The Era of Myths 5.19.0

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The Era of Myths 5.19.0

Postby JW » March 6th, 2006, 8:17 pm

The Era of Myths is out!!

The Era of Myths is now on the 1.12 add-ons server!

Please report any bugs, errors, glitches, graphical, sound-wise, balance-wise, or any other comments you think would help improve this era. There are many places to improve, I just haven't found them all yet: help me do so!

Here's a quick link to all of the EOM faction threads:

Therian
Warg
Vampires
Celestials
Elementals
Aberrations
Devlings
Windsong

Also, links to the EOM campaigns (in progress or finished):

Count Kromire --- thank you Velensk
The War of the Dragon --- thank you Velensk
The Betrayal --- in progress

And also the art threads:

Unit art thread
Portrait art thread
Last edited by Ravana on January 21st, 2017, 10:06 pm, edited 76 times in total.
Reason: Thread title version number
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Postby Ranger M » March 6th, 2006, 8:32 pm

What would arrows fit into here?

part of the suggested restructuring was an attempt to fix this, but I don't know weather you are including it.
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Postby JW » March 6th, 2006, 8:44 pm

***ORIGINAL FIRST POST***

I'm toying around with some ideas that I'd like some feedback on before I start converting some of the Default factions as well as my Shifters into my new scheme. I'll just throw all the ideas out and you guys can be as rough as you want. Know this: there will be an opposite for Holy, and Holy will not be named Holy.

Here's what I'm tossing around. Names in parentheses are names I brainstormed but passed on and are just for you to see and possibly argue about.

:arrow: Blade becomes Slash
:arrow: Pierce becomes Impale (Puncture, Stab)
:arrow: Impact becomes Crush (Pound, Cuncussion, Force)
:arrow: Fire becomes Heat (Hot)
:arrow: Cold stays
:arrow: Holy translates roughly to Positive (Solar?, Light)
:arrow: new type Negative (Lunar?, Shadow)

Those are the 7 types that are definitely in. There are other unique types that I am debating. They are good in theory, but I cannot imagine their use being too wide as to justify them as standard damage types. Here they are:

:?: Chemical (Acid) - poisons, acids, etc.
:?: Tear - like ripping something apart, something a Troll might do to a Human. The type seems different from the 3 main physical damage types, but it is highly specialized and I can't see adding it. It's neat in theory though.

So, what I want from this thread are 4 things:
1) What do you think of the main 7 damage types?
2) Should I change the names of any of them - and if so, to what?
3) Should either of the extra damage types be added - and if so, which, and by what name?
4) Are there damage types I am not thinking of?

***ORIGINAL SECOND POST***

Ranger M wrote:What would arrows fit into here?

part of the suggested restructuring was an attempt to fix this, but I don't know weather you are including it.


I forgot about that question. It would be great if Hardness could be implemented...until then I'll have to think about it. I have a slight inclination, at this moment, to classify arrows the way rapiers were before they became sabres...

...I'll think about it.
Last edited by JW on November 30th, 2007, 4:19 pm, edited 1 time in total.
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Postby Cuyo Quiz » March 6th, 2006, 8:54 pm

Ok, i will hamemr out some help, even if i don't like the holy/shadow duality.

I discovered Fire and Cold aren't exacty whole-encompasing names, but you can slighty redefine them as this (this works under the assumption that exists magical energy in everything, see Native American mana, Greek spirit, Chinese chi and Japanese ki):

Fire: any technique that uses magical energy to add physical heat/energy. The fireball is a fine example, and the missile is sort of an open ground, since i've been thinking that it could be Impact and keep effective vs Undead. Your Chemical/Acid idea could fit here, since acids normally cause heat reactions.

Cold: any technique that uses magical energy to remove/consume/nulify (all these options seem closely related by anti-matter theory and more stuf) heat/energy. These damages you by taking those things away, and the Adept attack is fine example.

As for the duality, i am reminded of the proposition by Temuchin for changing lawful and chaotic 8which may be fine names for the damage too). This proposition was to use Elysian and Stigian. Other optoins may be Clean/Pure-Tainted or the more direct Holy/Unholy.
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Postby Ranger M » March 6th, 2006, 9:12 pm

problem is that fire damage is done by orcish archers and pillagers, who definately aren't magical.
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Postby Cuyo Quiz » March 6th, 2006, 9:27 pm

Ranger M wrote:problem is that fire damage is done by orcish archers and pillagers, who definately aren't magical.


I was talking in regards to magical effects, as the arrows also do the same, Fire would be their damage type.

Or could they be simply regarded as a more damaging Pierce, if one is so inclined to do so.
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Postby Alks » March 6th, 2006, 9:50 pm

Maybe we should split magical fire and non-magical fire into FIRE and FLAME? It is the matter of names mainly.
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Postby Disto » March 6th, 2006, 10:03 pm

Or just put Magical flame as something like Energy.
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Postby JW » March 7th, 2006, 12:59 am

Hmm...I think splitting it into Fire and Flame is rather silly. Also, chemical reactions usually feel hot because there is a release in energy as chemical bonds are breaking down. Also, sometimes the body doesn't know how to interpret certain feelings so it labels them as Hot or Cold. In fact, if you've ever stepped into a shower that was too hot before you may have noticed it felt cold as your heat sensors become overloaded and all you have left are the cold ones.

Basically, I'm more interested to see if there are any damage types you think I am missing rather than which damage types should have be split into 2 very similar damage types.

Do you guys have name preferences for the damage types? I will make the final decisions myself, but I would like to see some reasoning as to why one name is better than the other. For example: Is Impale better than Pierce? If so, why? Also, should I put arrows in Impale or Slash now? Should there be another type for minor Piercings? (I'm saying no to this, but feel free to argue the opposite. I'm always listening for good arguments.)

Also, specifically, what reasonings do you guys have for your preferences for the good/bad duality names? I'm leaning more and more towards Sloar/Lunar every passing moment and will say now that they are my preference. If thre is good logic for other names please inform me of them.

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Postby Alks » March 7th, 2006, 6:25 am

Another type of damage, I was thinking of implementing is MIND damage. It would involve telepathic attacks, attacks directed at victim's psychics. Based on standard Wesnoth units, I guess Cockatrice's stoning COULD involve Mind damage(though it is disputable), some kind of hypnosis or telepathic stun.
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Postby Cuyo Quiz » March 7th, 2006, 7:37 pm

Do you guys have name preferences for the damage types?


Putting more encompasing names to Fire and Cold is the Million Dollar Problem, as i see it. AFAIK, there is no good term for something which adds heat/energy or consumes/takes it away.

Impale is just better is you try to make more clear the fact that they are emant to remain in the target. It also sounds more brutal, so maybe the anme wouldn't fit and arrow very well.

As for minor piercings, Blade should do it, since right now represents daggers too, and Slash sounds like more of a technique in that regard.
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Postby Riox » March 9th, 2006, 1:01 am

1) They are good.
2) I prefer Pierce to Impale.Fire is better than Heat.
3) Chemical is good, but Tear? Tear sound more like an ability, like X% to insta kill :)
4) Lightning? Cold could be water and include cold/ice?
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Postby JW » March 9th, 2006, 2:04 am

A relisting with some new ones:

:arrow: Blade becomes Slash
:arrow: Pierce stays (Impale, Puncture, Stab)
:arrow: Impact becomes Crush (Pound, Cuncussion, Force, Slam)
:arrow: Fire becomes Heat (Hot, Energy)
:arrow: Cold stays (Chill, Frost, Ice)
:arrow: Holy becomes Solar (Positive, Light)
:arrow: new type Lunar (Negative, Dark, Unholy, Blight, Shadow)

:?: Chemical (Acid) - poisons, acids, etc.
:?: Tear - like ripping something apart - neat in theory.
:?: Psychic (Mental, Mind) - attacks that affect the mind
:?: Electric - lightning, etc.

So, what I want from this thread are 4 things:
1) What do you think of the main 7 damage types?
2) Should I change the names of any of them - and if so, to what?
3) Should either of the extra damage types be added - and if so, which, and by what name?
4) Are there damage types I am not thinking of?
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Postby deserter » March 9th, 2006, 1:58 pm

Slash is like blade + impact attacks, and crush is what Dave proposed some time ago, right? I think that maces and swords can go together in 'slash'-type as they propably do similar amount of damage in same situations, only in a different ways.

Slash and crush is great IMO.

Pierce and Impale should be separate IMO, they are of similar nature, but do very different amount of damage in same situations. Furthermore, there's quite a many impalers and a lot more archers, so the benefits of this separation seem fairly large to me...

Fire and cold are fine as they are, I think. For me fire just sounds so much better than heat.

For Lunar damage I have a name suggestion that haven't come up yet. (I'm not sure) How about 'Dark Arts'? Sounds like Harry Potter, but that doesn't matter. ;)

Best thing that has been brought up with 'holy' IMO is to replace it with 'energy' with no connotation to good or evil. The name is the only problem! I was thinking that energy attack would be an eruption of magical energy upon the victim. Does 'erupt' sound stupid or not? I'm nat a native english speaker after all...

Now, I don't want to be rough, but to be straight-forward: 'lunar' and 'solar' doesn't sound good to me.

Concerning 'void', it doesn't sound like anything to me. I just don't get any feel of what is coming when an void attack is approaching me. I would be like "Oh, the void is coming. Is it eatable?" :P (I'm joking...)

Of the other types, I can only think that psychic could be appropriate in Wesnoth, but there wouldn't be many units using psychic attacks. So it feels like too much of a trouble.

Also the chemical would be rare and would burn your skin as do the fire. Maybe it's just better to include acid burns to fire burns?
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Postby JW » March 11th, 2006, 5:17 pm

JW wrote: :?: Psychic (Mental, Mind) - attacks that affect the mind

I think this might be neat to add as it would having interesting resistancies across units. Intelligent units would be effected more and unintelligent ones less. This is not referring to the Trait, though it would be neat to have the Trait also possibly decrease the resistance by 10%!!

I imagine Undead resist = 100%
Troll resist = 50%
Orc resist = 20%
Human resist = 0%
Mage units resist = -20% to -50%

Could have very interesting gameplay. I'm seriously considering it.
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