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Tux2B
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Post by Tux2B »

irrevenant wrote:I forgot to say: It was never intended that all Wesnoth lines would go to level 3 or 4. This is for 'flavour' reasons as well as balance.
THAWonderland wrote:Well, I really won´t mind my units not being included in the main game. I´m also creating a campaign where they will be availiable.
They're not intended to be included in the main factions, as far as I understood.
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irrevenant
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Post by irrevenant »

Tux2B wrote:They're not intended to be included in the main factions, as far as I understood.
Sure. I was just clarifying my earlier comment. In hindsight, maybe I should have just edited the original post...
THAWonderland
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Post by THAWonderland »

To Tux2B:
I like what you suggested for the Gryphon Knight, maybe I will try that
----------

I can understand why there is not a level 3 or 4 availiable for all units in the main game, but my campaign will feature at least level 3 for almost every unit (e.g. not for goblins), because when playing I don't like to have a good unit that can't develop any further.

Meanwhile I have also "designed" the following units:
Owl (level 1 monster neutral)
Tracker (level 1 human lawful, advances to Ranger)
Ranger (level 2 human lawful)
Goblin Darter (level 0 goblin chaotic)
Wen Yang
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Post by Wen Yang »

THAWonderland wrote:Cool, thanks!

Here are the stats for the units:

Dwarvish Axeman:
Hits 26, Moves 4, Axe 7-2, cost 10
Dwarvish Rager:
Hits 64, Moves 6, Axe 10-4 berserk, cost 54
Gryphon Knight:
Hits 60, Moves 9, Claws 17-2 charge, cost 55
Stormrider:
Hits 62, Moves 10, Lance 15-3 charge, cost 58
Saurian Warlock:
Hits 40, Moves 6, Staff 7-2, Magic 10-4, cost 60, Heal, Teleport
Saurian Witchdoctor:
Hits 40, Moves 6, Staff 7-2, Magic 8-4, cost 55, Cure
Some comments:

Dwarvish Axeman: I take it this is a level 0 unit? seems kinda useless otherwise.

Dwarvish Rager: Might want to tone down the move to 5 like the rest of its line. They're scary enough as is to begin with. <_<;

Gryphon Knight: As the others said, Charge doesn't seem fitting there.

Saurian Witchdoctor: Maybe it should get heal as well? Not only does it have weaker attack, it has no healing ability, and no teleport, making it seem useless to ever get more than one, or to even bother leveling a Soothsayer to it to begin with.
Flametrooper
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Post by Flametrooper »

Sprite-wise, I like best the saurian with the skull on its head.

(I think I know where you got that from...)
THAWonderland
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Post by THAWonderland »

Dwarvish Axeman: Yes, it is level 0

Gryphon Knight: Removed charge, has attack 18-2 now instead

Dwarvish Rager: I think about some changes

Saurien Witchdoctor: Actually has got "Heal", because "Cure" includes "Heal"
breversa
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Post by breversa »

THAWonderland wrote:"Cure" includes "Heal"
Are you still it still applies in the latest BFW version ?
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Darn Penguin
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Post by Darn Penguin »

breversa wrote:
THAWonderland wrote:"Cure" includes "Heal"
Are you still it still applies in the latest BFW version ?
I think there's a thread about that in Ideas, if I'm not mistaken.
Out with the old, in with the new.
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Drake Blademaster
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Post by Drake Blademaster »

Darn Penguin wrote:
breversa wrote: Are you still it still applies in the latest BFW version ?
I think there's a thread about that in Ideas, if I'm not mistaken.
Yes. Here.
THAWonderland
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Post by THAWonderland »

I've read this thread about cure and heal. It's a cool idea to separate them, and seems to be quite easy. Maybe I'll use that...

Here are some more Graphics:
Goblin Darter, Tracker, Ranger, Owl (description see above)
Attachments
More_New_Units.png
More_New_Units.png (7.92 KiB) Viewed 4769 times
THAWonderland
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Post by THAWonderland »

Some more:

Bandit Chief (level 3 for bandit)

Outlaw Rider Unit:
Mounted Rascal (lv1), Mounted Bandit (lv2), Outlaw Knight (lv3)

Outlaw Ranger (level 3 for trapper)

Stingflies (level 0 monster unit for annoying players in swamps)
Attachments
Untitled-1.jpg
Untitled-1.jpg (22.88 KiB) Viewed 4654 times
Blarumyrran
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Post by Blarumyrran »

Image
Dwarf mother wrote:listen, little dwarf, that axeman is what you are going to be like if you dont eat all your porridge :P
anyway. as of your last image, Bandit Chief has an extremely crappy-looking coat.

as of the horsemen with flails, the chain part should be vertical. uncle gravity just wont let a free-hanging chain hang diagonally. but the lower 2 horsemen look quite promising.
THAWonderland
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Post by THAWonderland »

You're right, I didn't think about gravity at all :oops: Thanks!
THAWonderland
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Post by THAWonderland »

More new units:
Dwarvish Runepriest (level2) and Dwarvish Wizard (level3).
Unfortunately, the pictures show up quite dark again after uploading...

The level 1 unit is the Dwarvish Cleric (I'm going to present it later).
The tree will be this way:

level1 Cleric - level2 Runepriest or Runewarrior - level3 Wizard or Runemaster (already exists in mainline game)

I know that the wizard's facing is wrong, but I like it as it is...

By the way, all my units are fully animated!
Attachments
dwarf-priest.png
dwarf-priest.png (2.85 KiB) Viewed 4514 times
dwarf-wizard.png
dwarf-wizard.png (2.31 KiB) Viewed 4514 times
Stargunner
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Post by Stargunner »

Not bad so far. The wizard kind of looks odd, considering it's not facing either direction, but I like the priest. The units do seem kinda dark overall compared to current units, as was pointed out earlier.
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