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
I would love to play the mod.. when will it be ready ;)~
 
I've just about got everything in the editor. I think I can get a beta up sometime in September, but don't quote me on that. Something always keeps me from staying on schedule. Hopefully, though I can get it workable by then. The beta will not be on a map at first though. I want to balance the civs first. On the maps I won't care for balance as there isn't much balance in the real Mystara.

Nice idea Arghis. I'm nearly done with the units pcx. I've got all the units in the editor so when I finish, I'll send you a copy of the biq and pcx file. IF you want I'll try to get you the units also, but that may prove a little tough as the folder is about 459mb. I'm going to be scaling that down by forcing several units to share sounds and removing all the useless files that don't belong in that file. After I place all those in their proper places. I'm sure you have plenty of the units already as I'm using nearly ever fantasy unit available.
 
the test scenario is advancing well, but not as fast as i've expected. hey, it's a test for me too :)

@ tjedje1 : i already have many units, coming from mods or various threads. as soon as you're ok with the datas, we'll find a solution for you to "send me" what's needed.
 

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Here's a preview of the Units pcx. Just to give an idea of the number of units. Of course as the mod is still in production this is subject ot change, but more or less changes will make it larger.
 
And a preview of the updated cities. I made one change Arghis so let me know if you need the graphix for the Chaos civs. I made that adjustment you wanted with the casteled cities. These are much better.
 
A preview of the terrain as it is so far. The Broken Lands are subject to change, but at the moment that is the way they appear.
 
Two of those citys look familiar...Alpha Centauri Familiar to be procise.

I like your old "European" city graphics better, more of a fantasy feel.

This mods almost done though, you must be really realived that you'll be able to breathe again soon... ;)
 
I've been anxiously awaiting this mod since it was first mentioned. Don't trip at the finish line.

V
 
No intentions to trip. I'm a perfectionist so what isn't correct or working when the beta test begins will be fixed before an official release. I'm working faster now because I have more time, but there is still much to do. I've made a list to make sure I don't miss anything. It hasn't gotten shorter lately since Ieverytime I think of something else needed I add to the list. But I think the list is complete and it will shrink rapidly this month if not get completed. I hope the mod will be worrth the wait.

I forgot to put the Ancient Forest terrain in the preview so I'll be doing another later. :blush:
 
Two of those citys look familiar...Alpha Centauri Familiar to be procise.

I like your old "European" city graphics better, more of a fantasy feel.

This mods almost done though, you must be really realived that you'll be able to breathe again soon... ;)
 
Yes, SoG I will be able to breathe once it is done. I even got asked recently on the Wizards forum how the mod was coming.
 
Actually no, that one has fallen down the list. The Mystara forum has actually come to life now. There are over 2000 posts now when there was only something like 500 or so last year. There are some regulars there who know more than I do there that also run several fansites for Mystara. Links to some of those sites are on my 2nd post in this thread. I was asked in a thread commenting on the new look of the forums there.
 
I'm glad Mystaria has more fan support now. That was a good world, much better than Greyhawk. I have an idea actually for your mod, A small wonder:

Gate to the Hollowworld! It would churn out Dinosaurs every so often, or perhaps some other Hollowworld unit, like a Pirate for example.
 
That is a great idea. I hadn't thought of a way to involve the Hollow World really. That would be one way to do that. I'll make a note to add that in later. What era do you think that should be in? Speaking of which, I need to list the common techs for the mod so you guys can help me set up the tree.

Here's a list of the techs and what they do:
1st era:
1) Brewing
Improvements: Brewery
Resources: Wines

2) Bridge Building
Enables Bridges

3) Code of Laws
Improvements: City Watch, Gallows
Citizens: Watchman
Governments: Monarchy, Republic

4) Diplomacy
Enables Diplomats, Rite of Passage Agreements

5) Domestication
Resources: Livestock, Horses, Elephants, Camels, Wolves

6) Early Prospection
Resources: Gems, Gold, Silver

7) Edible Crops
Resources: Grain, Sugar, Rice, Cocoa, Corn

8) Farming
Worker Actions: Irrigate

9) Fishing
Improvements: Fishery
Resources: Fish

10) Mathematics
Units: Torsian Arm

11) Perspective
Improvements: Temple

12) Ranged Combat
Units: Early Ranged Units

13) Riding
Units: Early Mounted Units

14) Road Building
Worker Actions: Build Roads

15) Survival
Units: Scouts

16) The Wheel
Units: Mobile Siege Craft, Chariots

17) Tool Making
Units: Improved Worker

18) Trade
Improvements: Market
Enables Trade Embargo

19) Warrior Code
Units: Spearmen
Improvements: Barracks

20) Weaving
Resources: Silks, Cotton

21) Wood Construction
Units: Small Boats
Improvements: Harbor, Lumber Mill, Wind Mill, Timber Palisade
Resources: Quality Wood

22) Writing
N/A
 
Well, I'd add techs for primitive magic in the first era. Spell Casters, like Scientists, always get their sorcery from previous generations, It would make sense for Wizards to have primitive orgins which get more sophisiticated/Wizard-like threw the ages

Examples:

Shamanism(leads to Runes, allows Shamans, the first spellcasters)
Runes(Gives Shamans more abilities(Like a Bombard spell or a Charm/Enslave Spell)

Shamans would later upgrade to Wizards with Wizardry in the Second Era.

Wizards could upgrade further into Arch-Mages later, with another Tech, maybe called "High Sorcery" these represent the powerful wizards of Glantri and Alphatia.

As for the Hollowworld Gate, maybe in the late third era?
 
I've got the Magic techs covered. These are just the common techs shared by either all or most civs. I made the techs for magicians civ-specific so they will be placed in different areas of the tree and eras. I have nearly 200 techs that are civ-specific. The beta testers will get the first look at those. I have a trick with the mages so the AI builds them as much as a player would, but because of modding limits they have to virtually have their own tech. I did the same for all of the monsters, dragons and special units in the game as well. Puts the player on an equal playing field with the AI and vice versa.
 
No other ideas? Ok, I'll take what I have from PM's and put this 1st era tree together. Keep in mind that the civ-specific techs are not listed and that will include techs with dragons, mages, etc. This is just the basic setup.
 
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