D&D mod: tjedge1-Mystara

Would you be interested in a D&D mod?

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    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
why don´t you call it "advanced Marksmen"?
 
Stormeagle said:
why don´t you call it "advanced Marksmen"?
Or call it Marksmanship (if it is a tech you are looking for). Alternately, you could use some of the AD&D feats of the 3rd Edition. There are loads of terms that could be used for techs in the Player's Handbook 3rd Edition.

This is a list of some of the ones you might use:

Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Blind-Fight, Combat Casting, Mobility, Exotic Weapon Proficiency, Expertise, Leadership, Martial Weapon Proficiency, Mounted Combat, Mounted Archery, Trample, Ride-By Attack, Spirited Charge, Point Blank Shot, Far Shot, Precise Shot, Rapid Shot, Shot on the Run, Power Attack, Cleave, Improved Bull Rush, Sunder, Great Cleave, Quick Draw, Shield Proficiency, Simple Weapon Proficiency, Spell Penetration, Two-Weapon Fighting, Improved Two-Weapon Fighting, Weapon Finesse (this simulates swashbucklers)
Item Creation Feats
Brew Potion, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Forge Ring, Scribe Scroll
 
Marksmanship sounds pretty good. It would imply better trained archers as well as better archery gear. That fits since some of the advanced archers were called Rangers. I'm using a tech called "Matchlock" for the gun units so "Marksmanship" will fit for Advanced Archers. Thanks guys.
 
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 Mages and Extras. Extras are nearly done.
Units folder is currently 421mb and has 386 units inside it (these numbers don't include the number of epic game units I'm using the graphix of as well). 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.
 
@Xen : it is possible (if not certain) that the final map won't be exactly as those you can find in Tsr games. There is many reasons for this :
First the game editor does not allow precise mapping;
even more problematic when you convert a map from a hexagonal grid, to a square grid;
also, the various scale used in the game supplements don't help; one time you have an original map with one scale, next time you have another map with a different scale;
from one Tsr supplement to another Tsr scenario, sometimes the map just change;
you also have to take into account the game mechanics, for the sake of playability, some details have to be adjusted to Civ mechanics
and this is my first (big) map

Anyway, the result will be very near what someone can expect. i'm making some test with my DM (who do not play civ game), who usually easily recognize the various areas i'll show him.

At last, i still have to look a last time at the map, for some adjustement. this time, tjedje1 is looking it. soon we'll have finished the work on the world map

C u later

Arghis
 
I'm just saying what from the minimap looks to be desert should be desert- its not even in a desert region- it shoud be water of some sort, at least from the map i saw.
 
Arghis wrote:
from one Tsr supplement to another Tsr scenario, sometimes the map just change

That is why I, and my gaming group, called them Terribly Silly Rules. ;) :D


Cheers Thorgrimm
 
That map looks perfect so far to me. Excpet for a couple of things. For playability of course. Would you like me to post them here or PM them to you. Minor tweeks mostly.
 
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

Extras:
Mages
Sub-Races
Giants
Monsters
Mercanaries
Champions
Ylari

Currently working on Extras. Extras are nearly done.
Units folder is currently 439mb and has 403 new units inside it (these numbers don't include the number of epic game units I'm using the graphix of as well). Extras are not added to the folder yet. That will be around another 20 units.
 
Finished organizing 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
Animals

Winged Mounted/Airships:
Mounted
Airships
Animals
Dragons

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

Extras:
Mages
Sub-Races
Giants
Monsters
Mercanaries
Champions
Ylari
Gnomish Machines
Animals

Units folder is currently 499mb and has 445 new units inside it (there are 36 epic units graphix I'm using as well, bringing the total units to: 481).

As soon as I can I'll post a preview of the units_32.pcx as I finish it. That will take some time as well.
 
Thank you, it's been taking a lot more work than I had planned. My hats off to all modders, even those with lousy mods. These are really a lot of work. Especially if you want it to be unique. I'm glad I have had assistance form others like Arghis who is making all the maps. That alone would have doubled the length it would have taken me to do this.
 
Thought I might bring this topic up again as it's nowhere near finished.

Civs still needing city lists that have gazatteers:
Minrothad Guilds
Ostland (Soderfjord can be split between them)
Vestland (Soderfjord can be split between them)
Sind (CoM Box set)
Thyatis
Yavdlom (CoM Box set)

Civs with detailed modules that still need city lists:
Denagoth
Heldann
Hule
Orcland=Broken Lands/Orc's Head Peninsula/Darokin Orclands/Black Mountains
Wendar+Alfhiem thrown in

Civs with little published information. I'm using partly the sites mentioned in the bottom of the overview for most of these, while others, I or someone can make them up:
Duargor=I was thinking something along the lines of naes of minerals and gems.
Frosthaven=There's only 1 city known, but anything Viking or German sounding will fit too.
Izonda
Kastelios=the City-States in North Davania
Kwythellar=Something elven sounding.
Malpheggi=Something lizard sounding
Nithia=Altered Egyptian city names
Tanagoro
Thoth-Ath

I know Isak is busy, but I don't know if anyone else might be able to help with this.
 
Arghis has agreed to help with city lists. I am working on the tech tree, but nothing really together yet, as I'm still adding units as well to the editor. I'm starting to think more about Wonders as well. I'm open to ideas, if anyone has any. Don't worry about what I need. This mod is huge and any idea is welcome.
I'm going to be removing the preview screenies form the overview, since some are going to be different, or already are. It's easier to upload and preview pictures on CDG,because I have complete control on which to delete when done. So I'll be showing them there, but I'll leave all the text and will still discuss the mod here on CFC since it started here. I will respond to posts here and on CDG so feel free to post wherever you wish.
 
hi all

to give you an idea of the advancement, here's a screenshot of the world map for Mystara.

Many details still have to be adjusted, for playability and for precision (i.e. Zyxl too close from arms of the immortals; Skothar peninsula cut in half, ...) but remember this is my first map and this one already took me a certain time ;) .
 

Attachments

  • mystara-map2-full-preview.jpg
    mystara-map2-full-preview.jpg
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well, to illustrate the repeating terrain type prob, i'm taking back my steppes area;
here what can be achieved with just a bit of variation, with Forested hills added.


personnaly, i'm rather satisfied by the result. yes there is still some glitch here and there, and i shall correct them ...
 

Attachments

  • mystara-map2-yazak.jpg
    mystara-map2-yazak.jpg
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