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
Here's my first crack at the 1st era tech tree.

The arrow lines go through the civ-specific techs so that if you play a civ that doesn't get that tech, you will just see a line to the next tech.
 
Yeah I tried to do one of those once. I used Adobe Photoshop for this one. I'll be putting up era 2 later. Now for a description of the common techs in that era. There aren't as many.

2nd era:
1) Aristocracy
Small Wonders: Vacation Palace

2) Astronomy
Units: Galleys
Great Wonders: Great Lighthouse

3) Education
Improvements: University
Citizens: Scholars

4) Fired Goods
Resources: Glassware, Porcelain

5) Food Preservation
Improvements: Storehouse, Tavern Guild
Resources: Salt, Pottery

6) Herblore
Resources: Incense, Spices, Tobacco

7) Impressment
Improvements: Gaurd Tower
Other: Enables Drafting

8) Iron Working
Improvements: Blacksmith
Small WOnders: Iron Works
Resources: Iron

9) Literature
Improvements: Library
Great Wonders: Great Library

10) Map Making
Improvements: Privateer's Cove
Diplomacy: Enable Map Trading

11) Prospection
Resources: Jade, Cinnabar, Platinum

12) Siege Craft
Units: Advanced Artillery

13) Spell Casting
Improvements: Magic Guild

14) Sports
Improvements: Arena

15) Stirrup
Units: Light Cavalry
Small Wonders: Ylaruam Camels

16) Stone Construction
Improvements: Palace, Walls, Aqueduct
Great Wonders: Colossus
Worker Jobs: Fortress

I'll be posting the drawing of that tree tonight.
 
If any of you see something that just doesn't look right to you, don't hesitate to mention it. Don't worry too much about Civ-Specific techs as they will vary between civs and are more or less just bonuses.
 
They're a little sloppier, but they serve the same purpose. I didn't post what each tech is, but I'll get around to that. I'm working hard at just finishing the mod now that the creative part is done. Now it's just a matter of putting everything together and making sure all the little details are correct. That will take time, but I'll be working really hard.
 
Not sure yet. I'm going to spend this week finishing up the unit graphix and making sure I've got everything in order and named right. Then I'll be looking into techs and buildings. Maybe I'll do th etechs to see what I ahve and need for icons. That way I can let you know and then work on buildings while I wait for the results. No hurry still. I'm still waiting on a couple of other requests that I can't make public at the moment. I'll give you a pm by Saturday and let you know. If I fall behind on the units I'll just switch to techs and see what's needed Friday and make a list of what I need. Then send it your way and see what you can do. Thanks for the remeinder that I would need some. ;)
 
I'm hoping it will be as good as the anticipation many are feeling. Especially after all the hard work I've put into the ideas. As far as I know, no one else has really done the same thing. At least not for a fantasy mod. The unit thing I'm talking about. The AI will build a diverse army. As diverse as yours.
 
Armored ships w./out navigation? - Maybe draw a line from Navigation up.

Golem Creation - :)

Irrigation @ end of 3rd era and well after the advent of Druidism? Ouch!

Those are the only things that gave me a pause. Keep up the great work!!!

V
 
The irrigation tech only adds the ability to irrigate without fresh water. Normal irrigation will come into the first era for most civs. Some civs won't be farming.

Armored Ships won't need Navigation because they won't be able to cross the ocean which Navigation allows new ships with the ability to do it safely. They will be restricted to sea and coast because of their bulk and the water would be too rough out in the ocean.

You like Golem Creation? ;) Just wait till you see what else is in this mod. Most of it is civ-specific. I have 73 common techs and around 153 civ-specific techs. The civ-specific techs will allow certain governments and wonders that only those civs can use. Not to mention certain worker abilities and other things. :)
 
You have my vote for a D&D Mod. Whne will it be ready fir public consumption.
(Sorry if the question has been asked before)
 
I meant when wil it be ready for consumption
 
I'm not sure. I was hoping this month, but that isn't happening. I tried typing an extensive reason as to why and then what waas left to do, but my interent keeps messing up so I'm making this message short. Hopefully by the end of October, but no promises. Keep your fingers crossed. As soon as I finish giving the units sounds and Civilopedia icons then I'll be blowing through the rest of the steps. With around 500 units they become rather time consuming. :sleep:
 
I figure I can bring this up again, since I leaving it for last on my list. Some civs still have no city names. The names can be cities, towns, villages then landmarks and regions as many as can be found. If anyone has time I would appreciate some city lists in txt format. Thanks.

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 names of minerals and gems.
Frosthaven=There's only 1 city known, but anything Viking or German sounding will fit too.
Kastelios=the City-States in North Davania
Nithia=Altered Egyptian city names

I can take care of these.
Izonda
Kwythellar
Malpheggi
Tanagoro
Thoth-Ath
 
That may prove difficult. Many countries were never detailed (and I only own the 2nd addition boxed sets) , so escentually, they will have to be made up from scratch. Perhaps the people of the Wizards of the Coast Mystaria forum could help?

I'm sorry Tjedge...
 
was wondering if i could con up soem support for a htird century sort of ranging Roman legionary; with its rather good equipment, and pants and boots and such, I think it woudl fit in nice with the general dark age/medieval theme that fantasy sort of fits into...
 
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