Formian Race

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Binbin
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Formian Race

Post by Binbin »

I've decided to try and finish a race I began work on over the Summer, and I'd greatly appreciate criticism and direction in it's creation. If possible, and pending their completion, I would love to incorperate them into the official faction, or a player-created one. I'm willing to write them into their host universe, race-relations and all.

The Formians are a race of prolific, moon-worshipping Ant-people. They are an introverted, eusocial society whom all work for the betterment of their subterranean hive.

The Formians are almost exclusively female: sterile sisters born of their queen, growing and working to her pheremonal commands. They are all born drones, and grow into different castes depending on the pheremonal orders of the queen. The physiology of these castes are radically variable to suit a very specific task, the most extreme example being the Bloodgrubs: only these large, repulsive mounds of flesh are capable of digesting anything but the basest chemical compounds, leaving her sisters reliant upon the grub's blood for sustenance!

The Formians are incredibly xenophobic, seeing other sentient races as selfish, wasteful, and greedy in their individuality. They view other races as a danger to their hive and to the land itself. Although not outwardly hostile, interaction with the "Endos" is kept to a bare minimum. Formians know that the motivations of the hive and the surfacers are not convergent, and as such are paranoid of them.

Although Formians are socially quite advanced, their technology is not quite up to par with other races. Creativity does not come easy to these logical invertebrates. Their language is not very developed, and they view metalworking as a perversion of nature. The forces of magic are all but a mystery to the Formians, but are viewed as a perversion of some facet of nature yet-to-be-discovered nonetheless. Their vocal and written languages are rudimentary and crude, as the vast majority of communication and sensory imput are based upon their sense of smell. In spite of their relatively primitive advancements, Formians are accomplished astronomers and mathematicians, and have an extensive knowledge of biology and medicine.

Anyway, I have a history for them, and more quirks regarding their society and biology and other fluff, but I'll abstain for now and get to the units.

Image
(excuse the crappy mspaint rushjob)

The Formians rely on unit advancement and the versatility of their various units. The majority of their army is based on the level 0 drone, advancing the few that gain enough experience into a unit befitting the current combat situation. Formians are generally frail, but advance a bit faster than other races. Their units are also far more specialized, fitting a very specific role on the battlefield. Level 1 units are also proportionately more expensive than equivalent units of other races, encouraging the advancement of drones as per the race's "flavor."

The unit overview is as follows:

QUEEN: Unique leader unit. You cannot acquire another queen.
-immobile, has no attacks, and no defenses. However, she does have leadership for protecting the hive (pheremones), and 2 unique formian abilities: [Pheremone] and [Birther].
Pheremone gives adjacent units 2 xp at the beginning of each turn, representing the accelerated growth of formians exposed to the Queen's direction. The Pherogyne line shares this trait. It will not stack with multiple Pheremoners.
Birther allows the unit to birth a free drone in an adjacent hex at the beginning of the turn. The Midwife line shares this ability.

-HIVEMIND: Advancement of the Queen, most likely by pherogyne assistance. Just a beefier queen, gets a slight armor boost.


PRINCE: Flying scout.
-Frail, awful melee pierce, no range, but speedy; flying, and not TOO expensive. About as dangerous as a butterknife. However...

-WINDLORD: Advanced prince.
-Carapace is made of cardboard instead of rice paper. Has the offensive capabilities of a larger butterknife. However...

-XENOCIDER: Berserker beast.
-Loses flying, slows down a bit, but gains armor, and warrants a case of acute entophobia. Driven mad by abstaining from his biological purpose of self-destructive mating, the Xenocider biologically regresses to an ant-cestral form, turning into a dervish of berserking chitinous blades and draining proboscis. The most powerful Formian by far, but very hard to obtain. (Pheremones aren't much help past level 0.)


ROCK WURM: Heavy "calvalry" unit.
-Blunt Charging unit, slow moving, armor is susceptible to slashing; has a weak ranged piercing spit. Abhor the sun: Chaotic. Huge, rock-boring wurms that are in a symbiotic relationship with formians. Obey hive commands, are not mounted.

-KHORKOI: Bigger wurm.
-Gains Regeneration. Becomes blood red.

-TERRATOFORME: Think "Dune" wurm. (Well, not that big.)
-Annelid Annihiliator. Nifty black-red magma looking coloration.


DRONE: Basic unit. Begets the majority of the units.
-Weak melee, weaker ranged. (Javelin-like stone weapons.) Cheap, advances quickly to 4 different trees. Not a fighter so much as a worker in the hive.

-PRINCESS: Leader support unit.
-Flyer. Frail, weak slashing melee. Has leadership. Only slightly more combat viable than the Prince. Advances to 2 trees:

-PHEROGYNE: Leadership, Pheremone support.
-Flyer, leader, pheremoner, weak slash melee. Albipen is just a bigger Pherogyne.

-MIDWIFE: Mobile birther.
-Loses Flying, but can birth units close to the frontline. Weak piercing ranged. Broodmother gains armor.


-SOLDIER: Core fighting unit.
-Armored, decent slashing melee, weak piercing ranged. Advances to 3 trees:

-STINGER: Stealthy assassin.
-Loses armor,, gains skirmish, melee becomes piercing. Weak defenses. Vesper gains backstab.

-VINDICATOR: Advanced fighter.
-Strong melee, decent piercing ranged. Formian's only well-rounded unit, basically a bigger soldier. Siafu is an even bigger soldier.

-CHITON: Defensive fighter.
-Heavy armor at the cost of speed and offense. Decent slash, fair piercing attack. Royal Escort's armor is coated in a modified formic acid that acts as a neurotoxin, slowing opponents in melee.


-BLASTER: Ranged elemental unit.
-Fire & Cold ranged, no melee. Uses chemical acids + peroxides to form Exothermic & Endothermic reactions ala a bombardier beetle. Alchemist gets marksman, Catalyst is bigger.


-BLOODGRUB: Healer unit
-Slow, Squishy healer. Has a weak melee that poisons as a defensive measure. Larvitae Cures. Ambrosoid is Bigger.



So there's the overview. I have about half of the cfgs written out for the units, and I'm working on art. (I'm getting better, but I can't turn out a decent product yet.) If you're curious about the concept, stats, or biology/fluff of a unit feel free to ask.

Anyway, any suggestions/criticism? My current woes include:

Are they neutral or chaotic? They're neutral by nature, but would logically fight better at night. However, making them chaotic would mean that the drones would get slaughtered during the day.

Unit rebalancing: I don't really like just making units "bigger" with advancement, but I don't want to flood the formians with abilities. (They're already ability-heavy, but I intended this.)

Should I move slow from the Royal Escort to the Blaster as a melee defense and give the Escort resiliance?

I don't want to "copy" units, (i.e. putting slow and heal on a unit ala Elvish Shaman.) I'd like the formians to have a unique feel. Let me know how I can improve this!

Questions? Comments? Criticism? Lemme hear it!
Fiach Dubh
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Post by Fiach Dubh »

You beat me to it, I was going to do something like this but I got sidetracked :wink:

Just a few comments:

* Based on real-world hive insects, the level 0 should probably be called a Worker. Drones are male, I'd suggest that the name should be used for a level-0 version of the Prince (like a worker, weaker but flying)

* Only level-0 units and rock worms should be recruitable, and the level-0s should be very cheap. Formians sound like a huge swarm, who rely mainly on numbers rather than individual power (in this case, you might want to make a separate level-0 for the Bloodgrub)

* Make them neutral, if you wanted to you could use an ability to give them a night-time bonus without having to take a penalty during the day

* You might think about making both their HP and experience very low, to further reflect their 'swarm' nature - this way, higer-level units will die quite easily, but are very easy to replace. It seems to me that a species like this wouldn't care much about the loss of any individual, and easy replacability is a good way to reflect this.

If you're looking for a home for these guys, I can easily fit them into Talamh - it sounds like they have a HUGE population, I can envisage them occupying all the hundreds of islands around my main continent (which would explain why nobody's explored far out to sea)
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Temuchin Khan
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Post by Temuchin Khan »

I was wondering if the ant faction would ever get revived! Good luck!

Perhaps some of the melee fighters could have marksman on their melee attacks, at least at upper levels.

Aside from that, ditto what Fiach Dubh said.
Steelclad Brian
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Post by Steelclad Brian »

Clearly Wesnoth needs to rip off Tolkien and Warhammer less and rip off Dungeons and Dragons more.
Binbin
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Post by Binbin »

Clearly Wesnoth needs to rip off Tolkien and Warhammer less and rip off Dungeons and Dragons more.
You are aware that Formiae is latin for ant, right? Just because they have the same name doesn't really make them alike aside from being ants. These Formians share even less in common with their DnD counterparts than Wesnoth Orcs do.

Also considering how ants make up around 15-20% of terrestrial biomass on earth, its kind of silly to pidgeonhole all fantasy ant races as being of the militaristic DnD centaur-like Formians.

(Besides, given the tons of DnD source material available, you would be hard-pressed to find any race suggestion on these forums that didn't bear at least a passing resemblance to something found in a monster manual or one of its derivatives.)
* Based on real-world hive insects, the level 0 should probably be called a Worker. Drones are male, I'd suggest that the name should be used for a level-0 version of the Prince (like a worker, weaker but flying)
Whoops, you're absolutely right! Thanks for catching that blunder of nomenclature. I'll have to change that name to "Worker."

As for your other comments, the Formians all have lower HP and XP than other races to reflect their expendable, swarming nature.
Note:The Formians do have a sense of individuality, but it's extremely limited and insignificant compared to the well-being of the hive. (Think Ur-Quan, for those who've played Star Control.) The exceptions to this are the non-sentient wurms and the Queen; whom has no sense of self whatsoever.

I intend for the only purchasable units to be workers, soldiers, blasters, wurms, and princes. Soldiers and blasters are expensive however, and are recruitable primarily as a defensive measure against an invading force.

Bloodgrubs are intended to advance from drones, to illustrate the genetic variability of the Formians in their ability to transform from a vaguely humanoid worker into a hideous, surrogate stomache for the hive.

Princes are a seperate branch simply because they're male, while all other Formians are female. They're also recruitable so that they can serve their primary purpose in the early game: villiage capping.

The Formians will definitely be neutral now. However, I'm unsure wether I should give them extra fighting power at night for balance issues. I don't want to bog the race down with too many abilities.
Binbin
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Post by Binbin »

Here are a few of the cfgs for the base units.

http://home.comcast.net/~girz/formian_worker.cfg

http://home.comcast.net/~girz/Formian_Soldier.cfg

http://home.comcast.net/~girz/Formian_Bloodgrub.cfg

http://home.comcast.net/~girz/Formian_Blaster.cfg

http://home.comcast.net/~girz/Formian_Princess.cfg

http://home.comcast.net/~girz/Formian_Prince.cfg

http://home.comcast.net/~girz/Formian_Wurm.cfg

Ignore the graphics information, those are placeholders leftover from the cfgs I originally modified.

Argh, looks like the latest build over-wrote my movetypes and name configurations when I installed it.

All formians are slightly resitant to blunt, but weak to piercing and fire.

Armored formians get slight resitance boosts, but are more susceptible to piercing and fire.

The Chiton armor is highly resistant to all damage except for fire and cold.

Wurms are resistant to blunt and piercing, but quite weak to slashing.
Steelclad Brian
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Post by Steelclad Brian »

Binbin wrote:
Clearly Wesnoth needs to rip off Tolkien and Warhammer less and rip off Dungeons and Dragons more.
You are aware that Formiae is latin for ant, right? Just because they have the same name doesn't really make them alike aside from being ants. These Formians share even less in common with their DnD counterparts than Wesnoth Orcs do.
That doesn't change that Formian is a word invented by (presumably) Gary Gygax and used exclusively by Wizards of the Coast. An ant race is fine, but it's just sloppy to give them the exact same name as a D&D monster for a couple reasons:

1) If they aren't actually similiar to Formians, then you're just forcing your race to live in the shadow of the other when it doesn't have to.
2) If the purpose is to give people an idea of what they might be playing, then you're being slightly misleading by calling these guys Formians.

Formians were featured in the game Neverwinter Nights, which is the only reason I even know about them - I don't play D&D anymore. NWN was a big success, so the name is out there.
Also considering how ants make up around 15-20% of terrestrial biomass on earth, its kind of silly to pidgeonhole all fantasy ant races as being of the militaristic DnD centaur-like Formians.
Then don't pigeonhole them yourself before you even get to work. :)
(Besides, given the tons of DnD source material available, you would be hard-pressed to find any race suggestion on these forums that didn't bear at least a passing resemblance to something found in a monster manual or one of its derivatives.)
But this is not about a passing resemblance, this is about an exact similiarity. This problem has come up before, and the truth is there are simply degrees of theft, and they all will make someone wince but some are worse than othes. For example, we had a guy who made or is making a Giant faction, but all of his monsters are Fire Giants, Frost Giants, and an Ogre Mage for no apparent reason. It was a fine idea, but the guy was clearly just pillaging the Monstrous Manual with.

Similiarly, there is a Dark Elf faction that is so obviously a direct ripoff of the Drow and Warhammer Dark Elves that it leaves a bad taste in my mouth.

Simultaneously we have ideas like the Wild Elves, the various Imperial races, and those grey aliens that one guy is working on. The Steppe Orcs just got alpha-released, and they're wonderful. If you are serious about creating a faction, it is important to make the idea potent, because ideas for factions here are a dime a dozen. There's no reason to shackle a good idea with a derivative name.
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Maeglin Dubh
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Post by Maeglin Dubh »

A girl is making the little grey aliens.

Just be glad I got to you before she did.
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Post by Blarumyrran »

seriously, you dont need to copy the name of the d&d ants, you dont have to take latin ant. take "ant" from any other random language. for example:

Afrikaans: mier
Albanian: milingonë f
Amuzgo: kíxjáⁿ
Arabic: نَمْل (naml) m (collective), نَمْلَة (námla) f (singulative)
Aragonese: fornica f
Arrernte: yerre
Bengali: (peepra)
Bosnian: mrav m
Bulgarian: мравка (mravka) f
Catalan: formiga f
Cherokee: ᏙᏒᏓᎵ (dosvdali)
Chinese:
Simplified: 蚂蚁 (mǎyǐ)
Traditional: 螞蟻
Cornish: moryon (collective), moryonenn f sg
Croatian: mrav m
Czech: mravenec m
Datiwuy: gälkal
Diyari: mirrka
Danish: myre c
Dutch: mier f
Esperanto: formiko
Estonian: sipelgas
Finnish: muurahainen
French: fourmi f
Frisian: miammel
Ga: tsatsu
German: Ameise f
Gooniyandi: migi
Greek: μυρμήκι (mirmigi) n, μερμήκι (mermigi) n
Guarani: tahýi
Hebrew: נמלה (nemala) f
Hindi: चिऊँटी (ćiū.nt'ī)
Hungarian: hangya
Icelandic: maurr
Indonesian: semut
Interlingua: formica
Irish: seangán m
Italian: formica f
Japanese: 蟻 (あり, arí)
Kaurna: kadngi
Korean: 개미 (gaemi)
Kurdish: mûrî, mêrî, gêrik
Latin: formica f
Latvian: skudra f
Lithuanian: skruzdėlė f
Manx: sniengan f
Malayalam: ഉറുമ്പ് (urumpu)
Marathi: मुंगी (mungī)
Meryam Mir: izrum
Mongolian: шоргоолж (šorgoolž)
Nahuatl: azcatl
Norwegian: maur
Nyungar: budjin, burdak, dhudula, karrart, kwelka
Old English: ǣmette f
Paakantyi: piipuru
Persian: مورچه (murche)
Pitjantjatjara: minga
Polish: mrówka f
Portuguese: formiga f
Romanian: furnică f
Russian: муравей (muravéj) m
Scottish Gaelic: seangan m
Serbian:
Cyrillic: мрав m
Roman: mrav m
Slovak: mravec m
Slovene: mravlja f
Spanish: hormiga f
Swedish: myra
Tagalog: langgam
Tamil: எறும்பு (erumpu)
Telugu: చీమ
Thai: มด (mod)
Torres Strait Creole: anis
Turkish: karınca
Urdu: چیونٹی (ćiūnt'ī)
Uzbek: chumoli
Vietnamese: kiến
Warlpiri: pingi
Wembawemba: tyilep-tyilep
Wik-Mungkan: moolan
Wiradjuri: dhuurruuy
Yindjibarndi: waruma

---


Chumoli, Karinca, Erumpu, Skudra, Sipelg and lots of others sound great.
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JW
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Post by JW »

Maeglin Dubh wrote:A girl is making the little grey aliens.

Just be glad I got to you before she did.
He might have meant this?
traverser
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Post by traverser »

Syntax_Error wrote:A lot of different names for ants
What do you use for search? Do you just look many times?
Sorry for the OT
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Post by DraconicBlessing »

How about instead of calling them "Formians" you merely call them Formiae. (Or whatever the plural Latin word would be. My Latin sucks.)
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Post by Blarumyrran »

traverser wrote:
Syntax_Error wrote:A lot of different names for ants
What do you use for search? Do you just look many times?
Sorry for the OT
nah. they are all just from wiktionary.
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irrevenant
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Post by irrevenant »

Syntax_Error wrote:
traverser wrote:What do you use for search? Do you just look many times?
nah. they are all just from wiktionary.
Hey, that's really handy!

Of all the names "Semut" and "Tsatsu" seem most pronouncable. Although there's no law saying you can't tweak the names to taste - "Azcati", for example.

There's also the phonetic route. What sort of sound would a race of ant-people apply to themselves?

Something like "Krit'k", or "Kikiti", maybe? Lots of harsh consonants and short vowels...
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Post by Blarumyrran »

Karinki - an alteration of turkish Karinca, maybe that?
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