The Wheel of Time

Tiarilir

Chieftain
Joined
Aug 27, 2007
Messages
90
Hey ya'll. I'm thinking about making my own mod. It will probably take alot of time until it is playable at all, but I'm going to do it, and learn along the way! :)

As the name suggests, the modification will be based of the "Wheel of Time" Books, written by Robert Jordan.
Now this may not be the ideal world to start with, that's for sure, but it's the only one I can think of starting with at the moment ;)

In the beginning, I certainly will not have an advanced mod, and it will probably only be on a scenario similar to the World in the Wheel of Time.

Now, I'm going to have every race playable, even The Blight. There will probably be quests, events, etc... when the modification is in it's more completed stages.

You might wonder, why am I posting this thread here?
Well, that's because I am going to use the Fall From Heaven II Modification as my starting ground, since It's much more ideal to me, than the original Civilization IV.
I will start with the basics after the BTS 3.13 patch is released, and the FFH 0.25, if I am allowed that is.


Last thing for this time, Kael and the rest of the Team, am I allowed to use your Mod for this project?
 
Please don't do what this other guy (with his mod "next fantasy war" or so) did and just use almost everything from FfH with different names...
I'd recommend to use only the base code and cut ALL units, ALL tech, ALL civs out and start from scratch with just the mechanics left in place. Also, make sure you really have a lot of enthusiasm and time - and that it will keep up for at least a year. Otherwise you won't even be close to a playable, fun mod.

So good luck with it. :)
 
Please don't do what this other guy (with his mod "next fantasy war" or so) did and just use almost everything from FfH with different names...
I'd recommend to use only the base code and cut ALL units, ALL tech, ALL civs out and start from scratch with just the mechanics left in place. Also, make sure you really have a lot of enthusiasm and time - and that it will keep up for at least a year. Otherwise you won't even be close to a playable, fun mod.

So good luck with it. :)

Yeah, that's indeed my intention, since I will later customize it to fit my desire. I just want something to start out with, you know ;)
Thanks.
 
You are not only allowed to use FfH, but you are encouraged to. Honestly its more difficult to make FfH "mod friendly" but I think its worthwile exactly for projects like this.

As to how much you use or don't use. I wouldn't worry much about it either way, just make the game you want to play.
 
You are not only allowed to use FfH, but you are encouraged to. Honestly its more difficult to make FfH "mod friendly" but I think its worthwile exactly for projects like this.

As to how much you use or don't use. I wouldn't worry much about it either way, just make the game you want to play.

Wow, this was alot inspiring. Now for waiting until the patch is released :cry:
 
I'm a huge fan of Wheel of Time and I'd love to see something like this. Since you are using the basis of the Fall from Heaven mod will you be adding the main characters of the series as Heroes? If so how do you think you will handle it? Obviously the Forsaken would be heroes of the Blight and the various High Lords of Tear would be there heroes but how would you handle people like Rand, Min and Fain?
 
I'm a huge wheel of time fan and often think how cool it would be to make a WoT mod, but then I realize how much time it would take too.

Some ideas:
Great people can be replaced with "Tavern" who each have different abilities but combine with normal units to augment them, sort of like Age of Ice.

The AC could be converted to to a Tarmon Al Gedion counter. When it hits 100 every blight city gets X amounts of units and stops being able to produce anything (all or nothing final battle)

Aes Sedai could be non combat units that all have special abilities (spy, augment another unit, explore, steal technology, force peace).

New cities should not be allowed to be built cities unless there are special circumstances, since in the books they wouldn't anyway.

Are you going to have Rand and all the other main characters exist and go about pre-defined plans, or will it be more of a sandbox?

Are you going to have a mad-mod like Ryes of Civilization, or a random mad with WoT attributes?

Good luck, I'm rooting for you, thing could be the best mod mod yet (or ever).
 
Thanks everyone for your responces, it seems this future mod is being taken quite well :)

As for the start of it, I've not begun yet since the patch is still missing.
Either way, it should soon be up, and then we can start with the journey! ;D

WoT was what got me started on modding initially. I'd be most happy to see this coming up.
Here is what was my first attempt on modding civgfx way back, you might find some stuff useful for your project(lots of Wheel of time buttons and flags):
http://forums.civfanatics.com/showthread.php?t=162406
http://forums.civfanatics.com/showthread.php?t=162814

Wow, that will really give me something more to take a chunk of, thank you!
 
Lets hope that his notes are sufficient to make a truly fitting end to the sequence I can still remember reading the first book on a underground platform and missing work that day.
 
Randland is ripe for a good solid conversion. There are a few significant design decisions to be made that will be hard to implement no matter what you do.

1) At what point in time does the mod start?

2) What is the timescale for the mod?

3) Both 1 and 2 will significantly impact how to represent the Seanchan and, to a lessor extent, the Aiel.

4) Will you provide a sandbox world that is completely open (say, allowing an alliance between the whitecloaks and the tower, a fairly open world where things can happen that *could* be an extension of the canon (say, a quest to allow Malkier to be re-founded), or a locked down world with permanent alliances and strict adherenace to the story (i.e. a scenario or set of scenarios)?

Obviously you can change your mind over time, but you will want to have some strong opinions on these topics before you start recruiting a team. Lots of mods (*painfully remembers various SMAC mods*) have foundered due to differences of opinion on these kind of topics.

I do wish you luck, there is SO much potential here.
 
unfortunately, when trying to patch to 3.13 BTS, it appears the game was only copied from a hard-drive before my latest formation, and this means I have no registry entries for Civ IV, warlords and BTS, so I need to re-install the game.

And now I can't find the Civ IV disk. Will return tomorrow if I've found it.
 
I'm a huge wheel of time fan and often think how cool it would be to make a WoT mod, but then I realize how much time it would take too.

Some ideas:
Great people can be replaced with "Tavern" who each have different abilities but combine with normal units to augment them, sort of like Age of Ice.

The AC could be converted to to a Tarmon Al Gedion counter. When it hits 100 every blight city gets X amounts of units and stops being able to produce anything (all or nothing final battle)

Aes Sedai could be non combat units that all have special abilities (spy, augment another unit, explore, steal technology, force peace).

New cities should not be allowed to be built cities unless there are special circumstances, since in the books they wouldn't anyway.

Are you going to have Rand and all the other main characters exist and go about pre-defined plans, or will it be more of a sandbox?

Are you going to have a mad-mod like Ryes of Civilization, or a random mad with WoT attributes?

Good luck, I'm rooting for you, thing could be the best mod mod yet (or ever).

Randland is ripe for a good solid conversion. There are a few significant design decisions to be made that will be hard to implement no matter what you do.

1) At what point in time does the mod start?

2) What is the timescale for the mod?

3) Both 1 and 2 will significantly impact how to represent the Seanchan and, to a lessor extent, the Aiel.

4) Will you provide a sandbox world that is completely open (say, allowing an alliance between the whitecloaks and the tower, a fairly open world where things can happen that *could* be an extension of the canon (say, a quest to allow Malkier to be re-founded), or a locked down world with permanent alliances and strict adherenace to the story (i.e. a scenario or set of scenarios)?

Obviously you can change your mind over time, but you will want to have some strong opinions on these topics before you start recruiting a team. Lots of mods (*painfully remembers various SMAC mods*) have foundered due to differences of opinion on these kind of topics.

I do wish you luck, there is SO much potential here.

These posts are for me the most valuable ones. The project WILL continue, although I'll need alot of help where to start etc...
See this thread for more ideas and suggestions:
http://forums.civfanatics.com/showthread.php?t=255518
 
Sounds fun. Has anyone ever considerred making a discworld mod? That would be cool too.
 
Often when I play FfH I think of the Wheel of Time potential. I've often daydreamed of using FfH as a base for a WoT mod. Other learnings are competing for my time though. And before I can continue learning XML and Python I must go back and learn a bit more about Windows lol. I had started reading The Eye of the World again and taking notes though. I've got all the books thus far but haven't read the last couple. Been waiting on them to reread up to that point. I wish you well on this quest! WoT is a grand series and I would love to roleplay it with Civ.
 
I only noticed this thread today, but I wanted to reply to this post:

Please don't do what this other guy (with his mod "next fantasy war" or so) did and just use almost everything from FfH with different names...
I'd recommend to use only the base code and cut ALL units, ALL tech, ALL civs out and start from scratch with just the mechanics left in place. Also, make sure you really have a lot of enthusiasm and time - and that it will keep up for at least a year. Otherwise you won't even be close to a playable, fun mod.

I would not follow this advice. If you start by ripping everything out, then you won't have much left to play with and this will hurt your enthusiasm.

Keep all of FfH and ADD to it and REPLACE things. Always try to keep something that is playable (and preferably enjoyable). This will help keep you interested and will allow you to release something early that other people can play, can become interested in. You'll get feedback, you'll get encouragements for your good work, your slip ups will get caught early before you waste too much time on them. Maybe you'll even have people who are so 'bothered' by some missing features that they'll help you code them.
 
I only noticed this thread today, but I wanted to reply to this post:



I would not follow this advice. If you start by ripping everything out, then you won't have much left to play with and this will hurt your enthusiasm.

Keep all of FfH and ADD to it and REPLACE things. Always try to keep something that is playable (and preferably enjoyable). This will help keep you interested and will allow you to release something early that other people can play, can become interested in. You'll get feedback, you'll get encouragements for your good work, your slip ups will get caught early before you waste too much time on them. Maybe you'll even have people who are so 'bothered' by some missing features that they'll help you code them.

As said in my other post I won't base this on FFH, I will, however, look through the codes and such and look for examples on how to make my own little mod. :)
 
Back
Top Bottom