Search found 173 matches

by Edwylm
December 3rd, 2018, 4:07 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 326
Views: 46162

Re: Dunefolk balancing rework ideas - discussion.

i think that hardly work for a water unit. wouldn the poison get washed away from the water and potentially make it impotent or poison himself. considering this, it would have a poison attack via fangs/bite or spit, which seems very uncivilised for a more advanced merfolk faction. I think a bow cou...
by Edwylm
December 3rd, 2018, 2:31 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 326
Views: 46162

Re: Dunefolk balancing rework ideas - discussion.

Some other range attacks could be crossbow/bows, harpoon gun, echo location "able to stun prey", electric attacks "also able to stun prey", or some sort of poison spit attack. bolas could be made with rocks or metal so water absorption wouldn't be a issue. But it would be far less effective than a n...
by Edwylm
December 1st, 2018, 10:49 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 326
Views: 46162

Re: Dunefolk balancing rework ideas - discussion.

bolas best work outside of water. however, one could use seaweed like a grappling hook or a lasso to use to slow down units. one would think it be impacting but some seaweed have hooks/spikes on them which could be a pierce attack. if a grappling hook you could have it as a pierce or blade depending...
by Edwylm
December 1st, 2018, 9:51 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 326
Views: 46162

Re: Dunefolk balancing rework ideas - discussion.

Have you thought of possible adding a snake charmers or even snakes to the mix? its possible to give them poison. or even the music could put people to sleep "slow them down" however one could also change poison aspect to that of slow. you could put in the description that the poison isn't a deadly ...
by Edwylm
November 26th, 2018, 4:21 pm
Forum: Art Workshop
Topic: The Gnats Franken Dungeon
Replies: 667
Views: 115825

Re: The Gnats Franken Dungeon

drake looks better simply need to work on the shield and the horns on the head.
by Edwylm
November 26th, 2018, 4:09 am
Forum: Art Contributions
Topic: Dunefolk Rework - Base Units
Replies: 125
Views: 18567

Re: Dunefolk Visual Rework

Well portraits would also be needed for the campaign too. I can create a general outline of ideas, i'm bad at creating dialog. But doing the rework first before coming with campaign is a safe way of going about this. With that said, the spear tip still looks bent. you could delete 1 pixel row on the...
by Edwylm
November 26th, 2018, 3:53 am
Forum: Art Workshop
Topic: The Gnats Franken Dungeon
Replies: 667
Views: 115825

Re: The Gnats Franken Dungeon

The Drake... Well the tail isn't right it should be behind the wings. Also the head would look better being higher. right now looks like more of a defense stance. Also try to make the head a little more bigger to make it fit with the rest of the body.
by Edwylm
November 23rd, 2018, 5:42 pm
Forum: Art Contributions
Topic: Dunefolk Rework - Base Units
Replies: 125
Views: 18567

Re: Dunefolk Visual Rework

yes I totally agree with every historical fact of yours. I just never saw a full armoured rider and full plated camel as the piercer lines wants it to be. I could maybe see the rider line on a camel, but that would create inconsistencies with the raider line and with the entire faction too since yo...
by Edwylm
November 23rd, 2018, 5:00 am
Forum: Art Contributions
Topic: Dunefolk Rework - Base Units
Replies: 125
Views: 18567

Re: Dunefolk Visual Rework

Here is something that I quickly edited to show that camels would look a bit nicer compared to the current horse units. If you want I could help create the camels.

note i simply edited the quesnoth's dustbok.
by Edwylm
November 23rd, 2018, 1:19 am
Forum: Art Contributions
Topic: Dunefolk Rework - Base Units
Replies: 125
Views: 18567

Re: Dunefolk Visual Rework

Well their description from what I read is that they still live in the desert. However, as you mentioned when they moved though wesnoth. Which I do not know when they traveled though it. Wesnoth could have been a arid wasteland at the time. It wouldn't make much sense of abandoning a well known pack...
by Edwylm
November 22nd, 2018, 6:03 pm
Forum: Art Contributions
Topic: Female Wesnoth - Fencer
Replies: 56
Views: 23399

Re: Female Wesnoth - Fencer

it has the illusion of motion blur with the animation compared to other units. it gives it the idea that its moving faster for being a skirmish unit.
by Edwylm
November 22nd, 2018, 5:54 pm
Forum: Art Contributions
Topic: Dunefolk Rework - Base Units
Replies: 125
Views: 18567

Re: Dunefolk Visual Rework

I hope that when you do the mounts that the basic cav would be that of camels, horses were prized in more sandy desert because they didn't do so well compared to camels. seeing horses for heroes or leaders would likely be the only units to have them.
by Edwylm
November 19th, 2018, 6:04 pm
Forum: Art Workshop
Topic: The Gnats Franken Dungeon
Replies: 667
Views: 115825

Re: The Gnats Franken Dungeon

its suppose to be a skirt/gown to my understanding
by Edwylm
November 17th, 2018, 11:57 pm
Forum: WML Workshop
Topic: ability wml help needed
Replies: 14
Views: 2925

Re: ability wml help needed

Ah I need to do a (containing code) didn't know that worked.

Thank you all for helping.
by Edwylm
November 17th, 2018, 11:26 pm
Forum: Art Workshop
Topic: The Gnats Franken Dungeon
Replies: 667
Views: 115825

Re: The Gnats Franken Dungeon

Its merely missing a shadow not sure why there is fairy dust on the bottom of the unit where the shadow should be.
as with the TC you have to color it with the TC I have similar issues with my creations too.