Grycians-units WIP-suggestions welcome
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- battlestar
- Posts: 690
- Joined: January 1st, 2007, 7:12 am
Grycians-units WIP-suggestions welcome
Suggestions welcome for either art or stats
Characteristics of Grycians:
- Elven
- All female
- All gryphon riders
- Trading for stamina, Grycian gryphons are slow fliers, though still faster than foot soldiers.
- Most Grycians are well-versed in bard skills such as singing.
Combat special:
- Grycian gryphons has been trained to fly for days during battle with little rest, land units can virtually never catch them on the ground
- Reliant on ranged attacks, though a few specialize in melee combat
- villages don't heal Grycians
- Long distance random enemy mind frying: minor HP damage and moderate exp drain (Mind Slayer)
Economy special:
- Most units costly.
- Need to have a unit on village at turn refresh to gain gold from it.
- When abandoning a village, the village will not be functional for a complete turn.
- When killing an enemy adjacent to a "scavenger" unit, gain gold equal to half of victim's cost.
Gryphon Trainee (lvl0)
Youngest warriors in the tribes, yet naive to the art of combat.
Tribal Warrior (lvl1)
Initiated warriors in the tribes, but yet to prove themselves in battle.
Remaining:
Other factions ideas in the plans:
Skloans
- Elven
- All male
- Both Technologically advanced and Magically inclined, but Most do not enjoy physical combat
- Sophisticated and philosophical
- Cannibalistic
Combat special:
- Mostly magical and mechanical units.
- Carrion Carriers obtain dead bodies from staying in villages or adjacent to enemy being killed, and they use dead bodies to heal adjacent allied Skloans (right click skill).
- Mine laying (Mine layers)
- Skloan settlements enhance damage of adjacent Skloans
Economy special:
- Always start with 50% more gold than opponents
- Core units are costly but powerful
- Some units take an extra turn (while still occupying the castle hex) to be summoned/constructed.
- Regular villages do not work for Skloans
- Skloan settlers (slow and vulnerable units) must take one full turn to settle regular villages as Skloan Settlement (a hex occupying unit that has only defensive attacks), to produce gold. When converting, rebels appear from city and automatically join a random non-Skloan, non-Swam side. Enemies must destroy the Skloan Settlement to reclaim the village.
- Carrion Carriers can sell stored bodies to Skloan Settlements for extra cash.
- Mechanical lines are upgraded by having a mechanic next to mechanical unit for 4 turns and 10 turns for lvl 2 and 3 upgrade, respectively, cost gold each turn.
Units:
Enchanted:
- Mythical creatures chop suey, wide variety
- No level 3 units
- Units generally weaker and more expensive than corresponding peers of their level.
- Slow startup due to requirement in transformation of wisps into buildings required for hiring/recalling corresponding units
- Buildings can only be built on appropriate terrains (limited terrain type will limit unit types available)
- Presence of various Pylon buildings improves corresponding stats of all friendly Enchanted units on the field
- Buildings can be destroyed by enemies
Plague Swarm:
- Insects and worms
- Recruited units start out as larvae (Unit recall is normal)
- Choose larvae's final form and they turn into cocoons
- General cocoons hatch automatically
- Special cocoons requires manual hatching, and each turn the cocoon absorbs extra gold. The resultant creature from these cocoons gain extra hp for extra incubation turns
- Most swarm creatures inflict poison or slow, or a combination
- A special land unit with carrier ability of land units, a land unit with carrier ability of flying units
- Queens with auto-spawning of lvl0's, require sacrifice of several larvae
Combat special:
- typically fast
- small bugs impact vulnerable, large bugs impact resistant
- all units regenerate
- poison vulnerability +3 damages
- units unable to move and attack unless Ganglion Carriers are adjacent
- Special land/air units with transport ability
Economy special:
- all units loyal, but ganglions drain 1 exp per turn from queen, queen loses hp if drain causes exp to become negative.
- Unit production do not use gold, uses queen's exp instead. Queen's exp is used to upg itself to empress and produce units.
- Queen's exp is gathered by killing enemy units, individual units have no exp.
Units:
Characteristics of Grycians:
- Elven
- All female
- All gryphon riders
- Trading for stamina, Grycian gryphons are slow fliers, though still faster than foot soldiers.
- Most Grycians are well-versed in bard skills such as singing.
Combat special:
- Grycian gryphons has been trained to fly for days during battle with little rest, land units can virtually never catch them on the ground
- Reliant on ranged attacks, though a few specialize in melee combat
- villages don't heal Grycians
- Long distance random enemy mind frying: minor HP damage and moderate exp drain (Mind Slayer)
Economy special:
- Most units costly.
- Need to have a unit on village at turn refresh to gain gold from it.
- When abandoning a village, the village will not be functional for a complete turn.
- When killing an enemy adjacent to a "scavenger" unit, gain gold equal to half of victim's cost.
Gryphon Trainee (lvl0)
Youngest warriors in the tribes, yet naive to the art of combat.
Spoiler:
Initiated warriors in the tribes, but yet to prove themselves in battle.
Spoiler:
Spoiler:
Other factions ideas in the plans:
Skloans
- Elven
- All male
- Both Technologically advanced and Magically inclined, but Most do not enjoy physical combat
- Sophisticated and philosophical
- Cannibalistic
Combat special:
- Mostly magical and mechanical units.
- Carrion Carriers obtain dead bodies from staying in villages or adjacent to enemy being killed, and they use dead bodies to heal adjacent allied Skloans (right click skill).
- Mine laying (Mine layers)
- Skloan settlements enhance damage of adjacent Skloans
Economy special:
- Always start with 50% more gold than opponents
- Core units are costly but powerful
- Some units take an extra turn (while still occupying the castle hex) to be summoned/constructed.
- Regular villages do not work for Skloans
- Skloan settlers (slow and vulnerable units) must take one full turn to settle regular villages as Skloan Settlement (a hex occupying unit that has only defensive attacks), to produce gold. When converting, rebels appear from city and automatically join a random non-Skloan, non-Swam side. Enemies must destroy the Skloan Settlement to reclaim the village.
- Carrion Carriers can sell stored bodies to Skloan Settlements for extra cash.
- Mechanical lines are upgraded by having a mechanic next to mechanical unit for 4 turns and 10 turns for lvl 2 and 3 upgrade, respectively, cost gold each turn.
Units:
Spoiler:
Enchanted:
- Mythical creatures chop suey, wide variety
- No level 3 units
- Units generally weaker and more expensive than corresponding peers of their level.
- Slow startup due to requirement in transformation of wisps into buildings required for hiring/recalling corresponding units
- Buildings can only be built on appropriate terrains (limited terrain type will limit unit types available)
- Presence of various Pylon buildings improves corresponding stats of all friendly Enchanted units on the field
- Buildings can be destroyed by enemies
Plague Swarm:
- Insects and worms
- Recruited units start out as larvae (Unit recall is normal)
- Choose larvae's final form and they turn into cocoons
- General cocoons hatch automatically
- Special cocoons requires manual hatching, and each turn the cocoon absorbs extra gold. The resultant creature from these cocoons gain extra hp for extra incubation turns
- Most swarm creatures inflict poison or slow, or a combination
- A special land unit with carrier ability of land units, a land unit with carrier ability of flying units
- Queens with auto-spawning of lvl0's, require sacrifice of several larvae
Combat special:
- typically fast
- small bugs impact vulnerable, large bugs impact resistant
- all units regenerate
- poison vulnerability +3 damages
- units unable to move and attack unless Ganglion Carriers are adjacent
- Special land/air units with transport ability
Economy special:
- all units loyal, but ganglions drain 1 exp per turn from queen, queen loses hp if drain causes exp to become negative.
- Unit production do not use gold, uses queen's exp instead. Queen's exp is used to upg itself to empress and produce units.
- Queen's exp is gathered by killing enemy units, individual units have no exp.
Units:
Spoiler:
- Attachments
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- tribal-warrior-flying-6.png (7.71 KiB) Viewed 7426 times
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- Applejack pony tail...
- gryphon-trainee-flying-6.png (7.32 KiB) Viewed 7426 times
Last edited by battlestar on April 6th, 2014, 9:43 pm, edited 9 times in total.
LUA: Llama Under Apprenticeship
Hell faction: completed
Hell faction: completed
- Flameslash
- Posts: 633
- Joined: December 21st, 2008, 12:29 pm
Re: Grycians-units WIP-suggestions welcome
Nothing wrong with the art, but it's hard to tell the units apart. Other than that, they're good.
- battlestar
- Posts: 690
- Joined: January 1st, 2007, 7:12 am
Re: Grycians-units WIP-suggestions welcome
Standard Bearer (lvl2)
Natural leaders or noble birth, these warriors carry standards on their back to inspire nearby troops.
Tribal Leader (lvl3)
Leaders of tribes, they own the military power of their respective tribes.
Grycian Lancer (lvl2)
Abandoning archery for melee combat, the lancers are trained to screwer the enemy with a diving charge.
Grycian Knight (lvl3)
Grycian Knights are fearless veterans who spearheads the dive charges into enemy ranks.
Natural leaders or noble birth, these warriors carry standards on their back to inspire nearby troops.
Spoiler:
Leaders of tribes, they own the military power of their respective tribes.
Spoiler:
Grycian Lancer (lvl2)
Abandoning archery for melee combat, the lancers are trained to screwer the enemy with a diving charge.
Spoiler:
Grycian Knights are fearless veterans who spearheads the dive charges into enemy ranks.
Spoiler:
- Attachments
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- grycian-knight-flying-6.png (11.17 KiB) Viewed 7311 times
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- grycian-lancer-flying-6.png (9.63 KiB) Viewed 7315 times
-
- Eh. Photoshop hiccup and original destroyed :(
- tribal-leader-flying-6.png (11.53 KiB) Viewed 7356 times
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- Improved distinguishability to trainees
- tribal-warrior-flying-6.png (8.44 KiB) Viewed 7362 times
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- standard-bearer-flying-6.png (9.96 KiB) Viewed 7362 times
LUA: Llama Under Apprenticeship
Hell faction: completed
Hell faction: completed
Re: Grycians-units WIP-suggestions welcome
Woah, these are pretty nice.
One question though - is the L0's Trainee's hair supposed to be sticking up like that? (I can understand the higher level riders who have additional headgear or differently placed hair bands, but the Trainee's hair seems to be sort of floating when compared to others, who just seem like they had their hair tied up.)
One question though - is the L0's Trainee's hair supposed to be sticking up like that? (I can understand the higher level riders who have additional headgear or differently placed hair bands, but the Trainee's hair seems to be sort of floating when compared to others, who just seem like they had their hair tied up.)
- battlestar
- Posts: 690
- Joined: January 1st, 2007, 7:12 am
Re: Grycians-units WIP-suggestions welcome
The hair is really floating.
That's because these units are supposed to be constantly flying, so no regular "base frame" on land. All of the frames I'm using as a pseudo-base-frame are the 6th frame from the flying cycle, where the gryphon is on a falling motion: is the base-frame from core, is my reference frame.
Would there be a problem with using base-frames that are bigger than a hex?
That's because these units are supposed to be constantly flying, so no regular "base frame" on land. All of the frames I'm using as a pseudo-base-frame are the 6th frame from the flying cycle, where the gryphon is on a falling motion: is the base-frame from core, is my reference frame.
Would there be a problem with using base-frames that are bigger than a hex?
LUA: Llama Under Apprenticeship
Hell faction: completed
Hell faction: completed
Re: Grycians-units WIP-suggestions welcome
Not since either 1.5.x or 1.7.x (I don’t remember exactly in which cycle the single-hex standing animation frame constraint was finally lifted).battlestar wrote:Would there be a problem with using base-frames that are bigger than a hex?
In either case, the Fire Dragon in 1.9.x and 1.10.x is a good example of a (mainline!) unit whose baseframe (and static standing animation frame) doesn’t fit in a single hex.
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
- battlestar
- Posts: 690
- Joined: January 1st, 2007, 7:12 am
Re: Grycians-units WIP-suggestions welcome
Thanks, and what about images, those that are put on the map by {PLACE_IMAGE IMAGE X Y}? Can those be multi-hex too?
LUA: Llama Under Apprenticeship
Hell faction: completed
Hell faction: completed
- Mountain_King
- Translator
- Posts: 569
- Joined: May 31st, 2010, 7:54 pm
Re: Grycians-units WIP-suggestions welcome
I'm pretty sure you can. Otherwise we wouldn't have To Lands Unknown, would we?
Projects: Ice Age Fun, Japhel's Journey (same link), Shameless Crossover Excuse (Maintainer), and Age of Dinosaurs!
Is cothabhálach an aistriúcháin Gaeilge mé.
EXTERMINATE!!!!
Is cothabhálach an aistriúcháin Gaeilge mé.
EXTERMINATE!!!!
- battlestar
- Posts: 690
- Joined: January 1st, 2007, 7:12 am
Re: Grycians-units WIP-suggestions welcome
Thanks, I never got to play many UMC, but that one looks fantastic just from the screenshots.
P.S. Does this elephant seem to have the right Wesnoth perspective?
P.S. Does this elephant seem to have the right Wesnoth perspective?
- Attachments
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- war-elephant.png (5.41 KiB) Viewed 7266 times
LUA: Llama Under Apprenticeship
Hell faction: completed
Hell faction: completed
Re: Grycians-units WIP-suggestions welcome
No, but their halos can, since halos don’t seem to have any practical rendering constraints.battlestar wrote:Thanks, and what about images, those that are put on the map by {PLACE_IMAGE IMAGE X Y}? Can those be multi-hex too?
(Remember that PLACE_IMAGE is just a macro wrapper around [item], which supports halos. PLACE_IMAGE doesn’t provide a way to set the halo attribute for the sake of simplicity, but you can create your own macro, use a [+item] merge tag afterwards, or simply forgo the use of a wrapper for those particular cases.)
TLU used the fearsome [terrain_graphics] layout system to achieve most of its fancy scenery visuals, last time I checked, which is far more flexible than [item] but also far more difficult to use without documentation.Mountain_King wrote:I'm pretty sure you can. Otherwise we wouldn't have To Lands Unknown, would we?
Additionally, note that [terrain_graphics] defines parameters for the terrain builder which must be processed during display initialization, and thus cannot be used in [event]s. [item] can be used both in the scenario definition, and in [event]s.
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
Re: Grycians-units WIP-suggestions welcome
Just wanted to pop in to say I completed this. Here are (.gif)s of the grycian units:
- Attachments
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- standard-bearer-flying.gif (28.31 KiB) Viewed 6596 times
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- grycian-lancer-flying.gif (27.5 KiB) Viewed 6596 times
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- tribal-leader-flying.gif (30.36 KiB) Viewed 6596 times
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- grycian-knight-flying.gif (33.2 KiB) Viewed 6596 times
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- grycian-20170202.zip
- (1.25 MiB) Downloaded 485 times
Re: Grycians-units WIP-suggestions welcome
and the rest. Feel free to improve these.
- Attachments
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- gryphon-trainee-flying.gif (24.97 KiB) Viewed 6595 times
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- tribal-warrior-flying.gif (24.93 KiB) Viewed 6595 times
Re: Grycians-units WIP-suggestions welcome
I think the knight would look better if his lance wouldn't rotate
Re: Grycians-units WIP-suggestions welcome
Look at your sprites with a health and experience bar next to it, a lot of oversized sprites look good in theory, but not so much when the bars are present. (And they show up facing east and west in game.)
The animations suffer from being single parts moved around. It simply does not look smooth, some parts wiggle extremely, other stand still, others remain unchanged but zoom around. And for flying the whole extreme leg movement seems very unnecessary.
Making a faction centered around ranged combat that is completely impervious to melee is extremely unbalancing, whatever you want to do with them.
The animations suffer from being single parts moved around. It simply does not look smooth, some parts wiggle extremely, other stand still, others remain unchanged but zoom around. And for flying the whole extreme leg movement seems very unnecessary.
Making a faction centered around ranged combat that is completely impervious to melee is extremely unbalancing, whatever you want to do with them.
I am a Saurian Skirmisher: I'm a real pest, especially at night.
Re: Grycians-units WIP-suggestions welcome
Great work!! I agree with vyncyn though, the lance probably shouldn't rotate.
Creator of: The Reign of The Lords Era,The Gnats Franken Dungeon.