Search found 212 matches

by Edwylm
April 18th, 2020, 8:43 pm
Forum: Art Contributions
Topic: Expanding The Great Continent - [Dunefolk Habitat]
Replies: 120
Views: 15923

Re: Expanding The Great Continent - [Dunefolk Habitat]

I'd hesitate to include any units from add-on eras. Not saying we can't, just that it should happen only after very careful consideration and probably some tweaks. I don't think there's any need to come up with any completely new sentient races. I agree about taking units from add-ons and adding in...
by Edwylm
April 17th, 2020, 8:11 pm
Forum: Art Contributions
Topic: Expanding The Great Continent - [Dunefolk Habitat]
Replies: 120
Views: 15923

Re: Expanding The Great Continent - [Dunefolk Habitat]

Having some known races in the south sounds good. They should differ form their northern brothers, though. Southern Saurians might use less cold magic, but more poison, because the dunefolk alchemist also uses poisonous herbs that are apparently in the south? The dwarves there could not rely on run...
by Edwylm
April 16th, 2020, 3:29 pm
Forum: Art Contributions
Topic: Expanding The Great Continent - [Dunefolk Habitat]
Replies: 120
Views: 15923

Re: Expanding The Great Continent - [Dunefolk Habitat]

Well the maps have improved. the desert could expand in between the mountains but i would suggest what surrounds the ashland desert is semi-arid desert or dry steppe climate. it could be included as part of the ashland desert but the environment isn't has harsh as a full desert. still supporting nom...
by Edwylm
April 16th, 2020, 12:01 am
Forum: Scenario & Campaign Development
Topic: [Mainline] A Dunefolk Campaign
Replies: 10
Views: 1600

Re: [Mainline] A Dunefolk Campaign

I would agree, alchemy is chemistry with a sprinkle of fantasy "magic". I would see issues of alchemists accidentally or by evil actions making a plague and wiping out a entire city. (there would be recordings of making "new plauges" but the creator would die from it themselves b...
by Edwylm
April 15th, 2020, 11:35 pm
Forum: Scenario & Campaign Development
Topic: [Mainline] A Dunefolk Campaign
Replies: 10
Views: 1600

Re: [Mainline] A Dunefolk Campaign

"releasing somethign that shoudl have stayed sealed" - that sounds like black magic or a curse. This would have heavy magic connotations. The if we were to talk about sicknesses and plagues would it not be more interesting to have them been organic? As dunefolks herbalists is the one thin...
by Edwylm
April 15th, 2020, 4:45 am
Forum: Scenario & Campaign Development
Topic: [Mainline] A Dunefolk Campaign
Replies: 10
Views: 1600

Re: [Mainline] A Dunefolk Campaign

The first one is a bit uninteresting. If I could suggest a different story line it would be the MC would be a hired sword for merchants, could be a group he leads. could ease into the lore of 1 or 2 maps of them traveling and in one of the cities a Alchemist would look to hire their swords to go on ...
by Edwylm
April 15th, 2020, 3:28 am
Forum: Art Contributions
Topic: Expanding The Great Continent - [Dunefolk Habitat]
Replies: 120
Views: 15923

Re: Expanding The Great Continent - [Dunefolk Habitat]

Note that Rivers are not yet drawn into the map. The "lake" in the center is supposed to be an oasis that emerges from underground waters from the mountain. So technically it does not requiere a river in that case. But I guess drew it still too big if it can be mistaken for a large lake. ...
by Edwylm
April 14th, 2020, 6:05 pm
Forum: Art Contributions
Topic: Expanding The Great Continent - [Dunefolk Habitat]
Replies: 120
Views: 15923

Re: Expanding The Great Continent - [Dunefolk Habitat]

Well there are many ways and how things are suppose to be made. I do not want to be nit picky on how geography things should be as this is a fantasy world and things can be thrown out the window. Deserts are affected by the rain shadow, planet's desert zones/equator and ocean currents. With the Grea...
by Edwylm
February 18th, 2020, 5:29 am
Forum: Users’ Forum
Topic: What mainline campaigns are high quality?
Replies: 24
Views: 4378

Re: What mainline campaigns are high quality?

Well for me its been a long time and I am used to the 1.10 version. But I shall give some feedback from 1.14. A Tale of Two Brothers and An Orcish Incursion. They are short and not much story driven. They feel more like filler and to help new players get used to the game. So they are one of those th...
by Edwylm
December 27th, 2019, 1:17 am
Forum: Art Contributions
Topic: Loyalist Units
Replies: 35
Views: 13068

Re: Loyalist Units

Well I'm still working on animations for the loyalists namely the spearmen and sergeant. Range animation for Sergeant and Lieutenant. There is still much work to do for the arms. sergeant+animations.png sergeant+range.gif lieutenant+animations.png Just some easy edits on the preexisting animation fo...
by Edwylm
December 21st, 2019, 6:11 am
Forum: Art Contributions
Topic: Loyalist Units
Replies: 35
Views: 13068

Re: Loyalist Units

well I think I found the best leg usage might still look a bit weird with shading. peasant.png aside of that I started working on the woodsman replacing the hat with a cap. The legs will likely need to be edited. on the right 2 the cap made the unit smaller than the ruffian so I tried making the leg...
by Edwylm
December 19th, 2019, 6:39 am
Forum: Art Contributions
Topic: Loyalist Units
Replies: 35
Views: 13068

Re: Loyalist Units

peasant.png
peasant.png (6.69 KiB) Viewed 2031 times
some quick edits making outline for hat darker, hand holding the pitchfork smaller, and working with the legs, the one on the right i moved his left leg to the left by 1 and placed more clothing between arm and body.
by Edwylm
December 18th, 2019, 6:56 am
Forum: Art Contributions
Topic: Loyalist Units
Replies: 35
Views: 13068

Re: Loyalist Units update

I Forgot to add in my revised version with the update. peasents.png 1st I edited the hat to give it more of a straw hat kind of feel. brighten it up and removed a few colors. probably the only thing that might need more work. 2nd the face now looks like the rest of the loyalists. 3rd were the arms/h...
by Edwylm
December 17th, 2019, 6:28 am
Forum: Art Contributions
Topic: Loyalist Units
Replies: 35
Views: 13068

Loyalist Units update

well its been a while since last update. I have used doofus-01's suggestions. However, I have been experimenting with the grand marshal sprite stance. I haven't found of a stance that would workout much. The unit has quite a bit of equipment and ornamental designs. Along with the shoulder plates fee...
by Edwylm
December 16th, 2019, 2:01 am
Forum: Writers’ Forum
Topic: An idea of generic tutorial campaign
Replies: 16
Views: 2869

Re: And idea of generic tutorial campaign

You say, I want to play on the good side, so let me be a defender, so you can declare - "it is not we, they started this, so they are bad guys!" Good and evil are perspective based. As history has stated "winners write the history" would apply for realistic aspects. Also on the ...