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  #1  
Old June 6th, 2007, 05:23 PM
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Twan Twan is offline
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Default Greyhawk mod

If someone wants to test them, here's the three first nations of the Greyhawk mod.

Greyhawk, a city ruled by an oligarchy of mages, merchants and assassins (powerful and diverse magic, weak religion, heavy troops mostly infantry)

The Pale, a theocracy with three templar orders (3 kinds of sacred knights, all aspects of holy/unholy powers, weak mages out of the capitol).

Highfolk, the demesne of the princes of the high elves where many gnomes, humans and halflings refugees have found shelter (a very multi-racial nation with very good long range archers, a large choice of infantry and several stealthy units including rangers and knights ; the religion is weak but the nation has 2 good sacred units ; diverse magic with nature and the four elements ; the high elves love item crafting and have mages with forge bonus but the best ones are very expensive)

Note that these nations are not balanced with weak Dom3 nations (the two are rather overpowered by Dom3 standards) as they will be part of a mod changing most nations (which will probably not be finished before 3d6 months).

(Greyhawk is nation 70, Highfolk nation 71, The Pale replace ME Marignon -- you can easily change Pale to another nation by replacing the #selectnation by #newnation, but some Marignon units are used and descriptions or stats will be changed anyway)

I'm actually working on 5 other nations (Nyrond -a classical feudal kingdom-, The Horned Society -a blood magiocracy with new summons-, Perrenland -a kingdom of fierce warriors-, Vesve -wood elves & centaurs- and Zuggtmalya - The Elemental Evil, a nation with demonic fungus specialized in elementals summoning-), and have far more in project (if I find the time all the Greyhawk powers = about 35 nations).

ps : the Masters of the Moon of Pale are supposed to gain 2 death and lose 1 astral when they shape change into their dead form, but the function #magicboost don't work actually.

pps : Highfolk don't have heroes out of multi-heroes for the moment ; and special pretenders for Greyhawk and Highfolk are not done

V0.4d - common pretenders and pretenders for the Pale added

Perrenland nation attached to last post
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File Type: zip 527152-greyhawk.zip (162.0 KB, 1124 views)

Last edited by Edi; August 27th, 2008 at 10:32 AM.. Reason: Prefix
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  #2  
Old June 6th, 2007, 05:54 PM
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Default Re: Greyhawk mod

Very nice. I especially like the idea with the merchants and no initial gem income. Does the game support that gems only appear randomly? Then that might really be used in other mods, too.

Some nitpickings: The Halberdier of the watch look like they're wearing a cropped tummy Full Plate Mail.

The Knight of the Moon seem worse, stats-wise, than the Knights of the Star, so why are they more expensive?
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  #3  
Old June 7th, 2007, 05:04 AM
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Default Re: Greyhawk mod

Yay a DNDish style mod, I don't really think it's that over powered, the prices for the stronger units are pretty fair so it balances out their power.

I love the one with the merchants, mainly cause it's run by an oligarchy, but still it's great, on love the long spear militas it makes then so much better for things like cavalry fodda.
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Old June 7th, 2007, 09:54 AM

Shovah32 Shovah32 is offline
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Default Re: Greyhawk mod

E9N9 Pale is alot of fun. Your black knight commanders make great thugs(with one being a prophet for divine blessing) and a combination of black knights(heavy hitters who absorb damage very well) and fire knights(good prot with bless, even better prot with berserk, 2 regen and fireshield) seems very effective. I didnt use any magic with them(drain 3, wanted to try the bless with decent scales) but it looks nice.

I also like the greyhawk nation, with some earth, nature and death on my pretender aswell as very good income scales(Order 3, Prod 3, Growth 3, Misfortune 3, Magic 1 and imprisoned pretender) i had a good time through the whole game. The 300 Gold thugs with a few trinkets were fun(N4E4D4 helped a little), the missile troops were deadly(great prrecision but well priced imo) and the heavy swordsmen were great shields. I focused mostly on building merchants in my capitol with the occasional arch-mage and quickly erected 3 castles to produce magus quickly for research. With a fire income of 20 or so per turn artillery spells and kings of elemental fire were soon destroying the enemy while my army(many, many mages, 300 high precision crossbowmen and 100 heavy swordsmen) simply stayed at home and watched. My pretender, a 9 dominion prince of death with the previously mentioned magics stayed home until he has summoned a king of elemental earth, a mound fiend and an ivy king at which point he was equipped and sent off to battle.

Very nice mods here, lots of fun to play.
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  #5  
Old June 23rd, 2007, 01:26 AM

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Default Re: Greyhawk mod

Twan, cheers for the work sofar. Will you be aiming for creating a scenario for the GH wars? And if so, are there any GH maps already around?
Oh, yes, I saw the "artisanal" map. I'd be interested in one encompassing not just the Flanaess, but the entire continent of Oerik or even worse - Oerth itself.
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Old June 23rd, 2007, 09:38 AM
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Default Re: Greyhawk mod

Yes my goal is to make nations for a scenario on the artisanal map (but I will be forced to use mostly existing sprites for several nations if I want to make all nations I think about without running into the number of sprites bug).

I don't have any map or book showing parts of Oerth other than Flanaess (IIRC one can be found in the AD&D2 Greyhawk's Guide but I just have the old Greyhawk box).
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Old June 7th, 2007, 09:54 AM
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Default Re: Greyhawk mod

Quote:
The Knight of the Moon seem worse, stats-wise, than the Knights of the Star, so why are they more expensive?
In my first version all units of the moon had fear (0) but the fear effect was too devastating with 5+ knights, so I removed it. It's true that without they are a little overpriced (but it's thematic considering their plate armor). I'll give them a little better stats in a next version.
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