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
@Goldflash: If you do, I'll try to help.

@ Arghis: Nice work Arghis. So this means you finished the Mystara world Map then? Alright! These maps are getting me giddy, now back into the war room to finish these blasted units.
 
@ tiedje1 : thx. yes the global map is made for the essential. Now we need to began populating it.

here is my latest work on how to simulate badlands in the game. this is just a modification of craters - which do not seems so useful for now. i think it should work, as in badlands you can't expect to build nothing.
at least it's graphically better than the LM Hills (for instance) because you're not tied to grassland (it's just an overlay)
 

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A crater substitute will be fine for badlands. Should I remove the clean damage by workers or let them "repair" the badlands over time? Could make it very lengthy so they don't do it very early. Maybe require a tech. Pollution won't be an issue anyway other than from Volcanoes.
 
well, let me say that this is my first time lookign at this thread, and I have to say, I'm incredibly impressed- it actually got me a little interested in D & D, or more properlly, from the nation descriptions, the empire of Thyatis ;)

which is why I wanted to post- now, obviouslly, I'm no expert, but I googled the Thyatis empire, wanting to know a bi tmore about it, and I noticed that an area on your map that is desert, is water on other maps, like this one I found under the image search (was lookign for any art work to se ehow close these gusy were to being a Romano-Byzantine empire you see ;))

http://www.lerune.org/sito2/images/thyatis3.png
 
Thx Xen for your interest. The world of mystara is a very interesting one for whoever search / likes fantasy & diversity based on real world history / society.


That being said, i'm not sure to understand what you say on the map, because i don't know which of the map i'm making you're referring.

i've seen the map on the link you gave. The problem is easy, is just a question of scale. The map you saw on thyatis is based on a 8 miles / hex scale. I work for global mystara map on a 72 miles / hex (grosso modo), and for other of my works (line norwold or savage baronies for instance) on 24 miles / hex.
So i'm obliged to adjust details. But be sure that as often as possible, i stay the closer i can to canonnic map (from the editor of the game).

@Tiedje1
for pollution and craters, i've considered them to be not seriously used in the mod.
it would be interesting to agree on the fact that we do not use pollution at all (a bit irrevelant in a fantasy setting), so i can use this overlay to simulate another terrain type

Arghis

Xen said:
well, let me say that this is my first time lookign at this thread, and I have to say, I'm incredibly impressed- it actually got me a little interested in D & D, or more properlly, from the nation descriptions, the empire of Thyatis ;)

which is why I wanted to post- now, obviouslly, I'm no expert, but I googled the Thyatis empire, wanting to know a bi tmore about it, and I noticed that an area on your map that is desert, is water on other maps, like this one I found under the image search (was lookign for any art work to se ehow close these gusy were to being a Romano-Byzantine empire you see ;))

http://www.lerune.org/sito2/images/thyatis3.png
 
Hello Xen, I'm surprised to see you here. I do hope Thyatis is to your liking. Not entirely like the Romans/Byzantines, but as close as any fantasy civ would come. If you like conquering everyone else, then Thyatis is a very good choice to play. Mystara's very own conquerers. Not the first, but surely the strongest by the end of the war of Wrath. Aside from Hule maybe.

@Arghis: Yes I'm trying to eleminate pollution all together but with the volcanoes it makes it impossible. Almost every city improvement will lower building and population pollution. Craters aren't necessary though I thought of gving that ability to some powerful weapons like firestorm, but that will fit as well anyway, since they could create badlands through their devastating attacks. ;)
As for using the pollution graphix as something else, it won't work due to the volcanoes spitting out what graphic you design for it. Might be weird to see that. If you want to redesign the pollution to look like lava then that would be cool.
 
I'm posting another update on my progress.

Finished organizing the following on the Spreadsheet: (bold is completed)
Non Combat or Support:
Settlers
Workers
Scouts


Offense:
Warrior==>Swordsman==>Infantry==>Gun Unit

Defense:
Spearman============>Pikeman==>Gun Unit

Artillery:
Immobile Siege Craft==>Mobile Siege Craft==>Advanced Siege Craft==>Cannon

Mounted Horse:
Rider==>Knight==>Cavalry

Alternate Mounts:
Camel Rider==>Camel Knight==>Camel Cavalry
Elephant Rider==>Elephant Cavalry

Navy:
Pre Galley==>Galley==>Heavy Galley==>Frigate==>Massive Ship
Ironclads

Winged Mounted/Airships:
Mounted
Airships
Animals

Ranged:
Archer==>Advanced Archer==>Gun Unit

Currently working on Mounted Horse, Mages, and Extras. Extras are nearly done.
Units folder is currently 342mb. Still less than I thought and I'm almost done. I'm predicting it to be around 450-500 mb.
 
About this mystara-world.

I found (and played a bit) an old game called Fantasy Empires from my pc. It has apparently something to do with Dungeons&Dragons. And to my astonishment, that game takes place in a land called mystara :D . Just wondering if You have ever encountered this game?

ok, carry on :)
 
tjedge1 said:
@Arghis: Yes I'm trying to eleminate pollution all together but with the volcanoes it makes it impossible. Almost every city improvement will lower building and population pollution. Craters aren't necessary though I thought of gving that ability to some powerful weapons like firestorm, but that will fit as well anyway, since they could create badlands through their devastating attacks. ;)
.
The way that pollution works in C3C is that the flag for population pollution reduction and the flag for building pollution will reduce pollution creation to one triangle. More pollution reducers will not help. However, there is the possibility of giving certain buildings negative pollution. How this would affect positive pollution from population I do not know, but it could reduce pollution from other factors completely.
 
Thank you rcoutme. I'll keep that in mind. In fact I'll make that adjustment after I finish the units.

@aaglo: Were you talking about Balrog's mod or another game altogether? It it's another game altogether, please tell me more. If you mean Balrog's mod, well I played that one into the ground, and decided to make my own mod after that.
 
TJEdge1, i believe he was referring to the computer Game put out by SSI in the mid 90's, also called Fantasy Empires. :)


Cheers Thorgrimm
 
@Arghis- well. the problem is that the mao appears to have a patch of desrtet in thayatis where there would 9it seems, based on that map) be a channel of water

@tjedge- pretty cool so far :)
 
Thanks Thorgrimm, I'll see if I can't find that floating around somewhere and check it out.

@Xen: I know correct typing is no concern of yours, but you might want to slow it a bit. I'm having trouble reading that last post, at least more than usual. It makes it even more difficult for those who's first language is not English to understand what you're saying as well. ;) And thanks, I'm glad you like the previews of the mod so far.

I need to update the leaders preview, but I haven't updated the leaders graphix yet. There are several to be moved around and replaced. I've been so busy with units lately that I've been neglecting the rest of the mod.

EDIT:
I'm posting another update on my progress.

Finished organizing the following on the Spreadsheet: (bold is completed)
Non Combat or Support:
Settlers
Workers
Scouts


Offense:
Warrior==>Swordsman==>Infantry==>Gun Unit

Defense:
Spearman============>Pikeman==>Gun Unit

Artillery:
Immobile Siege Craft==>Mobile Siege Craft==>Advanced Siege Craft==>Cannon

Mounted Horse:
Rider==>Armored Riders==>Knight==>Cavalry

Alternate Mounts:
Camel Rider==>Camel Knight==>Camel Cavalry
Elephant Rider==>Elephant Kinght==>Elephant Cavalry
Dinosaur Riders

Navy:
Pre Galley==>Galley==>Heavy Galley==>Frigate==>Massive Ship
Ironclads

Winged Mounted/Airships:
Mounted
Airships
Animals
Dragons

Ranged:
Archer==>Advanced Archer==>Gun Unit

Currently working on Mounted Horse, Mages, and Extras. Extras are nearly done.
Units folder is currently 359mb. Once I finish the spreadsheet I'll begin entering everything into the editor. Not near as difficult as it will be more copy work by then.
 
tjedge1 said:
@aaglo: Were you talking about Balrog's mod or another game altogether? It it's another game altogether, please tell me more.

I'm talking about completely different game. I don't remember how old it is, but here's a screenshot of the game :)
 
Yes, that is a screenie of computer game Fantasy Empires by SSI, put out in the 90s. :)

Cheers Thorgrimm
 
I loved that game :D Blasting my enemies with bolts from above... So much fun.
 
@tjedge1- sorry about that, I will try and type more carefully :)

a comment- perhaps halberdies could be fitted intot he tech tree? or are they to be a UU, or is thier currentlly no suitible graphic for them (looks at kinboat and or utahjazz ;))
 
There are a couple halberdiers in the mod. I threw them in with pikeman for flavor. Some civs will have pikes others halberds.
 
Just a suggestion, tjedge1, but maybe instead of "Advanced Archer" you could go Shortbowman===> Longbowman to give it a more D&D flavor. Also, even in early versions of D&D, arquebus was the unit with gunpowder. You could have arquebusier...? Just suggestions. If you prefer to have me "shut my trap!" I understand. Just post a smily letting me know.
 
In the last age most civs will get some form of musketman/arquebusier/rifleman as well as cannons and Cannon firing navy.

I've changed the first tech with Archers from "Archery" to "Ranged Combat" already. THe name of units on the list is just a catagory really. There are slingers and blowguns mixed in with archers. Crossbows, longbows and the such are mixed in with Advanced Archers. I need to find a tech for that unit. I had them thrown into the Simple Mechanics tech with some artillery, but I want to change that. Maybe something like Advanced Projectiles. :hmm: Any ideas?
 
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