Two ultra powerful factions?

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ultrajet
Posts: 15
Joined: August 19th, 2009, 11:06 am

Two ultra powerful factions?

Post by ultrajet »

Hi,
I'm just entertaining the thought of building two ultrapowerful factions, one good and the other evil.

Namely a ultra good and ultra evil faction. the good faction is extremely expensive 30+ to 40+ gold per unit, high resistant and rich in defensive and team ability, as they level up gains immunity and even bonus rather than penalty at night.

On the other side evil is extremely cheap - less than 10 golds, high damage and can bring limited numbers of dead units back to life depending on the numbers of their death altars - also recruitable units.

Both good can recall heroes would max at level 5 at the start of the campaign each with different price and their death won't cause you to lose the game. So the question is how do you make a faction start with a character it can recall?

Another is abilities. I've checked the tutorials, but haven't seen an in-depth one page unit or race ability tutorial such as poison immunity, and such.

Heroes For the good side
One would be a ranger that would do three free strikes before the actual battle, starts with scout ability as it levels up gains camouflage, heal, regenerate and illuminate.

If this dream came true, then it's going to include the original factions into play for scenarios, they are mostly sitting ducks, but their role is to be either "Victimized" by the pure good or pure evil side. As each side has the power to convert units to their side. Good is more of free will, so random chances of being converted, while evil is more of brute force, so either be converted or zombified after dead. But they can't convert undead or each other's lvl2 and up units.

What do you think of this concept?
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Aura
Posts: 347
Joined: July 10th, 2009, 5:18 pm

Re: Two ultra powerful factions?

Post by Aura »

That sounds pretty cool if you can make it work.
TheGreatRings
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Re: Two ultra powerful factions?

Post by TheGreatRings »

Sounds interesting. More details would be nice, like information on specific units, what the other heros would be, and so on.
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ultrajet
Posts: 15
Joined: August 19th, 2009, 11:06 am

Re: Two ultra powerful factions?

Post by ultrajet »

It's still a concept, as I'm still trying to learn wml, but regarding the units:

The Kingdom Units
lvl0
Awakened One -> 5 choice for promotion
dam 8-10 (Megacure +4)
lvl1 units gains
Stedfast
Damage ranges from (8 to 15)
lvl2 Units gains
Immunity, Illuminate
damage ranges from (12 to 20)
lvl3 Units gains
Greater Illuminate
damage ranges from (18 to 25)
Choices
-> Light Bringer (Altar builder, Leadership) -> lvl2 (prosper) -> lvl3(prosper +5, heal +4)
damage 15-17(slash), 8-10(pierce,range)
-> Guardian (MegaCure + 8, Protect, Immunify) -> MegaCure +12 -> Megacure + 16
damage 10-12, 10-12(magic,range)
-> Watchman (marksman, Detect, Scout) -> (marksman 80%) -> heal +4
damage 12-15, 10-12(impact,fire, range)
-> Sage (tactical, trainer) -> tactical+10% res, +5 damage -> heal +4
damage 10-12, 12-15
-> Noble Warrior (rescue, siege) -> (scout) -> prosper + 5, heal +4
damage 12-15, 10-12(pierce, range)
exp req. 50 exp req. 150 exp req. 250

cost 15 cost 30

Heroes (max at 5)
Legendary Ranger (preemptive strike, immune, scout) other abilities gained by choice -> regenerate +8 to +20, taunt, marksman, megacure +8

Singer (refresh, Scout) other abilities gained -> Cure + 8, Fast Movement

Minister (scout, immune) -> regenerate +8 to +20, marksman, megacure +8, altar builder, abilities from original 5 units

Special
The Bride (completeness, beloved, Greater Illumination)

The prince (Invincible, Almighty) - npc

MegaCure + 8 - heal, cure poison, petrification, fear, mindcontrol- immediately gets healed when moved nearby. seduction -unfortunately you need to trap the unit to be able to cure it next turn.
Protect - if a unit is dying and was attacked, he would fight in his place
Detect - Detect invisible units
Altar builder - after 5 turns in the same position, creates an altar of kings which adds bonus dodge and defense points to the same faction as well as functions as MegaCure +12. Automatically destroyed if left vacanted for more than 3 turns
Seige - nearby enemies defense can't be higher than 50%
Immunify - protect nearby units against poison, backstab, drain, blindness, petrify, fear, mindcontrol
Trainer - gives +5 exp every turn to nearby unit
tactical - gives bonus resistance and damage
completeness - possess all the abilities of the 5 main units of the kingdom
beloved - Loved by the prince, when in dangered or low hp, the prince would send his royal guardians to protect her.
Greater Illumination - Day +75%, Dusk + 50%, Night +25%
Prosper - +2 golds every turn per unit
Almighty - All nearby enemy units are wiped out when the prince attacks.
refresh - when placed nearby inactive units, those units became active.
Fast Movement - +5
rescue - 50% chance of converting defeated units into an Awakened one
*most units with scout ability has low resistance, but not the kingdom units


The Darkside (All of them contains undead trait - (Immune to poison and drain)

All Lvl 3 Undead and Northerner Units with some buff and damage boosts and status and offense related abilities. Costing 5 to 8 gold with no maintenance cost.
Sea Units and Monsters. Sea Units cost 2, Monsters cost 12

Sniper - Snipe - Can instantly kill units that with status ailment - poison, blind, mindcontrol
Scout. Cost 15

Succubus - Seduce, Scout, nightstalk, ambush, backstab, blindness, drain Cost 5

Dark Lord - Regenerate, Blindness, Mind Control, Scout, drain, blindness, Leadership, Dark Illuminate, dark altar

Black Hole – Recall dead units to its position, must be place atleast 5 hex away from base and from each other

Some available abilities:
Dark Altar- same as altar builder, except only dies when stepped in my Light Bringer Greater Illumination or when people with Illumination (Cost two turns)
Drain/Lifesteal
Dark Illuminate – Opposite of Illuminate
Swarm
Poison
Backstab
Snipe
Blindness - Lowers attack, resistance and defense
Mind Control - Enemies hit will be under your control until cured.
Seduce
Nightstalk - Almost all units are invisible at night
Ambush - invisible in mountains, forest, and all non plain terrains.



Usurper (They are divided factions who claim themselves to belong to the kingdom, they condemn each other Usurper as well as the Kingdom factions to be breaking the law, unknowingly enslaving their people with mind control and darkness.) They are also the enemies of the Dark side, except their leader, the harlot is unknowingly allied to the darkside

Harlot Queen -> Seduce - expose to her for 3 turns and your unit converts, exceptional are The kingdom lvl 2 and up units
-> Mind Control
-> Blindness

Units:
Armor and mount related Loyalist Units with some enhance damage and only damage.

Hero:
Awakened One – Doesn’t get promote and stays the same, but levels up adding damage bonus.

The Pool of races

All units that are not mentioned.
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Malkor
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Re: Two ultra powerful factions?

Post by Malkor »

This is awesome, I say go for it.

Just make it original
When the night is as bright as day. When the day is as dark as night.
When all that is, is only cruelty and hatred. When all that ever was, was sorrow. When all that ever will be, will be fear.
When the world ends with you, do you end the world?
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Huston
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Location: Somewhere in this World(I Think)

Re: Two ultra powerful factions?

Post by Huston »

ffor the abilities. you would need to make a file with all the ability macros in it (i'd call this abilities.cfg ) then you would have to ngive each unit the ability jusst like they do for healing units in mainlne. then if you want to get really fancy you can makje a special_notes.cfg file containing the special notes that get added to the descriptuion of the unit
coded Rebellion During the Dark Age
Currently working on:
Era of the Future
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