Each battle should last about half an hour to an hour.
Number Players
Good vs Evil supports single player, co-operative and player vs player, and will scale according to the number and level of players taking part in the battle.
Lead an army in an epic battle between good and evil, with up to a hundred soldiers on either side!
Give orders to your troops, summon reinforcements, and deploy artillery to support them, as your army strives to capture the enemy's shrines, smash down the gates of their fortress and destroy their altar.
Wage war against the computer, or take the battle online and fight alongside (or against!) your friends. Join either side, as a General or a Hero, with six armies to lead, and eight battlefields to fight over.
Good vs Evil was first released in the summer of 2003. This major new update to the award-winning action-strategy mod includes a host of new features, including -
* Horses - Ride to war on a noble steed or a terrifying nightmare.
* Barracks - Visit the Barracks to inspect your troops between battles and change their appearance, their equipment, or even their gender!
* Mirror - Use the Mirror to adjust your own appearance between battles, from skin and hair colour to wings, tails and tattoos.
* Accessorize - Use the Wardrobe and Forge to customise your weapons, clothes, equipment and jewelry, with more options than ever before.
* New Battlefields - Battle your way through the mountains of Frostdale Pass or storm the castle at Stalbridge Gorge.
* And Much, Much More - Good vs Evil has been balanced, tweaked and expanded over the last six years based on feedback, suggestions and bug reports from the mod's fans...
NOTE: NWN v1.69 is required to play Good vs Evil III.
UPDATE: v3.20 now available. Changes since the last release -
* Can now add the cast spells property to weapons, clothes and accessories
* Can now design and edit magical rods, staffs and wands
* Can now customise the appearance of darts, shurikens and slings
* Artillery now automatically targets shrines, gates, altars and flags if no living targets available
* Percentage health now appears on shrines, altars and flags if you hover your mouse over them
* Fixed bugs in the Forge that could cause weapons to disappear in some situations
Good vs Evil III includes both regular and CEP versions of the mod. The CEP version requires CEP v2.3 or later. You can get CEP 2.3 here -
Pushes the envelope of the Aurora Engine.
A most excellent excuse to get together with friends and break things. Over and over and over...
Outstanding instructions on how to...er...mod the mod.
Single player campaign may get old after a while for non-character builders.
Some may be disappointed at the lack of eye candy and atmosphere.
I'm a fan of this mod. Also I love tweaking things so yes, I've tweaked this mod too. I'm gonna just throw out some ideas and feel free to pick and choose which you like. 1- Changing spawn frequency so it gets a bit faster if the team is losing. Feels like they are in a last desperate attempt to save themselves. 2- Getting artillery more powerful (needs to mess with the spell scripts) and able to target placeables (as in control points) and doors/gates. 3 - Ballista needing a ranged touch attack. Needs a bit of calc since TouchAttackRanged doesn't work with placeables. 4 - Something about score calculations. I found odd that running (mostly invis) to the enemy altar and barely fighting anything (using DoT spells to take care of gates and such) gave me a huge score while a truly tough battle actually fighting against a nigh on impossible AI where I had to crawl every inch of the battlefield wielded a very low score. 5 - XPScale also affecting gold rewards. Gets really tough if you level up faster (I personally like 25xp instead of 10) you end up without the means to buy proper eq. As in iGold*(XPScale/10). 6 - I've made a map and the amount of waypoints with unique names is huge! Anyway to change that? I think a few things could behave like the cp_sentry or something. I've already done in my own private version 1-5 so if you want to take a peek at it, maybe to understand better what I'm talking about, just shout.
Posted by Unuleth at on10/10/10
Someone please ban NHL Jerseys, we don't need any useless spam bots.
Posted by Unuleth at on10/10/10
"Changing the mod to have multiple appearances for each troop type might be a bit tricky, and could cause performance issues on older machines." Hmmm, I see. It would be nice if you would include that feature, I don't think performance would be an issue, since computers are quite powerful these days. You could make it random (the "multiple apprearance" unit/s) if that solves the problem.
Posted by Gestalt at 2010-10-1215:42:03
Thanks, glad you're enjoying it! Changing the mod to have multiple appearances for each troop type might be a bit tricky, and could cause performance issues on older machines. The Modders' Guide that comes with Good vs Evil explains how to add new armies to the mod, and you can also use the Barracks to customise the existing armies from within the game. Hope that helps. Cheers, John
Posted by Unuleth at on10/10/10
Oh yeah, I have an another suggestion. It would be great if we could SEVERAL different versions of the swordman troop. Instead of one swordsman, we could make 3 or 4 different swordsmen that spawn frequently, this would eliminate the clone troop issue. This doesn't only concern swordsmen, it could be also archer, mages and champions.
Posted by Unuleth at on10/10/10
This mod is awesome! I was able to make an Khornate army (and other chaos armies) with this mod, simply fantastic! However it would be great if you could more torso/armor options for the evil army. Can you add even (any) creatures, so that we could make our own custom armies?
Posted by Fyrirtki at on09/24/10
very entertaining but without special features
Posted by Gestalt at 2010-09-1902:39:53
Found it and fixed it. New beta going up now. Thanks!
Posted by Gestalt at 2010-09-1815:39:12
Thanks, I'll take a look at that. Unfortunately some spells and special abilities kill things that aren't normally destructible - that might be one I missed.
Posted by akajinialo at on09/18/10
One issue I had was that the Arcane Archer's death arrow could (and would) kill and permanently destroy altars, shrines, and doors. When I say kill, I don't mean capture; the objects are destroyed. Even worse, if the altar disappears, and thus the side who's altar was destroyed can't lose. Other than that one issue, amazing mod.