Apocalyptic Era v0.1 on 1.9 add-on server.

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blueknight1758
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Apocalyptic Era v0.1 on 1.9 add-on server.

Post by blueknight1758 »

Imagine a world where just as basic firearms were coming to the scene, a massive natural disaster happened (probably volcanic) and the world was left with spread out settlements and deserts have spread and consume the majority if the surface, but underground humanity has survived but been forced to research firearms more resulting in various firearms capable of high damage to help them survive against the heavily evolved creatures that now roam the surface.

If you think you have an idea that this Era needs please post it below or if you want to help just say so!

Currently I have came up with the idea of Critical Hits (Coding done by 8680) and created various artwork such as the 'Tribal' for a new set of characters.

Units that I aim to make are:
'Tribals' a group that have survived on the surface while everyone else lay underground therefore missing out on advanced firearms but being much hardier and fleet footed. The tribals goals are primarily to survive although they are also very trained hunters, the general colour scheme is either leather armour or desert colored robes.

'Monsters' Any and all creatures that have managed to survive the apocalypse.

'The Iron Fist' a group that carries advanced firearms while keeping heavily armored they stayed underground during the apocalypse but were the first to venture back out resulting in advanced firearms and advanced trackers. Their primary goals are to destroy all 'impurities' meaning any creature that is not them, thus they are very aggressive. Their general colour scheme is light blue 'winterized'

'UPR' Underground Peoples republic living in the caves the majority of human kind has joined this group and as there name suggests they live in caves, although they have advanced firearms they are yet to venture outside and thus aren't too hardy and struggle to easily move around the wasteland, and because if their vast numbers they can't fully equip all of their troops with advanced firearms. There general goal is the opposite of The Iron Fist as they want to bring everyone together to form a strong society, their color scheme is as yet undecided.

This add-on is published on the 1.9 addon server.

EDIT: All art for this ERA will be posted herehttp://forums.wesnoth.org/viewtopic.php?f=23&t=34224

FULL UNIT TREE POSTED
Attachments
Unit Tree.txt
Full unit tree suggestions welcome.
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Last edited by blueknight1758 on July 6th, 2011, 6:14 pm, edited 8 times in total.
monochromatic
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Re: Help for an Era based in a post apocalyptic world.

Post by monochromatic »

I would avoid using PRC, since it's the initials of a controversial real-world country.
And please let us not start a flamewar. Just let the OP change it.
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Shinobody
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Re: Help for an Era based in a post apocalyptic world.

Post by Shinobody »

Nice!
How do you call this era? Wesnout?
Or better, FallOth :lol2: Not that I'm against it, it would be nice to have something Falloutish in Wesnoth.
The only thing you've forgotten, or left out, are bandits, Plunderers, and force of evil magical mutants led by Grand Master :roll:
Jokes aside, seriously now: What kind of Firearms do you want? I assume that you mean something more complicated than standard dwarven handcannons? By that I mean:
Muskets, Rilfes, Revolvers, Pistols, MachineGuns... Who gets what?
Also, more to setting: better rethink PRC. Apart from what monochromatic said, they're more NCR? More Vaults? Or maybe something even different? (Instead of Caves, some kind of magical shelters?)
Also, volcanic disaster lacks some "people brought it on themselves" value. Magic?
When we're at it: Magic. It is going to be:
>Pure sci-fi?
>SciFi with bit of magic?
>A bit from column A,bit from column B?
>Fantasy, only with Guns?
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blueknight1758
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Re: Help for an Era based in a post apocalyptic world.

Post by blueknight1758 »

PRC is a bit NCRish but I'm going to need to rethink their name because of reasons above (dint want to upset anyone) maybe UPR The Underground Peoples Republic, and maybe Magister tampered with nature resulting in the world going topsy-turvy (mixture of both our ideas) and yes the more advanced guns you suggested sound good, I've created a pistol and assault rifle and will post them in my art thread as well as some units, I am also thinking of a 'lightning spear' a spear with electricity running down it.
blueknight1758
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Re: Help for an Era based in a post apocalyptic world.

Post by blueknight1758 »

Now available as a basic form on the 1.9 addon server!!
blueknight1758
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Re: Help for an Era based in a post apocalyptic world.

Post by blueknight1758 »

I've uploaded a full unit tree.
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powershot
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Re: Help for an Era based in a post apocalyptic world.

Post by powershot »

Where?
My new account is: Power_Pixel_Wannabe. Yea. Yea.... Why are you still reading this? What the heck m8? You have some kind of problem? Yea. I draw. NO I'M NOT 5 ANYMORE!!! Little brats.
The heck m8? I thought you left... No seriously... go... serious...
ok bye m8. I'm serious.
blueknight1758
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Re: Help for an Era based in a post apocalyptic world.

Post by blueknight1758 »

powershot wrote:Where?
Bottom of first post the only attachement and it's named Full Unit Tree
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Shinobody
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Re: Help for an Era based in a post apocalyptic world.

Post by Shinobody »

My suggestions:
- Children - Idea is original, but in gameplay terms it won't work. Think of it. We've got immortal unit... Which can't attack. What's reason behind such unit?
Blocker.
UPR is going to hide their soldiers behind wall of poor children, and Iron Fist soldiers of course are not going to shoot them - and this is SOO uncowardly. Hell, MONSTERS will not try kill those children, which makes less sense. I think putting ANY kind of children in the game other than NPCs in cutscenes, or "hostages" in some missions is bad idea. Blueknight, you've got some luck to create controversial content. :wink: Child shield. Yeeeaah. :twisted: (Just joking, but this idea just won't work. And I know that UPR is only basic sketch now.)
Jokes aside, I strongly advise to replace them with some "Youth" unit, you know, young adults. That's pretty popular convention for lev0s.
- Iron Fist - Guns. :mrgreen: But seriously - are you planning to give them some melee units? Because those electric swords seem to be pretty awesome idea anyway or unless their troops will be rather universal, (with Riflemen still concentrating on ranged though) and lack of good melee will be their weakness (so, good armor, good HP, strong ranged power, weak melee? This makes sense. And cool faction.)
OT: Picture this. Alliance of UPR and Iron Fist. MiniGunner standing next to Elite Bandolier. Carnage. :twisted:
- Tribal Gunner - minor thing - I had idea of Gunner being quite powerful, but, since Tribal tech can't supply them with upgrades, being levelup "dead end", when Sniper would evolve to lev3. But this version :
-works out well too;
-and gives us savage with minigun ;
So I'm not complaining.
And last one:
- Leaders - why factions have specific unique leader units? Seems more like campaign material. But if you meant unique units that can be chosen only as leader of the faction before the match, then it seems cool. I'm not sure about that "specific person" thing. First, their "Unit Names" are going to be derived from player's nick anyway. Second, there may be more than one such leader in game (few players using the same faction)*. Well, unless it is supposed to be local military terminology. Then it's okay.
*-But, if this could be somehow stopped, then ability to choose from predefined leaders would be awesome... But seems lot of WML work.
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blueknight1758
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Re: Help for an Era based in a post apocalyptic world.

Post by blueknight1758 »

I can see where your coming from with kids I'll replace them with the suggested teenagers, with regards to the minigun I'm really struggling to produce art for it but I'm still trying

I completely forgot the iron fists Electro Swords and yes they are going to be there but I can't think of a tree for them, perhaps you know one?
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Re: Help for an Era based in a post apocalyptic world.

Post by powershot »

blueknight1758 wrote:I can see where your coming from with kids I'll replace them with the suggested teenagers, with regards to the minigun I'm really struggling to produce art for it but I'm still trying

I completely forgot the iron fists Electro Swords and yes they are going to be there but I can't think of a tree for them, perhaps you know one?
Magical guys would wipe the kids out.
My new account is: Power_Pixel_Wannabe. Yea. Yea.... Why are you still reading this? What the heck m8? You have some kind of problem? Yea. I draw. NO I'M NOT 5 ANYMORE!!! Little brats.
The heck m8? I thought you left... No seriously... go... serious...
ok bye m8. I'm serious.
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Re: Help for an Era based in a post apocalyptic world.

Post by blueknight1758 »

It is a controversy issue with kids being able to die such as with child soldiers.
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Shinobody
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Re: Help for an Era based in a post apocalyptic world.

Post by Shinobody »

Alright, my ideas for new units. Full revised unit tree in attachment. Here, just unit descriptions.
Units from original AE written in cursive.
IRON FIST
Melee Line: (3 units)
lev1: Pikeman (base sprite already made)
Iron Fist soldier with electric spear. Nuff said.
Evolves into Defender or Shotgunner

lev2: Defender (base sprite already made)
Instead of a gun, this soldier decided to exchange his electric pike for massive Thundersword (yes, electric sword). This, and his massive armor make him perfect for shielding weaker units from quick enemies like monsters or wildcats.
Evolves into Shocker.

lev3: Shocktrooper
Masters of melee combat, this towers of metal wield giant maces with electricity running through it, ready to kill
everything which is dumb enough to come close.
Scout Line: (6 units)
lev1: Scout
Typical scout with knife and handgun. Quick (village grabber), chaotic (unlike rest of faction), got Nightstalk.
Evolves into Agent or Sharpshooter.

lev2: Agent
More skilled at stealth than typical scouts, Agents are good at night operations and flanking. They got Nightstalk, backstab knife and pistol.
Evolves into Covert Ops.

lev2: Sharpshooter
Unlike Scout, it is slower and neutral. To avoid RIPLIB, it has powerful Marksman rifle attack, and has bigger terrain defence. Also, it still has Nightstalk.
Evolves into Marksman or Sniper.

lev3: Covert Ops
Elite of Agents, they dispose their silenced pistols in favor of sniper crossbows with poisoned bolts. Their knowledge of stealth allows them to remain undetected in villages, but their experience allows them to fight well even during day.

Summarised, it has:
-Nightstalk and Conceal (village hide)
-Chaotic, and Fearless
-Melee knife attack with Backstab
-Ranged crossbow attack with Poison
To avoid being overpowered, they should have less HP than mainline Assasin, they also have weaker terrain defences (more elf-like rather than elusive movetype...).

lev3: Marksman
Marksman version which puts most into ranged attacks, without real melee power. They have:
-biggest HP of all lev3 trackers
-magical-like 80% chance rifle attack (weaker) and Marksman rifle attack (stronger)
-neutral
-also, this is the only one which loses nightstalk.

lev3: Sniper
Balanced version, they combine stealth and rifle skills. They got :
-best terrain defence of these 3
-Nghtstalk and Ambush
-two rifle attacks, one Marksman (strong), and one with Backstab (slightly weaker)
-neutral
Ranged Line: (1 unit)
lev3: Stromtrooper
Evolves from Light Gunner. Elite soldiers with Assault rifles (quick piercing attack) and flashbangs (single, slowing cold attack); maybe also Hand grenades (single strong fire attack)
TRIBALS
Scout Line: (4 units)
lev1: Wild Cat
Village grabber. Mountain lion with claw attack. Added just because tribals needed scout. Possibly tamed by shamans or smth.
Evolves into Big Cat or Rabid Cat.

lev2: Big Cat
Bigger than the other cat. Wow.
Evolves into Mountain Lion.

lev2: Rabid Cat
Not all cats take shamanistic control good. Some get crazy. Berserk.
Doesn't evolve.

lev 3 Mountain Lion
REALLY big cat. Powerful.
Look, what can I write NEW about such units? Whether they will be wolves, tigers or panthers they'll be always the same.
Quick. Resilient. Hard to hit. Good in melee.
MONSTERS:
Spider Line: (1 unit)
lev2: Silk Spider
Evolves from Black Widow.
Unlike other Black Widows, those spiders have exceptionally mutated spinneret glands, and use their silk to tie enemy down.
Slowing ranged attack (but no poison attacks).
Bear Line: (2 units)
lev2: Woods Bear
Evolves from Forest Bear.
Stealthy and quick. Got ambush, decent HP. Average terrain defence.

lev2: Angry Bear
Evolves from Forest Bear.
Those rabid giants are truly terrifying sight.
Tank. Big HP, low terrain defence, no stealth. Has strong claw attack or weaker berserk attack.
Rockroach Line (2 units)
lev2: Stoneroach
Evolves from Rockroach.
With skin as hard as plate, those are really hard to kill.
Good resistances, big HP, slow, steadfast.

lev2: Lockroach
Evolves from Rockroach.
Those sneaky bastards especially like to surround enemies, and make sure they don't escape.
Backstab melee, slowing ranged acid spit.
Support Line: (7 units)
lev1 Hermit
Some strange man, seems to hang around those wild animals. Yet, they don't seem to attack him...
Quick fist attacks, good defence. Neutral.
Evolves into Wildman or Druid.

lev2: Wildman
Now, that's strange. He's grown more muscles, more hair all over his body, is also more agile.
Quick fist attack, also basic slash fingernails attack. Good terrain defence, good HP.
Evolves into Lionman, Bearman or Wolfman.

lev2: Druid
Some of these hermits seem to lead crowds of monsters... But this is impossible, right?..
Leadership, obviously. Gets fist attack, and also ranged magical attack:
-I don't know whether it should be Cold or Arcane type. The point is, that the most primitive minds (like animals) should get least protection, while very disciplined and complex ones (magi, medics, elite soldiers) would be more resistant. Cold seem to be more fitting. (There won't be any unit really using Cold as weapon anyway...)
Evolves into Nature's Hand.

lev3: Lionman
These hermits seem to be completely covered in bright fur, also they have... cat ears?
They walk on four legs, and seem to have completely forgotten human language.
Bite pierce attack, paws blunt attack; quick, good defence, chaotic, nightstalk or ambush.

lev3: Bearman
Half-man, half bears. Big. Strong. Hairy.
Very strong blunt melee attack, good HP. Basically, tank. Maybe regeneration? Or steadfast?

lev3: Wolfman
Covered in grey fur, they are not as animalistic as some other wild men, but they are not fully human either. rather than speak, they growl and howl.
Bite berserk attack, Jump charge attack. HP and defence balanced between Bearmen and Lionman.

lev3:Nature's Hand.
So these are the men behind all this. These guys control minds of all monsters around. Well, that explains why they were never fighting among each other...
Fist attack, strong mental (see Druid) attack, possibly with some "Charm" special (see WML Abilities in Wesnoth Wiki)
Unique Leader Unit
Kraven (can rename him, whatever)
I'm not sure what exactly Blueknight had in mind with "leaders", but hell, here's my proposition for Monsters.
(He can be used alternatively as campaign character?)
Basically, Kraven forty years ago was shaman's apprentice in one of rather remote mountain tribes. Among all shamanic skills, he was exceptionally gifted in animals taming and control. At age of 16, he began hearing what he thought was "Nature's Voice". He went crazy, killed his master and, with help of monsters, rest of his tribe. From that time, Kraven and his band roam the wastelands, taming more monsters, raiding village after village, killing villagers, and turning survivors either into some half-animals (Wildmen above), or those with magical talent into other "Druids" or "Nature's Hands", as described above in "Support" line. He mind-controls monsters in his band, as he does with those few human in his faction. He is the reason why monsters cooperate. He's got attacks similar to Nature's Hand (see "Support" line) possibly with "Charm" special. He leaves no witnesses, to make sure these attacks will not be linked. Yet lately, he begins to get near territories of IronFist...
And, just for fun :lol2:
Bunny Line (sic!) (3 units)
(this whole line was included just for Monty Pyton reference.)
lev0: Bunny
Just small wild bunny. Skirmisher.
Evolves into Wild Rabbit.

lev1: Wild Rabbit
Those are fully grown, and begin to mutate. Oh.
Good terrain defence, low HP, skirmisher.
Evolves into Raving Rabbit.

lev2: Raving Rabbit
You think this bunny is cute? LOOK AT THE BONES!
Skirmisher, good defence, average HP. May have berserk.
Yes, this one doubles as Rayman: Raving Rabbids reference.
UPR
Bandolier Line (1 unit)
lev 3: Quartermaster (alternate levelup for Bandolier)
Evolves from Bandolier.
Unlike the rest, some Bandoliers learn to run around with other goods than just ammunition.
The same "ammo boost" as normal Bandolier, but gets also heal+4. Maybe leadership.
Scout Line (3 units)
lev 1: Wanderer
Evolves from Teenager. (So now teenagers aren't completely redundant).
Some people don't choose to live in the caves. Instead, they give up chances of education for adventure. As they are live aboveground, they slowly get used to harsh conditions of the outside. They serve people of Caves as scouts, trackers, intelligence agents, and if some Cave desperately needs some pre-Disaster artifact to continue its existence - guess who's gonna be sent?
Quick, not too good in combat. Low HP, hasn't got nothing but spear and simple "pipe gun" (makeshift musket).
Evolves into Hunter or Ranger.

lev2: Hunter
Because Wanderers who stay outside can't count on too big help from their Caves, they must survive by themselves. Usually, this means learning arts of shooting and stealth, and using them - for money (or whatever substitutes money in Wsateland's barter-based economy). They specialise in killing all kinds of monsters.
Quick, good terrain def, strong ranged marksman. bad in melee, low HP. Stealth, possibly conceal. Neutral.

lev2: Ranger
Some Wanderers decide to stay near their Caves, scouting and searching for possible enemy attacks. As such, they are more linked with UPR military.
Assault rifle, good spear attack, Very quick. No stealth.
Evolves into Combat Ranger or Scout Plane [see below, "Support" line.]
Support Line (5 units)
lev2: Engineer
Evolves from Civilian.
Intellectual elite of Caves, although they always lack resources, they at least try to make up for it with creativity.
(possibly gets small repair, but this isn't very important, since they haven't got any machines yet.)
Evolves into: Mechanist, Flamethrower, Scout Plane, Power Suit.

lev3: Mechanist
What will elite Engineer do, when presented with lack of ammunition to properly equip troops with firearms?
Plasma.
Strong ranged fire attack, weak in melee. Got repair +8 (since he is supposed to keep all machines in good condition).

lev3: Flamethrower
Evolves from Engineer or Soldier (to give more variety for Soldier).
Some Engineers, when they rediscover fossil fuels, find them good and reliable power source. Some just go crazy, and begin making weapons of destruction out of it, outfitting themselves, and any UPR Soldier crazy enough to try that, too.
Whatever path you came to "Hellfire Club", like other call Flamethrowers' division, you're not getting out alive.
Balanced, quite good ranged attack, and really good berserk flaming melee attack.

lev3: Scout Plane
Evolves from Ranger (see above, "Scout" line) or Engineer.
Searching in old libraries, they found a way to build a flying machine. If they will trust it with the best of UPR scouts, or just pilot it themselves - it's up to them.
VERY quick, maybe it cannot be attacked in melee? (then, it should have only melee attacks for balance). Mechanical.

lev3: Armor Suit
Also known as mecha. This giant is the most terrible of warmachines ever built. It's a good thing that those walking tanks are very slow, isn't it?
Big HP. Mechanical. Big resistances. Best ranged attack of all in game (around this of IronFist's "Armegedon"). Crippling
slow, around maybe.. 3 or 4mp.
Unique Leader Unit
Head Doctor
Basically, I realised after writing UPR's tree down, that Head Doctor needs to be level 4 (!),and his descriptions says that at mythical lev4 he achieves what IronFist medics achieve at lev2. That's absurd. If you ask me, I suggest that HeadDoctor should be scrapped from main UPR tree, and "Head Doctor" should be instead added as leader unit.
New unit tree:
EDIT: Simplified and corrected version.
Simpler tree.txt
Now less confusing.
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There were some mistakes, those are corrected.
Last edited by Shinobody on July 23rd, 2011, 4:06 am, edited 2 times in total.
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Re: Apocalyptic Era v0.1 on 1.9 add-on server.

Post by powershot »

I think the tribal images are done. At least for me. I'm not so good at Iron fist though.

@Blueknight: Another faction should be dark rebels. Necro + theif. You get the idea.
My new account is: Power_Pixel_Wannabe. Yea. Yea.... Why are you still reading this? What the heck m8? You have some kind of problem? Yea. I draw. NO I'M NOT 5 ANYMORE!!! Little brats.
The heck m8? I thought you left... No seriously... go... serious...
ok bye m8. I'm serious.
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Re: Apocalyptic Era v0.1 on 1.9 add-on server.

Post by Shinobody »

Wait, this is still being worked on?
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