Neorice's Unit Thread! (I need attention; you can give!!)

Make art for user-made content.

Moderator: Forum Moderators

Forum rules
Before posting critique in this forum, you must read the following thread:
Post Reply
wisdomless
Posts: 193
Joined: September 20th, 2005, 8:17 pm
Location: A galaxy far far away...

Post by wisdomless »

:shock: Okay I'm done waiting!
Where's the next unit?
Where?
WHERE?
WHERE?
:shock:
If stupidity got me into this, it should get me out.

Most pointless statement of the year award goes to me!
"People are lazy unless they care."
I'd like to thank unsung for this award... and all the people who helped make this possible...
Jormungandr
Art Contributor
Posts: 85
Joined: June 11th, 2005, 2:22 pm

Post by Jormungandr »

Neoriceisgood wrote:
Presenting the Armageddon Drake...
:D

Sweet.

Much praise for the ranged attack and death animations.
Neoriceisgood
Art Developer
Posts: 2221
Joined: April 2nd, 2004, 10:19 pm
Contact:

Post by Neoriceisgood »

wisdomless wrote::shock: Okay I'm done waiting!
Where's the next unit?
Where?
WHERE?
WHERE?
:shock:


Wait up, I'm doing the undead riders next; but I'm gonna post the entire advancement tree in one file.
Signature dropped due to use of img tag
Neoriceisgood
Art Developer
Posts: 2221
Joined: April 2nd, 2004, 10:19 pm
Contact:

Post by Neoriceisgood »

On a side note; can anyone tell me if it is, and if it is; how it is possible to use a plague like system to convert the unit to itself if you kill it?

Say you kill a horseman, you get a horseman; kill a general? get a general;


secondly;

a werewolf like transformation like scott did on my undead riders in his campaign; is this possible by editting the units, or can it only be done by editting the scenario's WML?

third; We all know the mage of light's abillity to illuminate his surroundings, but is it possible to have units do this for other daytimes, or even terrain types (consider every adjecting tile a forest?) and if yes, how?

fourth, a freeze skill; petrify, except it only lasts 1~2 turns, and doesn't automatically render the frozen unit dead; also certain immumity for races e.g drakes (They obtain big damage from cold, however are way to hot to be actually frozen) against it like undead versus poison.

fifth, rage; would prevent the unit from using his ranged attack anymore until the status effect was undone (As this is quite powerfull I'd say it'd only last 1~2 turns, instead of standard healing by village or healers like poison)

These are currently all abillities I have an use for right now, explanation on how to do them; (Editting the main code, editting the unit; anything) would be really appreciated, as it'd allow me to do a large amount of really cool new units;
Signature dropped due to use of img tag
User avatar
Elvish_Pillager
Posts: 8137
Joined: May 28th, 2004, 10:21 am
Location: Everywhere you think, nowhere you can possibly imagine.
Contact:

Post by Elvish_Pillager »

None are possible currently without WML. All except 3 are currently possible with WML.
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
Neoriceisgood
Art Developer
Posts: 2221
Joined: April 2nd, 2004, 10:19 pm
Contact:

Post by Neoriceisgood »

Alright, where in wesnoth's folders are abillities stored again? I can't seem to find them ;(
Signature dropped due to use of img tag
scott
Posts: 5248
Joined: May 12th, 2004, 12:35 am
Location: San Pedro, CA

Post by scott »

Abilities are hard-coded into the game, but plague is configurable. Either look at the Soulless unit config or read ReferenceWML.
Hope springs eternal.
Wesnoth acronym guide.
Neoriceisgood
Art Developer
Posts: 2221
Joined: April 2nd, 2004, 10:19 pm
Contact:

Post by Neoriceisgood »

Unit pack 3 is done, this includes three units;

the level 1 Skeletal Rider, the level 2 Skeletal Knight and the level 3 Dark knight;

these units are easily defined, the skeletal rider is alot like the skeleton, except faster, more expensive; and in posession of slightly more hp; call it skeleton version 1.2

Once he levels the real difference starts showing, the speed stays the same, and the hp is still higher than that of a revenant; however it's melee attack is quite weaker in comparison.

The level 3 guy is really different from what the draugh would be for a skeleton; first of all it's main attack is alot weaker, however it is accompanied by an impact charge attack that really makes him a scary guy to deal with; Though not as powerfull as the charge attack of the loyalist line; it is still very annoying as it gives him quite an advantage if you place your units in bad terrain;

appart from that his physical defences have a slight boast due to his armour; this together with his charge attack makes him notably tougher than his earlier levels; but due to his lack of range he's not extremely tough to deal with.
Attachments
Death_Riders_Wesnoth.zip
Death Riders 0.1
(130.96 KiB) Downloaded 709 times
Signature dropped due to use of img tag
scott
Posts: 5248
Joined: May 12th, 2004, 12:35 am
Location: San Pedro, CA

Post by scott »

Do you think we could coordinate stats between this line and those found in Liberty/UTBS?
Hope springs eternal.
Wesnoth acronym guide.
Neoriceisgood
Art Developer
Posts: 2221
Joined: April 2nd, 2004, 10:19 pm
Contact:

Post by Neoriceisgood »

Sure, I just gave them stats so that I could see if they worked in game;

if someone can think up better fitting stats, be my guest to post them here; and I'll see if they're better.
Signature dropped due to use of img tag
konrad25
Posts: 61
Joined: September 23rd, 2005, 10:55 pm

Post by konrad25 »

All these images are excellent! I plan to use them!
konrad25
Posts: 61
Joined: September 23rd, 2005, 10:55 pm

Post by konrad25 »

Also they could be put in a campaign about the end of the world ie. 7 Riders of Doom and Armageddon Drakes rise from volcanos or some thing like that. :roll:
User avatar
turin
Lord of the East
Posts: 11662
Joined: January 11th, 2004, 7:17 pm
Location: Texas
Contact:

Post by turin »

Can someone explain to me Neorice's obsession with extremely overpowered units? :roll:

The images are good... I think the grand overlord general guy is a bit bland-looking, though.
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
konrad25
Posts: 61
Joined: September 23rd, 2005, 10:55 pm

Post by konrad25 »

BTW Neorice is there a way I could get all the images in this unit list zippped up singularly i.e. the Darawrf etc etc. :roll: They don't have to be animated or anything.
Attachments
Unit List
Unit List
unitlist.gif (48.23 KiB) Viewed 6790 times
fmunoz
Founding Artist
Posts: 1469
Joined: August 17th, 2003, 10:04 am
Location: Spain
Contact:

Post by fmunoz »

The grand general is a half-tongue-in-check unit :-) Not really serious (not fully a joke too)
Singular units are allways more fun than common one, and singular units tend to be either on the really weak side (as comic relief) or on the too powerfull side (as plot devices or also as another kind of comic relief sometimes)

PS: I can be wrong only the deep subsconcious of Neorice knows for sure.
Post Reply