The Mystic Age
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The Mystic Age
welcome to the Era of Avalon demo thread!
i'm creating the Era of Avalon, i will do this in 3 steps:
1st step: 6 factions with 5 units (scout, fighter, archer, mage, mixed fighter; one advancement line for each unit) [demo]
- Nomades (human and jinn)
- Northerners (orcs, trolls and goblins)
- Wood Elves (elves and nature spirits)
- Dark Elves (dark elves and dark nature spirits)
- Loyalists (human empire)
- Knalgans (dwarves and outlaws)
2nd step: more advancements for each faction [version 1]
3rd step: more units for each faction [version 1.1, 1.2, ...]
then i will refresh some images and what ever i have to do ...
here is the first demo version: demo 0.1 you find it on the add-on server
it contains the Nomades faction (step 1)
i'm creating the Era of Avalon, i will do this in 3 steps:
1st step: 6 factions with 5 units (scout, fighter, archer, mage, mixed fighter; one advancement line for each unit) [demo]
- Nomades (human and jinn)
- Northerners (orcs, trolls and goblins)
- Wood Elves (elves and nature spirits)
- Dark Elves (dark elves and dark nature spirits)
- Loyalists (human empire)
- Knalgans (dwarves and outlaws)
2nd step: more advancements for each faction [version 1]
3rd step: more units for each faction [version 1.1, 1.2, ...]
then i will refresh some images and what ever i have to do ...
here is the first demo version: demo 0.1 you find it on the add-on server
it contains the Nomades faction (step 1)
Last edited by firefox on August 10th, 2012, 6:59 am, edited 4 times in total.
may the source be with you
=(^.^)= nyan~
=(^.^)= nyan~
Re: Era of Avalon (demo)
This post may sound a touch hostile. Know that it is not intended that way.
I would strongly advise against the approach to faction design you are taking. It would be best to work out all the units a faction has before you start. I would also generally advise against the start with fighter, archer, scout, mage, mixed fighter approach. Although many/most factions will end up with one of each of the above it is in no way requisite or even inherently desirable. I would instead work on an idea of what the factions theme is and what it should play like and figure out what units it should have to create that effect from there. Some factions may not ever require a mixed fighter, or may be more thematic if you don't include a mage. I would suggest that due to the mainline maps at least one 8mp unit and one unit that can control water are needed for just about any faction but other than that there is a much greater variety of workable and interesting options out there than you can access by using that formula.
The name 'Avalon' will point many peoples minds at the Arthurian legends. Your faction does not seem especially themed toward these legends as such I would see if you could find a better name.
I would also avoid using the mainline names for factions unless you are using the faction itself (which may be the case here). There is already a wood elf faction in existence.
EDIT: Also as a note: I find it strange that the sandstorm/djinn use the smallfoot move type, shouldn't they be flying?
EDIT2: On the same line, camel riders use the same movetype as elvish fighters for some reason. I think that you misunderstand the [defense] tag. When you say forest=40 you are not saying that you have 40% defense, you're saying that you have a 40% chance to dodge (60% defense). Confusing I know but it should probably be fixed.
I would strongly advise against the approach to faction design you are taking. It would be best to work out all the units a faction has before you start. I would also generally advise against the start with fighter, archer, scout, mage, mixed fighter approach. Although many/most factions will end up with one of each of the above it is in no way requisite or even inherently desirable. I would instead work on an idea of what the factions theme is and what it should play like and figure out what units it should have to create that effect from there. Some factions may not ever require a mixed fighter, or may be more thematic if you don't include a mage. I would suggest that due to the mainline maps at least one 8mp unit and one unit that can control water are needed for just about any faction but other than that there is a much greater variety of workable and interesting options out there than you can access by using that formula.
The name 'Avalon' will point many peoples minds at the Arthurian legends. Your faction does not seem especially themed toward these legends as such I would see if you could find a better name.
I would also avoid using the mainline names for factions unless you are using the faction itself (which may be the case here). There is already a wood elf faction in existence.
EDIT: Also as a note: I find it strange that the sandstorm/djinn use the smallfoot move type, shouldn't they be flying?
EDIT2: On the same line, camel riders use the same movetype as elvish fighters for some reason. I think that you misunderstand the [defense] tag. When you say forest=40 you are not saying that you have 40% defense, you're saying that you have a 40% chance to dodge (60% defense). Confusing I know but it should probably be fixed.
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."
Re: Era of Avalon (demo)
done. now the name is 'The Mystic Age'. 'Era of Avalon' was only an idea for an other era, i wrote the wrong name ...The name 'Avalon' will point many peoples minds at the Arthurian legends. Your faction does not seem especially themed toward these legends as such I would see if you could find a better name.
the djinn does not really fly like the other flying units. he can't fly over trees or mountains so he move slower there and he can't move on unwalkable terrain. his magical element is fire so his weakness is water, he moves very slow over waterand have only 20% defense.I find it strange that the sandstorm/djinn use the smallfoot move type, shouldn't they be flying?
the sandstorm doesen't really fly and he needs sand under his 'feet' to move, so he is slower in water, forest and mountains.
the camel riders use nearly the same movetype as the elvish scouts.camel riders use the same movetype as elvish fighters
the difference to the elves is that the camel riders have +10% defense on sand and -10% defense on mountains.
may the source be with you
=(^.^)= nyan~
=(^.^)= nyan~
The Mystic Age
now the era's name is: The Mystic Age
(i will tell the story when version1 is finished)
(i will tell the story when version1 is finished)
may the source be with you
=(^.^)= nyan~
=(^.^)= nyan~
Re: Era of Avalon (demo)
Seems like a very odd choice for a camel rider. They aren't forest creatures at all. I'd think a horse movetype with a bonus in desert and ability to access mountains would be more fitting but as you will.firefox wrote: the camel riders use nearly the same movetype as the elvish scouts.
the difference to the elves is that the camel riders have +10% defense on sand and -10% defense on mountains.
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."
Re: The Mystic Age (demo)
ok, i gave them hills = 50% and forest = 40%.
now the difference to the elves is that they have +10% in sand and -10% in forest, but i did not uploaded it on the server.
the next update will be demo 2.
now the difference to the elves is that they have +10% in sand and -10% in forest, but i did not uploaded it on the server.
the next update will be demo 2.
may the source be with you
=(^.^)= nyan~
=(^.^)= nyan~
demo2 60% ready
demo2 is 60% ready.
it contains the wood elves faction. at the moment they are similar to the rebls, but i will change that later.
when demo2 is ready i will start programming the 'dwarves+outlaws faction', called 'Rune Guardians'.
now i need a good name for the wood elves.
if you have any suggestions, post them here.
it contains the wood elves faction. at the moment they are similar to the rebls, but i will change that later.
when demo2 is ready i will start programming the 'dwarves+outlaws faction', called 'Rune Guardians'.
now i need a good name for the wood elves.
if you have any suggestions, post them here.
may the source be with you
=(^.^)= nyan~
=(^.^)= nyan~
Re: The Mystic Age (demo)
ok, now i have a good name for every faction:
Alchemists (nomades)
Children of Gaia (wood elves)
Rune Guardians (dwarves and outlaws)
Empire (human)
The Tribes (orcs)
Astral Masters (dark elves)
Alchemists (nomades)
Children of Gaia (wood elves)
Rune Guardians (dwarves and outlaws)
Empire (human)
The Tribes (orcs)
Astral Masters (dark elves)
may the source be with you
=(^.^)= nyan~
=(^.^)= nyan~
Re: The Mystic Age (demo 0.2)
demo 0.2 is available!
- new faction: Children of Gaia
- changed faction name: Nomades -> Alchemists
- changed unit names: Nomade Fighter, Warrior, Warlord -> Alchemist Fighter, Warrior, Warlord
- changed attack type of the rhami line: arcane -> impact
- fixed defense of Camel Rider (it had the wrong values)
- new faction: Children of Gaia
- changed faction name: Nomades -> Alchemists
- changed unit names: Nomade Fighter, Warrior, Warlord -> Alchemist Fighter, Warrior, Warlord
- changed attack type of the rhami line: arcane -> impact
- fixed defense of Camel Rider (it had the wrong values)
Last edited by firefox on September 19th, 2011, 5:31 am, edited 1 time in total.
may the source be with you
=(^.^)= nyan~
=(^.^)= nyan~
Re: The Mystic Age (demo)
In what add on server is it? in 1.8.x or 1.9.x? It likes interesting
Creator of: Deathmatch new in 1.12 server.
Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
Try My winning Orocia Guide
Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
Try My winning Orocia Guide
Re: The Mystic Age (demo)
it's in 1.8.x
info: the next faction will be 'The Tribes'
info: the next faction will be 'The Tribes'
may the source be with you
=(^.^)= nyan~
=(^.^)= nyan~
Re: The Mystic Age (demo)
YAY!
after a long time demo 0.3 is released. (i'm very lazy and just writing unit files is very boring.)
it contains the "The Tribes" faction.
new things: lvl3 assassin, orcish shaman the "Rune Guardians" are next.
after a long time demo 0.3 is released. (i'm very lazy and just writing unit files is very boring.)
it contains the "The Tribes" faction.
new things: lvl3 assassin, orcish shaman the "Rune Guardians" are next.
may the source be with you
=(^.^)= nyan~
=(^.^)= nyan~
Re: The Mystic Age (demo)
i will stop uploading for now.
playing the demo version is boring, the next upload will be the complete version.
until then this topic is used to inform about the progress and new stuff.
news update:
the old scripts from 1.8 do not work on 1.10. i have to rewrite everything.
by the way i will make each faction basically complete and rework some unit-stats.
playing the demo version is boring, the next upload will be the complete version.
until then this topic is used to inform about the progress and new stuff.
news update:
the old scripts from 1.8 do not work on 1.10. i have to rewrite everything.
by the way i will make each faction basically complete and rework some unit-stats.
may the source be with you
=(^.^)= nyan~
=(^.^)= nyan~