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
Any air unit that is attacked will immediately be destroyed, no matter what the defense. Giving your air ship the invisible tag will only help if no other units have the "can see invisible" tag, and even then there is the chance that a unit will accidentally move onto the same square. Good idea though.

So tjedge, what is the status of the mod? Is there a downloadable version yet? I didnt see one on the first two posts, so I am guessing not. I wanted to make a teaser really quick and check it out. ;)

- GIDustin

BTW, congratz on your 23 page thread. The MTG mod threads never made it to the 2nd page. :goodjob:
 
Maybe you can make it an ocean unit....(the magics that power the castle only work over the ocean)... that way it just acts as a carrier unit and the AI can use it.
 
Good idea Eddiit. That is a quite possible way to do it. Maybe something to do with balancing between the ocean waves created by the moons gravity and so on. After all it's supposed to be slightly technical coming from Serraine.

@ GIdustin: Not quite ready, but getting there. It's taking me a while to get all the units in the editor, and then orgamizing them. Then I have to get the tech tree set up and then, the text files to the point of getting it playable. I won't flesh out the text civilopedia till the beta is up. Some RL issues have come up this week and are a distraction as well. Hopefully it will be sorted out on Tuesday, or I'm never getting that laptop to speed up this process. :sad:
 
I think were making very good progress overall.

I figured the water idea isnt all that bad. And it fixes the AI issue that would come up.

I have an idea for the illusion school of wizards. They could have the airdrop ability. (Their power of illusion allows them to slip through defenses and descend directly into the city.)
 
Have you checked out the treasure chest unit and settler with wagon. Theyd both be great for this mod. You can split the settler humans use between the default and the new wagon. Gives humans a bit more diversity.

The treasure chest unit can actually be a barbarian. In the D&D world their are creatures called mimics that look like treasure chests and kill adventurers.

Speaking of adventurers...we need to find a way to incorporate heroes into the game. Is there a way to build a wonder that spawns one unit only (once)?If not whats the longest respawn time possible? You could have a whole tech line of adventurers/heroes...seperate from the normal techs of course. It'd be cool Imagine discovering the Brom Ironaxe tech and building the Brom Ironaxe wonder. You build it and get...you guessed it... the famed dwarf Brom ironaxe. The wonders could also be goverment dependent to make sure the humans dont get the gnoll heroe Maneater or the ogre hero Skullcrasher etc. Just an idea.
 
I've been considering this. It might not work well with the wonders, but we'll see. War Hammer2.0 will have something to this effect so I'll see how it works out for embryodead. You could say I'm letting him test that idea, since I'm not ready enough to do so. I may mimick his method.

BTW: For all those who are upset at Ylaruam's removal and the other missing civs (Ulimwengu, Slagovich, Ochalea, Hinterlands, Jennite, Graakhalia, Aengmor, Norwald, Soderfjord, Thothia, etc) Don't worry. My original plan would have included all of them, but it was slowing down the ptocess and I had limited time to do these. Althogh 1.0 of this mod is not ready, I have planned to use that original idea for a 2.0 version. It's the same technique TETurkhan is doing in his new version of Test of Time. If your confused, the best way to look it up is here:

http://forums.civfanatics.com/showthread.php?s=&threadid=29279&perpage=20&pagenumber=79

The conversation started on the previous page, but TETurkhan actually responded and explained on this page. I have a post towards the bottom of the page that helps with his explanation as some folks didn't understan the concept. As this was my oroginal plan and I scrapped it a couple months ago, I may go back to it after 1.0 is out and working on 2.0 where I will use a similiar tactic. Check out TETurkhan's thread and see what I mean.
 
IMHO the heroes suck. I only include them in 2.0 because people want them (but again, I think that Regicide sucks, while people actually play in this mode). Sure, turning kings units into upgradable heroes works, but as we all know AI is stupid and doesn't use such units. Human players already have lots of advantages, why another one? :-\

I want to include heroes in scenarios also, but then, they will not be able to upgrade (to upgrade, a civ must be able to build a unit). At least I'm sure heroes will be unique this way, and usable by AI.

Wonders are useless of course, tjedge1 already knows how unit-spawning works... Unless it's ok for you to name the unit "hero" and just have generic heros be produced say every 32 turns... I have something like that ie. The Grand Cathedral of Sigmar produces Grand Theogonist every 32 turns. He can fight, finish improvements or an army...
 
pff ! it was a certain challenge (nearly 10 hrs) , but i think i manage to make steppes (or something which can be seen as an equivalent) for LM plains

here is how it looks (Thyatis, Ethengar area)
 

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another view (Yazak steppes). there are still some tiles which give problem, i'll try to solve this later.
By the way, if Rhye is lurking here i'd like to have his opinion, some advices, and perhaps some help.

Also, i'm figuring that this tiles can be used for a savannah LM terrain.

At the beggining i was expecting to obtain something less yellow / gold, but i had problem with color tables.
For your information, the basic gfx come from Cordy (cf. Cordy thread ). Those gfx are nice, but not Rhye compatible, so i was obliged to make a mix.
 

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honestly I cant stand that square borders with LM terrain... well of course it's up to you, but it just doesn't look good (though I know that LM flatlands are pain-in-the-bottom)
 
@embryodead yeah i agree I hate upgradeable heroes... cripples AI since they cant use kings. Guess that shoots down adventurers idea unless we do make them generic and spawn very rareley. It is a possibility and I dont think it'd be all that bad.
 
Arghis posts show that when there's steppes next to plains there's an ugly chessboard effect. This can't be avoided because there's no file that contains transition between plains and LM plains. The only solution seems modifying the map, putting something in the middle. It could be desert, or hills, or forest. It would be less noticeable (like in 1st Arghis's post).
Another thing is - make it less yellow! - or make my plains more yellow. More they're different, more you'll see a chessboard.
Have you some problems with palettes? (but I can guess what is the problem)
 
@Arghis: I think treeless rivers do look better. :hmm: They are a little yellow, but otherwise nice. I think everything mentioned by Rhye and embryodead hit the difficluties and possible needed adjustments. The map graphix all comes down to you Arghis in the end. Do your best, thanks for something to represent steppes as that is a major terrain in Brun. As your posts above show. :)


EDIT: As far as heroes go, I'm not to keen on using the king units really, due to those issues mentioned above. embryodead hit pretty close to home on what I was thinking and settling with generic heores produced by wonders. They would be decent units with other abilities like building army's, etc.
 
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