Era of the Future Development

It's not easy creating an entire faction or era. Post your work and collaborate in this forum.

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Huston
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Era of the Future Development

Post by Huston » July 6th, 2009, 11:08 pm

Hi all. this is where all development of the Era of the Future will take place.

if you want your ideas added to the era post them here. also any discussion on new units that are posted in this thread and for pre release balancing. anything that is made and not implemented yet will be posted in this thread.


Right now the Sea Dwarves are under development.

Mods please do not merge this thread with the balancing and feedback thread.
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Re: Era of the Future developement thread.

Post by Pentarctagon » July 7th, 2009, 1:42 am

since this is the developement thread for EotF, then it would be a good thing if you at least took the development stuff from the other thread and put it in here so everyone won't have to read 2 threads to be up to speed on the sea dwarves faction.
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Re: Era of the Future developement thread.

Post by Huston » July 7th, 2009, 2:32 am

Huston wrote:ok so these are the first units i've ever brainstormed. up until now i have only coded them. any suggestions would be appreciated.
these are some units i just thought of for the sea dwarves faction(need a cooler sounding name. pm any suggestions to me). these are just rough outlines. any comments concerning anything about them is appreciated.

Until i get a cooler name for the faction i'll just put Dwarvish

Code: Select all

[unit]
Dwarvish Hunter
Level 1
usage=scout
HP=25
mp=6
melee:
Trident
6 Damage, 2 attacks
advances to: Dwarvish Huntsman
cost=12
[/unit]
_ _ _ _ _ _ _ 

[unit]
Drawvish Huntsman
Level 2
usage=scout
HP=35
mp=7
Melee:
Trident
9 Damage, 2 Attacks
Ranged:
Fishing Net
8 Damage, 2 Attack (slows)
advances to=Dwarvish HuntMaster
cost= 24
[/unit]
_ _ _ _ _ _

[unit]
Dwarvish Huntsmaster
Level 3
usage= scout
Hp=45
Mp=8
Melee:
Trident
12 damage, 2 attacks
Fishing net
10 damage, 2 attacks (slows)
advance to=null
cost=48
[/unit]
_________

[unit]
Manta Rider
Level 1
usage=fighter
Hp=34
Mp=6
Melee:
Bash
8 Damage, 2 Attack
Ranged:
Fishing Net
6 Damage, 1 Attacks (slows)
cost=17
advances to= Sting Ray Rider
[/unit]
_ _ _ _ _ _ _

[unit]
Sting Ray Rider
Level 2
usage=fighter
Hp=45
Mp=7
Melee:
Ram
8 Damage, 1 Attack
Melee:
Sting
10 Damage, 2 Attack (Poison)
Ranged:
Fishing Net
8 Damage, 2 Attacks (Slow)
cost=46
advances to= Serpent Rider
[/unit]
_ _ _ _ _ _ 

[unit]
Serpent Rider
Level 3
usage=fighter
Hp=60
Mp=8
Melee
Bite
10 damage, 3 attacks
Ranged
Sting Ray Tail Spear
8 damage, 2 attacks (poison)
Ranged
Fishing Net
8 damage, 3
advances to= null
cost=88
[/unit]
This is all i could come up with for now. i still need to give this faction a healer/magician line, archer line(if it could be called that), and a guardian line (which has steadfast)

Please let me know what you think, if you want to do artwork, or if you want to help code this.

EDIT: I've added the Huntsmaster and buffed the scout line.(hopefully i didn't buff it too much)
and i edited the level 1 rider a little.
Pentarctagon wrote:i would suggest for the scout line, that the base mp be improve by 2-3, especially if it's attacks are going to be that weak. the name of the level 3 form could be the Dwarvish Huntsmaster. currently i would put the cost of the hunter at around 8 or less, since it has bad movement and bad attacks.


for the Rider line, i would suggest a 4-1 net and a 6-3 melee for the level one form. the level 2 form would have an 8-3 melee attack, a 7-2 poison attack, and a 5-2 net attack. for the level 3 form, i would perhaps give it back the net attack.

ideas for the mage line (note: the magical attack is the ranged attack, non-magical attacks is the melee attack.):
level one=Ocean Apprentice
6-3 magical impact attack, similar to the merman mages.
5-1 fist impact attack.
heals +4
hp=23
mp=5
cost=18
level 2=Wave Rider, Ice Apprentice, Ocean Shaman

Wave Rider:
9-3 Wave magical impact attack
6-2 Harpoon pierce attack
hp=40
mp=6
fire resistance=20%
advances to Wave Master
Wave Master:
12-3 Tidal Wave magical impact attack
6-3 Harpoon pierce attack
hp=55
mp=6
fire resistance=30%
advances to=null

Ice Apprentice:
6-4 Ice Shard magical pierce attack
4-3 Iceball cold attack
hp=36
mp=5
cold resistance=40%
pierce resistance=10%
fire resistance=-10%
advances to Crystal Master
Crystal Master:
7-5 Crystalline Spear magical pierce attack
5-4 Hail cold attack
hp=48
mp=6
cold resistance=60%
pierce resistance=20%
impact resistance=-20%
advances to=null

Ocean Shaman:
5-4 Undertow magical impact attack
4-3 Staff impact attack
cures, heals +8
hp=34
mp=6
advances to=Ocean Mystic
Ocean Mystic:
6-4 Drown magical impact drains
5-3 Staff impact attack
hp=43
mp=6
cures, heals +8, regen +4 on water
advances to=null


i could code this and come up with a unit description if you want.
wesfreak wrote:i am currently trying (and failing) to learn how to code things. i will help as soon as i learn how.

Possible name: sea-shorts, aquadwarves, Dawarfs.

give the ice apprentice's cold attack slow.
the dwarf manta rider shouldn't become a sea monster rider. make him a manta master, with more than one ram attack. try 15-3 ram, 18-2 sting (which is melee) and 8-3 net which slows. i think this is pretty balanced. give the lvl 2 manta rider a 9-3 ram, with a 12-2 sting and a ranged net.

the scout is much too weak. give him skirmisher at lvl 1 and backstab at lvl 3 and some throwing spears, which get poison at lvl 3. also possibly submerge.

2 change some of the history: they could never breath underwater, but they used a breating apparatus. they live in caves that have an underwater entrance and are partially flooded but have air in them. because of this, they have good defense in shallow water (50 or 40%) but most units cant go in deep water, with the exeptions of the scout, who might need to hide there,and any sea creature riders or sea creatures. the sting ray guy could have a breathing apparatus drawn on.

new unit: a brute. monstrous sea turtles (assuming u accepted my ideas)
2 strong bite attacks, regen, slow movement and maybe a water jet like squirtle, or instead possibly a dwarf on it's back on a saddle with a water blaster at the higher lvls.

water blaster:
These units are somewhat similar to the dwarvish thunderers, but shoot a stream of water.
In ranged: multiple attacks doing little damage. In melee, they blast you, with the entier water tank, doing alot of damage but only one attack. this is done in melee because at a ranged the stream would be greatly weakeand. they do impact damage in melee and cold damage in a ranged. At lvl 3, they take some of the polluted water that plagued the sea dwarves in the past and use that to poison the enemy.
lvl 1: 3-7 ranged. -water spray
12-1 in melee -water blast
lvl 2: 4-8 ranged - water spray
18-1 melee.- water blast
lvl 3: 4-12 ranged- water spray
25-1 melee- water blast
4-3- ranged- poison - poison water
let's try and finish the sea dwarves before the next faction.
i like the idea of the giant sea turtle it could be one of the steadfast units.
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Re: Era of the Future/Welkin faction Feedback/Balancing

Post by wesfreak » July 7th, 2009, 3:00 pm

i did an atempt 2 help by creating a manta rider image for the sea dwarves. i tried using the frankendwarf pack and getting a dwarf head onto the mercenaries-equestrians-manta rider. i failed. i'm not even sure if i'm using game or user directory.(but i think user because i can only see the campaigns and add ons that i have downloaded) i guess i can only help idea wise :( but i will not give up!


speaking of ideas: 2 faction ideas. the backstory: there were 2 mages, an alchemist and a runeforger, who had a bet. Each would spend a year building an army out of their creations. The army would then fight in a cave as not 2 disturb the overworlders (other people). The alchemist made alchemical creatures, while the runeforger made men of steel. a year went by, and the armies fought. and fought. and fought. They exist today, but they have found a way to the surface and now fight all the creatures that get in their way.

the runeforged: men of steel with good resists in general like dwarves (varieting a bit from unit 2 unit). and the creations, which include some mages, Ooze and other stuff.

I have individual unit ideas, but i will post them later. mainly because it would be impossible for so few people to code so many factions at once.

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Re: Era of the Future/Welkin faction Feedback/Balancing

Post by Pentarctagon » July 7th, 2009, 3:34 pm

and what happened to the two mages that were in the bet? you mentioned them in the beginning and then they just vanished.
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Re: Era of the Future/Welkin faction Feedback/Balancing

Post by Huston » July 7th, 2009, 3:42 pm

wesfreak wrote:i did an atempt 2 help by creating a manta rider image for the sea dwarves. i tried using the frankendwarf pack and getting a dwarf head onto the mercenaries-equestrians-manta rider. i failed. i'm not even sure if i'm using game or user directory.(but i think user because i can only see the campaigns and add ons that i have downloaded) i guess i can only help idea wise :( but i will not give up!


speaking of ideas: 2 faction ideas. the backstory: there were 2 mages, an alchemist and a runeforger, who had a bet. Each would spend a year building an army out of their creations. The army would then fight in a cave as not 2 disturb the overworlders (other people). The alchemist made alchemical creatures, while the runeforger made men of steel. a year went by, and the armies fought. and fought. and fought. They exist today, but they have found a way to the surface and now fight all the creatures that get in their way.

the runeforged: men of steel with good resists in general like dwarves (varieting a bit from unit 2 unit). and the creations, which include some mages, Ooze and other stuff.

I have individual unit ideas, but i will post them later. mainly because it would be impossible for so few people to code so many factions at once.
just post images you come up with as attachments to a post in the Era of the Future Art workshop thread.

as for ideas you have.
post them in the era of the future developement thread(me and Mirion want to keep this one for feedback and balancing.
if you have new ideas for units think them out. make a unit tree and post their stats and stuff like that. it isn't that difficult to code a unit.
heres the basic template for the Era of the Future:
Spoiler:
feel free to code the units you come up with wesfreak.(if you want them coded now)
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Re: Era of the Future developement thread.

Post by Huston » July 7th, 2009, 3:43 pm

if you have new ideas for units think them out. make a unit tree and post their stats and stuff like that. it isn't that difficult to code a unit.
heres the basic template for the Era of the Future:
Spoiler:

to the mods:sorry for double posting but i specifically wanted to separate this from the previous post.
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Re: Era of the Future/Welkin faction Feedback/Balancing

Post by wesfreak » July 8th, 2009, 12:22 am

how would i get the codeing onto the game? and which document do i code it on? word?

i willl try 2 post the units in that format on this page, so u can copy and paste them, until i find out.

my quota is 2 units a day.

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Re: Era of the Future/Welkin faction Feedback/Balancing

Post by Pentarctagon » July 8th, 2009, 12:31 am

notepad is good for this, just add .cfg at the end of the file and it saves it as a .cfg file. as far as I know, microsoft word cannot save files as a .cfg, but i have the 2003 version so maybe the newer one can.
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Re: Era of the Future/Welkin faction Feedback/Balancing

Post by wesfreak » July 8th, 2009, 12:39 am

i have ubuntu. y do i need 2 save as a cfg?

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Re: Era of the Future developement thread.

Post by Huston » July 8th, 2009, 12:43 am

new units:

Code: Select all

[unit_type]
    id=Amateur Tamer
    name= _ "Amateur Tamer"
    race=Sea_Dwarf
    gender=male
    image=
    {MAGENTA_IS_THE_TEAM_COLOR}
    hitpoints=30
    movement_type=Sea_Dwarf_Foot
    movement=4
    experience=38
    level=1
    alignment=neutral
    cost=18
    usage=fighter
    advances_to=Experienced Tamer
    undead_variation=dwarf
    description= _ "This Dwarf is one of the many that lives in underwater caverns. Instead of learning to hunt like other Sea Dwarves do, he has chosen to start on the path of taming the creatures of the sea."

    [attack]
        name=Whip
        description= _ "Whip"
        icon="attacks/whip.png"
        type=(not sure what type of attack this would be)
        range=melee
        damage=3
        number=3
    [/attack]
    
    [attack]
        name=Whip
        description= _"Whip"
        icon="attacks/whip.png"
        type=(not sure what type of attack this would be)
        range=ranged
        damage=3
        number=3
    [/attack]
[/unit_type]


[unit_type]
    id=Experienced Tamer
    name= _ "Experienced Tamer"
    race=Sea_Dwarf
    gender=male
    image=
    {MAGENTA_IS_THE_TEAM_COLOR}
    hitpoints=55
    movement_type=Sea_Dwarf_Foot
    movement=4
    experience=70
    level=2
    alignment=neutral
    cost=36
    usage=fighter
    advances_to=null
    undead_variation=dwarf
    description= _ "This Dwarf is one of the many that lives in underwater caverns. Instead of learning to hunt like other Sea Dwarves do, he has chosen to live his life as a tamer of the creatures of the sea."

    [attack]
        name=Whip
        description= _ "Whip"
        icon="attacks/whip.png"
        type=(not sure what type of attack this would be)
        range=melee
        damage=6
        number=4
    [/attack]
    
    [attack]
        name=Whip
        description= _"Whip"
        icon="attacks/whip.png"
        type=(not sure what type of attack this would be)
        range=ranged
        damage=6
        number=4
    [/attack]
[/unit_type]



[unit_type]
    id=Giant Sea Turtle
    name= _ "Giant Sea Turtle"
    race=monster
    image=
    {MAGENTA_IS_THE_TEAM_COLOR}
    hitpoints=80
    movement_type=deepsea
    movement=6
    experience=120
    level=3
    alignment=lawful
    cost=40
    usage=mixed_fighter
    advances_to=null
    undead_variation=swimmer
    description= _ "A Giant Sea Turtle. What else it there to say?"
    [abilities]
        {ABILITY_STEADFAST}
    [/abilities]

    [attack]
        name=Jaws
        description= _ "Take a bite out of the enemy."
        icon="attacks/fangs.png"
        type=pierce
        range=melee
        damage=10
        number=3
    [/attack]
    
    [attack]
        name=Water Jet
        description= _"Send a jet of water at your opponent."
        icon="attacks/waterspray.png"
        type=impact
        range=ranged
        damage=6
        number=4
    [/attack]
[/unit_type]
any thoughts on these?
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Re: Era of the Future/Welkin faction Feedback/Balancing

Post by Huston » July 8th, 2009, 12:48 am

if you don't save it as a .cfg file then the game won't be able to read it.
the text in the file also has to be encoded in UTF-8.

If you don't know how to do these thing. i think there may be a tutorial on how to do it. if you can't figure it out just type it up them up in plain text files, zip them and post the zip file in the development thread, and one of us will convert it.
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Re: Era of the Future/Welkin faction Feedback/Balancing

Post by wesfreak » July 8th, 2009, 1:16 am

i have ubuntu. y do i need 2 save as a cfg?
#textdomain Era_of_the_Future

[unit_type] (highlighted= i don't know waht 2 put there)
id
name= _Giant crab
race=Monsters
gender=any
image=
{MAGENTA_IS_THE_TEAM_COLOR}
hitpoints=40
movement_type=
movement=4
experience=28
level=1
alignment=chaotic
cost=19
usage= brute
description= _ "The dwarves use crabs, magically grown by there mages, for defense and as hunting compainions"

#the melee attack(remove if the unit doesn't have a melee attack)
[attack]

name= claw
description= _"attack name"
icon=
type=melee
range=
#any weapon specials go here inside of a [specials] tag
damage=12
number=2
[/attack]

#the ranged attack(remove if the unit doesn't have a melee attack)
[attack]
name=water spray
description= _"attack name"
icon=
type=ranged
range=
#any weapon specials go here inside of a [specials] tag
damage=3
number=2
[/attack]
[/unit_type]


How's this?

also, maby the dwarves should have water elementals as well? animated by the mages?

on an unrelated note, where do the resists go? and the movement types. and what should i change, and how should i put it in the post, because i notice u guys put these things in diffrently.
Last edited by wesfreak on July 8th, 2009, 1:20 am, edited 1 time in total.

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Re: Era of the Future/Welkin faction Feedback/Balancing

Post by Huston » July 8th, 2009, 1:20 am

these are fine. i'll put them into a .cfg file. to find out what goes where you highlightedtry looking at an already coded unit. Compare what you posted to the .cfg file version of it(that i've attached).


In the meantime...

Start posting stuff like that in the Era of the Future Development Thread.


also quote this post so that you can fill in the blank for the movetype.

Code: Select all

[movetype]
        name=Giant_Crab
        [movement_costs]
            deep_water=
            shallow_water=
            reef=
            swamp_water=
            flat=
            sand=
            forest=
            hills=
            mountains=
            village=
            castle=
            cave=
            frozen=
            unwalkable={UNREACHABLE}
            impassable={UNREACHABLE}
            fungus=
        [/movement_costs]

        [defense]
            deep_water=
            shallow_water=
            reef=
            swamp_water=
            flat=
            sand=
            forest=
            hills=
            mountains=
            village=
            castle=
            cave=
            frozen=
            unwalkable=
            impassable=
            fungus=
        [/defense]

        [resistance]
            blade=
            pierce=
            impact=
            fire=
            cold=
            arcane=
        [/resistance]
    [/movetype]
Giant_Crab.cfg
(928 Bytes) Downloaded 487 times
OH and can a mod/developer or turuk move all the posts posted after Mirion's post to the Era of the Future Development Thread please?
as Mirion said we want to keep this thread for feedback and balancing.
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Re: Era of the Future developement thread.

Post by Pentarctagon » July 8th, 2009, 2:41 am

1. elf fighters have 5-4 melee, 3-3 range, similar hp, and better movement for only 14 gold. the tamer has 3-3 for range and melee and costs 18. i'd say definitely increase the attack power of the melee/range attack depending on which type you want it to be, or you could just increase both to about 5-3 or 6-3 for both. the xp needed is also almost as high as a mage's.
2. the lvl2 form looks good. i'd make whips a blade attack, since they can cut through skin (and muscle if used right). a level 3 form would prebably be good.
3. higher cost for the sea turtle, it is level 3 after all. fang attacks are usually blade, but all animals are different. maybe increase the giant sea turtle's attack to 12-3? also, why are they lawful?
level 1 form:
Spoiler:
level 2:
Spoiler:

Code: Select all

[movetype]
        name=Giant_Crab
        [movement_costs]
            deep_water=2
            shallow_water=1
            reef=1
            swamp_water=2
            flat=2
            sand=1
            forest=3
            hills=2
            mountains=3
            village=
            castle=1
            cave=1
            frozen=3
            unwalkable={UNREACHABLE}
            impassable={UNREACHABLE}
            fungus=2
        [/movement_costs]

        [defense]
            deep_water=50
            shallow_water=40
            reef=40
            swamp_water=50
            flat=60
            sand=30
            forest=70
            hills=50
            mountains=70
            village=50
            castle=50
            cave=60
            frozen=80
            unwalkable={UNREACHABLE}
            impassable={UNREACHABLE}
            fungus=60
        [/defense]

        [resistance]
            blade=80
            pierce=70
            impact=110
            fire=100
            cold=100
            arcane=100
        [/resistance]
    [/movetype]
Last edited by Pentarctagon on July 21st, 2009, 5:35 am, edited 3 times in total.
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code

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