Dragonlance: War of the Lance discussion thread

Barbarians and mercenaries

Multiple regions of Ansalon aren't governed by a sole power but are rather populated by unrelated villages, towns and clans of humanoïds. Most of them are rather hostiles and won't like to see your armies lurking in their land. In game, that translates as a fortress or a goody huts covered with immobile barbarian units and mobile barbarian units. Under these will often be a resource. If you're able to secure that resource and if you have the right trait (starting tech), you can create new units related to the foes you've beaten. Some might be recruted by Civ with Takhisis as main god (Gnoll, Goblins), others by Civ with Paladine, others by all.

They will be : Gnolls and Sligs in the Laughting Lands, Lahutians near Nordmaar, Hill giants, perhaps some Que tribes (if they don't make it as Abanasanian units), Hill Dwarven clans, Dairly plains tribes, Goblins in Estwilde, ect.

I think you'll be able to create these units via a special building, so you can't build Gnolls in Sancrist but only around the Laughting Lands. It's up to you to move them near your battleground.
 
Hey Supa

Glad to see your'e back. Thought you'd given up on this project. And you're attracting the likes of Stormrage - A dignified scholar of the Warhammer Fantasy Mod threads. Things should get interesting, as he asks plenty of questions and has lots of ideas.

Anyway, here's some information to help you fill in some of your missing gaps:-

Abanasania leader - Highseeker Elistan
Khur leader - Khan Salah-khan
Minotaur leader - Emperor Garik Es-Karos
Zhakar leader - King Zhak Pillarstone
Ackal leader - Overchief Tambov Reknal

Keep up the good work.
 
Thanks for your input, Saneville!

Another Dragonlance fanatic whispered similar names to me on another board. With the exception of Chot Es-Kalin as Minotaur leader, Hurik Reknal as Ackal's and Whez Lavastone as Zakhar's. I'll look in the sourcebook later but if you come back before, could you precise your source ? :)
 
Source = memory:) .............and www.dl3e.com ;) Garik Es-Karos...e know if I can be of any further assistance.
 
Goodness gracious, what an excellent idea for something for this newfangled game. What is displayed so far is most encouraging. I have a full collection of the 1st and 2nd edition game products and novels, so will add my two bobs worth as and when fit. Dragons of Glory, being a wargame, could be a particularly useful point of reference for unit balances and all that.

The ability to build Dragonlances could be simulated with either tech allowing a Theros Ironfeld's Forge of the Silver Arm -type building, or through some convoluted manner of taking a treasure unit to a location.

Keep up the fine work.
 
Simon Darkshade > If you re-read the first post, you'll see I plan to integrate the Dragonlances in a way very similar of your.

A little preview of the WIP Kapak..

kapakv2.2.gif
 
Where´s the kapak´s armor?
You all are still trying to overthrow my rule of Ansalon, it seems...
 
This is the Kapak produced by the Wonder. You have to upgrade him to get the armored and armed one (needs Iron, too). Same thing for all draconians.

Spacer One > I'm doing the five main draconians, that's for sure. Dragon Highlord.. I don't know if I would have an use for him. But if I make the Heroes units, Kitaria would probably be a Highlord at some point.
 
Dragon Highlords would make an effective leader unit, in opposition to the Heros of the Lance/Whitestone...could be implemented as King units similar to the upgradable shoguns used in the Japanese scenario; this would allow greater experience and potential for victory for both sides, particularly the HoL as they progress on their quest

Implementing a hero unit for each civ will allow replayability, but does have a certain outcome of straying a little from the canon; there is still something to be said for trying to include the heroic types.

Control of the Towers of High Sorcery or Orders could be simulated with resources on their locations allowing construction of Wizard units.

Return of the Good Dragons could be a Whitestone wonder, allowing a quick metallic dragon force to be assembled.

Having gully dwarves as barbarians is a good step, and kender could also be included. Specific Ruin locations are an effective concept, allowing manipulation of unit production.
 
Towers of High Sorcery as a resource: This causes the same problem as a High of Sorcery Civ with tradeable magic resource, a bad distribution of magic. I'll probably go to the classic way of integrate magic. ToHS will appear in this case as GW.

Return of the Good Dragons: As Chromatic Dragons, Metallic Dragons will come with Great Wonders, one for each type and available for all "Paladine" civ. Another way to get dragon is to upgrade the (Great) Dragonlancer for some Civ (Solamnia p.e)

Kender as Barbarians: Kenders are already in the scenario in two nations and their settlers will have "Hidden nationnality", making them a pest for others nations.
 
One Dragon Highlord for each of my dragonarmies... Toede and co.
 
Stormrage said:
I dunno nuffin `bout Dragonlance, but this tech-tree sure does look nice :goodjob:
It is actually better than WarHammer,if you ask me.:mischief:
 
That kapak looks great :thumbsup: - maybe it's just that it's a WIP-image, but it looks a bit large.

And I've read a ton of dragonlance books, but I don't remember that horned worm...? Or is it the one that the dwarves used to quickly dig tunnels in the soul wars?
 
I don't suppose you're going to try creating this scenario in Civ 4 anytime soon?
 
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