First of all, thanks for your indications ! It is a good opportunity for me to clarify some points that some people didn't understand.
1) There are four "leaders" and "directors" who know nothing about coding, nor art. How are you supposed to lead a technical team when you don't know a thing about the very thing you are supposed to lead? The "leader of the project" for a mod is the one who does most of the work, clueless leaders are already a bad practice in a project where you get paid for. No one in their right mind would join in on a volunteer project of that nature (and if they did, they would run away pretty quickly).
I checked the thread, to make sure I did not make any mistakes regarding the presentation of the developer team. In fact, I never stated the developer team was going to be subordinate to the community staff. The two teams will in fact work in relation they will be equal, but the developer team will be led by an actual developer. Once the team will be complete, a head developer will be appointed, to lead the team. That head developer will be a developer.
You have to separate the developer team from the community staff. Drama will be very cautious giving them enough breathing room. We haven't the intention to lead the developer team, as we do not have the competences required.
2) You say that you need to gather developers, then you say that you already have some developers, yet you don't share their names here. That sounds like one famous politician I can think of promising "tremendous" achievements with "terrific" people. By the way, your second post was one hour after the first one, so... Which is true?
The fact we already recruited some developers doesn't excludes the fact we need some others ! We simply want to wait the developer team is complete before announcing it. Be patient, and you will see the names !
3) What exactly is there for you to communicate about a non existent mod for a game that does not have a mod system yet? In the modding community the kind of figure you speak of will join a mod once the mod is finished, and certainly won't lead the project. What kind of work are you doing right now? Please tell me you don't consider posting here as working for the mod
@Kentucky James VII hit the nail, use this time to learn how to code and/or do art, according to your personal inclinations/preference. Then maybe start developing some minor mods before thinking about doing a full conversion mod. Then after that come back and show a minimal working prototype and ask for people to join you. You might have better luck then (but honestly, I would say that wanting to lead a project of this scope before you make a smaller total conversion mod is probably also going to be hard).
Edit: to put this in perspective, this is like if Callum was the boss instead of Armagan. I don't know of a single game or mod that was developed with the lead of a "communication specialist".
Me, and the rest of the staff presented on the thread, are in charge of establishing a relation between a maximum of people from the NW community, and the project. We have to contact regimental leaders, important people, and mantain the contact with them. We try to make them join the project, and keep it active. In that sense, the people here in the staff are qualified enough to perform these tasks. Although I will admit it, since the project hasn't really started, there is not much to do apart from that.
I will repeat it, since you seem to have highly misunderstood that point, the community staff is not leading the developer team. They are two separate teams, working together. For instance, I won't have any power-decision regarding the organization of the developer team, regarding the way they work, ect... The only point where I would be able to work alongside them, is proposing a list of (new) features for the mod.