Battle of Emridy meadows Recreation Prodject

Discussion in 'General Modification' started by XVicious, Apr 20, 2015.

Remove all ads!
  1. XVicious

    XVicious Established Member

    Joined:
    Jun 21, 2013
    Messages:
    427
    Likes Received:
    8
    [​IMG]



    Battle Re-enactment Prodject.


    Hello Im Interested in forming a group prodject here using the WORLD Builder as the instrument to recreate the Battle of emridy meadows.

    I am inviting anyone here on CO8 to help create a re-enactment of this enfamous battle
    that preluded the TOEE campaign.

    the goal here is to create a module for the area of imerdy meadows that re-creates the whole battle from beginning to end.

    so this would be a Module that you could just load in using the current TFE-X,
    so we would be using a vanialla Proto's and vanilla area's for the sake of simplicity.

    the module would jump kick you straight into this re-enactment.

    the vanilla proto's will be the bases in creating Soldiers and Warriors for
    both sides.

    According to the Dungeon Masters Manual, these types, soldeirs and warriors,
    are minimal statured entities. Common NPC's and expert type NPC's. This means
    that there actual attributes and stats don't represent the HEROS, but normal people
    with like 1HP, and stats no higher then 10.
    Further these types used in a large scale battle use light armor to no armor at all.
    Suppose they use Cloth or leather armor.
    Only Heros of the actual Battle, or captains use the more advanced defenses like
    Plate armor, great swords and the more destructive mundane items.
    ---------------------------------------------------------------------------
    each stage of the battle for emeridy meadows queus
    a short editors-cut of the originial intro movie to TOEE.
    until the final seconds of the original intro has played out to the end.
    ---------------------------------------------------------------------------



    comments and suggestions are welcome,
    I want to here from you .
     
    Last edited: Apr 20, 2015
  2. gazra_1971

    gazra_1971 Knights of Legend

    Joined:
    Aug 3, 2010
    Messages:
    818
    Likes Received:
    2
    Keep in mind that there is a limit of 32 critters in the combat queue, so any other critters in the combat would just stand there doing nothing until there was a vacancy for them to join the combat queue.

    Nice map, BTW.
     
  3. XVicious

    XVicious Established Member

    Joined:
    Jun 21, 2013
    Messages:
    427
    Likes Received:
    8
    Thank you for the insite great knight,
    I never would have known that 32 max critter cue until it was too late.

    but the scheme I had in mind was not completely off the mark though.

    I wanted to play the battle out in segments, each segement having its own progression
    through the original intro movie.

    so the whole battle would be played out in stages, or waves...

    where the PC's fit in here would be as captains of the prince thromel.
     
  4. gazra_1971

    gazra_1971 Knights of Legend

    Joined:
    Aug 3, 2010
    Messages:
    818
    Likes Received:
    2
    I can't tell whether you are being incredibly sarcastic or whether it is a language barrier thing.

    By the way, my custom user title is a reference to the computer game of the same title. When that computer game was released, it was one of the best computer games that I had EVER played! Anybody who has played that computer game will know the fear of having to fight Stone Ogres in that computer game. They were scary!

    http://en.wikipedia.org/wiki/Knights_of_Legend
     
  5. XVicious

    XVicious Established Member

    Joined:
    Jun 21, 2013
    Messages:
    427
    Likes Received:
    8
    Sorry, I wasn't trying to be snide or sarcastic, I appriciated the info, I really did not know
    the Max quee for Initiatives rolled into the battle.

    sarcasm is really not something that can be expressed in written words, without there being some kind of vague wondor about tone.
     
  6. Kharagh

    Kharagh Established Member

    Joined:
    Sep 20, 2014
    Messages:
    117
    Likes Received:
    1
    This sounds like 4th edition to me, not 3rd edition. In 3rd edition (the edition that TOEE is based off), normal soldiers would have a full hit die (or 2), not 1 hit point. It might not make a big difference, but 1 hit-point soldiers are kind of absurd. That would mean that a minor cut on the arm would cause the guy to pass out. This is one of the things that makes 4th edition a pathetic mockery of the previous editions.

    But anyway, I don't know enough about greyhawk's history to say who was actually involved in that battle (so maybe there were a bunch of giants and 10 HD soldiers for all I know).
     
  7. XVicious

    XVicious Established Member

    Joined:
    Jun 21, 2013
    Messages:
    427
    Likes Received:
    8
    I got the rules information straight out of version 3.5 dungeon masters guide


    and yes the common soldiers are said to pass out with 1 successful damaging attack.

    think of waves of 32 common soldiers (for toee CASE) with 1 HP aforementioned.

    but there could be a total of 1000 of these men or monsters like goblins or orc types.

    set out in ranks and files, coming into action in the 1000's.

    the Sargents, capatains ,and leaders of the battle are the ones with hero like

    or full stat points.

    here is attached a page from the actual DMG 133
     

    Attached Files:

    • war.JPG
      war.JPG
      File size:
      196.6 KB
      Views:
      8
    Last edited: May 18, 2015
  8. Daryk

    Daryk Veteran Member

    Joined:
    Jan 14, 2012
    Messages:
    1,177
    Likes Received:
    34
    Reading the passage, it's the conscripts that are said to drop after one hit "even if above 0 hit points". That's some distance from only having 1 hp. "Typical soldiers" are first level warriors, with the hit points and discipline that go along with that. Personally, I've never liked NPC classes at all. To me, it would be ideal if every character received appropriate racial hit dice, by which I mean humanoids get one, not zero. That would simplify some of the balancing that has to be done to allow "monster" PCs.
     
  9. XVicious

    XVicious Established Member

    Joined:
    Jun 21, 2013
    Messages:
    427
    Likes Received:
    8
    yea conscripts and soldiers in waves

    conscripts are of the Commoner NPC class

    (these commoner NPC's need to drop after 1 succeful attack, ergo
    the 1 HP of health)

    remember that warrior class is an NPC class and that they do not have High stat ability

    scores either as NPC's.

    level 1 warror has 1d8 hd of HP and a base attack bonus of +1.
    but keep in mind that there strength and constitution score would be equal or under
    10.



    so then PC class type or other Monsters chacter's are more specialized rolls in the battle forming strike teams, or performal certain duties for commanders,

    they are the sort of champions you see in the middle dealing all the damage,
    until met with a competing challenge.

    -----------------------------------------------------------------------------

    remember this is a re-enactment module, and this is the First battle of the game
    your PC's fight in at level 1.

    so where you see balance, is think of being level 1 fighter, in a great colomaty of war!

    with every successful wave of this battle you have the chances to hone your

    skills and feats per Stage of the war.

    -----------------------------------------------------

    further more, for balance of the campaign,

    you need to think about how your level 1 character's party is going to survive

    the waves of 1000's of total enimeis coming into the fight, and them fighting along

    side the same types of challanges; progressing into higher level characters.


    -----------------------------------------------------
    ?????????????????????????????????????/


    side challenges would be directed to dialog,

    defend homlet versing the incoming bandit, barbaric wave of

    pillagers, and pirate's trying to burn homlet to the ground.


    -----------------------
    just think that this module will put the world of the TOEE game
    in constant chaos and calamaty.

    putting your Party into sequences' of constant action and violence.


    +++++++++++++++++++++++++++++++++++++++++++

    ending the module after Zugtmoy is bannished and bound into the Temple
    of elemental evil.

    but this was not the End,
    your party will face one more terrifying foe, and challenge.

    the finally of this module will be to fight off an invading Green Dragon,
    killing the remaining forces of good.
     
    Last edited: May 18, 2015
  10. Kharagh

    Kharagh Established Member

    Joined:
    Sep 20, 2014
    Messages:
    117
    Likes Received:
    1

    That DMG page says that the commoners take a dive or run away after taking damage, not that they fall unconscious. I get that the easiest way to simulate that in this game might be to give them 1 hit point, but the DMG is not saying that they actually have low hit points, just low morale. (Although certainly with 1 HD they wouldn't have too many hit points.)

    Ultimately I'm not sure that 1st-level characters should be involved in a large-scale battle. Even a 10-str commoner can take out a 1st-level PC with one hit, so having the party face an entire army of commoners doesn't give them very good odds.
     
  11. XVicious

    XVicious Established Member

    Joined:
    Jun 21, 2013
    Messages:
    427
    Likes Received:
    8
    YEA, the conscripts are able bodied people posted for the Conflict whether they like it or

    not. They do not run after being wounded, it says they sometimes break ranks in fear and run from carnage.

    but they fall to the ground 'prone' after taking one wound, either because it was enough to disable or they are trying to fake their death.

    even if they are not dead, they are considered unconcious, and are susceptible to la un Coup de Grace (automatic critical hit-- resulting in automatic death).

    -the PC party could be trained to level 2 if you wanted to skip that part of the Campiagn.

    but maybe the PC's party could be set off from verbobonc and are attacked by commisioned

    goblin conscript messengers, and soldier goblin scouts, on there way saving a fallin knight.

    then find their way into being commisioned into the war that way.


    ---------------------
    besides thus, conscripts are not Heros and like I said, their abilities can be less or equal to 10 as a warrior is likely to be MAX 10 str.
    meaning they could have 8 str or 7 or 5.


    I would attempt to use the faction system built into TOEE, in order to keep the order
    between the 2 Sides of the conflict.


    ---------------------------------------

    so I dont know if you build maps or Not,

    but I would pose this as a challenge to you.

    goblin conscript level 1 HD 1d6
    str dex con int wiz
    5 5 7 7 5

    -3 -3 -2 -2 -3 modifier

    HP : d6 - 2 = (4 (conscript feat ) *0) +1
    HP: 1

    cloth armor, spear, 2 copper

    (1 conscript champion)
    AC: 8 (including size modifyer +1)
    attack mod total:: -3
    attack mod with shield: -7 (no proficiency)
    AC with shield (buckler): 9

    estimated Challenge Rating 1/5
    ------------------------------------------
    challenge rating meaning
    party of 5 level 1 characters should have no problem defeating
    5 goblin conscripts.
     
    Last edited: May 19, 2015
  12. XVicious

    XVicious Established Member

    Joined:
    Jun 21, 2013
    Messages:
    427
    Likes Received:
    8
    Cleared out and Overid an original Map


    [​IMG]


    I changed every MOB in the emridy meadows into Copper pieces, then

    linked them into this Locked foot locker chest.

    I created a program, that allows me to take a dummy MOD I create using world builder,

    Then the dummy MOB is copied into the original MOBS for the map.

    in this case I changed everything in the emeridy meadys into a copper.


    ===========================

    so the only way to use original Places in the game as fresh templates,

    you need to replace or change every MOB in the area.

    this is not something you want to do with a hex editor, believe me.

    and I don't think you want to Go through 50 mobile objects and change them

    each 1 at a time.

    ergo, I change em all into a cooper piece, then spend time creating new MOB's



    here is my ClearMOB source code c++
    Code:
    //standard lib directory function class interface 
    //using vector to list files in directory matching name i.e. "*.*"
    #include <directory.ext.h>
    #include <fstream.h>
    
    
    
    
    int main()
    {
    
    Directory Mob;
    Mob.ListDir("*.mob");
    
    
    
    
    unsigned char Zero[1024];
    memset(Zero,'\0',1024);
    
    fstream ClearD,Dummy;
    
    Dummy.open("dummy.mob",ios::in | ios::out | ios::ate | ios::binary);
    Dummy.seekg(0,ios::beg);
    
    
    //copies MOB data byte for byte until end of file//
    unsigned int z =0;
    while(!Dummy.fail()) Dummy.get((char&) Zero[++z]);
    
    Dummy.close();
    
    //loops through the directory folder for case files matching "*.mob"
    //and changes all the MOB files into Dummy.mob
    //replaces contents of *.mob with Dummy.mob 
    
    for(unsigned int i=0 ; i<Mob.DirList.size() ;++i)
    {
    
    ClearD.open( (char*)Mob.DirList[i].data() ,  ios::binary | ios::in | ios::out | ios::trunc |  ios::ate );
    ClearD.seekp(0,ios::beg);
    
    int xi =0;
    while(xi<z)
    ClearD.put(Zero[++xi]);
    ClearD.clear();
    ClearD.close();
    printf("\ncleared: %s", (char*)Mob.DirList[i].data());
    
    }
    
    return 0;
    
    }
    

    Attached the Emridy Meadows area, for anyone to test

    installs
    Atari\Temple of Elemental Evil\modules\ToEE\maps\

    dont forget to delete the map cache
    delete all the temp files inside that folder

    Atari\Temple of Elemental Evil\modules\ToEE\maps


    also you need to start a new game,
    plus
    you need to use
    game.fade_and_teleport(0,0,0,5094,400,400)
     

    Attached Files:

    Last edited: May 22, 2015
Our Host!