Therian faction --- EoM
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It's actually rather well mapped, just most of the information hasn't gotten on to the wiki. I'm waiting until I have a world map I would be willing to share with the public.JW wrote:ANyway, it seems to me that the WoW isn't very well mapped out except for what's on the wiki.
Anyway... any more updates on the shifters?
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
I haven't decided if I want to keep the Predator Lion...although he kicks major ass. That's kinda why I'm thinking about dropping him - he's rather powerful.
That's just one thing I'm thinking about concerning the terrain home of the units. It seems like they're all over the place right now. I've also decided to drop the elephant almost for sure and add something else. Maybe a rhinocerous? (Spilled corretly biatches! :p)
I'm also thinking about some plot as for why the Shifters are seperated from their other Wesnoth bretheren. Currently I have natural disaster, magical land transformation, or just plain "we travelled too far" syndrome. Maybe a mixture of 1 and 3.
Anyway, I've also decided that not all units will have an Aura attack, as I will instate a Guard unit - a unit that takes the role the Monk originally did: defense of the towns and the Shifter society. He'll probably end up being a crappy Spearman. I don't want him to be really powerful. Somewhere between the Spearman and the Goblin Spearman will be good. He will not have First Strike.
So, right now the units are these:
Lion Shifter >> Mountain Lion >> Predator Lion (?)
Serpent Shifter >> Cobra >> Spitting Cobra
Serpent Shifter >> Cobra >> King Cobra
Serpent Shifter >> Constrictor
Serpent Shifter >> Sea Serpent
Falcon Shifter >> Falcon >> Peregrine Falcon
Shifter Apprentice >> Shifter Warlock >> Shifter Master
Shifter Apprentice >> Shifter Shaman >> Shifter Priest
Shifter Guard >> Shifter Defender
Shifter Monk >> Shifter Spirit >> Shifter Aura
This leaves only the Apprentice and Serpent lines with varied trees. Since the society focuses on magic I want to promote magic use as much as possible - hence less varied trees for fighter lines.
On second thought, I think I'll keep the Predator Lion, but maybe change it.
That's just one thing I'm thinking about concerning the terrain home of the units. It seems like they're all over the place right now. I've also decided to drop the elephant almost for sure and add something else. Maybe a rhinocerous? (Spilled corretly biatches! :p)
I'm also thinking about some plot as for why the Shifters are seperated from their other Wesnoth bretheren. Currently I have natural disaster, magical land transformation, or just plain "we travelled too far" syndrome. Maybe a mixture of 1 and 3.
Anyway, I've also decided that not all units will have an Aura attack, as I will instate a Guard unit - a unit that takes the role the Monk originally did: defense of the towns and the Shifter society. He'll probably end up being a crappy Spearman. I don't want him to be really powerful. Somewhere between the Spearman and the Goblin Spearman will be good. He will not have First Strike.
So, right now the units are these:
Lion Shifter >> Mountain Lion >> Predator Lion (?)
Serpent Shifter >> Cobra >> Spitting Cobra
Serpent Shifter >> Cobra >> King Cobra
Serpent Shifter >> Constrictor
Serpent Shifter >> Sea Serpent
Falcon Shifter >> Falcon >> Peregrine Falcon
Shifter Apprentice >> Shifter Warlock >> Shifter Master
Shifter Apprentice >> Shifter Shaman >> Shifter Priest
Shifter Guard >> Shifter Defender
Shifter Monk >> Shifter Spirit >> Shifter Aura
This leaves only the Apprentice and Serpent lines with varied trees. Since the society focuses on magic I want to promote magic use as much as possible - hence less varied trees for fighter lines.
On second thought, I think I'll keep the Predator Lion, but maybe change it.
Okay, I've almost finished tweaking the stats (or overhauling if you prefer).
I figure they'll have a relatively tropical climate as their home (the region South of Wesnoth). I also imagine them to be not as populous of a people as the Loyalists are in Wesnoth. They wandered quite a distance to get where they are so their population will not have had the same opportunities to grow.
I'll start working up some (probably crappy) art. I'll also write up the updated stats when I've finished them.
Just keepin you guys updated.
I figure they'll have a relatively tropical climate as their home (the region South of Wesnoth). I also imagine them to be not as populous of a people as the Loyalists are in Wesnoth. They wandered quite a distance to get where they are so their population will not have had the same opportunities to grow.
I'll start working up some (probably crappy) art. I'll also write up the updated stats when I've finished them.
Just keepin you guys updated.
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Details
Can you PM me with more details? thanks.Eleazar wrote:So, are the animal shifters animals all the time? Do they talk?
I dug this up from my previous messings around
a bit inpractical I know XP, this wasn't necesarily a true unit for your campaign, just an idea of how to perform the shapeshifting in WML, if you haven't discovered it already. Btw, just copy the unit part into it's own .cfg file, and stick the movetype into game.cfg, and you can have fun destroying 5 different enemies with one hero XP
Code: Select all
[unit]
id=Shapechanger
name= _ "Shapechanger"
race=human
image=elder-mage.png
image_moving=gryphon.png
image_defensive=dwarf-sentinel-defend.png
profile=portraits/Heir_To_The_Throne/delfador.png
hitpoints=100
movement_type=shapechanger
movement=10
experience=500
ability=steadfast
level=5
alignment=neutral
advanceto=null
cost=200
usage=mixed fighter
unit_description= _ "Shapechangers, though frail in their natural bodies,
are able to take the form of anything that they desire, this gives them
several special abilities, such as the defenses of a dwarf, the fire breath of
a dragon, the holy might of a paladin, the rage of a berserker,
the darkness of the lich,
the flight of a gryphon, and the fists of a yeti."
[attack]
name=Yeti Fist
type=impact
range=short
damage=32
number=2
[frame]
begin=-150
end=-50
image=yeti-attack1.png
[/frame]
[frame]
begin=-50
end=120
image=yeti-attack2.png
[/frame]
[sound]
time=-80
sound=fist-swish.wav
[/sound]
[/attack]
[attack]
name=Dragon Breath
icon=attacks/fireball.png
type=fire
special=marksman
range=long
damage=16
number=4
[frame]
begin=-250
end=50
image=fire-dragon-attack-breath.png
halo=halo/fireball-preparation-1.png,halo/fireball-preparation-2.png,halo
/fireball-preparation-3.png,halo/fireball-preparation-4.png
halo_x,halo_y=26,-2
[/frame]
[sound]
time=-100
sound=fire.wav
[/sound]
[missile_frame]
begin=-100
end=50
halo=halo/fireball-halo1.png:30,halo/fireball-halo2.png:30,halo/fireball-halo3.png:30,halo/fireball-halo4.png:30,
halo/fireball-halo5.png:30,halo/fireball-halo6.png:30,halo/fireball-halo7.png:30,halo/fireball-halo8.png:30,halo/
fireball-halo1.png:30,halo/fireball-halo2.png:30
image=projectiles/fireball-big-n.png
image_diagonal=projectiles/fireball-big-nw.png
[/missile_frame]
[/attack]
[attack]
name=Paladin Sword
icon=attacks/paladinsword.png
type=holy
range=short
damage=10
number=5
[frame]
begin=-200
end=100
image=paladin-attack-sword.png
[/frame]
[sound]
time=-200
sound=horse-canter.wav
[/sound]
[/attack]
[attack]
name=Lich Magic
type=cold
special=magical
range=long
damage=16
number=4
icon=attacks/dark-missile.png
[frame]
begin=-300
end=-200
image=undead-adept-ranged1.png
[/frame]
[frame]
begin=-200
end=0
image=undead-lich-ranged2.png
[/frame]
[missile_frame]
begin=-200
end=0
image=projectiles/darkmissile-n.png
image_diagonal=projectiles/darkmissile-ne.png
[/missile_frame]
[sound]
time=-200
sound=magicmissile.wav
[/sound]
[/attack]
[attack]
name=Berserker Frenzy
icon=attacks/frenzy.png
type=blade
special=berserk
range=short
damage=8
number=5
[frame]
begin=-100
end=100
image=dwarf-berserker-attack.png
[/frame]
[sound]
time=-100
sound=sword-swish.wav
[/sound]
[/attack]
[/unit]
[movetype]
name=shapechanger
flies=true
[movement costs]
deep water=1
shallow water=1
swamp water=1
grassland=1
sand=1
forest=1
hills=1
mountains=1
village=1
castle=1
cave=2
canyon=1
cavewall=100
tundra=1
[/movement costs]
[defense]
deep water=50
shallow water=50
swamp water=50
grassland=40
sand=30
forest=20
hills=30
mountains=20
village=20
castle=10
tundra=40
canyon=10
cave=10
[/defense]
[resistance]
blade=80
pierce=80
impact=80
fire=100
cold=100
holy=80
[/resistance]
[/movetype]
Sorry for the meaningless post
lol, I'm trying not to mkae them SUPER SUPER!! lol.
Anyway, I'm almost done perfecting the balance - I THINK! I'll need the wisdom of the great Paterson once I post the numbers. It'll probably be some time for me to get art because that is my WEAKEST AREA. =(
I'm also close to a polished description as well.
Anyway, I'm almost done perfecting the balance - I THINK! I'll need the wisdom of the great Paterson once I post the numbers. It'll probably be some time for me to get art because that is my WEAKEST AREA. =(
I'm also close to a polished description as well.
My idea is that when they shiftchange they try to remain in their shape for extended periods of time. They control when and how long they are in their forms as they are using magic to do so.
They would be exceptionally weak fighters if they were in human form during battle, however. =) Therefore, you won't see any of them shifting back into a human state during a fight, although I might make some human forms for campaign uses (storyline might make them necessary).
But that's way in the future....I don't even have any art yet! =(
I'll try to dig up some images that maybe somebody oculd convert into .pngs if they were feeling helpful. I'll also try my hand at making one myself soon.
They would be exceptionally weak fighters if they were in human form during battle, however. =) Therefore, you won't see any of them shifting back into a human state during a fight, although I might make some human forms for campaign uses (storyline might make them necessary).
But that's way in the future....I don't even have any art yet! =(
I'll try to dig up some images that maybe somebody oculd convert into .pngs if they were feeling helpful. I'll also try my hand at making one myself soon.
It would probably take magical use for them to shift into their forms, that was the concept that made me create my shapechanger(the oped one), when he's just standing there he isn't in any form, when he's being attacked he shifts into a dwarven defender, when he attacks he shifts into any of his prefered forms, and when he moves he shifts into a gryphon. Obviously in your faction, each of your units will only have one form, to keep them from being so overpowered, but you could still use the same concept of a human form when not doing anything, but shifting into the same animal form for moving, attacking, and defending. If you've uploaded the character you can see the nice smoothness with which it transitions.
Sorry for the meaningless post
Now that this thread has brought him back to my attention, I've added
Code: Select all
[attack]
name=Lancer's Charge
type=pierce
special=charge
range=short
damage=24
number=3
[frame]
begin=-150
end=100
image="lancer-attack.png"
[/frame]
[sound]
time=-100
sound=horse-canter.wav
[/sound]
[/attack]
Sorry for the meaningless post
Like you said, that idea isn't really what I'm going for with this faction. They don't "Shapeshift" in the traditional sense, so maybe that's a problem with their name? If anyone has an idea that would more accurately describe their transformation, please suggest it. Until a better name is found I'm going to stick with Shifters.
Also, I've Frankensteined some drwaings I got from this thread:
http://www.wesnoth.org/forum/viewtopic. ... ight=snake
Here they are, proposed for the Falcon unit and the Serpent Shifter unit.
Also, I've Frankensteined some drwaings I got from this thread:
http://www.wesnoth.org/forum/viewtopic. ... ight=snake
Here they are, proposed for the Falcon unit and the Serpent Shifter unit.
Last edited by JW on June 18th, 2006, 9:50 pm, edited 1 time in total.
They are always animals in *battle.* Like I said, they prefer to remain in their wildforms as much as possible due to their mentalities. They do have the power to shift in and out of form at will however. Again, this *will not* happen in battle.romnajin wrote:Maybe 'Animalkin', nah that's worse than 'Shifters', but yeah I agree with the name change if you plan on having "humans that are always animals" instead of "people that change shape"
To repeat the idead history: early settlers from Wesnoth travel great distances and get cut off from Wesnoth to create their own society seperate from the trials and tribulations of Wesnoth over its lengthy history. This seperation and *relative* peace has lead to a great development in the magical arts of this society. They desire transcendence which they generally achieve through the magical art of shapeshifting. The monks of this society explore a different form of transcendence. There are also common guards and other members of this society as well, but other than the guards they are not fit for combat.
I'll post the unit list in less than 6 hours.