My occasional thoughts, comments, and life. Occasional said things become to much and I don't post, but I do remember every once in a while.
A Total Conversion Mod set in Jim Butcher's Codex Alera Universe
Published on September 10, 2010 By drakonfire In WOM Mods

Hello All! My name is Drakonfire, but you can just call me Drak. I recently read a series of Books called The Codex Alera by Jim Butcher, author of the Dresden files. The Codex Alera is a fantasy world filled with elemental magic, clashing armies, and struggles with nightmarish enemies. Of course there are mods being made for Elemental:WoM in the vein of LotR and Dragonlance/DnD/Forgotten Realms. I believe that The Codex Alera deserves to stand beside such titans, but I have only seen one post about the Codex Alera. Originally this mod was proposed by Arentol, but he has since gone MIA another modder, Drasnov, and I have taken over the creation of this mod.

Our goals are relatively straight forward, if not terribly simple. Drasnov does all the XML stuff for now (yes, we would love help) and I'm attempting to organize our thoughts and keep us focused, because Alera is a vibrant world filled with lots of history we could (and later intend to) take advantage of.

This Mod will feature:

Custome factions based on Major Citiies or High Lords from the Codex Alera books. The goal with these factions is for them each to have semi-unique bonuses, possibly units, and even technology.

A Fury based magic system; In Alera all elements (of which there are 6, Earth, Air, Water, Fire, Wood, and Metal) are inhabited by a "Fury" which other fantasy settings would describe as an elemental. These Fury's can be anything from a simple candle flame to an ancient volcano. 

From these basics we hope to craft a mod that is true to Butcher's world and as exciting to experience as the books were to read. Specifically we are currently working on making one faction playable, with faction based bonuses. From there a redone tech tree will be next, followed by redoing the combat units (Alera is heavily influenced by Rome, as Butcher as acknowledge links to the Legio IX Hispana). After these are done the new furies and questing will be put in, and finally balancing will occur. Of course from this base will come the factions and customer tech trees. For more of our ideas as we discussed them back and forth, check the original thread started by Arentol.

If anyone is interested in helping out, please contact me, or post here in the thread. If you haven't read the Codex Alera series but it still sounds interesting to you, we don't mind, but we definitely encourage you to read it, it is awesome!

If you HAVE read it and your wondering why we aren't including any of the other races, that is further explained in the original thread, but I'll sum it up here: It would be really complicated, but we want to do it. We're doing this mod first, and if successful will expand upon it later with a new mod, Codex Alera: The Aleran Age.

More info to come as I have it!


Comments
on Sep 10, 2010

Reserved

on Sep 12, 2010

Looking forward to it, love the books.

on Sep 27, 2010

Sorry to have been silent for so long but I've had a nasty round of tests the last 2 weeks and I've had to focus on that. But now that things are back to normalish I can start to post again. I've been working on the mod conceptually and with a little actual modding. I've created the Giaus faction and the Aleran race. They are so far a copy of men but they have their own tech tree that they look at that can be changed. I've got a rough draft of some tech tree options that I'll post either on this forum or I'll create an excel sheet of depending on size and time and post one or the other. I've got some crafting bonuses attached to the faction but ran into a small hitch of trying to assign the naturalist SOV bonus to a faction. I think there is a conflict in doing so but have not been able to work on that. So instead I have placeholder bonuses for Metalcrafting and Aircrafting for House Giaus but that can change.

on Sep 28, 2010

Dras, got a question for you, I've been reading the dev journals recently and a major change to mana is coming with v 1.1 sometime in October, also population will be a resource now. Unless I miss my guess, a global mana pool with some things taking mana as upkeep should play into the Fury summoning system quite well. Since once a fury is summoned, the crafter shouldn't be able to use any of its abilities, we could see if its possible for a fury summon to essentially negates a crafter's mana pool (though of course not the whole thing for powerful crafters, since they can summon multiple furies, typically) 

You have any thoughts on it? Oh, and do you think you could dropbox what you have of the mod so I could load it up and see if anything strikes me?