Mod Idea: Wheel of Time

The Glorious

Chieftain
Joined
May 24, 2009
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Gillette, WY
I have always loved the book series Wheel of Time and wanted to make a mod for it and I think a really good mod could be made for it on Colonization. However I am not a very experienced modder and would need a lot of help to pull it off.

I have plenty of XML experience, but I am practically helpless in all other program languages. I would like to get some people with DLL, python, and graphics experience to help me with this.

My idea is this:

Have the major civs from the book be the colonies. i.e. Andor, Tear, Illian, Carhein, and Seanchan. The natives would be the less important civs. i.e. Shara, Murandy, Mayene, Far Madding, and the Trollocs. Resources could probably remain pretty much the same except for a few unique Wheel of Time.
 
Just interested why you think it would suit Colonization, more then say, Civilization IV. I would love to see a Wheel of Time mod... but again, Colonization generally is a very specialized environment to work with. And I don't think it fits the environment.

A modmod of Fall from Heaven 2, or at least a mod using FFH 2's source, might work better...
 
I have thought about that, and I even tried to start a mod like that. The problem is to have a fun game in Civ4 you need some kind of technology, and really Wheel of Time doesn't have much technology.They've been using the same methods and weaponry for two thousand years or more.
 
I'd have to disagree with the Technology assessment, after all the Technology doesn't have to represent different technology. For instance, you could make technologies be events in the time, or changes in political mentality that better suit the nation for war. If you need to, you can actually make the technology be given to civs via python, to better represent events (ei after a set number of turns the Aiel Invasion begins, giving the everyone a corresponding tech, along with allowing the Aiel to begin building their good units)
 
Another problem is a very limited number of units to put in the game.
 
Well, lets see... You could only have one tier of units in the game, but each nation could have vastly different troops. There could be special units for each (similar to UU's, but that don't replace anything), and UU's galore!

The only problem is that in the Wheel of Time world, the events are all driven by the core set of characters doing some really world changing stuff. Much like a Lord of the Rings mod, it would be impossible to recreate the plot within the CIV engine.
 
Well, lets see... You could only have one tier of units in the game, but each nation could have vastly different troops. There could be special units for each (similar to UU's, but that don't replace anything), and UU's galore!

The only problem is that in the Wheel of Time world, the events are all driven by the core set of characters doing some really world changing stuff. Much like a Lord of the Rings mod, it would be impossible to recreate the plot within the CIV engine.

Perhaps basing it on FFH 2 would be a good idea, then?
 
Well, the problem with basing it on FfH is that there would be so much changes that would have to be made. If this mod were to be made, it would probably be best to borrow heavily from FfH, but not base the mod upon it.
 
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