D&D mod: tjedge1-Mystara

Would you be interested in a D&D mod?

  • Yes!

    Votes: 186 84.5%
  • No way!

    Votes: 3 1.4%
  • Not really sure.

    Votes: 13 5.9%
  • What is D&D?

    Votes: 18 8.2%

  • Total voters
    220
Originally posted by Eddiit
@ tjedge1 I think invisible nits hide their countries nationality.

I like the Necro idea. Especially for Nithia.
As far as Invinsible hiding the nationality, I know it doesn't do that because there is a seperate flag for that to use for privateers and the like.
 
Originally posted by Eddiit
@ Isak There actually are schools of magic. sigh. I didnt want to break out the books. If you break out the newest edition D&D books and look under the mage character classes youll see the rules for handlig specialist wizards. They choose one school as their primary and receive bonuses then have certain school(s) banned to make up for the bonuses. A specialist in illusion is called an illusionist a specialist in abjuration is an abjurer so on and so forth. Witchcraft is actually part of the witch prestige class and is not a school of magic.
The newest edition of D&D is a symbiosis of D&D + AD&D. It's not D&D in the sense that it isn't the game system Mystara was created for. In fact, I believe it is AD&D, except they decided to remove the 'A'.

Tell-tale signs are the fact that the grand old AD&D flagship 'Forgotten Realms' is now also considered D&D :eek: and AD&D isn't mentioned on the WotC website. I guess they just decided to clean up the mess of 2 different rulesystems in each 3-4 different editions :D

But let there be no doubt: If those schools can add something that can't be done with existing Real D&D stuff (RD&D??), then I'll be cheering and rooting as much as the next guy. ;)
 
Cool, youre probably right. The newest stuff is AD&D. I think the newer system of handling magic helps clean up alot of the mess and makes it more realistic. If thats possible since magic isnt real. It does manage to niceley catagorize stuff and I think because of that would add alot to this game.

Maybe invisible makes it so the unit cant be seen....thats stealth though isnt it? I honestly dont know. I'd suggest posting that question in the lord of the mods forum. alot of those people really seem to know their stuff so i wouldnt be surprised if they knew.

by the way. about how far off do you think the beta is?
 
Enchanters could turn their captured prey into mere peasents. Ex. They use their stunning magic of charm to convince an otherwise menacing soldiier to be nothing more than a crony of the enchanter/tress.

I think using abilities like stealth for some wizards could be cool. Actually now that I think about it I do think invisible hides the presence from non-invisible units.
 
Invisible is like the Submarine ability to stay hidden unless detected by a unit with the flag Detect Invisible (or if someone bumps into it).

Stealth is used to allow the unit to attack specific targets in a stack. Basically you give it the flag, then define which units it is allowed to 'Stealth Attack' and then in the game, if it attacks a stack of several units, of which some are allowed Stealth targets, you get to select the defending unit that should be the target of the attack.

Invisible and Hidden Nationality don't go well together btw, but I'm sure you've already seen that in DYP, tjedge1 :o Though a workaround to keep the AI from building such units en masse, would be to make them unbuildable, but produced by an improvement every x turns.

I like the idea of Enchanters (or Witchcrafters) capture units. :)
 
Evokers should have the bombard ability as evokers are the ones that specialize in throwing the fireballs. They could be an alternative to using conventional siege weapons. I do think wizards should be be regulated by needing to own a major/minor wonder to have them spawned. The abjurer could have the detect invisible ability since abjuration is basically fortune telling. That helps counter any wizards or units that may have stealth such as a shade/ specialist wizard or similar creature.
 
Mercenaries could have hidden nationality. After all nobody ever knows who mercenaries are working for. It would be cool if maybe mercs were dependent on having the gold resource. Again mercs work for gold...why would they work for somebody who doesnt have access to it.
 
Yeah I learned the AI loves those too much and they can see mine, or it appears that way sometimes. I was thinking of making some of the scouts invisible, like the halflings. I won't mix hidden nationality with invisible. There's no real need. Thanks for clearing that up for me Isak. Now I need to make sure and choose that flag for the units who will have it like archers and such.
 
Illusionists could have the hide nationality ability as well but actually have a higher attack value than mercs since theyd be spawned not built. After all how can anyone tell who they are loyal to through their wily illusions.

The thieves guild could be the minor wonder that allows the use of espionage actions. seems to fit.

sorry im just spouting random ideas now. brainstorming.
 
abjurers could wind up having a very high dfensive ability since their specialty is stuff like walls. again...since they spawn there wouldnt be too many though you should set the spawn rates as big so too many of these units arent running around.
 
Im not sure what to do with conjurers and alterers. Conjurers summon things and alterers are the one who change things. hmmmm.
 
In response to Eddiit: I want the mages to be spwaned by wonders so that some players don't just try to relie on them as their army. Much of most military is just warrior types. An army of mages would be too much. Glantri and Alphatia though may be able to build more types of wizards than others and therefore would have more in the long run. It also forces the AI to have mages, since they will build all small wonders available to them. They are free after all.

And mercanaries. They will be involved in some ways, but only by certain civs and they will be wonder produced as well. And not free either.
 
Well that works. I seriously think you should make them gold dependent though (the resource) it just seems to fit mercs. I figured all mages would be spawned...that way too many arent running aroung and they are actually something special. You should give them -1 HP though as mages in D&D have horrible HP.

Roughly when will the beta be released?
 
Gold dependent could work for the mercs types as I believe I made gold a luxury. Mages will have a penalty to hp.

A release date?
looloosmiley.gif

Seriously though. I am a bit behind schedule, but I am in the works of getting enough money for my laptop, which will double to triple my time to work on the mod and then I will have a better idea for a beta release date. I had planned on the end of this month, but I'm not sure if I'll be ready, nor those who are helping me with various graphix.
 
Sorry for threadjacking in the master of myrror forum but like I said I feel you can really give WH2.0 a run for its money. I have no doubt WH will be incredible bt I also think yo have a shot at making an incredible mod. Whos to say yo wont hold the title "best fantasy mod". After all its yor thread Ive been posting all my ideas in (not that im the greatest or anyhting). I really think youre onto something big with this mod. I'm behind you 100%.
 
You need to find out a way to include kinboats Pandas in your game. Maybe they can be included as a lost civ in some valley surrounded by mountains. It would take the pandas forever to build roads through to get to the other side so theyd be segregated and would just kinda be cool. Like the valley of the dinosaurs or something.

You are going to optimize terrain to make sure computer cis dont build a million cities right? Please please please do that. I hate when comps build cities in deserts and I like mountains being impassible until roads are built. Much more realistic and actually makes terrain natural barriers like real life. Rhye has implemented some great ideas with that in Rhyse of Civ modpack. I think using those would greatly help this mod.
 
Or.....you could make the Panda a resource and hide them somewhere on the map...surrounded by mountains to make it difficult to get to...or on an island maybe?...and give the civ that finds it panda units...though I do like the lost civ idea a little better...it would be kinda cool... you run into the civ of Pandas and declare war only to find out their panda rockthrowers are as powerful as your artillery....
 
well here is the next step in the global map

i've been toying with floodplains and lake / rivers, but in fact, all this will (and some other details) will have to be adjust function of number and placement of cities, for the sake of playability.

Hmm, perhaps, i'm not sure of this. :rolleyes:

Anyway the essential is here
 

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for you to compare with canonical map

some differences come from the way the map is more precisely define in some supplements (cf. yalu bay area for instance), other differences come from the fact that it is difficult to reproduce a map like this with the editor we have at our disposition.
 

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