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  1. #1

    Default Dragonlance Mod

    During RTW there was talk among some communities about making a mod based on the Dragonlance series. It didn't go anywhere due to the obvious difficulty of making roman era units into mediveal style. I think that now with M2TW a Dragonlance mod would be very possible. Has anyone heard any other talk about this?
    Using the power of the Griff cannon, we make a Griff sized hole in the outer wall. Or we paint it a very disgusting color. -Sarge

    Well, wizards do tend to be a bunch of guys walking around wearing dresses. That's enough to frighten me right there.

  2. #2

    Default Re: Dragonlance Mod

    Quote Originally Posted by Heledir
    During RTW there was talk among some communities about making a mod based on the Dragonlance series. It didn't go anywhere due to the obvious difficulty of making roman era units into mediveal style. I think that now with M2TW a Dragonlance mod would be very possible. Has anyone heard any other talk about this?
    I honestly think RTW might be better... the structure of the game is better if you are going with the current theme in Dragonlance (Rise of Solamnia) since the three Orders of Knighthood are divided while the head (which would be Rome itself) on Sancrist Isle is trying to keep them semi-united.

  3. #3

    Default Re: Dragonlance Mod

    I dont know though I'm not sure that the current series would allow enough civilizations. I mean you would get the Solamnics, Dark Knights, Minotaurs and maybe a few others but I as thinking more along the lines of a generic Dragonlance world. And with the time period I'm thinking of medevial style base units would be better than Roman style.

    Solamnia- In the north(Solamnia). Heavy Cavalry probably the best in the game. Decent selection of Infantry. Probably the largest starting faction. Unclear whether or not the solamnics would have there gunpowder bombards yet.

    Qualinesti Elves- In the southwest(Qualinesti). Archer units and units specialized in hiding. Poor selection of cavalry, average infantry. Starts with just the Qualinesti Forests.

    Silvanesti Elves- In the southeast. Units same as Qualinesti's. Starts with Silvanesti forests.

    Minotaur Nations- On the islands north east of the Mainland. Best naval units in the game. Very heavy infantry (Berserk), poor cavalry and archers. Starts with all of the islands in the Northeast.

    Ergoth- On the islands to the west excluding Sancrist and the southmost half of Southren Ergoth. Naval units close to minotaurs. Very Similar structure to Solamnia except with less heavy cavalry and more heavy infantry. Kind of an older Solamnia.

    Dark Knights- In areas such as Neraka and Sanction or farther North. Almost identical to the Solamnics.

    Ogres - In the lands of Khur in the west between Sanction and Silvanesti. Very Heavy infantry. Would have "May charge without orders", and berserk.
    Little or no archers or siege equipment.

    I'll post more later as I think of them.
    Using the power of the Griff cannon, we make a Griff sized hole in the outer wall. Or we paint it a very disgusting color. -Sarge

    Well, wizards do tend to be a bunch of guys walking around wearing dresses. That's enough to frighten me right there.

  4. #4

    Default Re: Dragonlance Mod

    Just noticed a slight mistake, the ogres should be in Blodehelm south of Silvanesti. And a desert race much like muslim civs would be in Khur.
    Using the power of the Griff cannon, we make a Griff sized hole in the outer wall. Or we paint it a very disgusting color. -Sarge

    Well, wizards do tend to be a bunch of guys walking around wearing dresses. That's enough to frighten me right there.

  5. #5
    Member Member General Zhukov's Avatar
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    Default Re: Dragonlance Mod

    Hey this is a great idea.

    Mt. Nevermind - Gnomish homeland. Exotic siege eq. and war machines. Alternatively, gnomes are minor enough to be handled as mercenaries and ancillaries.

    Thorbardin - Dwarves. Solid infantry, crossbows and siege. Probably limited to mercenary horse or some basic pony riding scouts.

    The minotaurs should have at least some decent crossbow troops (they use arbalests).

    I think their should be some differentiation between Qualinesti and Silvanesti. Perhaps with Silvanesti having more of an emphasis on magic related troops and buildings, plus some cream of the crop elite units. On the other hand, Silvanesti units should probably be more costly to recruit and maintain.


    For every shadow, no matter how deep, is threatened by morning light. - Izzi, The Fountain

  6. #6

    Default Re: Dragonlance Mod

    I think those sound like some good ideas. I think the gnomes should be mercanary siege equipment that has a chance of blowing up the enemies or you. As far as magic troops i'm having mixed thoughts. They seem easy enough to make, take a model in robes and use arrow physics only with different textures and maybe an explosion. I'm not sure if they should be there own civ or just mercenary units because of how powerful they would be.

    P.S. Good idea about the minotaurs with crossbowmen i never thought about that.
    Using the power of the Griff cannon, we make a Griff sized hole in the outer wall. Or we paint it a very disgusting color. -Sarge

    Well, wizards do tend to be a bunch of guys walking around wearing dresses. That's enough to frighten me right there.

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