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The Gathering Storm
A Wheel of Time Mod
V0.2.0 Beta Release

V0.2.7d Beta Available
Development Wiki: http://tgsmod.net/
Vaerraent said:
Okay guys, the TGS Development Website is up for public business. Whether you want to lurk and watch development happen in real time or add new features and bug fixes yourself, or even just work on your own sandbox version of TGS you can do so. The first thing I recommend that you do is to read the tutorial on our wiki. You're free to edit the Wiki to improve it, once you've made an account.

Automatic builds of the current development snapshot (with no guarantee that they'll work) will be built at 12pm and 12am London time (GMT, currently BST). You can download the snapshot here.

“The Wheel of Time turns...”

The Gathering Storm is a mod based on Robert Jordan's Wheel of Time series.  It strives to capture the essence of the epic fantasy tale, while also retaining the open-ended feel of Mount and Blade.

This is a Beta version, meaning there are still hundreds of areas that can be improved upon.  Please try it out and share any feedback.

mb3i.jpg


Download:
Here's the link to the new Nexus Repository:  http://www.nexusmods.com/mbwarband/mods/3487/

At this point, just download the full 0.2.7a mod and then the 0.2.7d update file.



Feature List:
Wheel of Time Map - Expanded in 0.2.7 to include Seanchan, Sea Folk Isles, Shara, and the Land of Madmen
Twenty-eight factions including all nations and city states, plus several other you should recognize
An extensive troop tree including all political regions that appear in the series.
170days of forced diplomacy that follows the general events in the series.  After 170 days, diplomacy reverts to generic Mount and Blade.
Aes Sedai will spawn warders. Sul'dam spawn Damane.  Asha'man spawn captured Aes Sedai.
Several kits from the forum community. (troop ratio bar, Auto-loot, and Recruiter Kit)
Press 'H' when in the world map view for a help screen.
Two new custom battle stages based on the Wheel of Time world.
Integration of Diplomacy 4.2 with PBOD 0.90.1  (for Warband v1.143)
Naval travel and warfare. (not menu based)
Channeling System that includes 14 unique weaves.
Intuitive weave toggling method with configurable keys.
NPC channelers have AI scripts that help them choose logical weaves based on their disposition and also the current situation on the battlefield.
The strength of known weaves scales as your character advances in the Five-Power skills (Air, Water, Spirit, Fire, and Earth)

Channeling System Basics:
All weaves take stamina to channel.  A HUD bar will show how much stamina is remaining.  Stamina regenerates based on Intelligence and Channeling Proficiency, and has a maximum amount based on the Channeling Affinity skill, Intelligence, and Channeling Proficiency.  You can switch between weaves by pressing “Caps-Lock” and using the mouse to choose your weave.  To see what playing as a channeler is like, try a Custom/Quick Battle using Rand or Nynaeve as your character.  To be a channeler in the Single Player Campaign, be sure to choose the childhood option of 'Novice or Wilder' if you are female, or 'Wilder' if you are male.

A detailed explanation of the 14 weaves:
Air blast - (Visual - Dust Cloud) does a little damage and pushes enemies (push effect only for single player open field battles)
Freeze - (Visual - ice trail) slows enemies who are hit and deals minimal damage
Heal - (Visual - purple mist on the agent you healed) heals nearest allied agent with less that 70% health (can heal your horse)
Fireball - (Visual - fire trail) does initial damage and them burn over time damage on all agents in target zone
Unravel - (Visual - yellow mist on effect that was unraveled) Dispels seekers, compulsion, bind, and allies who are burning
Defensive blast - (Visual - Dust Cloud) does large damage to agents who are near channeler (and pushes them away if you are in single player open field battles)
Ranged blast - (Visual - cloud of dust on impact) Sort of a ranged version of the previous weave
Bind - (Visual - white mist on bound agent) bound agent can't move, can be damaged
Chain Lightening - (Visual - Lightning strike from the skies) Will damage nearby agents and pass charge on to others
Fire Curtain - (Visual - wall of fire) Will do initial damage and damage over time to all agents near the fire wall, burns for set duration
Shield - (Visual - purple mist on agent who is shielded) shielded agent can't use channeling unless they break free.  If you are shielded keep channeling and you have a chance of breaking free.  Harder to do if a strong enemy shielded you.
Seeker - (Visual - ball of green energy that tracks and kills target) You get hit, you die, also does AOE damage at higher levels
Compulsion - (Visual - black mist on compelled agent) This will turn the compelled enemy agent to your team.
Balefire - (Visual - light trail and purple image if agent is hit)  Agents in the path of the balefire stream will be ripped from the Pattern and their past actions erased. (killed instantly and removed from your sight) Also if the killed agent has been killing your teammates, then some of them may come back to life.

Those are the weaves and what you should expect when you use them.  If you are using heal, you may hear the sound, but you might have healed someone behind you, therefore you wouldn't see any visual affect.  Also if you are shielded, then when you break free, you will hear a whip-crack, but will not see a visual effect. (especially if you are on a horse and therefore not noticing the purple mist trail that is following you around signaling that you are shielded.

You should see an obvious effect every time for Air blast, Freeze, Fireball, Defensive Blast, Ranged Earth Blast, Chain Lightning, Fire Curtain, Seeker, and Balefire.

If you are not seeing any visual effects, make sure your graphics options are set up to include 'Particle Effects'.

Notes:
Battles with large number of channelers can cause lagging or even crashing.  Also, if you are using AI formation from PBOD, or also special actions such as AI spear bracing, this can cause lagging as well.  Take some time to tune your options to fit the capabilities of your computer.

This mod is compatible with v1.143 of Warband.

This mod will play similarly to Feral's mod “Shadow Rising”.  However, I did not use any of his models or files per his request.

The Wheel of Time is © Copyright Robert Jordan.
The phrases The Wheel of Time™ and The Dragon Reborn™ are trademarks of Robert Jordan.


Old Downloads:
V0.2.7c Beta Hotfix- Some additional fixes that can be applied to the previous 0.2.7 versions of the mod
http://www.mbrepository.com/file.php?id=3491

From the TGS site:  Fastest Option by far...
V0.2.7a Beta Full Mod - Includes 0.2.7a Hotfix (7zip download)
http://tgsmod.net/The_Gathering_Storm_v027a_Full.7z

From Taleworlds Repository:
V0.2.7a Beta Full Mod - Includes 0.2.7a Hotfix (7zip download)
http://www.mbrepository.com/file.php?id=3487
V0.2.7a Beta Full: Alternative Download - Includes 0.2.7a Hotfix (.zip file)
http://www.mbrepository.com/file.php?id=3488

V0.2.6a Beta Patch (Use this download to update the full 0.2.6 version of the mod)
http://www.mbrepository.com/file.php?id=3254

V0.2.6 Beta Full Mod (Use this download to get the latest version of the mod)
http://www.mbrepository.com/file.php?id=3001

V0.2.5 Beta Patch (Use this download to upgrade any previous version of the mod)
http://www.mbrepository.com/file.php?id=2707

V0.2.4 Beta Patch (Use this download to upgrade any previous version of the mod)
http://www.mbrepository.com/file.php?id=2511

V0.2.3 Beta Full Mod (Use this download if you are installing the mod for the first time)
http://www.mbrepository.com/file.php?id=2476

V0.2.3 Beta Patch (Use this download to upgrade V0.2.2 or V0.2.0 of the mod)
http://www.mbrepository.com/file.php?id=2477

V0.2.2 Beta Patch
http://www.mbrepository.com/file.php?id=2430

V0.2.0 Beta (Original Mod Files)
http://www.mbrepository.com/file.php?id=2421
To Install:
Download the file.
Unzip it to your desktop.
Go to the folder you just unzipped and drill down (open more and more folders) until you find one called just "The Gathering Storm".
Copy this entire folder into M&B Warband's 'Modules' folder. The path to this folder will depend on where you installed the game.

Usually here: C:\Program Files (x86)\Mount&Blade Warband\Modules
or here: C:\Program Files (x86)\Steam\SteamApps\common\mountblade warband\Modules

If the file is a patch, then merge the new "The Gathering Storm" folder with the old one, making sure to copy the new files over the old ones.

Then when you start Mount and Blade, just make sure you pick "The Gathering Storm" module.

I have also included the source with the download.  If you are curious about how anything works (or doesn't) and want to look, then feel free to do so.  Please ask me for permission if you want to use any of my code.  (Especially now that I'm not the sole author of all the code for the mod.)  Thanks.

Additional Information:
Troop Tree:
Note: This was my working document for setting up troops, so I may not be a perfect representation of what is actually in the mod.







Character Creation:
This is just the original version and will most likely be tweaked as time goes on.


Future Plans:
See Development wiki for more information:  http://tgsmod.net/
-Note: We moved to a new dev site recently so it's not really up to date.

Screenshots:





















Mod Team:
Main Team:
mat2rivs: Project Lead, Scripting, Modeling, Texturing, Mapmaking, Scening
Vaerraent: Project Tech Lead, Scripting, Story Writing, Server Host
Vieira151: Modeling, Texturing

Additional Help:
lorenzogarch - Error Tracking, Story Writing
Kairyudragon - Error Tracking, Brainstorming
Disco Ninja - Brainstorming, Error Tracking, Testing
backstrom - The Ways (base code)
Verbeek - 2d art, Signatures
Bgfan - Signatures
Caba'drin - Scripting tips and general Module System mastery
Tumetsu - Error Tracking, Brainstorming

And many more...

Credits:
My wife...  She's been watching me code, debug, and texture since the end of July, and rarely complained!  And she's primarily the one who has given me feedback on how the outfits, one power effects, and all the rest, match or don't match with how she imagined the series.

Extensive help from other modders through reading through the forums.

Feral - For inspiration that this sort of thing could be done with patience and hard work, and for a great mod to emulate.

Troop Ratio Bar - rubik - http://forums.taleworlds.com/index.php/topic,53062.msg1368604.html#msg1368604

Autoloot - rubik & fisheye - http://forums.taleworlds.com/index.php/topic,60097.0.html  (Altered a little now that the mod has merged with Diplomacy 3.3.2+)

Original Magic ideas Curtain of Fire - Mirathei - http://forums.taleworlds.com/index.php/topic,30512.msg784362.html#msg784362

Samurai Weapons & Armor Pack - walzou - http://forums.taleworlds.com/index.php/topic,58290.0.html

Open Source Project – (Some models I used as is, some I retextured)
http://forums.taleworlds.com/index.php/topic,50086.0.html

OSP Narf's Transitional Armour Pack - by Narf
OSP Faradons Weaponry - by Faradon
OSP Eastern Armor - by Njunja
OSP Narf's Plate Armour Pack - by Narf
OSP Unique Armory - by Talak
OSP Viking Model Pack - by dejawolf
OSP Medieval Helmet Pack - by dejawolf

-Base code for Water Travel and Naval Battles - (I made my own scenes for naval and shore battles)
    -thrakkemarn, for his fixes to the original code posted by Ruthven
    -Mirathei, for writing the original ship codes
    -James for the longship model/texture
    -Ruthven, for explanation+main code manipulation and basic scenes
    -MartinF for the trigger that changes you into a ship
    -Jubal for writing the original sea battle guide
    -Dudro for extended scene editing
    -Lumos for bugfix
-OSP Indo-Persian Armor and Shield Pack - by dariel - (Adapted for Shara and Sea Folk outfits)
-OSP Woad Skins - by Kolba and Comissar - (Adapted for Madmen outfits)
-Faction Relation Presentation - by Jrider

-Diplomacy 4.2: Waihti, zParsifal and the Diplomacy team: http://forums.taleworlds.com/index.php/board,176.0.html
-PBOD 0.90.1: (Large component bundled with Diplomacy 4.2): Caba'drin

Recruiter Kit:  (This is now integrated through Diplomacy 4.2)
- Hessuu                    (Coding.)
- Stoker                    (Advicing me on how to implement the recruiter spawning.)
- Blankin                    (Coding the dialogs.)
- Alkhadias Master      (Doing most of the coding for version 1.10 scripts.)
- cdvader                  (Giving an excellent example on how to implent a feature.)
- Janus                      (Maker of the mod installer script.)

OpenBRF - mtarini - http://forums.taleworlds.com/index.php/topic,72279.msg1878649.html
MapEditor - Thorgrim - http://forums.taleworlds.com/index.php/topic,5646.msg81956.html#msg81956

Talk to Village Elder from Village menu - HokieBT  (Altered a little now that the mod has merged with Diplomacy 3.3.2+)

Help on Character Creation Texts - Lorenzogarch

-Splash screens – Verbeek
  - Screens use altered artwork by the following artists.
      -Lord of Chaos e-book cover by Greg Manchess
      -Crossroads of Twilight  e-book cover by Greg Ruth
      -The Shadow Rising  e-book cover by Sam Weber
  * Note:  I have attempted to contact each of these artists to ask permission, but have not heard back from any of them.  In the event that they contact me and ask that I remove their work from the mod, I will do so.

-The Ways – original concept done by backstrom

Taleworlds:  I retextured a ton of their models.

Robert Jordan and his amazing series:

The World of Robert Jordan's Wheel of Time:  for many of the identifier graphics for different countries.

The Wheel of Time is © Copyright Robert Jordan.
The phrases The Wheel of Time™ and The Dragon Reborn™ are trademarks of Robert Jordan.

Change-Log:
V0.2.7d Beta Hotfix
Updates:
-The Malden scene is now completed in multiplayer mode
-The completed Malden scene has now been implemented in the single player campaign

V0.2.7c Beta Hotfix
Fixes:
-Starting as a Noble and chosing a faction's banner should no longer affect that faction's banner on the main map
-Seekers and Firewalls should not carry over from battle to battle
-Added additional error fixing measures for the Channeling stamina error
-Added Weave Select capabilities for the Ways
-Fixed Seanchan to Altara/Tarabon/Amadicia diplomacy issues from days 95 to 118
-All war/peace declarations that don't affect the player's kingdom should be 'silent'
-Fixed the issue where the 'channeling proficiency gained due to use in battle' message fired continually
-Fixed the troop ratio bar and channeling stamina presentation so it works better with other presentations such as 'View Orders', formations, etc
-Permanently disabled Defecting Lords (unless they are scripted) and Randomly Generated Conflicts so the endgame won't be as chaotic

V0.2.7b Beta Hotfix
Fixes:
-Rescue Merchant's Nephew errors
-No Tavernkeepers in some towns error

V0.2.7a Beta Hotfix
Fixes:
-Infinite channeling stamina error
-Sul'dam / Damane script error
-Minor Channeling Stamina weave usage tweaks

V0.2.7 Beta Full
Fixes:
-Fixed mixed up Companion stuff
-Cleaned up non-intended relationships from Diplomacy mod
-Fixed error where Kingdom ladies didn't have clothing items
-Fixed error where players who picked 'Male', 'Wilder' were spawned wearing a dress
-Fixed error where lords are not equipping stuff at feasts
-Fixed Faction Relation Presentation - (updated with the latest code from Jrider)
-Fixed mst_village_attack_bandit error (I hope...)
-Corrected starting tutorial Caravan destination strings for split factions.
-Renamed remaining Native Castles
-Fixed 'Rahvin/Gaebril' naming error for the Lady Arymilla pretender dialogs
-Gave lancers side arms
-Many other minor bug fixes.

Updated Features:
-Ported to Diplomacy 4.2 and PBOD 0.90.1
-Updated map to add more territories (expanded Blight, Seanchan, Shara, Madmen, Sea Folk Isles)
-Added water travel and sea battles
-Added border towers that will cause a battle nearby to use the Shienar Border Tower scene
-Split the existing eight factions into 24 nation based factions
-Added four new factions for Shara, Sea Folk, Madmen, and Toman Head
-Added Shara outfits
-Added Sea Folk outfits
-Added some painted body skins for the Madmen
-Gave all lords a random 'reputation' - will need to re-visit and make it specific for the main characters
-Overhauled channeling system to make it modular and scalable
-Added Skills for Channeling Affinity and the Five Powers
-Re-wrote channeling stamina equation (Channeling stamina will no longer re-fill after every battle)
-NPC channelers now have AI that governs which weaves they use
-Channeling companions will no longer use the Primary/Secondary/All weave selection process (They will use the AI instead.)
-Created a new method for weave selection (It's now a 'point and click' method)
-Keys for Weave selection and Re-adding lost One Power items are now configurable through the camp menu (Note: don't assign them to keys already used by the base game to avoid errors) (Weave selection is 'Caps Lock' by default. Re-add lost One Power item is 'Z' by default)
-Added Camp Menu with basic info for The Gathering Storm. (Mostly for how channeling works. Five-Power skill requirements, etc.)
-Added more variety to Warder's equipment
-Added menu for visiting a Border Tower (It's bare-bones for now.)

V0.2.6a Beta Patch
Fixes:
-Fixed issue where warring lords would not fight eachother for the first 170 days of gameplay
-Fixed the courtship script errors

Updated Features:
-Integrated with the updated version of Diplomacy 3.3.2+ (with Fief Sharing and PBOD 0.8:cool: for Warband 1.143: http://forums.taleworlds.com/index.php/board,176.0.html

V0.2.6 Beta Full
Fixes:
-Fixed naked lords
-Fixed issues with character creation. (Ie, starting without a weapon)
-Fixed messed up family relationships (Should be more true to Wheel of Time now)
-Altered scripted diplomacy to work with changes that result from the integration with the Diplomacy mod.

Updated Features:
-Integrated with Diplomacy 3.3.2+  http://forums.taleworlds.com/index.php/board,176.0.html
-New splash/loading and menu artwork
-Early character creation choices will now have an effect on which later choices are available.
-Added the Ways
-Updated Pretender dialog to match Wheel of Time
-Created a One Power item for companions (includes party menu dialogs to set primary and secondary weaves)
-Added Wheel of Time backstories for all 16 companions
-Added new hero items for Mat

V0.2.5 Beta Patch
Fixes:
-Made it so Kinswomen won't spawn warders
-Fewer channelers in NPC armies
-Door to the Prison in towns no longer leads to the Arena
-Fixed error codes that appear when a Town/Castle is conquered by another faction
-All bandit parties will now work together once the player is level 5 or higher
-Friendly fire for channeling has been toned down. (will only occur about 1/4 of the time)
-Channelers using ranged weaves will now be much more likely to hit distant targets. (no more shooting way over the target's head)
-Fixed recruiting dialog errors that were present for channelers, trollocs, and outlanders, when you started your own kingdom
-The number of Lordly warhorses that show up in stores has been greatly reduced
-No more white and brown spotted Myrddraal horses
-Draghkar will no longer kill off allies with their kiss
Updated Features:
-New Character Creation setup. (with help from Lorenzogarch) Only certain character types will be channelers
-Compelled agents will be killed at the end of the round. Ie, if you finish a battle but there are 5 compelled enemies on your team, you won't have to enter another battle round to win.
-You now pick a culture for your new kingdom. (this affects recruiting)
-Ashaman will now spawn fewer Aes Sedai 'warders'. They will be of all seven ajahs now.
-Trollocs are now taller/larger than human troops

V0.2.4 Beta Patch
Fixes:
-Fixed ground level error that occurs when you siege Bandar Eban
-Fixed bandit lair troops (no longer only native troops)
-Fixed the 'all troops show up as archers' error
-Fixed error where channelers wouldn't use their weapons until they were up close to enemies (accidently created in V0.2.3)
Updated Features:
-Made it so Lord armies and castle/town garrisons will mainly be populated with the correct troops based on nationality (not just faction)
-Made bandits more diverse and powerful (You may feel very weak starting out, but it's much easier to recruit now.)
-Added recruiting from towns
-New recruiting option for trollocs (need prisoners)
-Added to the upgrade tree for women to include hunters of the horn, cha faile, village wisdoms and kinwomen
-Now have menu option to talk to village elder from village menu and guild master from town menu - credits HokieBT
-Revamped the village/town recruitment method. Can now ask for locals, outlanders, can bribe locals to get more volunteers
-New dialogs with Village elder / Guild master for recruiting channelers

V0.2.3 Beta Update:
Fixes:
-Fixed the problems with Merchant's Brother starting quests. (Thanks to Lorenzogarch for bug-finding on this one, and hassling me to fix it.  :smile:)
-Made the Seeker travel speed faster.
-Channeling proficiency can now increase even if weaves are ineffective.  (I promise you it will take forever if you dry-fire weaves all day and hope to advance, so don't use this method to try chain leveling.)
-Weave name will now show up in single player mode to help players who haven't learned the symbols yet.  (I forgot to add that to custom battle.)
Updated Features:
-Player will get additional XP after battles where they use channeling. This is in addition to the XP built into the channeling item that doesn't always give work as it should.  Players should be able to level their characters without ever touching a weapon now.
-Multiplayer now supports new factions and troops.
  -Note, some channeling code only seems to work in play-modes where respawns are supported.  (Deathmatch, Siege, etc.)
  -Note, starting gold is higher (3000) and bots are set to 65 per team.
  -If the stamina bar disappears when you die, press tab. Also, it may not show up perfectly until a bot respawns. I am not sure what causes this.
  -I have only tested Multiplayer using bots.  No real hosting, so I'm not sure how things will work in the real multiplayer realm.
  -If you are a channeler, get more gold to make your stamina recharge faster.
  -If you are a sul'dam, get more gold to have a higher chance of 'leashing' female enemy channelers. (Leashed channelers change side)
  -If you are a draghkar, get more gold to have a higher chance of giving the 'kiss of death' to enemies.
  -Code for additional warder spawns is de-activated for multiplayer.  As is the tweaked pathfinding code.  (Due to causing huge PC burden)

V0.2.2 Beta Patch:
Fixes:
-Corrected bad Whitecloak face keys
-Made it so scenes will match the environment of the surrounding map area (Ie. No more being in the desert on the map and entering a snow-filled scene)
-Optimized the channeling code to reduce the amount of crashing during large battles.
-Fixed spawned troops having horses in sieges.
-Other small fixes.
Updated Features:
-Added the Recruiter Kit by hessuu http://forums.taleworlds.com/index.php/topic,62538.msg1622625.html#msg1622625
-Upgraded Custom/Quick Battle so up to 18 different troops per faction can be spawned. Now quick battle gives a better picture of the troops available to each faction.
-The Emonds Field Quick battle map has now been integrated into the Single Player campaign.
-The world map has been changed to add snow to the Borderlands.

Signatures:
Thanks to Bgfan:

Code:
[url=http://forums.taleworlds.com/index.php/topic,147665.0.html][IMG]http://i730.photobucket.com/albums/ww310/bgfan39/TheGatheringStormmod.png[/IMG][/url]

Thanks to Verbeek:

Code:
[url=http://forums.taleworlds.com/index.php/topic,147665.0.html][IMG]http://img263.imageshack.us/img263/3835/tgs.png[/IMG][/url]
 
Well I'll be damned. Looks great. I'm gonna try it immediately.

Lord Benrir said:
Sounds great! I really ought to read those books. :smile:
You do indeed. Most awesome series ever.
 
Wow amazing work so far
Hunting down marauding trollocs (love the sound effects :grin: ) fighting on the borderlands, waiting for the shadowspawn armies to hit
 
Selcouth said:
Wow amazing work so far
Hunting down marauding trollocs (love the sound effects :grin: ) fighting on the borderlands, waiting for the shadowspawn armies to hit

I'm glad you are enjoying 'romping and stomping'!  I actually played the mod for a few continuous hours yesterday. (This is the first time I started up the mod just to play it, not debug or do other testing.)  I think it's a little rough just starting out, since the bandit groups are a little larger, but that's where the One Power can help out.  I did eventually work up the courage to go take on marauding trollocs too.

Oh, if you like you can go fight the shadowspawn armies now.  They are all there, just holed up around Shayol Ghul.  They have stronger trollocs though, and more myrddraal and draghkar, darkfriends, and evil channelers.  If you feel lucky go stand by a draghkar for oh... 5 or 10 seconds.  :wink:

For more of a challenge, go fight trollocs with the weaker southlander troops.  My one Shienar Captain outlasted three Tear heavy lancers.  I saw one of those go down surrounded by trollocs.

And while debugging I saw some Tear lancers surrounded and killed by Aiel warriors.  Made me think of that scene in "The Fires of Heaven"!
 
lorenzogarch said:
I'm really loving this! My only bit of confusion is the forced diplomacy. What exactly does it do? I've had the Shadow overrun Sheinar within a few days, and the Seanchan sit and twiddle their thumbs for the longest time.

Other than that, I'm really impressed. The channeling system is really good (unless you aim Balefire at your feet :razz: ) and I love the troops and balancing. Very true to the books!

Can't wait for the next release!

All forced diplomacy does is make certain factions be at war or at peace with eachother.  It doesn't affect the AI that determines when they start attacking and stuff like that.  In my current game, the Seanchan have taken Tarabon and are working on Jehannah.  The Shadowspawn are working on Shienar, but the White Tower keeps coming in to rescue the Borderlanders.  (There are some aqua territories near Tarwin's Gap now.)

If you just give it a few days (40 or so), the Seanchan will get thrown into the mix a little more.  Not forced diplomacy, but forced take-over of cities.  You can probably guess what city falls first.

Eww, aiming balefire at yourself?  I think that's how the Black Tower weeded out those guys who were starting to go mad...
 
Nice work Mat,  and thank you.  I was getting tired of working on zelig's defunct version.  If there's anything I can do to help  just ask..

Mal
 
I am really impress by what you have accomplish so far !

A little question, is that a bug that the andor plate armour offer less protection that the other ( using the same model of armor ) ?
 
Selvhan said:
I am really impress by what you have accomplish so far !

A little question, is that a bug that the andor plate armour offer less protection that the other ( using the same model of armor ) ?

<smirk> Did you find Gawyn's old Halloween costume? </smirk>

No, that's because andor's elite armor is the queen's guard armor.  So, if you paid a premium, you got ripped off.
 
mat2rivs said:
There are some aqua territories near Tarwin's Gap now.

Eww, aiming balefire at yourself?  I think that's how the Black Tower weeded out those guys who were starting to go mad...

Hmmm, Aes Sedai at Tarwin's Gap? That would have made the story a little easier on Rand

As to the madness, my character's female. My next test will be to Compel myself!
 
lorenzogarch said:
Hmmm, Aes Sedai at Tarwin's Gap? That would have made the story a little easier on Rand

As to the madness, my character's female. My next test will be to Compel myself!
Agreed... Aes Sedai should have helped at the yearly battles at Tarwin's Gap.  I guess too many were Black Ajah.

Hopefully compelling yourself will be impossible.  Of course you'll never know if you're successful.  :smile:
 
But you can un-compel yourself, right?

On a side note, do you think you can make the male channelers go crazy (random weaves going to random targets)? That might make for an interesting time. Also, maybe torm would be fun! Slow but insane charge and armor. Also, will there be any new weaves? Like an air weapon, or earthquake, or wards for camping. Might add more depth to the game.

Just a few thoughts. :grin:
 
I'm in love!

With this mod ofc  :grin:

You should really work on the diplomacy part. Not saying it's bad, just that it has huge potential. The diplomacy in the book was so great and complicated that adding it to this game would make it shine amongst mods. The possibilities alone make me shiver  :twisted:

EDIT: How do u select weaves? Tried all keys  :sad:
 
lorenzogarch said:
But you can un-compel yourself, right?

On a side note, do you think you can make the male channelers go crazy (random weaves going to random targets)? That might make for an interesting time. Also, maybe torm would be fun! Slow but insane charge and armor. Also, will there be any new weaves? Like an air weapon, or earthquake, or wards for camping. Might add more depth to the game.

Just a few thoughts. :grin:
No, you cannot uncompell youself.  (Since theoretically, you don't know that it happened.)  You need to have a channeler on your team who is able to unravel.

Not sure about male channelers going crazy.  Cause it would have to stop at some point, since sai'din gets cleansed.

I sort of have air weaves.  The air blast, and bind technically use air.  Maybe tell me more about what you mean.  With all new weave ideas, if you have more than just a name in mind, such as, how would it affect the other agents, that would also help.

To Amagic:  (Wouldn't let me insert another quote for some reason)

Use caps lock to change your active weave. (You must have your magic item equipped and active. And must know more than one weave to notice that anything is happening.) The picture signifying active weave should change.

Diplomacy... what exactly do you mean?  How should I change it?  What aspects?  If you have a more specific ideas, then let me know.  So far, my 'diplomacy' forces certain teams to fight or not fight others per Wheel of Time events.  I don't have active things like the Diplomacy Mod.

Thanks for your ideas.
mat
 
The compulsion does make sense. Oddly enough though, seeing as you're totally in control, you can still wipe out your enemies with channeling, and they won't touch you. The only thing you lose is a bit (or a lot in a big battle) of morale. Maybe if the person who wove the compulsion died, it would be removed (can this be done?)

For the air weapon, I was thinking of something like a weapon (like a dagger or sword made of air (or maybe like Rand's flame sword).
Oh, and maybe artifacts would be fun. Like angreal, sa'angreal and ter'angreal.
Maybe even steddings, where no channelers can channel, and shadowspawn can't enter
Also, could you implement a storyline (I've seen other mods do it, and even helped test one)? Something like a parallel story, and you can chose which faction to join or play as one of the main characters

Sorry for the overload of ideas. It's just that I'm re-reading WoT again :smile:
 
lorenzogarch said:
The compulsion does make sense. Oddly enough though, seeing as you're totally in control, you can still wipe out your enemies with channeling, and they won't touch you. The only thing you lose is a bit (or a lot in a big battle) of morale. Maybe if the person who wove the compulsion died, it would be removed (can this be done?)

For the air weapon, I was thinking of something like a weapon (like a dagger or sword made of air (or maybe like Rand's flame sword).
Oh, and maybe artifacts would be fun. Like angreal, sa'angreal and ter'angreal.
Maybe even steddings, where no channelers can channel, and shadowspawn can't enter
Also, could you implement a storyline (I've seen other mods do it, and even helped test one)? Something like a parallel story, and you can chose which faction to join or play as one of the main characters

Sorry for the overload of ideas. It's just that I'm re-reading WoT again :smile:

Yeah... I'm sort of thinking about making compulsion so it can't affect the human player.  For many of the reasons you said.  It works better when used on the computer agents because they will follow the rules and start fighting for the other team.  But, when you get compelled, you are a wild card.  You can run away and retreat, use the opportunity to kill off your enemies while on their team, or take take the worst option and kill off your own army.

I also might do away with the short range weaves (air blast, defensive blast, and fire curtain) for the computer agents.  They always seem to kill off more of their own troops than the enemies when they use them.  I also might have to remove the 'sliding' effect for air blast, defensive blast, and ranged earth blast.  (for the computer agents at least.)  I think that effect is really hard on processing time.  It seems like most of the crashes I've experienced were when I saw about 30 channelers chain casting ranged earth blast.  Besides, the player is the only one who knows how to intelligently use it to break up formations.

Thanks for the other ideas, too.  I'll have to give them some thought as to whether/how they can be implemented.  Ideas are good on their own, but if you also have thoughts regarding how to get them implemented, let me know.
 
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