Hell faction

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battlestar
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Hell faction

Post by battlestar » February 29th, 2012, 6:47 pm

Image

Would anyone be interested in breathing life into these little guys?

Although I should be able to learn to do this, but the thing is, it would be very very nice to have a helping hand at this and a partner to work with for this faction.


As for the art, open to changes. There're some changes I need to do for them as we speak, namely the womanly breasts and brightly green armors.


As for the stats, they're here to be open to re-designs. I had planned out the stats for all of these units, and they can be retrieved if redesigning isn't deemed necessary (So all that's actually left is plugging the numbers into codes and then into the right file structure).

Main attributes ideas I have for these guys (in order to provide a different playing style) are:
- Can't dodge attacks to save their lives
- Monstrous hp to make up for above
- Heavy attacks
- Slow traveling

Balance wise, initial goal is to balance to be on par with royalists.


In the future, there are other factions such as the Grycians (WIP)Image, SkloansImage, Enchanted, Plague, Troglodytes, Elrfalas that may be combined into an era, which would also be featured together in a campaign.

Thank you.


From back when dragons were cute itsy bitsy wooby dooby little things.
Image
Last edited by battlestar on January 6th, 2013, 4:27 am, edited 4 times in total.
LUA: Llama Under Apprenticeship
Hell faction: completed

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alexanderthegre
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Re: Looking for coder: Hell faction

Post by alexanderthegre » February 29th, 2012, 8:29 pm

I might be willing to do some of it, if I'm not too busy with my other projects. Could you point me to the stats?

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battlestar
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Re: Looking for coder: Hell faction

Post by battlestar » February 29th, 2012, 9:29 pm

Much appreciated! :D

These are the stats:

Characteristics:

weaknesses: lack of armor (espeically piercing), lack of speed (like that of dwarves), lack of dodge (high probability of being hit), most units lack ranged attack.
strengths: strong phyisical attacks, very high health.

speed-cost

Code: Select all

      Fire-demon| Ice-demon

      deep_water=99
      shallow_water=3
      swamp_water=3
      grassland=1
      sand=2
      forest=1
      hills=1
      mountains=1
      village=1
      castle=1
      cave=1
      tundra=1
      canyon=99
      cavewall=99
      fungus=3


      Magic-lowfly| Lowfly-demon

      deep_water=2
      shallow_water=1
      swamp_water=1
      grassland=1
      sand=1
      forest=1
      hills=1
      mountains=2
      village=1
      castle=1
      cave=2
      tundra=1
      canyon=99
      cavewall=99
      fungus=2


      Highfly-demon|

      deep_water=1
      shallow_water=1
      swamp_water=1
      grassland=1
      sand=1
      forest=1
      hills=1
      mountains=1
      village=1
      castle=1
      cave=3
      tundra=1
      canyon=1
      cavewall=99
      fungus=3


      Wolf|(probably ignore, just use the default foot used by core wolves) 

      deep_water=99
      shallow_water=1
      swamp_water=3
      grassland=1
      sand=2
      forest=1
      hills=1
      mountains=1
      village=1
      castle=1
      cave=1
      tundra=2
      canyon=99
      cavewall=99
      fungus=2
defense
Again, probably ignore the custom wolf defenses here and adopt the same def as core wolves.

Code: Select all

                  Fire-demon| Ice-demon| Magic-lowfly| Wolf| Lowfly-demon| Highfly-demon
   deep_water=    95          70         70            80    80            50
   shallow_water= 90          70         60            80    70            50
   swamp_water=   90          80         60            80    60            50
   grassland=     80          80         50            60    60            50
   sand=          80          80         60            70    60            50
   forest=        80          80         50            40    60            50
   hills=         70          80         50            40    60            50
   mountains=     60          70         45            30    50            50
   village=       70          70         40            60    60            50
   castle=        60          60         40            60    60            50
   cave=          50          50         70            40    70            60
   tundra=        80          70         70            80    60            50
   canyon=        30          30         80            90    60            50
   cavewall=      80          80         80            80    80            80
   fungus=        80          80         60            80    80            70
resistance
This time, consider keeping the custom wolf resistance stats.

Code: Select all

           Fire-demon| Ice-demon| Magic-lowfly| Wolf| Lowfly-demon| Highfly-demon
   blade=  100         100        100           80    110           100
   pierce= 110         100        100           90    120           130
   impact= 80          100        100           100   110           100
   fire=   10          160        30            50    100           80
   cold=   160         20         70            130   100           130
   holy=   190         150        110           100   110           190
Individual stats
In bold are names/unit ID
Feel free to make any adjustments that seems right to you.
Any non-existent abilities and weapon specials you can code them as dummy abilities
(Such as fear, restore genie, pack fury, etc.. Those I can take care of if you don't want to write for them. But if you are interested, I can further describe them and their specific mechanisms)

Imp-basic cannonfodder melee unit
HP: 20 Cost: 8 Moves: 4 Alignment: chaotic XP: 20
melee: blade 5-3
movement_type: Fire-demon
abilities:none.

Demon- basic melee unit
HP: 42 Cost: 15 Moves: 4 Alignment: chaotic XP: 40
melee: blade 8-3
movement_type: Fire-demon
abilities:none.

Blade Demon- melee unit
HP: 62 Cost: 31 Moves: 4 Alignment: chaotic XP: 65
melee: blade 12-3
movement_type: Fire-demon
abilities:none.

Slayer Demon- advanced melee unit
HP: 82 Cost: 46 Moves: 4 Alignment: chaotic XP: 100
melee: 17-3
movement_type: Fire-demon
abilities:none.

Frost Demon- ranged unit
HP: 50 Cost: 35 Moves: 4 Alignment: chaotic XP: 60
melee: 6-3
ranged: 11-2
movement_type: Ice-demon
abilities:none.

Ice Demon- ranged unit
HP: 74 Cost: 48 Moves: 4 Alignment: chaotic XP: 90
melee: 8-3
ranged: 15-2
movement_type: Ice-demon
abilities:none.

Shadow Demon- support unit
HP: 46 Cost: 45 Moves: 5 Alignment: chaotic XP: 80
melee: 4-4
movement_type: Lowfly-demon
abilities:darken.

Dark Patriarck- support unit
HP: 66 Cost: 52 Moves: 6 Alignment: chaotic XP: 120
melee: 7-4
movement_type: Lowfly-demon
abilities:darken.

Fiend- support melee unit
HP: 32 Cost: 13 Moves: 5 Alignment: chaotic XP: 45
melee: blade 3-6 <whip>
movement_type: Fire-demon
abilities:none.

Hell Fiend- support melee unit
HP: 44 Cost: 29 Moves: 5 Alignment: chaotic XP: 75
melee: blade 5-6 (poison) <whip>
movement_type: Fire-demon
abilities:none.

Abyss Lord- flying melee unit
HP: 71 Cost: 50 Moves: 4 Alignment: chaotic XP: 105
melee: blade 8-6 (poison) <metal whip>
movement_type: Highfly-demon
abilities:none.

Devil- flying melee unit
HP: 121 Cost: 78 Moves: 4 Alignment: chaotic XP: 155
melee: blade 12-6 (poison+slow) <whip>
pierce 7-6 <hell trident>
movement_type: Highfly-demon
abilities:fear. ?

Magical Servant- battle mage
HP: 28 Cost: 17 Moves: 6 Alignment: neutral XP: 35
melee: fire 10-2 (magical) <magic fist>
movement_type: Magic-lowfly
abilities:none.

Jinn- battle mage
HP: 51 Cost: 37 Moves: 6 Alignment: neutral XP: 55
melee: fire 15-2 (magical) <magic fist>
movement_type: Magic-lowfly
abilities:none.

Ifrit- battle mage
HP: 82 Cost: 46 Moves: 6 Alignment: neutral XP: 95
melee: fire 22-2 (magical) <fire fist>
movement_type: Magic-lowfly
abilities:none.

Inferno Flare- battle mage
HP: 112 Cost: 72 Moves: 6 Alignment: neutral XP: 200
melee: fire 23-3 (magical) <flaming blade>
movement_type: Magic-lowfly
abilities:restore genies. ?

Hell Hound- shield
HP: 49 Cost: 21 Moves: 5 Alignment: chaotic XP: 70
melee: blade 4-4 <claw>
fire 12-1 <fire breath>
movement_type: Wolf
abilities:Pack fury.

Cerberus- shield
HP: 58 Cost: 38 Moves: 5 Alignment: chaotic XP: 24
melee: blade 4-4 <claw>
fire 13-3 <fire breath>
movement_type: Wolf
abilities:Pack fury.

Lilin- skirmisher
HP: 35 Cost: 27 Moves: 6 Alignment: chaotic XP: 92
melee: blade 4-5 <dagger>
movement_type: highfly-demon
abilities:none

Succubus- skirmisher
HP: 50 Cost: 45 Moves: 7 Alignment: chaotic XP: 100
melee: blade 5-7 <dagger>
0-3 (allurement) <kiss>
movement_type: highfly-demon
abilities:allurement

Gorgon- special unit
HP: 30 Cost: 50 Moves: 5 Alignment: chaotic XP: 100
melee: 4-1 <staff>
ranged: impact 6-2 (petrification, low chance to hit - 30%) <petrifying glare>
movement_type: lowfly-demon
abilities:petrification
definition of races
[race]
name=demon
num_traits=1
ignore_global_traits=yes
{TRAIT_STRONG}
{TRAIT_RESILIENT}
{DEMON_NAMES}
[/race]

[race]
name=genie
num_traits=2
{GENIE_NAMES}
[/race]

[race]
name=she-devil
num_traits=2
ignore_global_traits=yes
{TRAIT_QUICK}
{TRAIT_INTELLIGENT}
{TRAIT_RESILIENT}
{SHE-DEVIL_NAMES}

[/race]

#define DEMON_NAMES
male_names="Aamon,Agares,Alastor,Amon,Asura,Balam,Barbatos,Bathin,Buer,Caim,Cimejes,Crocell,Demogorgon,Dmitryus,Eleksha,Fleuretty,Foras,Gremory,Gusion,Halphas,Ipos,Kasdaye,Labal,Kulak,Leraje,Marax,Marbas,Marchosias,Malphas,Mathim,Moloch,Murmur,Naberus,Naphula,Orobas,Oriax,Oray,Phenex,Pithius,Purson,Pruflas,Ramu,Ronove,Sallos,Seere,Scox,Shaitan,Shax,Sitri,Stolas,Surgat,Tartaruchi,Temeluchus,Vacca,Valefar,Vassago,Vepar,Verrine,Volac,Vual,Xitragupten,Xaphan,Zaebos,Zapar,Zemeu,Zizo"

#define GENIE_NAMES
male_names="Aazad,Abbad,Ajwad,Allam,Almas,Aamir,Aniq,Arwarh,Ashraf,Asir,Askari,Ayham,Ayman,Azhar,Baariq,Basil,Baz,Dara,Fatih,Haitham,Kamil,Mansur,Qa'id,Pasha,Numan,Najim,Nazir,Qadir"

#define SHE-DEVIL_NAMES
female_names="I,haven,t,thought,of,any,yet,:P"
Please don't hesitate if there is any confusion or if there is any missing information.
LUA: Llama Under Apprenticeship
Hell faction: completed

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alexanderthegre
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Re: Looking for coder: Hell faction

Post by alexanderthegre » March 3rd, 2012, 12:06 am

I just started. Could you seperate all of the images into transparent png files? I can't use them otherwise.

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battlestar
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Re: Looking for coder: Hell faction

Post by battlestar » March 3rd, 2012, 1:02 am

Here are the png files for the units.

Thanks!


Image
Attachments
demons.zip
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LUA: Llama Under Apprenticeship
Hell faction: completed

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Nobololol
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Re: Looking for coder: Hell faction

Post by Nobololol » March 3rd, 2012, 2:17 pm

Looking good. I hope you finish this.
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alluton
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Re: Looking for coder: Hell faction

Post by alluton » March 3rd, 2012, 6:35 pm

Pictures does look good and they look different from each other aswell. Looking forward for this.
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alexanderthegre
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Re: Looking for coder: Hell faction

Post by alexanderthegre » March 3rd, 2012, 7:47 pm

I can't find an alignment anywhere; is it okay if I make them liminal, or should they be chaotic?

EDIT: Oops, never mind. :oops:

EDIT #2: Could you describe their abilities some? I'm not the best WML coder in the world, but I could probably do most of them.

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battlestar
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Re: Looking for coder: Hell faction

Post by battlestar » March 3rd, 2012, 9:11 pm

To my knowledge, these abilities can be done with [event].

The first four, Darken, Restore Genies, Pack Fury, and Low Chance to Hit (rename to Inaccuracy) should be relatively easy to code for.
The last three, Fear, Allurement, and Petrification are somewhat more complicated.

Darken: opposite of illuminates. There is a dark aura image in the core’s aura library. I suspect someone might’ve already written the code for such ability for their own projects.

Restore Genies: At turn refresh (I think that’s when heal actions are taken, please double check), all Magical Servant, Jinn, Ifrit, and Inferno Flare adjacent to this unit are to gain 4 hp.

Pack Fury: Before this unit attacks an enemy (name=attack), and before this unit is attacked by an enemy, it checks all adjacent friendly unit types. For every Hell Hound or Cerberus, the attacker with this ability gains 1 damage for the duration of this attack.

Low Chance to Hit: (Name to “Inaccuracy”), forces the weapon accuracy to be 30% the same way marksman works, but is applied for both attack and defense.



Allurement: Only works on human male units, with its victims controlled by the attacker for a turn.
• My idea for how to do this: Set this ability as a weapon special for an attack with one hit and 1 damage. When attacker with this ability hits (name=attacker hits), append the victim’s id and two other variables to a list of variable, so within each List Variable list there’s:
• id=(the unit’s id)
• turns_left=1
• side=(the unit’s original side)
• Then turn the victim’s side into attacker’s side,
• Then at each turn refresh, this list of List Variables is run through once with the “turns_left” variable is subtracted by 1,
• Then at each turn end, this list of List Variables is run through again to look for any “turns_left=0”, and if any List Variable fits this criteria, change the id of the unit back to its original side, then delete that List Variable.
• At victory, any unit on the list of List Variable is returned to their original side.
• This is how I’ve written similar abilities in the past, but you can do whatever you wish to achieve the same end.

Petrification: A weapon special that turns enemy into stones for as long as the attacker remains alive. Note that the petrified units would have to be killed by an event when all unpetrified units (or it may cause problems to winning and losing). At victory, allied units petrified in this manner should become unpetrified. So with the similar idea as Allurement, but different way to structure the list of variables, a “who petrified whom” must be kept so the appropriate units could unpetrify when the gorgon that petrified them dies.

Fear: (Change name to Terror) At the end of turn for all sides, any non-mechanical, non-undead, non-demonic unit that has not been previously affected would receive an ability named “Fear +1”, and the units already with “Fear +1” would now have “Fear +2” and so on up to “Fear +5”. Units with “Fear +5” would gain “Panic”.
• Unit owned by current player owns Ability Terror
• Unit with Terror Causes adjacent enemy units gain Abilities “Fear +1” to “Fear +5”
• For each grade in “Fear”, -10% to each of owner’s attacks. (note that some attacks have less than 5 dmg to begin with, and their damage should only go as low as 1)
• Unit with Terror Causes adjacent enemy units with “Fear +5” gain “Panic”
• Unit with Panic has -50% damage to each attack and -20 for all resistance types (again note that some units has less than 20 resistance, and can only go down to 0)
• Unit with Panic effect last one turn, and becomes “Fear +1” afterwards, following the effect of Fear.
• At victory, Any unit with Fear or Panic shed these negative abilities and have their damage and resistance restored.
P.S. I realize how powerful this ability can be.... maybe nerf the devil's hp down to 90.

And I have examples of other abilities done in the same kind of idea, if you wish to see them.
Thanks!
LUA: Llama Under Apprenticeship
Hell faction: completed

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alexanderthegre
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Re: Looking for coder: Hell faction

Post by alexanderthegre » March 5th, 2012, 12:41 am

I finished all of the units.
I'll code the abilities as soon as I can (in other words, in a day or so. I'm rather obsessive about this sort of thing.)
Attachments
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battlestar
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Re: Looking for coder: Hell faction

Post by battlestar » March 5th, 2012, 4:24 am

I see a single file without extension after unzipping the tar file :hmm:
LUA: Llama Under Apprenticeship
Hell faction: completed

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alexanderthegre
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Re: Looking for coder: Hell faction

Post by alexanderthegre » March 5th, 2012, 4:58 am

What OS are you using? Works fine for me on Mint.

If you're using Windows, you'll have to get a special program; I liked 7zip before switching to Linux.

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Adamant14
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Re: Looking for coder: Hell faction

Post by Adamant14 » March 5th, 2012, 5:05 am

battlestar wrote:I see a single file without extension after unzipping the tar file :hmm:
Unzip this single file again.
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battlestar
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Re: Looking for coder: Hell faction

Post by battlestar » March 5th, 2012, 5:14 am

That was weird, it was indeed double-zipped.

They look great! There are minor parts of the code that would have to be fixed, but I think I'll do them instead of listing them all here (saves time). Also going to make a few adjustments to the stats. :D

Were there any stats that you wanted to change?

I'll be editing files in movetypes and units folder, and adding an attack image (so we're not editing the same files at the same time). I'll attach the file in this topic when I'm done so we'll both have the updated files again.
LUA: Llama Under Apprenticeship
Hell faction: completed

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alexanderthegre
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Re: Looking for coder: Hell faction

Post by alexanderthegre » March 5th, 2012, 5:53 pm

Honestly the stats seemed fine to me.

On a related note, 'restore genies' seems a little useless to me, maybe we should change it to 'heals +4?'

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