New Units
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- Posts: 21
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New Units
I´m currently creating some new units, especially for all the branches where a level 3 unit is missing.
The following are finished (Graphics+Unit file):
-Saurian Witchdoctor (upgrade of Saurian Soothsayer)
-Gryphon Knight (upgrade of Gryphon Master)
-Orcish Deathbringer (upgrade of Orcish Slayer, Graphics taken from
Under the Burning Sun)
Unfortunately I can´t attach the Graphics right now, I´ll have to do this later...
The following are finished (Graphics+Unit file):
-Saurian Witchdoctor (upgrade of Saurian Soothsayer)
-Gryphon Knight (upgrade of Gryphon Master)
-Orcish Deathbringer (upgrade of Orcish Slayer, Graphics taken from
Under the Burning Sun)
Unfortunately I can´t attach the Graphics right now, I´ll have to do this later...
- irrevenant
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Be aware that the factions have been finely balanced over time. When a given unit line stops at level 2 (or 1!) it's generally for balance reasons.
The changes you propose will almost certainly not be accepted into mainstream Wesnoth.
However, you could always use them in a custom era/faction or campaign.
And people are always crying out for quality art - if you came up with such sprites odds are good they'd be used in some capacity.
The changes you propose will almost certainly not be accepted into mainstream Wesnoth.
However, you could always use them in a custom era/faction or campaign.
And people are always crying out for quality art - if you came up with such sprites odds are good they'd be used in some capacity.
Want to post a Wesnoth idea? Great! Read these:
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Frequently Posted Ideas Thread
Giving your idea the best chance of acceptance
Not necessarily balance, it can be for various reasons :irrevenant wrote:Be aware that the factions have been finely balanced over time. When a given unit line stops at level 2 (or 1!) it's generally for balance reasons.
- Balance (i'm thinking of unit like the Lancer, Goblin Pillager or the Gryphon riders)
- Background (outlaws, goblins on foot)
- Nobody made the graphics/stats yet
Usually level 3+ aren't seen much in MP games, so enabling an extra level 3 advancement won't change the balance that much.
"Ooh, man, my mage had a 30% chance to miss, but he still managed to hit! Awesome!" -- xtifr
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Well, I really won´t mind my units not being included in the main game. I´m also creating a campaign where they will be availiable.
Here are the units that are finished.
Upper row: Dwarvish Axeman (Level 0, adapted from Under the Burning Sun), Saurian Warlock (level 3), Saurian Witchdoctor (level 3)
Lower row: Dwarvish Rager (level 3), Stormrider (level 3), Gryphon Knight (level 3)
Not included is the Orcish Deathbringer, because the graphics are taken from Under the Burning Sun.
Here are the units that are finished.
Upper row: Dwarvish Axeman (Level 0, adapted from Under the Burning Sun), Saurian Warlock (level 3), Saurian Witchdoctor (level 3)
Lower row: Dwarvish Rager (level 3), Stormrider (level 3), Gryphon Knight (level 3)
Not included is the Orcish Deathbringer, because the graphics are taken from Under the Burning Sun.
- Attachments
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- NewUnits.png (10.81 KiB) Viewed 5076 times
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- Posts: 21
- Joined: April 27th, 2007, 10:13 am
- Location: Bavaria
The file has set gamma to some 0.27, so there may be the problem. I attach a version where this is changed to 0.45, which is a value I found in a few files that display normally for me, and a version with gama and chromacities totally stripped.
- Attachments
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- gamma 0.45455
- newunits_gamma.45.png (10.81 KiB) Viewed 5050 times
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- no extra chunks
- newunits_plain.png (10.75 KiB) Viewed 5046 times
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- Posts: 21
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Cool, thanks!
Here are the stats for the units:
Dwarvish Axeman:
Hits 26, Moves 4, Axe 7-2, cost 10
Dwarvish Rager:
Hits 64, Moves 6, Axe 10-4 berserk, cost 54
Gryphon Knight:
Hits 60, Moves 9, Claws 17-2 charge, cost 55
Stormrider:
Hits 62, Moves 10, Lance 15-3 charge, cost 58
Saurian Warlock:
Hits 40, Moves 6, Staff 7-2, Magic 10-4, cost 60, Heal, Teleport
Saurian Witchdoctor:
Hits 40, Moves 6, Staff 7-2, Magic 8-4, cost 55, Cure
Here are the stats for the units:
Dwarvish Axeman:
Hits 26, Moves 4, Axe 7-2, cost 10
Dwarvish Rager:
Hits 64, Moves 6, Axe 10-4 berserk, cost 54
Gryphon Knight:
Hits 60, Moves 9, Claws 17-2 charge, cost 55
Stormrider:
Hits 62, Moves 10, Lance 15-3 charge, cost 58
Saurian Warlock:
Hits 40, Moves 6, Staff 7-2, Magic 10-4, cost 60, Heal, Teleport
Saurian Witchdoctor:
Hits 40, Moves 6, Staff 7-2, Magic 8-4, cost 55, Cure
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- Posts: 21
- Joined: April 27th, 2007, 10:13 am
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Those gryphons are indeed a little hard to distinguish, but since most of the sprite is taken by the dwarf, it must be kind of hard to make a lot of changes.
My idea would be to give the gryphon some kind of armour, or see the dwarf holding a weapon of some sorts.
My idea would be to give the gryphon some kind of armour, or see the dwarf holding a weapon of some sorts.
"There are two kind of campaign strategies : the good and the bad ones. The good ones almost always fail because of unforeseen consequences that make the bad ones succeed." -- Napoleon
- irrevenant
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I forgot to say: It was never intended that all Wesnoth lines would go to level 3 or 4. This is for 'flavour' reasons as well as balance.
Want to post a Wesnoth idea? Great! Read these:
Frequently Posted Ideas Thread
Giving your idea the best chance of acceptance
Frequently Posted Ideas Thread
Giving your idea the best chance of acceptance