses, cost: 90
winged guard (mounted)(Mayene):str12, requires iron and horses, cost: 90
saldaean light cavalry (mounted)(Saldaea):str10, 25% withdrawl chance, gains terrain defensive bonuses, requires iron and horses, cost: 90

If anyone has any comments on the units, or their current abilities, feel free to comment.

Ploeperpengel
Mar 22, 2006, 07:34 PM
Thanks for all the art and skins Ploeperpengel. Sorry about the time its taking me to update this, but essay time has rolled around again for me, so i can't concentrate 100% on this. The units are pretty much done, with most of the unit skins taken from those found on this website. The only units i have not gone too far with are those involved with the One power, and the shadowspawn, because i want to concentrate more time on them. This is a list of the units that are nearly done, and what they do:

aiel warrior (Aiel):str10, 50% vs melee, does not require any resources to build, cost: 75
duelist (Altara):str8, 25% vs melee, 50% vs swordsman, requires iron, cost: 70
whitecloak (Amadicia):str9, march and combat 2 promotions, requires iron, cost: 70
queens guard (Andor):str8, 50% vs mounted, requires iron, cost: 70
guardian (Far Madding):str8, 50% city defence bonus, requires iron, cost: 70
illian companion (Illian):str8, 25% city attack bonus, 25% vs mounted, requires iron, cost: 70
deathguard (Seanchan):str10, march promotion, requires iron, cost: 70
shienarian swordsman (Shienar):str9, 50% vs melee, combat 2 promotion, requires iron, cost: 70
panarchs legion (Tarabon):str8, 25% vs archery, requires iron, cost: 70
defender of the stone (Tear):str8, 25% city defence bonus, 25% vs mounted, requires iron, cost: 70
tower guard (Tar Valon):str8, 50% city defence bonus, combat 1 promotion, requires iron, cost: 70
razor cavalry (mounted)(Arad Doman):str10, 25% vs mounted, requires iron and horses, cost: 90
defender of the borderlands (mounted)(Arafel, and Kandor):str11, 25% vs melee, requires iron and horses, cost: 90
royal guard (mounted)(Cairhien, Gheladan, Murandy):str11, requires iron and horses, cost: 90
winged guard (mounted)(Mayene):str12, requires iron and horses, cost: 90
saldaean light cavalry (mounted)(Saldaea):str10, 25% withdrawl chance, gains terrain defensive bonuses, requires iron and horses, cost: 90

If anyone has any comments on the units, or their current abilities, feel free to comment.


Looks nice!
Sorry I have to say that I can't help much more for a time to come. cause I'll be occupied with the Warhammer Mod. Maybe you should think about basing this one on FFH as soon version 1.0 is out. This will add some magics and you can use the female settler for various femal channelers. Also you should definetly post a new thread as soon you made your adds in the maincreation forum to get more attention and help for that. Here your posts will mostly get lost.

Good luck! Think I will join in again later as soon WH is pushed further;).

Mackster
Mar 22, 2006, 08:01 PM
Thats cool. thanks for all the help with the art. Incidently, where should this be posted when the first part is completed?

tombeef
Mar 22, 2006, 08:25 PM
Thats cool. thanks for all the help with the art. Incidently, where should this be posted when the first part is completed?

I think it should be modcomponents section.

Ploeperpengel
Mar 22, 2006, 08:39 PM
I think it should be modcomponents section.

I disagree. I think first there should be a rallying call in maincreation. after that maybe. But I won't make the decision...

Edit: upps think didn't read correctly. sorry I'm kind of enthusiastic today.:mischief:

013562
Apr 06, 2006, 04:25 AM
Hi guys. I don't know if you were aware of this mod for civ 3?

http://forums.civfanatics.com/showthread.php?s=&t=87138

It was very well developed and may help you with some ideas or something. (e.g. tech tree, wonders, what units to include etc.)

It looked an extremely promising mod and it was a huge shame that almost two years of hard work fell apart.

shaglio
Oct 12, 2006, 09:08 AM
This is the current list of unique units i have come up with for the WOT. I am lacking ideas for some nations. Does anyone have any ideas?

Aiel: Wise One, Aiel Warrior
Altara: the Kin, Duelist
Amadicia: Whitecloak, Questioner
Andor: Queen's Guard, Two Rivers Longbowman
Arad Doman: Razor Cavalry,
Arafel: Defender of the Borderlands
Cairhien: Cairhienin spy,
Far Madding:
Ghealdan:
Illian: Illian Companion
Kandor: Defender of the Borderlands
Mayene: Winged Guards
Murandy:
Saldaea : saldaean light cavalry, Defender of the Borderlands
Seanchan: Deathguards, Damane
Shadowspawn: Trolloc, Myrdraal, Gray Men
Shienar: Shienarian swordsman, Defender of the Borderlands
Tarabon: Panarch's Legion, Lancers
Tar Valon: Aes Sedai, Warder, Tower Guard
Tear: Defender of the Stone

New Unit: wilder(replaced by aes sedai, wise one,etc depending), earlier spy (but with less abilities)


Aiel: Maiden of the Spear

Also, give the Aiel units the ability to "enslave" like the Incan Units (or was that Civ3? I haven't played in a while since I got WoW). "Enslaving" would represent the Gai'shan (sp?).

Also, on the Tar Valon units, consider making the Warders part of the Aes Sedai unit since Warders don't usually act seperate from their Aes Sedai. Or perhaps make "Warder" a promotion since Aes Sedai don't have one until they bond one (or none if Red Ajah, or multiple if Green Ajah).

I'm not sure how to incorporate them into the game, but perhaps an Ogier unit or Tinkers (can't attack, increase trade).

shaglio
Oct 12, 2006, 09:12 AM
I just thought of another:

Shienar: To'raken (can't attack, but can scout with increased visibility range)

Maylor
Aug 16, 2007, 10:14 PM
Ok i know its been awile but if your still around i have been developng a WOT mod using your map for some time now and i could use help on the updated version coming out soon i am almost ready for release i am currently using v0.23 of Fall from heaven but plan on "If they Approve" rebuilding the units system for aes sedai and trollocs etc aswell as changes to the civ's such as city names and leader names. i already have the map from you, i edited it alot to add the blight and the waste and have edited the civ's a bit but i really could use some help on the project or itcould take some time before an official release on the fall from heaven website... and i wont post the mod till i get it approved by the fall from heaven staff so email me @ jack_2blue4u@hotmail.com and well get this party started ha ha btw i plan to make it semi rpg you start with hero's who will eventually learn to channel etc (rand, perrin, mat, lan and moraine) and no city's and will be pushed towards tear and the aeil waste and believe me ffh2 will make this mod the ultimate Wheel of time game...

pS for my current version e-mail me its still fun.
Maylor Mandrag'ern

Ploeperpengel
Aug 16, 2007, 10:51 PM
Wow this seems ages since anyone posted here! Great someone's still working on WOT! Don't wait for approval just give credit and post what you've got(as long you give proper credit any mod using FFH stuff is "approved" in advance). Can't wait to check this out:)

Seras
Aug 22, 2007, 07:57 AM
BTS version please!! =)