Some words about my Wild West mod:
This is the most ambitious modding project so far for Weebot I dare say. I had a brake for the last 2 or 3 weeks and I continue working on it now. The mod will change the game a bit more than CasaMOD, its focus shifted from a wide range of units to less units, but a bigger difference in game mechanics and a new feel of the game. I also tried to make more genuine graphics and move a bit away from the Weewar look. In this mod you will be playing different sides with different and side-specific unit sets. Because of that, WildWestMOD will take longer to develop. Besides the many many new graphics that need to be drawn, I need to balance the different war parties and require the help of Kajah to implement some of the stuff only a programmer can do.
Prelude:
My initial concept set the mod somewhen in the middle of 19th century, first I wanted to do a more general colonial scenario and gave it the working title “Empire Mod”, heavily inspired by the kinds of movies about the colonial wars throughout the world, like the war for Egypt in North Africa. In the mod I wanted to have colonial forts and masses of cheap units branding on these forts’ walls, like seen on many old oaters or colonial genre films I liked to watch as a kid on telly on sunday afternoons. Not sure if I chose the right words to describe it, better have a look by yourself:
Khartoum (1966) on Youtube
Soon I realized that making a colonial mod that takes place in different parts of the world, it would be difficulty to make “realistic” maps, if the mod features the e.g. British Empire, African Beduines, Indians, Chinese and so on make them meet on the same battlefield. There would mostly be only 1 on 1 maps in realistic historical settings, and as I like to create historical settings most (yeah right – I studied that at college once…), I learned that with the 6 player limit I need to set the mod in a single geographical area and therefor chose North America’s Wild West in the 1840ies to let’s say 1870ies.
After that decision I found 3 larger conflicts in this region that would fit perfectly and that made me start drawing 6 warring parties:
American Civil War 1860ies: Yankee Faction vs. Rebel Faction
Indian Wars throughout the whole century: Indian Faction vs. Pioneer Faction
Mexican – American War 1840ies & French internvention in Mexico 1860ies: Mexican Faction (National Liberation) vs. Empire Faction (Mexican Royalists with European support)
The good thing about that is, that you can use all 6 player factions & place them on the same map and it still doesnt feel that weird, other than if you had Beduines vs. the Russian Empire fighting for Ohio…

Before the brake I had done the following:
Created the basic unit sets for all 6 sides, made a bunch of terrain tiles with buildings so far. And yes a total of about 200 Fort tiles made facing different directions, this will be hell of work to make bugfree xmls for each of that ones, much worse than roads for CasaMOD ;-)
The factions will have 4 classes: infantry (foot soldiers), cavalry (riders), artillery (cannons) and structure (buildings). Each class will have different amount of health points – only up to 3 is average, some destroyable structures (inspired by KajahMOD) will get up to 10hp, I made new health counter images for the non-structure units (the hearts on the pic). The terrain hexes are a bit larger than the 32×34px tile in Weewar, making it possible to show a bit more details in the sprites. Some factions like the Yankees will have some expensive and technically advanced units such as siege artillery. Because of this some other low-tech factions get cheaper to build grunt units, such as the indian pillager for example. The balancing process is important, it would be cool if someone could help me with it later when the graphic sets are ready to be used.
Currently I’m testing the fort upgrades and destruction of forts, which is a bit tricky as the factions have different units and not all of them actually can (re)build destroyed fort walls and towers…