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Kingdom of Thothia

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Civilopedia:
^Thothia is on the Isle of Dawn, a very large island in the Sea of Dawn, immediately east of the continent of
Brun. Thothians are small, dark people believed to be descendants of the ancient Nithian race that once ruled
much of the Known World. They are fond of monumental architecture, pyramid-shaped tombs, large statues and columned
temples.
^ The Alphatians conquered the Isle of Dawn and its native Thothian inhabitants more than a millennium ago. Centuries
later, the Thyatians began conquering western regions of the island. Thothia is the only nation on the Isle of Dawn that Thyatis has unsuccessfully tried to conquer. Ancient
Thothian magics and armies of mummies routed the Thyatian forces in AC 1011.
^ The people of Thothia speak Alphatian, Thyatian, and Nithian.
 

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The Ruler of Thothia

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Pharoah Ramenhotep XXIII
The current pharoah, Ramenhotep XXIII, is also the spiritual leader of the Thothians. However, his wife Aketheti is the true power in Edairo (the capital city). For centuries there has been a queen Aketheti. She is actually a spider creature, the "daughter of the Night Spider (an evil, immortal spider/human creature), but is capable of assuming human form. Ramenhotep X was drawn to discover her in the ruins of Aran and fell under her charms.
 

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The Thothian Army

These are the main differences in the Thothian army, from the standard Mystaran army previewed above. Some units, such as Air Units, aren't civ specific and so have not been included in the Thothian preview to save space.

The Thothian Unique Unit is a 'Mummy', replacing the 'Ghoul' for standard civs in the Undead Unit Lines.

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Thanks for the positive comments.:)

About the peasant, I'm a little short on acceptable graphics for multi-cultural peasants. I want a peasant who defends with his tools, but other than workers, which I'm already using, all other 'Egyptian' style units have weapons, which to me makes them more in the place of a warrior. The guy's hooded anyways, so I'm not too worried about him looking out of place. Also, the AI NEVER build this unit normally, only building 'warrior' type units instead. It is just a very early and primitive draft unit for those who get attacked early on (before they get 'spearmen') and are having trouble defending themselves.
 
Yeah ,I know about the lack of units. If you have a very specific idea about the unit ,it`s some kind of impossible to find the right one out of the existing ones.

Understandin`
General 666
 
Any news about this project, Grandraem? I hope the mind-boggling task of sorting all the units hasn't put you too much off track.
Thanks for uploading those great-looking previews earlier!
 
Thanks Optional,

The units did slow things down a lot, and I got slowed down on trying to create my Pharoah unit for the Thothians, as it was my first human unit, but the biggest slow-down was that I've been putting spare time into helping on the History Game Canada project. I've been thinking a lot about finding some time to get moving on things with this though, and your post certainly motivates that.:)

tom2050,

I would love to have a better Water Elemental. I promise I wouldn't release it to anyone if you sent it to me. Thanks for the offer!:)
 
Just a little update...

I've finished helping with "History Game Canada". I've been working on the Pharoah unit (and hating every minute of it). I'm going to try to finish that off, then finish off a 'kobold' unit I started to replace the starting (warrior-quality) unit for the Broken Lands, and then I'm going to try to focus attention on finishing replacing current unit graphics with some downloaded Sandris units that I have. Once done that, I'm going to make a re-evaluation of what needs absolutely doing (given my penchance for perfectionism), and I'll try to get a working copy of the mod uploaded. Ok, so there's a working copy right now, but I'm not perfectly happy with it yet. ;)
 
Overdue update. Finished a Lizardman King unit, and now for the last couple of weeks I've been working on the final unit I'm going to create for my mod (all others will have to make do with placeholders for now). It's a relatively large and complicated unit, but I'm not going to give out any details yet. Probably won't be done for a couple of more weeks though!
 
Haven't put anything here in a (booming voice) VERY LONG TIME!

Thought I would rectify that!

Here's the interface buttons for my mod:

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The dark ones are original Conquests buttons. The bright orange ones are from COMM, thanks to Tom! The rest are buttons that I made for my mod. Many of them are based on symbols from D&D maps, such as city, town, ruins, badlands symbols. I used the ruins symbol for "Pillage", the badlands symbol for "Clear Damage". Also used Fort, Castle, and Tower map icons for my game fortifications, which ARE Forts, Castles, and Towers.

UPDATE: The mod is still getting worked on. Progress is going well. Have to figure out what still needs doing and get onto that next.
 
Hmm. That's odd. They appear fine on my screen. The post appears perfectly clear. If you still can't see it later on, please let me know and I'll try to repost them. :confused:
 
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