Guide on designing standard factions/eras

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Re: Guide on designing standard factions/eras

Postby Velensk » August 30th, 2011, 4:09 pm

I generally regard steadfast as being an extension of your resistances though I should probably find a place to mention it anyway.
"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."
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Re: Guide on designing standard factions/eras

Postby Velensk » October 4th, 2011, 4:35 pm

Alright, I've cleaned it up and reorganized it. I believe that it is ready to be stickied now though I'll still take feedback (for as long as I can).
"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."
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Re: Guide on designing standard factions/eras

Postby gmx0 » October 10th, 2011, 1:14 pm

Great guide! Will definitely keep this in mind.
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Re: Guide on designing standard factions/eras

Postby DMB » October 30th, 2012, 5:49 pm

Hello. I read your post and found it not only intelligent but useful.
I am attempting to create a faction after Z2's game BattleNations, specifically the Empire which you play as. I attempted to model it to be roughly equal to the Loyalists and made them weak to all magic except for a couple special units. I have a model set up, it's not quite finished yet but I should have it posted (with color cordinated boxed for easy seeing!) later today, sometime after 5 central time, or 4 hours from my post time, either one.
My main worry is that I want them to be able to take on the mainline factions without being overpowered or underpowered. I'm also trying to keep the units similar to their base game counterparts, which has led to me giving them powerful attacks (and a lack of attacks, mainly melee-lacking), good armor, and sub-average to superb terrain benefits, and most worrying for not making them OP, abilities.
The faction features the Trooper, a weak lvl0 unit with Marksman as he only has a 8-1 pierce ranged attack, not overpowered at all, however if you choose to keep the Marksman route at lvl 2 it becomes a Precision attack which I made weaker than the Dwarf's attack, and they also lose melee combat ability, but it's still a hard hitting, highly accurate attack. At lvl 3 I also give the unit Nightstalk. In return I tried to give the unit extremely high XP requirements and he can only move 4 hexes a turn (unless quick) and even at rank 4(I made 3 of them to reflect the game, but the XP is so high I doubt you'd see any lv4's, let alone lvl3's in a multiplayer game unless it was a really long game) the unit still has no melee ability whatsoever.
I suppose I should just hurry up and post my unit list, but if you did read all this, thanks, and I'd appreciate any feedback. It should be easy enough to find my main post on this, and yes, before anyone asks, I'm a programming newbie without the slightest clue on how to make sprites other than the couple of "How to's" I've read.
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Re: Guide on designing standard factions/eras

Postby amanII » June 23rd, 2016, 2:52 am

for reasons to make a faction you should also mention that someone might create a faction to see how effective it is and what its strengths and weaknesses are
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Re: Guide on designing standard factions/eras

Postby Bitron » July 15th, 2016, 8:38 am

Im not that new to wesnoth, but was never the one who tooks a lot of thinking about strategic actions in the game. But after reading this post, I'm deeply curios to try some things out. :D
Thanks for this quick guide, it's very useful!
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