Additional level 0s

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Ken_Oh
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Re: Additional level 0s

Post by Ken_Oh »

To you and anyone else who wants to ask the same question: Yes, you may. In fact, I should say please use them.

Hmm, did we lose anything because of the server crash? I can't remember.

cretin
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Re: Additional level 0s

Post by cretin »

werent you working on goblins or something? i remember you started on some nonhumans... cant remember exactly what.

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Ken_Oh
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Re: Additional level 0s

Post by Ken_Oh »

Ah, yeah, I'm looking through everything and it looks like there is a bunch that I need to re-upload. It will probably be next week as I'm busy with other Wesnoth stuff.

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eisfrei
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Re: Additional level 0s

Post by eisfrei »

I'll just post my newest Squires in here.
Here I postet my first ones:
http://www.wesnoth.org/forum/viewtopic. ... a&start=75
One with a small horse:
Squire Horse
Squire Horse
Squire11 brown + wood + 2smaller.png (3.44 KiB) Viewed 2836 times
And one with a donkey (my personal favorite):
Squire Donkey
Squire Donkey
Squire12 grey + wood + 2smaller.png (3.37 KiB) Viewed 2833 times

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thespaceinvader
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Re: Additional level 0s

Post by thespaceinvader »

A donkey is not just a grey horse =P Some long ears would make it look more donkey-like.
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Blarumyrran
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Re: Additional level 0s

Post by Blarumyrran »

and erase the mane.

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eisfrei
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Re: Additional level 0s

Post by eisfrei »

thespaceinvader wrote:A donkey is not just a grey horse =P Some long ears would make it look more donkey-like.
Yes, I already tried to give him long ears but it looked stupid :) So I first changed his tail, but I could try again....
Syntax_Error wrote:and erase the mane.
Well, Donkeys also have a mane. Maybe it's not the best example... :)
Shreks Donkey
Shreks Donkey
Donkey.png (20.38 KiB) Viewed 2715 times
So I tried to shorten his mane and make it darker.
Squire darker mane
Squire darker mane
Squire13 grey.png (3.54 KiB) Viewed 2722 times
I probably have to fix this on the movement frame I already did for the Squire
Squire move
Squire move
Squire9 grey [move].png (3.95 KiB) Viewed 2726 times
Last edited by eisfrei on August 21st, 2008, 12:18 pm, edited 4 times in total.

Mabuse
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Re: Additional level 0s

Post by Mabuse »

and squires on donkeys woudl look strange anyway.

remember "squires" are nobles and will become knights oneday. the elder squires (so these that are not 14years old or something, instead 18 or older) were also quite good fighters already.

nobody you would put on a donkey like common people
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eisfrei
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Re: Additional level 0s

Post by eisfrei »

Mabuse wrote:and squires on donkeys woudl look strange anyway.

remember "squires" are nobles and will become knights oneday. the elder squires (so these that are not 14years old or something, instead 18 or older) were also quite good fighters already.

nobody you would put on a donkey like common people
But don't you think it works better for the logic, if we put him on something less than the horsemen has? everytime the horseman advances he changes his horse into something bigger (except the lancer). and a very very little horse just doesn't make much sense (and it looks stupid with the proportions). But a donkey is that small.

But I agree of what you saying to a "real" Squire - maybe we should find a other name for it....

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eisfrei
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Re: Additional level 0s

Post by eisfrei »

I finished the animation-frames for the Squire on a donkey.
Squire Animation Frames
Squire Animation Frames
Squire Animation Frames.png (10.4 KiB) Viewed 2647 times
Here in a animation:
Squire Animation
Squire Animation
Squire-Animation.gif (8.57 KiB) Viewed 2648 times

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Mirion147
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Re: Additional level 0s

Post by Mirion147 »

Looks good except the stick looks weird in either the third or fourth frame (I think). Other then that I don't see a problem. :D

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nehuen
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Re: Additional level 0s

Post by nehuen »

donkey = good move in mountains

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eisfrei
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Re: Additional level 0s

Post by eisfrei »

Mirion147 wrote:Looks good except the stick looks weird in either the third or fourth frame (I think). Other then that I don't see a problem. :D
I used the same sticks like in the horseman animation frames. The big problem is the end of the stick in the fourth frame. But when you see the animation I think it's enough that the stick angle changes... But 'cause we all dare for perfection :) I could try to improve the stick-ends.
Other things to do:
- change mane color and size.
- make death frame (there isn't one yet for the horseman :( )
- change the handcolor in the fourth frame
- make longer ears
... still stuff to do :)
Last edited by eisfrei on August 22nd, 2008, 11:20 am, edited 2 times in total.

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eisfrei
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Re: Additional level 0s

Post by eisfrei »

nehuen wrote:donkey = good move in mountains
do you really think we should give the L0 unit an advancement, which the further units (L1,L2,L3) don't have? And the implementation will be hard because the Squire shares his movement, defense and resistances with the other horsemen...
On the other hand, the Grand Knight looses 1MP in his advancement, so it might be ok to give him mountain capabilities, that he looses later again...

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Ken_Oh
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Re: Additional level 0s

Post by Ken_Oh »

eisfrei wrote:
nehuen wrote:donkey = good move in mountains
do you really think we should give the L0 unit an advancement, which the further units (L1,L2,L3) don't have? And the implementation will be hard because the Squire shares his movement, defense and resistances with the other horsemen...
On the other hand, the Grand Knight looses 1MP in his advancement, so it might be ok to give him mountain capabilities, that he looses later again...
While some of the other lvl 0 units I've made don't exactly follow RIPLIB, you wouldn't want to do that because Cavalryman, Horseman and everything those level up into cannot walk on mountain hexes. If the mounted squire happened to level up while on a cluster of mountain tiles, it wouldn't be able to move in any of its later forms.

Another detail: to differentiate your squire from mine, you should come up with a name like Mounted Squire or something. You don't actually have to call it in-game if you don't want to, but the unit ID has to be different.

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