The Shards; Development Stage: On Hold

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scienceguy8
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Post by scienceguy8 »

Silver Sun wrote:Alright, can I comment on the Spellbinders melee attack? It is kind of weak in respect that it can only dish out 2 damage per turn, and a normal-era unit can dish out 5 per turn... it would likely die first.
Actually, I wrote that in the same way Wesnoth displays a unit's attack. The first number is the amount of times it can attack, while the second number is the amount of hurt each attack deals if it strikes. The Spellbinder attacks twice, each attack having the potential to do 5 damage.
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Post by FireMaster »

scienceguy8 wrote: Actually, I wrote that in the same way Wesnoth displays a unit's attack. The first number is the amount of times it can attack, while the second number is the amount of hurt each attack deals if it strikes. The Spellbinder attacks twice, each attack having the potential to do 5 damage.
You've got it round the wrong way :P
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Post by Tekchip »

Im hoping this can be taken as constructive criticism. I like your idea but there was one this that jumps out at me. You've got an awesome name for the new race and the mage guy has a nice gothic/fantasy sounding name but your hero is named Tony? Is he going to break my knee caps if I don't pay him? Put me in a pair of cement boots and throw me off the dock? Please consider changing that characters name. Other than that great idea! Keep up the good work!
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Post by scienceguy8 »

Well...you see, I'm half Italian, and I slightly based the character on myself. Only one thing for it: give him a Scottish or Irish name. How about Sean?
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Post by Murloc »

I wanna see the "Outcast" :)

This unit is as the others combined with all races. But as many others got to look sort of normal, this unit is a disgusting thing to look at. And because of this, these poor guys are cast out from the rest. Although outcast is a sort of missleading term, cus these guys have chosen this life themselves. The ordinary shard will not persecute these cus they know all to well how bad it feels. But still it is hard not to look away. So because of this the outcast has decided to live in peace in the forest, some outcasts join together and form small bands.

But even if the outcast is peaceful against the shards does NOT mean he is so against the "pure" races. The outcast is a greatly feared unit because of the way they look.


This is the basic story i would base thsi unit on. I would see it as sort of a specialist and an expensive unit(they are supposed to be few on the battlefield as there arent that many of them around). About 20-22 gold.

I would like one out of to special abilities applied.

1) This unit is hidious to look at, so units will not gain bonus from time of day as this unit is hard to approach at any time.

2) Thsi unit is very scary to look at. And this because of the fact that the bonestrycture is badly deformed. So deformed that horn like bonesplints grow random out of some parts of body. I.E shoulders, pelvic area, head and legs and arms. This causes pain to an attacker if he hits these sharp bones.

10% damage is returned to the attacker each attack.

I dont know if i want this to be a ranged unit or melee unit. Im thinking maybe a sort of dwarfish guardsman type of unit, but with more MP.

And because of the special traits the damage cant be to great. Im also thinking about having the player choose from these traits when advansing tp level 2-3

All in all youve got a great idea and i hope i have been helpfull :)
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Post by scienceguy8 »

Interesting idea...
I'll mull it over. I make no guarentees, but this unit might be useful in a sequel campaign.
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Post by Murloc »

well was just trying to help :) so if uu wanna use it or not is up to you.

I dont have time do do this sort of thing myself so il just help out when i can : 8)
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Post by Raemon »

Hm. Can I just point out, from a basic story point of view, it seems odd to have the ranged units be dwarves that use hatchets as opposed to human-elves (the two best archery races in Wesnoth) that fire the relatively easy-to-make arrows.

Of course, I like the idea of level 1 hatchet-throwers, I just think justification might be called for eventually.
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Post by scienceguy8 »

Don't worry, I'm still working on this, but the creation and use of units is kind of confusing me, and the Wesnoth Editor program that's under development does not work on my computer for some reason.
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Post by scienceguy8 »

Two new unit ideas: the Shard Creature and the Shard Rocketeer.

The Creature is similar to Murloc's Outcast idea, yet the troops perform a different function. The Shard Creature's internal and external structure is so badly misshapen that they cannot move very quickly and are in constant pain. In order to relieve their own suffering, and to prevent others form knowing their pains firsthand, they have dedicated themselves to the healing arts.

Shard Creature
HP: 18
Melee Attack: Staff: 5-2 (impact)
Range Attack: Bolas: 3-3 (impact, slows)
Special Ability: +4 Healing

It came as a surprise to the residents of Wesnoth that the Dwarves entrusted the secrets of the “magic” that drives their “thundersticks” to the Shards. However, the Shards, in the beginning of their adventures, lacked the means by which to construct the famed and fearsome weapon. They instead reworked the “magic” into a wooden tube that can fly out to a target at great speed and explode upon impact. The Shards call their invention the “rocket,” but like their Dwarvish counterparts, are unwilling to divulge the secrets behind this mysterious device.

Shard Rocketeer
HP: around 25
Melee Attack: Dagger: 4-3 (pierce)
Range Attack: Rocket: 12-1 (fire)

Note: this time I got the damage/times to attack thing right.
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Post by Raemon »

I really like the idea of the Shard Creature. :D
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Post by scienceguy8 »

Okay, I finally got around to creating my first unit and setting him up in his own little multiplayer faction for testing. The problem is the Era is not showing up. I made this by examining the Windsong Era available on the Add-On server, copying it, adding my own additional faction, and fitting it all together. It is quite possible I messed something up. Anybody have any ideas?

Note: the Windsong Era, its graphics, code, exc., are the sole property of megane (Battle for Wesnoth Forum Screen Name). I received no permission from megane to do what I did to his or her era and will probably receive a severe butt-chewing for my troubles. Sorry megane, but I needed a testbed and I particularly like the idea behind the Windsong. Almost everything in this file, if it does not refer to the Shards, is the intelectual property of megane.

Double Note: I cannot guarentee compatability with Battle for Wesnoth 1.2.6 or lower. It might work, but I haven't tried myself. Even if you use 1.3.6, you use this era at your own risk. I'm pretty sure nothing bad will happen however.
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An Era by megane modified by scienceguy8. Contains errors.
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Post by scienceguy8 »

A rough unit tree. I will be telling you all about these units and their special abilities later. Also, does anyone know how to draw a straight line in the GIMP?
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Post by scienceguy8 »

Shard Engineer
HP: 34
Melee Attack: Dagger: 5-3 (pierce)
Range Attack: Rocket: 22-1 (fire)

Shard Demolisher
HP: 44
Melee Attack: Dagger: 6-3 (pierce)
Range Attack: Rocket: 34-1 (fire), Grenade: 12-1 (pierce)

Shard Field Medic
HP: 26
Melee Attack: Staff: 6-2 (impact)
Range Attack: Bolas: 5-3 (impact, slows)
Special Ability: +8 Healing

Shard Lifesaver
HP: 32
Melee Attack: Staff: 7-2 (impact)
Range Attack: Bolas: 6-3 (impact, slows)
Special Ability: +8 Healing, Cures

Would you guys be seriously disappointed if the Shards did not have a scouting unit? Also, did anyone figure out what went wrong with the test era I posted above?
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Post by scienceguy8 »

Shard Dancer
HP: 38
Melee Attack: Quarterstaff: 7-4 (impact)
Range Attack: Throwing Knife: 6-4 (pierce)
Special Ability: Skirmisher

Shard Kull
HP: 42
Melee Attack: Quarterstaff: 8-5 (impact)
Range Attack: Throwing Knife: 7-4 (pierce)
Special Abilities: Skirmisher, Nightstalk

Shard Protector
HP: 48
Melee Attack: Quarterstaff: 7-4 (impact)
Range Attack: Throwing Knife: 6-4 (pierce), Lightbeam: 9-4 (arcane)
Special Ability: Skirmisher

I'm not quite so sure about the Protector as I am the other units. Should I give his staff arcane damage and get rid of the beam? Should I up the damage on the Demolisher's grenade? Also, there is a way to tell the game engine how accurate a unit's weapon is, right? The idea is that as the Rocketeer moves thru the ranks, his rockets become more accurate.
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