Dungeons & Dragons: Mystara

The lizardmen are so fun to play as :)

Playing on archipelago, my neighbor, wendar's island was mostly jungle. No problem for the Malpheggi! Triceratops riders ran wild through the island and I had it all in just a few turns.
 
Just a suggestion, perhaps all the dragons could be merged into one or two dragon types (maybe red for chromatic dragons and gold for metallic dragons and something for jewel dragons?) and all those small wonders could be used for new units for the civs that are lacking a lot of wonder units now (mainly the non-magic human civs? They could definately use some more wonder units to help them vs the evil/humanoid/magic using civs that get tons of them.

Having different colors does give the civs a bit of flavor but really I think the units might be better used elsewhere since they're all pretty much the same. That's maybe 30 or so small wonders that could go for something else. That way there could be wonders for all the naga units, and things like that.
 
Finally made my first golem. Actually this is the first game I've seen through into into the 4th age. My only concern is that the stats for the mud golem are woefully low considering what age it's getting produced in. I've got the dragon SW coming soon and once I see a dragon I'll most likely quit this game and start anew to try out another civ.

Side question: Do hobbits use archers or would the slingers work better for them?
 
I self-fixed some errors in the game (such as making blacksmiths require iron in the city radius and making furs a luxury resources, rather than a bonus) and tried the game on the Mystara 160x160 world as the Hin on Hero level. I admit the Hin are rather powerful. The agricultural trait lets them expand at break-neck speeds and their units are cheaper than dirt. It's the 9th century AC (AD, whatever) and I've just started my first war with the Duargor dwarves. They declared war on me. We'll see how it goes.

Since I last posted, I've done some changes to my ancient computer. I have uninstalled some background software and have noticed a considerable game speed increase. This may make play more enjoyable.
 
Ok, guys I've been on a week long business trip but I'm back now and I'll post some replies shortly. I'm going to comb throught he rest of the forums first and then come back here to respond to some things.
 
rhialto said:
Some are callin for the SW units to come more often. personally, I'd liek to see them become just a little more powerful too (or perhaps instead). This would help promote the 'heroic' side of Mystara. Great things are accomplished more often by heroics than by mundane troops, and making the UUs truly heroic would go towards that.

related to this, I'd like to see all the UUs generated this way. Thoth (and a few others?) can build theirs directly at the moment.

For Alphatia's final age infantry, can we have the boltmen from the Princess Ark stories? Rather than muskets, they are armed with various kinds of magic wand. Also, Alphatia should get more skyships and fewer griffon riders, to be more in keeping with the air force the background books give them.
I want to make all UU's wonder built too. The problem is finding a UU that fits that civ that isn't too commonplace. Some of your ideas are really good, but there aren't units to go with these ideas, that I'm aware of anyway. I will adjust that airship thing and actually increase the rate they are produced, after all Alphatia has thousands of airships. I'll lower their griffon production as well. All UU's will get revamped for the expansion and will be produced faster. So will some other produced units, but not all. The really powerful ones will still be rare except those made in the very late game, like dragons which will be sped up.
 
bloodofages said:
Is there a web page link to this D&D Mystara giveing any info. On the races ? Cultures, weapons, etc.
There are some links to good sites on the 1st page in the previews thread. There is a link to that post in the table of contents on this threads 2nd post I think? Vaults of Pandius is by far the most in depth look at Mystara anywhere including from the original printed stuff by TSR and WotC.
 
woodelf said:
The biggest exploitable weakness of the Shires to me is their lack of mounted units. They are very, very susceptible to a lightning attack or counterattack. The drawback to this is that in this Mod the mounted units don't retreat when losing. If the retreat was enabled (not sure it can be with base movement of 2) then you could launch numerous mounted units at them and not lose your own units if they did back off.
So you figured it out. The hin have no mounted units and are easily overrun by mounted units. tlaw (one of the testers) used a method of lining up defensive units and then using mounted units to strike and then retreat with remaining movement back behind the defense line. This way the hin were unable to take advantage of their stealth attacks. The stealth attack is what makes them so dangerous.

Retreat cannot be enabled unless there are units woth movement of 1. At the moment there are very few of these. I sacrificed that ability for the terrain advantage movements of non-humans. I felt it was more fitting.
 
Rofflecopter said:
Heh, that was what allowed me to rush ahead of them in my last game. I sent adventurer parties into their territory and started hijacking all their workers. They got angry and declared war. Fortunately, I had a stack of roughly 80 Cataphracts and a few Cataphract armies waiting for them. I destroyed their army and had enough cataphracts to take over much of their empire. All they have left are a few of their own cities and stuff that they took from the Zuyevo. Now they're back into 5th in terms of score.

I think it may be where you put the stat bonuses they get. The ancient age attacker gets an extra attack point, and the ancient age defender gets an extra defense point. If they are hard to kill, being "invisible" and whatnot, then maybe all of their troops should get defense point bonuses only to simulate how they are harder to kill.
I will be going through the SHire unit lines and seeing if there is anything that can be done to make them less dangerous in military. For sure I will remove the edge in unit cost, but I'm not sure about anything else.
 
Dracleath said:
One thing about the wonder units, it really depends on what civ you are. I was duargar first game who only get rune mages and amazons and it seemed like I had none, but I reduced it to 80% of what it was and now I'm playing with the Frost giants and with all the wonder units they have I'm just overwhelmed with all the Giants, griffons, mercenaries (never got a leader in my first game) wiccans etc that I have, I haven't even really had to produce many regular units. In this case the original levels of production are probably balanced.

So it probably should be left at the original level so factions with a lot of them don't just overrun everyone. Other civs can always just build normal units or get mercenaries/red steel swordsmen/etc.


And also I do believe that the shires early attack units maybe should get +1 to def instead of atk. +1 to atk is really strong for an age 1 unit, even with the less hp. And I'm not concerned about vs me, I'm pretty sure I could overrun any ai in any diffuculty king or below and will probably get killed by them in any higher difficulty. I'm just concerned about the ai, I don't want to see one ai overrunning all the others in the first 2 ages, especially when it's on the other continent and I can't intervene.
More thing for me to consider. It surprises me that the Shires are such a big source for topics. I never had problems with them and they never were dominate in my games excpet on the mystara world maps. And that's only because they have room to expand.

The wonders will be redone to make UU's appear faster and the civs with fewer produced units will get their increased a bit. All civs have special wonder even if they don't always produce units. Sometimes they lower curruption or increase commerce.
 
Dracleath said:
Just a suggestion, perhaps all the dragons could be merged into one or two dragon types (maybe red for chromatic dragons and gold for metallic dragons and something for jewel dragons?) and all those small wonders could be used for new units for the civs that are lacking a lot of wonder units now (mainly the non-magic human civs? They could definately use some more wonder units to help them vs the evil/humanoid/magic using civs that get tons of them.

Having different colors does give the civs a bit of flavor but really I think the units might be better used elsewhere since they're all pretty much the same. That's maybe 30 or so small wonders that could go for something else. That way there could be wonders for all the naga units, and things like that.
That is a good idea. I've been removing most dragon producing wonders anyway. I'll think about this matter with the dragons. Not sure if i want to remove them. They are almost the same but their stats do vary. I think the non-magic human civs do ok in the mod. Maybe if I added unit cost to the wonder produced unit sit would keep the civs with tons of SW producing form getting so overbearing? If only there was a way to increase the number of maximum buildings.
 
woodelf said:
Finally made my first golem. Actually this is the first game I've seen through into into the 4th age. My only concern is that the stats for the mud golem are woefully low considering what age it's getting produced in. I've got the dragon SW coming soon and once I see a dragon I'll most likely quit this game and start anew to try out another civ.

Side question: Do hobbits use archers or would the slingers work better for them?
I'll look into the mud golem as far as balance in it's age goes. THere are no hobbits in Mystara ;) They prefer the name Hin. There are al kinds of halflings in Mystara. They use shortbows and shortswords mostly though. Some use slings and pole slinger things and javelins as well. Hin aren't good with magic though, like dwarves, they seem to have a hard time grasping it, but they make excellent thieves. Better than those fat hobbits. :)
 
Nanocyborgasm said:
I self-fixed some errors in the game (such as making blacksmiths require iron in the city radius and making furs a luxury resources, rather than a bonus) and tried the game on the Mystara 160x160 world as the Hin on Hero level. I admit the Hin are rather powerful. The agricultural trait lets them expand at break-neck speeds and their units are cheaper than dirt. It's the 9th century AC (AD, whatever) and I've just started my first war with the Duargor dwarves. They declared war on me. We'll see how it goes.

Since I last posted, I've done some changes to my ancient computer. I have uninstalled some background software and have noticed a considerable game speed increase. This may make play more enjoyable.
I'll see about slowing them down a bit, but only minor. I've had no problem with them and neither has most of the original testers. But many of you guys have so I'll see what I can do.
 
And as a final note for today. Sorry for the multiple posts.
I will begin working on the expansion in about a week or 2. At that time I will need testers and will be coming here to find them. Of course anyone who is already on the testers list will be able to join in automatically. The rest I will give details on how to join. I'll need seroius testers though, not just folks wanting to get a first look at the expansion. That seemed to be the case for a lot of my original testers. :rolleyes:

Thanks for all the compliments as well. It keeps me going to improve this thing even more.
 
Sign me up tjedge. I have a golf tourney I'll be practicing for in the next couple of weeks, but after that I'm free to playtest as much as my wife lets me. :D
 
Right up until school starts again in September, Íll hae lots of free time to test.
 
Actually, one thing I noticed about playing the giants is that they have no units with an attack factor of 8 or more, and no artillery or high-end riders. Riders and artillery I can understand, but these guys are giants! Their attack factors should be much higher, possibly second only to dragons.
 
Mountain giants atk 9?

Plus giants get hill giants and griffons pretty early, can build their infantry units without iron, and get dire wolf knights. I don't think that's too bad, I've never even had a game last to gunpowder cavalry anyway
 
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