Wose Traits
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Wose Traits
Import tangent from traits discussion at http://www.wesnoth.org/forum/posting.ph ... e&p=147876
(I need to update it anyway since the storyline was lacking at one point).
Is there still interest in this?
OK, Now I'm interested. I can even use my Wose Story campaign as a testbed.Dave wrote:
There was some talk that Woses should get entirely their own traits system based on what type of tree they are. They'd probably just get one trait, and it'd be like "Oak", "Willow", etc. They could have traits that could make them stronger, make them move faster in certain terrain, and traits that give them better resistance to certain types of attacks.
I'm still in favor of this system if anyone wanted to implement it.
David
(I need to update it anyway since the storyline was lacking at one point).
Is there still interest in this?
Neither do I. I just want to know whether or not this is completely unwanted before I start.
Corrected link is:
http://www.wesnoth.org/forum/viewtopic. ... c&start=75
Corrected link is:
http://www.wesnoth.org/forum/viewtopic. ... c&start=75
I know messing around with the stuff that's defined in a movement_type is usually not seen as a good approach for a trait, but I think it makes sense for some Woses. A willow, for instance, gets improved movement in water, while an oak gets a 10% bonus to his blade resist and a redwood gets extra hitpoints.
It would also be way sweet if there were eventually graphical variations that go along with this.
It would also be way sweet if there were eventually graphical variations that go along with this.
I think you are just about on what I was thinking about (more or less).Garion wrote:I know messing around with the stuff that's defined in a movement_type is usually not seen as a good approach for a trait, but I think it makes sense for some Woses. A willow, for instance, gets improved movement in water, while an oak gets a 10% bonus to his blade resist and a redwood gets extra hitpoints.
First attempt:
Oak: +10% blade resist
Pine: +10% pierce & cold resist
Willow: swamp and water costs 1mp, -10% fire resist
Cottonwood: -10% impact resist, +2 on regenerate
Redwood: +5% HP, -10% fire resist
Sequoia: +10% fire resist
Cottonwood is the most likely to be unbalanced.
I want to make Bristlecone: +5% HP, cannot be drained; but the game engine doesn't support it.
Right. But it'd be good if it did. So we need someone to submit a patch to allow this feature.joshudson wrote:As far as I can tell, game engine doesn't support modifying resistances or movement costs from an effect either. Aargg.
And, thank you for taking this idea and going with it, by the way. I'm completely in favor of it.
David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming
sequia: +60 cm
If you link to quote box, its easy to repair it:
http://www.wesnoth.org/forum/posting.ph ... uote&p=xxx
1. you change script to viewtopic.php
2. viewtopic supports post id as argument, so you justremove mode-quote
3. You get... :
http://www.wesnoth.org/forum/viewtopic.php?p=xxx
And it works. Hard? I dont think so...
If you link to quote box, its easy to repair it:
http://www.wesnoth.org/forum/posting.ph ... uote&p=xxx
1. you change script to viewtopic.php
2. viewtopic supports post id as argument, so you justremove mode-quote
3. You get... :
http://www.wesnoth.org/forum/viewtopic.php?p=xxx
And it works. Hard? I dont think so...
User:Kshinji
Probably there's no point for me posting here, but i'll raise my PC to 1337 before leaving again ;P -- just kidding.
Probably there's no point for me posting here, but i'll raise my PC to 1337 before leaving again ;P -- just kidding.
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- Joined: April 22nd, 2006, 10:56 pm
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10% to blade? Hmm more undead owning... I think then undeads should get traits too unleast. Same for cold, they are hard enough .joshudson wrote:I think you are just about on what I was thinking about (more or less).Garion wrote:I know messing around with the stuff that's defined in a movement_type is usually not seen as a good approach for a trait, but I think it makes sense for some Woses. A willow, for instance, gets improved movement in water, while an oak gets a 10% bonus to his blade resist and a redwood gets extra hitpoints.
First attempt:
Oak: +10% blade resist
Pine: +10% pierce & cold resist
Willow: swamp and water costs 1mp, -10% fire resist
Cottonwood: -10% impact resist, +2 on regenerate
Redwood: +5% HP, -10% fire resist
Sequoia: +10% fire resist
Cottonwood is the most likely to be unbalanced.
I want to make Bristlecone: +5% HP, cannot be drained; but the game engine doesn't support it.
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- Posts: 57
- Joined: January 1st, 2006, 4:53 pm
Could be "refresh". Heals up to 1 HP each unit adjacent, up to 2 units can heal one turn.
And we should add year parts like Winter. Apples shouldnt work on winter and spring, and should work worse at summer.
And we should add year parts like Winter. Apples shouldnt work on winter and spring, and should work worse at summer.
User:Kshinji
Probably there's no point for me posting here, but i'll raise my PC to 1337 before leaving again ;P -- just kidding.
Probably there's no point for me posting here, but i'll raise my PC to 1337 before leaving again ;P -- just kidding.
You have a lot of good ideas, but try to make 5-6 traits, I think more than six would be a bit too much
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