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[Graphics] Unit graphics Required

Discussion in 'Civ4 - Dragonia II Mod' started by Darque, Nov 28, 2007.

  1. Darque

    Darque Chaotic Lord of Dragonia

    Joined:
    Oct 15, 2004
    Messages:
    1,147
    Location:
    Illinois
    Here's a list of required units to start. I'll be adding to the list periodically

    Lizardfolk:
    • Longbowman
    • Hunter
    • Lizard Rider
    • Lizard Rider with Blowgun
    • Knight
    • Chariot
    Orc:
    • Base orc model
    • Derivates of base model for most units
    Goblin:
    • Chariot
    • Wolf Rider Archer
    • Knight
    • Hunter
    Dwarves:
    • Reviewing
    Drow:
    • Drider
    • Draegloth
    Mithrilcraft Dwarves (Duergar):
     
  2. woodelf

    woodelf Bard

    Joined:
    Jun 12, 2003
    Messages:
    15,036
    Location:
    Gallery
    There are quite a few goblins in FfH2 and WHFB I think.

    Getting a good nifviewing graphics guy would save a lot of work since parts can be swapped around. Also, checking with Ploep and Chuggi can avoid duplication in the short term until each mod wants it's own flavor.
     
  3. Darque

    Darque Chaotic Lord of Dragonia

    Joined:
    Oct 15, 2004
    Messages:
    1,147
    Location:
    Illinois
    I think FFH2 only has a couple gobln units, which I am using already. Also, I reskinned the frostlings from Age of Ice for some more goblins. But even so, there are many positions left open in the goblin unit lines.

    Last time I checked WHFB there were no new goblin units. I'll check again though.
     
  4. Darque

    Darque Chaotic Lord of Dragonia

    Joined:
    Oct 15, 2004
    Messages:
    1,147
    Location:
    Illinois
    I've been thinking about placing the Easterling units from here as flavor units for one of the civs. So far I think they might work best for either Sundabar or Thay. Opinions anyone?
    Examples:
     
  5. strategyonly

    strategyonly C2C Supreme Commander

    Joined:
    Mar 13, 2006
    Messages:
    20,552
    Gender:
    Male
    Location:
    MN
    Here what i found on Sundabar:
    Spoiler :
    Sundabar

    This double-walled, circular fortress city is famous for its miners, master smiths, and woodcarvers. It's a harsh, treeless place, characterized by one visitor as "all stone and suspicion." A heavily guarded volcanic rift beneath Sundabar, the Everfire, is the source of many magic weapons.

    Sundabar (large city): Conventional; AL LN; 40,000 gp limit; Assets 28,518,000 gp; Population 14,259; Integrated (humans 54%, dwarves (all types) 33%, rock gnomes 8%, lightfoot halflings 3%, half-elves 1%, others 1%).

    Authority Figure: Helm Dwarf-friend, NG male human Ftr10/Rgr5 of Mielikki (Master of Sundabar).

    Important Characters: Guldrim Hoaraxe, LN male shield dwarf Ftr8/Def6 (Bright Axe of the Vigilant); Warblade Ilbrim Sarkro, LN male human Ftr9; Watchblade Brionn Haskur, LN male human Ftr8; Master Moneylender Homilar Drace, NE male human Rog8 (sponsor or owner of many businesses); Old Ornar Myntuk, LG male human Exp10 (proprietor of Old Ornar's Beds and Tables and greatest of Sundabar's master woodworkers); Gaurlar Darym, NG male human Ftr3 (proprietor of The Trumpet Inn); Uldro Baldiver, NG male human War4 (proprietor of Baldiver's Inn).

    The Shieldsar -- Ftr14, Ftr13, Rgr12, War12, Clr11, Ftr11 (2), Pal11, War11 (2), Bbn10, Ftr10, War10, Clr9, Ftr9, Pal9, War9 (2), Bbn8, Clr8 (2), Ftr8 (2), War8 (2), Clr7, Ftr7 (2), Pal7, Rgr7, War7 (4), Bbn6, Clr6 (3), Ftr6 (2), Pal6, War6 (7), Clr5 (4), Ftr5 (5), Pal5 (2), War5 (10), Bbn4 (2), Clr4 (6), Ftr4 (6), Pal4, Rgr4 (2), War4 (22), Bbn3 (2), Clr3 (5), Ftr3 (12), War3 (81), Clr2 (12), Ftr2 (24), Pal2 (2), Rgr2, War2 (288), Clr1 (25), Ftr1 (49), War1 (823).

    Stone Shields -- Ftr6, Clr5, War5, Clr4, War4 (3), Clr3 (2), War3 (9), Clr2 (4), War2 (14), Clr1 (5), War1 (42).

    The Watchful -- Rog9, Rog8, Wiz8, Brd7, Rog7, Wiz7, Exp6, Rog6 (2), Exp5 (2), Rog5 (2), Wiz5, Brd4, Exp4 (2), Rog4 (4), Wiz4, Com3 (2), Exp3 (4), Rog3 (3), Com2 (8).

    The Argent Legion -- Ftr6, Ftr5, War5 (2), Clr4, Ftr4, War4 (5), Ftr3 (3), War3 (11), Ftr2 (4), War2 (30), Clr1(2), Ftr1 (6), War1 (133).

    The other citizens of Sundabar are too numerous and diverse to enumerate here.

    Notable Imports: Food (especially grain, livestock, and fruit, which is highly prized), lumber, and textiles.

    Notable Exports: Armor, clay wares (mostly pipes and tiles), copper, furniture, gold, lumber, pelts, silver, tools, weapons.

    One of Faerûn's wealthiest and most warlike cities, Sundabar is a former dwarf citadel that has grown into a frowning fortress. Famed for wood and metal exports, it serves as the military bulwark of civilization in the North. Sundabar boasts many defenses against the orc hordes that plague the North, and has broken the onslaught of several major invasions. First are its two ring-walls, bolstered by an icy moat between them reputedly roamed by man-eating eels. Next are the city's capable and well-armed defenders, the Shieldsar, a standing army two thousand strong. Beyond the Shieldsar stand the city's numerous dwarf allies, stout warriors from the Fardrimm beneath the Everfire. Finally, Sundabar's deep coffers are frequently used to hire mercenaries and adventurers whenever necessary. Sundabar is well provisioned against a siege of many months, as vast granary caverns lie near the Everfire, and deep city wells tap the clear, fresh subterranean lake Anfarra.

    Vigilance is the watchword of Sundabarian life. Outsiders are watched and viewed with suspicion. Those who seem too inquisitive or travel about the city too energetically are questioned by the Stone Shields, the city watch. The Stone Shields police the city under the command of the Watchblade, which also oversees a shadowy network of spies known to citizens as the Watchful. The Stone Shields won't hesitate to forcibly escort suspicious persons to the city's two large temples, where clerics of Helm or Tyr assist in the questioning with spells such as discern lies or zone of truth.

    Stone Shields and Watchful who grow careless, overzealous, or too friendly with shadier citizens are transferred to the Shieldsar. In turn, the army's "problem" members are often transferred to the Watchblade's forces. The Shieldsar, commanded by the Warblade, sees to wall defenses and patrols throughout the Sundabar Vale. A Shieldsar patrol rides the wilderlands in full armor, armed with longspears, swords, daggers, battleaxes, and shortbows. They get to know their patrol areas very well, scouring every cave and hill-hollow. Shieldsar leaders are always wary of being outflanked or ambushed, setting scouts on all sides as they patrol.

    Also:
    Size Large city
    Area Silver Marches
    Ruler Helm Dwarf-Friend
    Population 14,259
    Races
    Humans 54%
    Dwarves 33%
    Gnomes 8%
    Halflings 8%
    Half-elves 1%
    Others 1%
    {{{13}}} {{{14}}}%
    {{{15}}} {{{16}}}%
    {{{17}}} {{{18}}}%
    {{{19}}} {{{20}}}%
    Religions Tyr, Torm, Helm
    Imports Grain, livestock, fruit, lumber, textiles
    Exports Armor, clay wares, copper, furniture, gold, lumber, pelts, silver, tools, weapons
    Alignment Lawful neutral

    :rolleyes:

    Thay
    Spoiler :
    Thay is a a populous nation ruled by the eight Zulkirs of the dreaded Red Wizards. The nation relies heavily on slavery, a practice heavily frowned upon by nations throughout the north and northwestern Faerûn. The eight Zulkirs are the most powerful wizards in the nation in each school of magic,[1] with the strongest being the lich Szass Tam in the school of necromancy.[citation needed] Tharchions, civil governors of the realm, rule over the various tharchs, or regions of Thay.[1]

    In Thay itself the Zulkirs and other prominent Red Wizards grow rich beyond imagination from this sinister trade. From their strongholds and estates, they use this wealth to constantly scheme and plot the mercantile and military domination of their neighbor nations. The armies of Thay have marched on Aglarond and Rashemen many times and folk fear that the time will soon come when the Zulkirs mobilize again. On the reverse, few invaders have ever overcome the great mountains girding the Plateau of Thay, and the secretive and suspicious Red Wizards raise barriers just as formidable to discourage travelers from venturing into their lands.

    Also:
    Capital Eltabbar
    Government Magocracy
    Ruler The eight Zulkirs of the
    Red Wizards
    Population 4,924,800
    Races
    Humans 62%
    Gnolls 10%
    Orcs 10%
    Dwarves 8%
    Goblins 5%
    Halflings 5%
    {{{13}}} {{{14}}}%
    {{{15}}} {{{16}}}%
    {{{17}}} {{{18}}}%
    {{{19}}} {{{20}}}%
    Religions Bane, Gargauth, Kelemvor,
    Kossuth, Loviatar, Malar,
    Shar, Talona, Umberlee
    Imports Iron, magic items, monsters,
    slaves, spells
    Exports Artwork, fruit, grains, jewelry,
    magic items, sculptures, timbe
     
  6. rocklikeafool

    rocklikeafool Warmaster

    Joined:
    Jan 9, 2008
    Messages:
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    Location:
    Wherever there's Tequila...
    IMO, the Eaterlings would work better for Thay, due to the fact that they project a certain look of cruelty and Thay is very much a cruel empire. Of course, you could just use em for both.
     

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