Dungeons & Dragons: Mystara

Congratulations on releasing the mod! I've already had a go and I really like it, even though I'm not usually a D&D person. Great stuff!!
 
Early review:

The scouts are overpowered. The ai doesnt seem to prioritise building them. I managed to scoop almost every goody hut on the continent (and there seemed to be a lot), and almost skipped over teh entire first era.

The adventuring parties seem to have a bug. I had a couple of undefended cities (hey, I overexpanded) in my centre, and teh ai was able to conquer them with an invisible unit (presumably an adventuring party) without declaring war, something I couldnt do in return.

But overall, I have a new mod to play with to death.
 
That's a problem with all "land privateer" units, the AI can take your cities without declaring war, but you can't do the same. I played The Missing Links mod alot and that really frustrated me. The only things you can do is put "see invisible" units (if this mod has any) at regular intervals on your roads to guard against this, or garrison every city.
 
Most important things first: Great work, tjedge! Ok, that out of the way ( ;) ), some (very) minor problems:

- tech "Magic items" should be connected to "Medicine", but is connected to "Knights of the Sky"

- on the diplomacy screen, the leaderhead for Heldann has a black square around it

- the description for druids says they are non-combat units, when in fact they are 2.4.3

- when the attack animation for the "Bird of Prey" is played, a second ship appears ... that's a little odd

Thanks for this great mod! :)
 
great its finally done! ill give it a go.
 
Landmonitor said:
The scouts are overpowered. The ai doesnt seem to prioritise building them. I managed to scoop almost every goody hut on the continent (and there seemed to be a lot), and almost skipped over teh entire first era.
I've noticed this too, but I don't know how to fix that short of making a general scout start with all civs early on. In the scenarios this will be easier and they will be setup better. This mod wasn't really meant for random maps, but it was easier to start that way to get the game playable and balanced. Other than that I can move the scouts to a lter tech. At one time I had them at Outdoorsmanship but I thought it was too crowded. Any suggestions?

Landmonitor said:
That's a problem with all "land privateer" units, the AI can take your cities without declaring war, but you can't do the same. I played The Missing Links mod alot and that really frustrated me. The only things you can do is put "see invisible" units (if this mod has any) at regular intervals on your roads to guard against this, or garrison every city.
There are some units that can see invisible, I tried to get at least one for every civ whether it's a mage or advanced scout type. Keep them around your cities and you'll see the adventurer party. Many units for Yavdlom, Wendar, Kwythellar and Minrothad see invisible besause of the elves. Maybe I should make the scouts see invisible? That could be added to the update patch I'm working on. Otherwise it adds a little toughness to the mod. I let the AI have as much edge as possible since it's so stupid. I'll probably fix it so Adventure Parties don't pop up as often, but in the D&D world, Adventurers can be major pains against those they consider enemies.

grumbler said:
- tech "Magic items" should be connected to "Medicine", but is connected to "Knights of the Sky"
You're right, that was completly missed in the beta. I'll add that to my todo list for the next update. It's only cosmetic as you still need medicine to learn the tech just confusing when you work your way through the tree manually.
grumbler said:
- on the diplomacy screen, the leaderhead for Heldann has a black square around it
This is an easy fix. I'lll put it in the patch, but it is barely noticable so not major.
grumbler said:
- the description for druids says they are non-combat units, when in fact they are 2.4.3
They are not meant for combat. The AI strategy for them is explore so the AI won't use them to fight on purpose too much and at the stage in the game they become available, they are too weak to kill the other units. BUt if I can change the civ entry to not say that anyway.
grumbler said:
- when the attack animation for the "Bird of Prey" is played, a second ship appears ... that's a little odd
That's strange. This unit was made by Grandraem so I'm not sure how to fix it myself.


Thank you guys for the compliments and the tips on getting this even better.
 
First off: Wow, what a beautiful MOD. I had a friend with DSL d/l it for me over the weekend and now it's mine, all mine. Truly an epic undertaking and gorgeous to look at. I dabbled a little and was amazed.

Once I get time I'll really dig into it. Can't wait.
 
i d/l the full version

error reading file

missing entry in text\pediaicons.txt:ICON_BLDG_Storehouse

the game will now exit
 
Congratulations. I don't have time to take it for a spin as I barely have time to design Master of Myrror II, but it does seem like one of the top mods ever.

It's always great to see that people who have invested this much time in modding can finish their projects. All that work pays off in the end. :)
 
Thanks Drift. Hope to see your new version out soon too.
And R8XFT, thank you and now I have more time to look at yours. ;)
And of course thanks to everyone else. I hope you all enjoy the mod.

About the full version, I'll re-upload it tonight after I figure out what I missed. In the meantime just download the first 2 mini downloads and install them. If one doesn't overwrite anything then it should have fixed the problem. I'm guessing it's Mystara-2.

Well I just uncompressed the full install and can't find anything wrong with it. I'll test it again after work and see if I can play the game off of it. Make sure you're using Conquest v1.22. It has the text and files for in the correct folders. Has anyone else used the full install and been able to play?
 
Your work is greatly appreciated Tjedge1. I've just barely tried out a few games but I must say that the scope of this mod is immense. I assume you're a bit fatigued right now considering the wast amount of balancing and tinkering you've been forced to do, and as we all know the devil is in the details.

As with all fantasy settings it takes a while to understand what the different units are. Being attacked by a very unexpected force of rampaging panda bears came as a bit of a suprise to say the least. The dedicated work you've done writing the backstory and unit descriptions is very welcome indeed. I never heard of Mystara before and the texts really help break the impression of a mod striving to incorporate all available custom unit graphics. ;)
 
Mods great, but is anyone else getting the bug that if one city of a civ is lost, the whole civ is defeated?

EDIT: Oops, it was just my elimination settings. Nevermind.
 
Real dumb question; can elves build mines? I'm playing Wendar and looking at my tech tree tells me I'm not building mines since I can't research Mining. Am I to be mineless until I overrun some dwarves?
 
Yes unfortunatly. I felt the need to vary the playing styles of civs so dwarves can't irrigate and neither can giants or orcs, but some races can't mine, mostly elves. Kwythellar elves can't mine or farm so they are given extra traits to balance them. To get around mining, you can build forests which will increase the production without lowering food on grassland and actually increasing food on plains. Only Wendar and Kwythellar can build forests and that also helps with defense since the elves ignore forest terrain cost. The AI doesn't use it, but the ability is there for the players.
 
The varied playing styles are a nice change. I was just checking to see if the intense heat here had fried my brain....

Any chance that captured workers could use the worker actions from their race? Is that codable or in the game already?
 
I wish. It's only hard coded to be able to use the abilities that your own civ knows only. I wish I could have set that up, but that may be possible in the future version for Civ 4 which is reaching out to the modding community more than Civ3 did. ;)
 
still getting the same error i d/l the smaller first 2 files as you sugegsted and i had to overwrite a million things but still getting same error

i d/l main big file extracted from winrar into folder where conquest is and yes i have 1.22 been at 1.22 for a while
 
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