Amber werewolfs (Naa)
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But your units don't look anything like him, no matter how he's dressed.
Hope springs eternal.
Wesnoth acronym guide.
Wesnoth acronym guide.
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exactly were is his fur?
it's a wereWOLF after all.
if you say they don't have fur.... I will grow angry. and throw things.
That actually sounds rather entertaining.
it's a wereWOLF after all.
if you say they don't have fur.... I will grow angry. and throw things.
That actually sounds rather entertaining.
Oh no look out its a ray gun.
You should move to avoid the rays
the rays are coming out of the gun
if you are hit by the rays
you will be shot by the rays
the rays are fast so you should be fast to
can you win against the fast rays from the gun?
You should move to avoid the rays
the rays are coming out of the gun
if you are hit by the rays
you will be shot by the rays
the rays are fast so you should be fast to
can you win against the fast rays from the gun?
- Kestenvarn
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Or a parody one...
I call shenanigans. This has to be a secondary account.
You know, some of us still haven't forgiven you for that whole Drake idea of yours: .Neoriceisgood wrote:Am I the only one who bursted out in laughter at this topic? Not even my worst unit idea is as wicked as this.
My contributions to the Wesnoth Project over time are inversly proportional to the number of registered forum users!
Piet Hein wrote:Knowing what thou knowest not is in a sence Omniscience
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The magick tree:
______________________________->naa necromonger
______________->black naa mage-{ -> darknes naa mage
grey naa mage-{
______________-> white naa mage-{-> naa mage of light
_______________________________-> naa summoner
________________________________->naa hider
_______________->Dark naa speller-{ ->naa bilder
naa forest speller-{
_______________->naa animalist-{ -> naa druid
______________________________->naa transformer
_____________________________________->Naa fire wizard
_____________________________________->Naa land wizard
naa electrik wizard -> naa elemental wizard-<-> Naa water wizard
_____________________________________->naa ice wizard
_____________________________________->naa wind wizard
_______________________->naa healer
__________->naa recover-{ ->naa teacher
naa mystic-{
__________-> naa runer-{->naa bufer
______________________->naa teleporter
does this werewolf is bad?
If Yes show How it hade to luck like
______________________________->naa necromonger
______________->black naa mage-{ -> darknes naa mage
grey naa mage-{
______________-> white naa mage-{-> naa mage of light
_______________________________-> naa summoner
________________________________->naa hider
_______________->Dark naa speller-{ ->naa bilder
naa forest speller-{
_______________->naa animalist-{ -> naa druid
______________________________->naa transformer
_____________________________________->Naa fire wizard
_____________________________________->Naa land wizard
naa electrik wizard -> naa elemental wizard-<-> Naa water wizard
_____________________________________->naa ice wizard
_____________________________________->naa wind wizard
_______________________->naa healer
__________->naa recover-{ ->naa teacher
naa mystic-{
__________-> naa runer-{->naa bufer
______________________->naa teleporter
does this werewolf is bad?
If Yes show How it hade to luck like
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ground naa fighters tree:
_________________________________->naa darek adapter
_____________->Dark naa sword man-{ ->naa daef walker
naa sword man-{
_____________-> white sword man-{ ->naa paladin
_______________________________-> naa white adapter
___________________________-> naa atacer
____________->naa mace man-{->naa heavy defender
naa club man-{
____________-> naa axeman-{ ->naa skirmisher
___________________________->naa berserker
_______________________->naa white guard
__________->naa guard-{-> naa dark guard
naa patrol-{
__________ ->naa dualist-{->naa dagerist
_______________________->naa ninja
__________________________->naa bow master
____________->naa bowman-{->naa sniper
naa knife man-{
____________->naa axe thuer-{->naa jeveliner
___________________________-> naa bola man
_________________________->naa hoplite man
__________->naa spear man-{->naa alebard man
naa fighter-{
__________->soldier-{-> gladiator
___________________->worrior
_________________________________->naa darek adapter
_____________->Dark naa sword man-{ ->naa daef walker
naa sword man-{
_____________-> white sword man-{ ->naa paladin
_______________________________-> naa white adapter
___________________________-> naa atacer
____________->naa mace man-{->naa heavy defender
naa club man-{
____________-> naa axeman-{ ->naa skirmisher
___________________________->naa berserker
_______________________->naa white guard
__________->naa guard-{-> naa dark guard
naa patrol-{
__________ ->naa dualist-{->naa dagerist
_______________________->naa ninja
__________________________->naa bow master
____________->naa bowman-{->naa sniper
naa knife man-{
____________->naa axe thuer-{->naa jeveliner
___________________________-> naa bola man
_________________________->naa hoplite man
__________->naa spear man-{->naa alebard man
naa fighter-{
__________->soldier-{-> gladiator
___________________->worrior
- irrevenant
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You might have some good ideas here, but they're not really coming across well.
You're just throwing a lot of unit names at us without really giving us any idea what they're about. Tell us what they are and how they'll work in Wesnoth (eg. what does the "Teacher" unit do in game terms?). Also, give us a 1 paragraph summary of what this faction is about in clear english.
A couple of comments:
* I think you have far too many units, especially if this is just the mage tree. 2 dozen units is about the most you'd want in a faction. Beyond that, units start losing their diversity and just blur together. It's also a lot of work to define all those units, create graphics & animations etc.
* I think the tree is too deep. If it's going to be a mage-heavy faction, I'd suggest making #1, #2 & #3 all Level 1 units. If you prune it down to 12 mage units (which is almost double the number in Wesnoth) you can then have a tree like this (numbers chosen randomly):
1 -> 4 -> 5
-> 6 -> 7 -> 8
2 -> 9 -> 10
3 -> 11 -> 12
That way you have a primary mage line and a couple of specialist mage lines. It's not quite so boringly symmetrical, and players will get to see them in play 'cos they don't have 16 different units that don't appear until level 5. (#8 above would be something very special)
* The werewolf graphic is passable for a working graphic, but it's at the wrong scale for Wesnoth. Compare it to the mages.
You seem to be very ambitious, and that's great, but I'd suggest thinking about how the faction works as a whole. What makes it different to the factions already in Wesnoth? Then I'd work on specifics for a manageable number of units, rather than vast numbers of poorly detailed units.
Now, it's possible this is all worked out in your head already. Unfortunately, it's not coming across that way.
You're just throwing a lot of unit names at us without really giving us any idea what they're about. Tell us what they are and how they'll work in Wesnoth (eg. what does the "Teacher" unit do in game terms?). Also, give us a 1 paragraph summary of what this faction is about in clear english.
A couple of comments:
* I think you have far too many units, especially if this is just the mage tree. 2 dozen units is about the most you'd want in a faction. Beyond that, units start losing their diversity and just blur together. It's also a lot of work to define all those units, create graphics & animations etc.
* I think the tree is too deep. If it's going to be a mage-heavy faction, I'd suggest making #1, #2 & #3 all Level 1 units. If you prune it down to 12 mage units (which is almost double the number in Wesnoth) you can then have a tree like this (numbers chosen randomly):
1 -> 4 -> 5
-> 6 -> 7 -> 8
2 -> 9 -> 10
3 -> 11 -> 12
That way you have a primary mage line and a couple of specialist mage lines. It's not quite so boringly symmetrical, and players will get to see them in play 'cos they don't have 16 different units that don't appear until level 5. (#8 above would be something very special)
* The werewolf graphic is passable for a working graphic, but it's at the wrong scale for Wesnoth. Compare it to the mages.
You seem to be very ambitious, and that's great, but I'd suggest thinking about how the faction works as a whole. What makes it different to the factions already in Wesnoth? Then I'd work on specifics for a manageable number of units, rather than vast numbers of poorly detailed units.
Now, it's possible this is all worked out in your head already. Unfortunately, it's not coming across that way.
I can't emphasise the point strong enough:
It looks like you *might* be korean... maybe pm me and I 'll try to see what you were talking about...
p.s I still dont get what the "amber werewolves" or where is "naa"...
although it does look like a mage faction to me...
But, I can't say that I speak in clear english all the time either...irrevenant wrote:Also, give us a 1 paragraph summary of what this faction is about in clear english.
It looks like you *might* be korean... maybe pm me and I 'll try to see what you were talking about...
p.s I still dont get what the "amber werewolves" or where is "naa"...
although it does look like a mage faction to me...
Why did the fish laugh? Because the sea weed.
Answer: Nope.Neoriceisgood wrote:Am I the only one who bursted out in laughter at this topic? Not even my worst unit idea is as wicked as this.
I think it's a testament to how unusually nice people around here are, given that they are trying to seriously help this guy. Good ideas and bad graphics are one thing, but...