D&D mod: tjedge1-Mystara

Would you be interested in a D&D mod?

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The last part of south Davania. Ice peak range and aryptian desert.

i'm not sure to which extend i should put tundra. anyone has an idea ? do u think it need more ?
 

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The plains look fine to me. I don't want too much settlement in the tundra so the plains will help any civ who ends up down there. That looks like enough tundra to me. :)

About wow. It basically means that you are impressed or amazed by something. You used it correctly. It's just a basic exclamation. Wow!

I geuss Karamiekos can stay as it is very popular even among my own adventures. I was thinking of putting Barbarian Traladarians in the place of the cities and then Thyatis could conquer the region and settle it.

If not Karameikos then someone has to go. Ylaruam maybe?

EDIT: What about Darokin. I hate to do that as they play a major role in the War of Wrath. Ylaruam kind of sat that out, so maybe I could remove them and make the region part of Sind, despite the fact they are different nations they both have the same ancestors. That way they would definatly protect eachother since they will be the same. Besides Sind was overthrown during the War of Wrath by Hule. I already got rid of Ulimwengu because of their lack of involvement in Mystara history. I think they fought one war in maybe 7 millenia. Maybe Ylaruam is the better choice then?
 
I deleted Ylaruam now. It seems as if I was lacking Arabian units already, so I will combine them with Sind. I seem to have talked myself into that. Sorry if that upsets anyone, but they seem to be the best one to remove.

@Arghis: I was just glancing at your mini-map in those screenshots and I was amazed on how accurate that looks form there. You really have gone through a lot of trouble to make this perfect. I can't thank you enough. Excellet work.

EDIT: I added some more to some of the descriptions of the civs to the overview, for anyone who is lost. I will put these descriptions with much more detail in the civilopedia once the mod is ready. I plan on a very detailed civilopedia.
 
For Karameikos / Ylaruam prob, i think it all depends of the scenarii.

Karameikos is just a young thyatian province. Ylaruam seem to have a bit more history behind.

For the global map scenario, if we lack space in the country list, we can just use Thyatis empire as one generic main country, and put "special units" (just variations of common one in fact) with particular descriptions (e.g. ylari beduins ; Halav knight from Karameikos). You can even linked those units to special Thyatian scientific achievements, to simulate historical progress.
 
The Thyatian Province thing was the reason I was going to remove Karameikos, but I got some feedback from Mystara fans, that didn't like that. So to appease them I pulled Ylaruam and I wil make the few cities they have in the scenarios to be either Thyatian, Sind, or Nithia. The reasoning behind those is:
Thyatis: They have long desired to rule and control the region, but has had their invasions forced back everytime.
Sind: They both have Alisayyan ties in their history which is why they have always been allies.
Nithia: When the original Nithian Empire fell centuries before small nations everywhere were left behind like Thothia, Ylaruam, and Sind, to name the most commonly known.

I hated removing Thothia as well because they were one of the few Arabic type civs left to use. Thothia is officially a part of Alphatia anyway and Ylaruam migh be a very strong nation for it's small size, but it is otherwise insignificant. Karameikos on the other hand will be useful to Thyatis in the War of Wrath Scenario.

A special unit, that requires a resource and a wonder that requires it in the city radius could be built here that produces a Ylari Beduin every 5 turns or so, could represent Ylaruam. I can make the unit free as well so that it will be able to build a very large army in tis region as the Ylari are quite deadly in the deserts and no one has ever been able to maintain control even though Alphatia and Thyatis have both tried.

EDIT: I got that unit idea from you Arghis, thanks. That will help settle my own frustration with removing that country.
 
well

i'm a great mystara fan, and as (nearly) everyone, my first step in this world were made in Karameikos.

But in our case, things are slightly different. If you say that you make a global map scenario, Karameikos is just a duchy, not a country.

After, it depends of the choosen timeline. If the games begin in let's say 1 AC, well, there is no karameikos (unless we use special scientific improvment to simulate the birth of a power).

So it means that scenarii are to be define with clear geographical and period scope (for avoiding misinterpretation).

Obviously in War of the wrath scenario, karameikos should be represented. But as far as i know, War of the wrath just concern know world countries, no ? so there is plenty enough spaces for all the different powers making Thyatis / Alphatia

Am i wrong ?
 
You are right. I was thinking of making the world map and known world map start at about 800 AC.
Most of the civs that are in the mod didn't come around till sometime after 500 AC. I was planning at the beginning to start at 1 AC, but there were too many problems and cvis that caused a huge backlog of information and I became overwhelmed.

For the World Map you are right about it being just a large Duchy. I agree it shouldn't be a civ, but I got 10 PM's, 2 e-mails and a post here that disagreed. So, in that case I decided to remove the one that nobody, but myself seemed to want in. Maybe, I should remove someone else. The question there though is what civ that's in isn't very important. I could make Sind a part of Ylaruam or Hule depending on the scenario. I don't like that either. I wish there was enough to make all the civs I wanted in the first place. They could have doubled the number of civs to put in and then limited the number of playable civs, then it would be up to the player to choose which is left out.

EDIT HERE: Removed the useless ranting and raving. :rolleyes:

Ok it been a long day at work, now back on topic. The War of Wrath scenario does mostly deal with the Known World. Hule started their invasion of Sind and Darokin at that time aswell discovered the hidden nation of Ulimwengu. I think the Savage coast was also pressed on by Hule which at the time seemed to have limitless troops. The actual War of Wrath was between Glantri and Alphatia, Thyatis joined Glantri to face their most hated adversary. In my own games, Rockhome and Ethengar were convinced by Alphatia to invade Glantri and they joined with the war at that point. Although Ethengar were distracted by the fact that Heldann turned on them as an ally of Thytis which is allied to Glantri at that time. Norwald and the Isle of Dawn both became a huge battlefields since both Alphatia and Thytais had colonies there. In my own scenarios the Hinterlands pushed the deplted forces of Thyatis out of Davania, but for the sake of more common history I will have them conquered and Kastelios will mostlikely try to ally with Thyatis against the growing threat of Malpheggi. Izonda, and the High Shire (Shires) joined forces with Duagor (was Brasol in my game) and they tried to stop the overwhelming force of the Lizarmen of Malpheggi. In Skothar the Alphatians lost control of Jen and since they are now represented with the Gnolls of Thoth-Ath that will be the war going there as well as Nithis trying to regain control of all the regions that once belonged to them and that is the Known World. As you can see it will be quite a crowded and violent scenario which is what is intended. Since Karameikos joined in immediatly with Darokin against Hule and with Thyatis defense, this makes them more important as a whole. Ylaruam sat out the entire thing. I would love them in the mod, but I want to keep it simple as a whole and just have a total of 31 civs. I understand the fact that Ylaruam is far older than Karameikos, but it makes more sence to me to do the way I suggested and make them a colony of Sind and have the special units buildable only in that region that would represent the Ylari heritage. All those confusing alliances and sudden wars is what I would like to have in the War of Wrath and thats why I don't want to get rid of any of the foriegn civs.

BTW: Tanagoro has civilized Minotaurs. I just read that on the site listed at the bottom of the overview. I will have to make the Minotaur unit I have theirs then. :D

If what I'm saying really bothers you just let me know and I'll get rid of a civ, maybe Nithia and then just put in Ylaruam. I won't do that civ till last anyway, since I don't have enough units quite yet.

EDIT: While I was here I tweeked the resources again. I added corn and removed dinosaurs, woodfolk and hillfolk as the civs who needed them were too few in number and not very many units would need that. Those units will just be civ-specific.

EDIT2: I put in Ylari as a strategic resource now.
 
:hmm: I must have had a really bad day yesterday because I don't remember posting that huge thing. Anyway.

@Arghis: Here is the airfield file that I want to use. It seemed to work in the editor when I tested it, so it should be alright. If you have any problems, just let me know. The top building is the (airport) Gateway. I thought it resembled Baldur's Gate enough to make it a portal type thing. The Bottom building is a Religious Monument that will act the same as a Radar Tower for the civs who will be able to build it. I will make sure this is available to all the civs who do not have all those special units to make them stronger. You like my idea?

New Airfield and Radar Tower replacement
 
Interesting. Temple Radar tower is a bit small. And graphically is too close from road buildings i think.

i'm playing solo civ 3 with our graphics these times (i practice for duel with other guys !!).

This way i can better see if there is prob, like too much gfx data in some areas, infos gfx datas not easy to catch. i'll add this one to test it.

n.b. : portal ? i don't remember such a kind of builiding in BG
 
here is an example of a new img for x_victory.pcx

The basic is some kind of sun altar. the way i put the gfx on the tile cause some probs with hills, but nothing dramatic.

if i had to corrects this, perhaps i should resize the gfx, diminishing his size, or slightly moving it toward the tile's center (but it can cause probs if there are ressources, which would in this case overlay the victory img)
 

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well, here is one of the tower i was thinking to use for replacing fortifications

What do u think of it for radar tower.

there is still a problem with some beach tile (see the tundra one, with my walrus keeping an eye on this new buildin on his territory !! :lol: ) and on mountains, where it's not perfect. but overall it seems not bad (i tried two other gfx, and, pfff, impossible to obtain something usable, tss, tss, not easy all this)
 

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I like the new radar tower you have, I just copied that tower out of a resource list. I didn't really like it anyway. Yours is way better, and don't worry about the mountains. I'm making them impassible to wheeled units and all the workers will be wheeled so they can't do anything with mountains. I am raising the production for mountains to make up for a lack of mines there.

Speaking of mines.
http://forums.civfanatics.com/showthread.php?s=&threadid=46550&perpage=20&display=&pagenumber=2

Check post #34 in the link above. There is a preview pic there, if you like anything aaglo has there go ahead and paste it in. I like his mines and fortresses, but I'll leave it up to you as you can see better than I about how it looks with the terrain.

That vic point looks awesome! I would love that as well. It is very D&D like.

The portal in Baldur's Gate wasn't really a building. In fact Ithe gate I was thinking of was in Dark Alliance for the GameCube. They are big stone doorways that you can step through and end up somewhere else where there is another doorway. They called them Gates in the game so I keep calling them Baldur's Gates. Sorry. They are just magically built portals for teleporting units. A replacement for airfields and can be built everywhere, but mountains and volcanoes.
 
here is the pcx for the alternate victory location tile so u can test it.

i think it needs probably some slight adjustements (positionning and color management) and that's why i'd like to have your opinions, but it's fully functionnable.

For gfx glitch as far as i've seen, there is some overlaps with roads and buildings added in irrigation tiles, and others details of this kind.

Also, i'm not sure that the new goodyhuts.pcx (with eight different building) is so good. During play, sometimes i found it confusing, sometimes not clear. Perhaps it's only because i'm not used to it and there are too much huts variations.
I should try with just 3 different kind of huts (for exemple) to see what impact it have.
 
@tjedge

Now that I have MoM beta released, I'll do those dragons I promised. Sometime this week. :)
 
@Arghis: I'll test that victory and let you know how it looks to me then.

@Drift: That would be great. The more fantasy units I can get included the better.

Still waiting on those beautiful Gnolls, but I'm going to concentrate on the civs that have with completed units and improvements so I can get the testing faze up before long. This mod is a little intimidating with all the civ-specific techs and unit building wonders. But I will not give up and now back to work.

BTW: Kinboat, that wasn't meant to rush you, as I need to start some other requests for graphix I don't have. I also need to go through every unit and leaderhead to make sure they are all there and are set up in the right time period (that last for leaderhead pics).

Some of those graphix I don't have are the Red Steel units of a Pikeman, Knight, and Medieval Infantry with swords. Also several fantasy creatures, including Manscorpions, Pegasi, Unicorns, Pegataurs, Rocs, etc. And finally a leaderhead for Frosthaven. Who happens to be a blue skinned and white haired Frost Giant.
 
@Arghis: It looks great in game. Rivers seem to be on top of the sun alter though, is that normal? I never played a victory point game so I wouldn't know.
As far as goody huts, if it seems too confusing with so many variations, then the less is better.
 
That was kind of what I had in mind for the leaderhead. :D A comical approach to a nasty civ.
 
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