Dungeons & Dragons: Mystara

Well that was disturbing.....I just killed my first werepanda settler and a baby werepanda fell off dead too! :D
 
Makes you want to cry, right? Well not if you see him all grown up and throwing stones or just mauling your troops. ;) Kinboat does amazing work.
 
Between the units, the music, and the balancing that you put into this MOD it won't be quite as painful waiting for Civ4. Great job again.
 
I noticed that Nithia was able to both mine and irrigate. is this intentional? Are any other civs able to do both?
 
rhialto said:
I noticed that Nithia was able to both mine and irrigate. is this intentional? Are any other civs able to do both?
Alphatia, Heldann and Izonda can also do both. Kwythellar can do neither (but they got two extra traits instead and do quite well, especially early)
 
The ability to do both comes with the mix of cultures in these civs. Izonda construction is dwarven if you noticed, and Heldann and Alphatia both have Dwarves that live and work within their borders. Nithia is able to mine becasue they are originally human. Actually I'm not sure why that particular civ can mine, but they are rarely ever one of the strongest civs in my own experience, so this isn't a boost of power for them really.

EDIT-Oh yeah, there will be a patch for each of the previously released versions of the game that fixes the monk, shaman and jaguar shaman. I forgot to highlight something to make them work properly so I'll have that fix up today.
 
Ok, the patch fixing the shaman, monk and jaguar shaman is up. It should be version 0.50 now. I replaced the old giga maps.biq and 100x100 map.biq so you can just redownload those to get the fix. Good luck guys and have fun. This patch does not interfere with your current game either so you can download, install and go back to your last game and finish it before playing the patched version.
 
Still playing the hell out of this one. My game as the Lizardfolk (Malpheggi, I think) is nearly to the 3rd age and I'm loving the Raptor Hunters. An army of those chews through opponents! :D They're very, very powerful, but since the lizzies don't get any other riding units until them I think it's very well evened out.

I keep bouncing back and forth on how I feel about mining plains. As the lizards you can't farm and you can't enter mountains with workers or plant forests. Basically you're left with mining hills and forests. They stagnate with low population unless they get a bonus resource or get built on the coast. Then you throw in the fact that plains are always 1 food, 1 shield, and 2 or 3 gold because they can't be improved. Not sure what the answer is, but I have a lot of bored workers at times..... Not sure if it's possible to have 2 levels of farming, one for agrigultural civs and another for non green thumb types....

I noticed also that most of the really cool special units require small wonders and then only kick them out every 10-30 turns. Damn, looking through the .biq I noticed how much more to the game there was to be had. Is it possible to have units only available to be made after a building is made, not a small wonder? I know that a tech advance can allow units, resources can allow units, and SWs can produce units, but can a building allow you to make them without waiting for them to be made on a timer? I was tinkering around with a renamed .biq and changed the SWs to improvements, but required the resource to be in the radius to limit how many cities could build them. Sadly this still doesn't let me build the units so I wait for them to get produced....
 
I think his idea behind the numerous SW's generating units was to ensure the AI employed a plethora of different units. A way to get around the AI simply attacking with no more than two different units. Typically the AI will simply ignore units which do not have either A) The highest attack value or B) The highest defense value. Makes for a more interesting AI when it has to deal with more diversified units.
 
When I play the 100x100 nocities biq, it crashes w/o an error message. When it reaches configuring AI players (I believe AI Player 2, to be precise), it just exits back to windows.
I can play the normal mod fine.
 
The SW idea is actually made to force the AI to be diverse and to keep players from over building the special units. Makes them much more valuable that way. If the ability to build units that required a building existed, I would have done it. Sorry. I could decrease the number of turns it takes for units to be spawned, if enough people think it would improve the mod.

About the 100x100 mod, I'll have to check it out when I get home. I'm out of town at the moment and my laptop is not up to date with the mod.
 
woodelf said:
I keep bouncing back and forth on how I feel about mining plains. As the lizards you can't farm and you can't enter mountains with workers or plant forests. Basically you're left with mining hills and forests. They stagnate with low population unless they get a bonus resource or get built on the coast. Then you throw in the fact that plains are always 1 food, 1 shield, and 2 or 3 gold because they can't be improved. Not sure what the answer is, but I have a lot of bored workers at times..... Not sure if it's possible to have 2 levels of farming, one for agrigultural civs and another for non green thumb types....
I forgot to mention that civs that can't irrigate but can mine have a specail onus resource. It's the mushrooms. Civs that can't mine do not get to ever see this resource. It's to help balance the lack of food and also to encourage construction near mountains as that is normally where the mushrooms will be. ;) There is no way to create 2 different farming types. Since they can mine however that gives their cities more production than the farming only civs, which balances out in a twisted way. :)
 
idinsane said:
When I play the 100x100 nocities biq, it crashes w/o an error message. When it reaches configuring AI players (I believe AI Player 2, to be precise), it just exits back to windows.
I can play the normal mod fine.

I experience the same problem.
 
Yeah, sorry guys I fixed it, so just redownload it and should work fine. Something was glitching in the player properties so I just turned them off. I'll have to double check that with the two 160x160 maps which are almost done. I just tested the new upload and it works so try it now and let me know.

I think I have an idea at what was causing it, but I'll see what I can work around for the expansion patch later on. ;)
 
tjedge1 said:
The SW idea is actually made to force the AI to be diverse and to keep players from over building the special units. Makes them much more valuable that way. If the ability to build units that required a building existed, I would have done it. Sorry. I could decrease the number of turns it takes for units to be spawned, if enough people think it would improve the mod.

About the 100x100 mod, I'll have to check it out when I get home. I'm out of town at the moment and my laptop is not up to date with the mod.
No, don't fix the SW idea. Some mods have you bulding Special units every 5 turns and i think it makes you too strong and makes them less valuable.
 
love the mod, its alot of fun. Have only one question, where in the wine resource? have played a couple of games and never have seen it. Can't build a few of the city items with out it. has any one else run into this?
 
I think wine is only available to a few of the civs and becomes available only after discovering Brewing.
 
Just started playing this mod yesterday, and I can't put it down! The factions are truly interesting, and the tech tree intriguing. It's a bit harder to play than usual C3C but worth it. Great work!
 
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