Imperial Era

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Temuchin Khan
Posts: 1736
Joined: September 3rd, 2004, 6:35 pm
Location: Player 6 on the original Agaia map

Re: Imperial Era

Post by Temuchin Khan »

A few years ago, I suggested a new Arendian unit, a swimmer. No one took me up on that idea at the time, but this week i had another idea for a similar sort of unit. If anyone is interested in giving the Arendians a true water unit rather than having the horse archer swim in deep water, here it is. All it still needs is art, which unfortunately I can't provide.

Code: Select all

Wave Rider	-> Far Striker		-> Salt Chief
		-> Fleet Swimmer
                -> Deep Stalker


Arendian Swimmer Movetype

Resistances

Blade		100	(= 0)
Impact		100	(= 0)
Cold		 120	(= 20)
Pierce		80	(= -20)
Fire		 120	(= 20)
Arcane		100	(= 0)

Movement

        Terrain	Movement Cost	Defense
	Castle	        1	60%
	Cave	        3	30%
	Coastal Reef	2	60%
	Deep Water	1	40%
	Fake Shroud	‒	0%
	Flat	        2	40%
	Forest	        2	40%
	Frozen	        2	30%
	Fungus	        2	40%
	Hills	         2	40%
	Mountains	 3	50%
	Sand	         2	40%
	Shallow Water	1	50%
	Swamp	        2	50%
	Unwalkable	‒	0%
	Village	        1	60%


Wave Rider (lvl 1)

Some Arendians are nomads of a different sort.  They have devised inflatable rafts made of animal bladders and other
natural materials and use them to wander the seas.  Popularly known as Wave Riders, their skills make them a valuable
addition to the tribal levies in times of war.

Information

Advances from: 	‒
Advances to: 	Far Striker, Fleet Swimmer, Deep Stalker
Cost: 	12
HP: 	28
Moves: 	5
XP: 	32
Level: 	1
Alignment: 	lawful
Id: 	Arendian Swimmer
Abilities: 	-
Attacks (damage × count)
Spear		6 x 3 pierce melee first strike
Spear		7 x 2 pierce ranged


Far Striker (lvl 2)

As they gain experience, many Wave Riders hone their skills with the raft and the spear.  They are honored as Far
Strikers, and continue to prove their usefulness in both peace and war.

Information

Advances from: 	Wave Rider
Advances to: 		Salt Chief
Cost: 	24
HP: 	35
Moves: 	6
XP: 	80
Level: 	2
Alignment: 	Lawful
Id: 	Arendian Swimmer
Abilities: 	-
Attacks (damage × count)
Spear		7 x 3 pierce melee first strike
Spear		9 x 2 pierce ranged


Fleet Swimmer (lvl 2)

Some Wave Riders forgo their rafts to improve their swimming skills.  Known as Fleet Swimmers, they easily
encircle most enemies.

Information

Advances from: 	Wave Rider
Advances to: 	-
Cost: 	24
HP: 	35
Moves: 	7
XP: 	150
Level: 	2
Alignment: 	Neutral
Id: 	Arendian Swimmer
Abilities: 	Skirmisher
Attacks (damage × count)
Dagger		6 x 2 blade melee backstab


Deep Stalker (lvl 2)

Some Wave Riders forgo their rafts to improve their breath-holding and diving skills.  Known as Deep Stalkers, they also
serve as aquatic spies and assassins.

Information

Advances from: 	Wave Rider
Advances to: 	-
Cost: 	24
HP: 	37
Moves: 	6
XP: 	150
Level: 	2
Alignment: 	Neutral
Id: 	Arendian Swimmer
Abilities: 	Submerge
Attacks (damage × count)
Harpoon	10 x 2 pierce melee
Harpoon	18 x 1 pierce ranged


Salt Chief (lvl 3)

The most experienced Far Strikers are entrusted with command of a flotilla.  Such a one is respectfully known
as a Salt Chief.

Information

Advances from: 	Far Striker
Advances to: 	-
Cost: 	30
HP: 	42
Moves: 	7
XP: 	150
Level: 	3
Alignment: 	Lawful
Id: 	Arendian Swimmer
Abilities: 	Leadership
Attacks (damage × count)
Spear		9 x 3 pierce melee first strike
Spear		11 x 2 pierce ranged
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UnwiseOwl
Posts: 490
Joined: April 9th, 2010, 4:58 am

Re: Imperial Era

Post by UnwiseOwl »

I should really get around to an overhaul of the Arendians and Issaelfr some time, huh? It's only been on my to-do list for...eight years. Gees, we could really do with a maintainer around here.

Personally, I like that the Arendians (and to some extent the Sidhe) don't have strong water control, as I like the flavour of factions having actual strengths and weaknesses instead of the tendency for each to feel just like reskins of each other, but I'll look at incorporating something like this design for folks to try it out if you could write it up in a cfg format.

If anyone has any ideas for an additional unit line for the Lavinians or Sidhe I'd be interested too. They've only got five unit types each and I think one more would help avoid the battles being quite so samey.
Maintainer of the Imperial Era and the campaigns Dreams of Urduk, Epic of Vaniyera, Up from Slavery, Fall of Silvium, Alfhelm the Wise and Gali's Contract.
But perhaps 'maintainer' is too strong a word.
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Temuchin Khan
Posts: 1736
Joined: September 3rd, 2004, 6:35 pm
Location: Player 6 on the original Agaia map

Re: Imperial Era

Post by Temuchin Khan »

UnwiseOwl wrote: September 18th, 2020, 6:56 pmPersonally, I like that the Arendians (and to some extent the Sidhe) don't have strong water control, as I like the flavour of factions having actual strengths and weaknesses instead of the tendency for each to feel just like reskins of each other,
Well, these proposals could always be tweaked. Maybe something as simple as this:

Breath Diver (lvl1) -> Deep Stalker (lvl 2)
but I'll look at incorporating something like this design for folks to try it out if you could write it up in a cfg format.
Probably can't do much more until mid-October, but when the time comes I'll see what I can do.

EDIT: Added possible stats for Breath Diver & Deep Stalker. And honestly, I'm leaning toward going with this more simplified version of the unit. I l too like the idea of preserving the Arendians' uniqueness.
User avatar
Temuchin Khan
Posts: 1736
Joined: September 3rd, 2004, 6:35 pm
Location: Player 6 on the original Agaia map

Re: Imperial Era

Post by Temuchin Khan »

Well, I had a little more time over the weekend than I thought I would, so attached are the cfg’s for the simpler version of an Arendian Diver. It is unique among Imperial Era units because it is (a) the only IE humanoid water unit not carrying a boat or riding an animal, (b) the only IE water unit with pierce melee, (c) the only IE water unit with skirmisher, (d) the only IE unit with both skirmisher and submerge, (e) the only non-animal IE water unit line capped at level 2. Furthermore, because it is capped at level 2, it maintains the Arendians’ character as a primarily land-based faction with only a weak presence at sea.

Arendian Diver Unit.zip
(25.57 KiB) Downloaded 24 times

Unwise Owl also mentioned updating the Issaelfr. As their original designer, I can say that I should have given them a scout. Ever since Unwise Owl gave them the falcon, though, this has been fixed. However, I do wonder if we should buff the seals by giving them submerge. What do you guys think?

Unwise Owl also asked if anyone has ideas for adding units to the Lavinians or the Sidhe. Here are my thoughts:

For the Sidhe, I’m not sure. The Extended Era long since added two new Sidhe unit lines, the bears and the hoarfrosters. I even wrote the hoarfroster line’s unit descriptions, so arguably IE already has a claim on them, if we want to use them. On the other hand, we might not want to use them. It might make them too much like the Issaelfr, what with the snow magic and the trained animals. I can’t think of any other new Sidhe units right now.

As for the Lavinians, I think we once considered making a Nemidian Elephant Rider. The Highlanders from the Era of Four Moons and the Arabian Nights from the Arabian Nights Era both have elephant units, either of which could give us ideas.

O.K., now barring the unexpected I really shouldn’t have time for Wesnoth until mid-to-late October!

EDIT: I forgot to mention that I included an updated Various file. The new unit will only work if the old Various file gets replaced by the new one.
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Temuchin Khan
Posts: 1736
Joined: September 3rd, 2004, 6:35 pm
Location: Player 6 on the original Agaia map

Re: Imperial Era

Post by Temuchin Khan »

O.K. Now I have some time again. I have reconsidered the Arendian diver line cfg's, nerfed their attacks just a little, eliminated a few bugs, and eliminated the idea of having different art for land and sea because I couldn't get it working.

So here is the streamlined version:
Arendian Diver files.zip
(23.11 KiB) Downloaded 15 times
Any chance of getting this into the next update, Unwise Owl?
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UnwiseOwl
Posts: 490
Joined: April 9th, 2010, 4:58 am

Re: Imperial Era

Post by UnwiseOwl »

Sure. I don't have an ETA for the next version, but I'll try and get something out soon.
Maintainer of the Imperial Era and the campaigns Dreams of Urduk, Epic of Vaniyera, Up from Slavery, Fall of Silvium, Alfhelm the Wise and Gali's Contract.
But perhaps 'maintainer' is too strong a word.
User avatar
Temuchin Khan
Posts: 1736
Joined: September 3rd, 2004, 6:35 pm
Location: Player 6 on the original Agaia map

Re: Imperial Era

Post by Temuchin Khan »

UnwiseOwl wrote: October 14th, 2020, 6:33 pm Sure. I don't have an ETA for the next version, but I'll try and get something out soon.
Thank you!

But what do you and the others think of also givong submerge to the Issaelfr seals? They and the Arendian divers would still be distinct because the divers would only get it when they advance and because the divers have skirmisher, but it would be fitting for the seals to have it, too.

What do you think? Yes? No? Supporting arguments? Counter-arguments?
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