The Qesicans (Development Stage: Art/Submission to the EE)
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Potential Monk Art
Many ideas for Monk-line art.
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- Monks (together).png (3.63 KiB) Viewed 3685 times
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- Monk.png (2.09 KiB) Viewed 3685 times
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- Monk2.png (1.92 KiB) Viewed 3685 times
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- Order of the Staff.png (1.28 KiB) Viewed 3685 times
More Monk Options
More potential (filler) monk art. I could not find anywhere something that screamed "Master monk" to me. So I dont have any filler art for that.
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- Order of the Staff2.png (1.42 KiB) Viewed 3672 times
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- Order of the Blade.png (1.78 KiB) Viewed 3672 times
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- Order of the Blade2.png (2.88 KiB) Viewed 3672 times
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- Order of the Sun.png (2.07 KiB) Viewed 3681 times
Balancing of the Mancers
Ok Here's my attempts at balancing the Mancer line.
:: With no more than 25 hp, as a second level magelike unit the continued lack of HP progression allows for more powerful abilities elsewhere. With an additional movement point the idea of the blademancer is to kill and do it quickly. An offensive mancer, the Blademancer none the less has acceptable blade resistance - while still being weak to impact and piercing damages.
If it can survive long enough, the XP for this second level unit is low enough that it may be able to become a gravimancer - a wholey feared unit on the feilds of battle.::
Jahnaka Blademancer (lvl2) -
(Upgrades to: Gravimancer)
"Swirling blades of death dancing around the Blademancer is a terrifying enough sight, but the realization that they can also dance these blades at range is enough for any stalwart warrior to second guess themselves. Jahnaka who advance their telekinetic powers develop the ability to use foresight and martial training to their advantage, wielding blades handlessly yet with no less ability."
Cost ?
HP 25 Movement: 6 XP 50
(Disallow Strong as an ability)
Weapons:
Sworddance - (Blade) Melee 5-8 (A quick animation prefered here)
Daggerswarm - (Blade) Ranged 3-10 (A quick animation prefered here)
Resistances:
Blade 0%
Cold 0%
Fire 0%
Holy 20%
Impact -20%
Peirce -20%
Movement/Defense:
Castle 1 60%
Village 1 60%
Deep Water 100 20%
Shallow Water 3 20%
Grassland 1 30%
Forest 2 50%
Hills 2 60%
Mountains 2 60%
Swamp 2 30%
Sand 2 30%
Cave 2 30%
Snow 2 30%
Mushroom Grove 2 50%
Chasm 100
:: With no more than 25 hp, as a second level magelike unit the continued lack of HP progression allows for more powerful abilities elsewhere. With an additional movement point the idea of the blademancer is to kill and do it quickly. An offensive mancer, the Blademancer none the less has acceptable blade resistance - while still being weak to impact and piercing damages.
If it can survive long enough, the XP for this second level unit is low enough that it may be able to become a gravimancer - a wholey feared unit on the feilds of battle.::
Jahnaka Blademancer (lvl2) -
(Upgrades to: Gravimancer)
"Swirling blades of death dancing around the Blademancer is a terrifying enough sight, but the realization that they can also dance these blades at range is enough for any stalwart warrior to second guess themselves. Jahnaka who advance their telekinetic powers develop the ability to use foresight and martial training to their advantage, wielding blades handlessly yet with no less ability."
Cost ?
HP 25 Movement: 6 XP 50
(Disallow Strong as an ability)
Weapons:
Sworddance - (Blade) Melee 5-8 (A quick animation prefered here)
Daggerswarm - (Blade) Ranged 3-10 (A quick animation prefered here)
Resistances:
Blade 0%
Cold 0%
Fire 0%
Holy 20%
Impact -20%
Peirce -20%
Movement/Defense:
Castle 1 60%
Village 1 60%
Deep Water 100 20%
Shallow Water 3 20%
Grassland 1 30%
Forest 2 50%
Hills 2 60%
Mountains 2 60%
Swamp 2 30%
Sand 2 30%
Cave 2 30%
Snow 2 30%
Mushroom Grove 2 50%
Chasm 100
Gravimancer
::This unit is able to react to anything with ease and with power.
Still only gaining 5 hitpoints from leveling - these units have four flexible attacks, can fly, move very quickly, and are not particularly suseptable to anything.
The downside is that with so few hitpionts, one rarely makes it to the lofty status of Gravimancery.
Sacrificing numbers of hits (which average out chances to hit and damage nicely - thus fitting Qesican adaptive martial philosophy) for raw power is balanced by the fact that the Gravimancer has so many options to choose from. Also included is increased accuracy and speed in skill and magic not available to earlier mancers. (Firststrike, Marksman, Magical)
Jahnaka Gravimancer (lvl3) -
"At the pinnacle of training, Jahnakan war mages can ignore gravity completely. This allows them to literally fly through the air, and manipulate objects (and people) with nearly no effort. Truly devastating against entrenched troops, these mancers are feared, even by other Qesicans."
Cost ?
HP 30 Movement: 7(flys) XP 100
(Disallow Strong as an Ability)
Weapons:
Bouldercrush - (Impact) Melee 40-1 (Marksman)
Backhand - (Impact) Melee 20-2 (Magical) (FirstStrike)
Meteorshower - (Impact) Ranged 20-3 (Marksman)
Forceblast - (Impact) Ranged 20-2 (Magical) (Firststrike)
Resistances:
Blade 0%
Cold 0%
Fire 0%
Holy 20%
Impact 0%
Peirce 0%
Movement/Defense:
Castle 1 50%
Village 1 50%
Deep Water 1 50%
Shallow Water 1 50%
Grassland 1 50%
Forest 1 50%
Hills 1 50%
Mountains 1 50%
Swamp 1 50%
Sand 1 50%
Cave 1 50%
Snow 1 50%
Mushroom Grove 1 50%
Chasm 100
Still only gaining 5 hitpoints from leveling - these units have four flexible attacks, can fly, move very quickly, and are not particularly suseptable to anything.
The downside is that with so few hitpionts, one rarely makes it to the lofty status of Gravimancery.
Sacrificing numbers of hits (which average out chances to hit and damage nicely - thus fitting Qesican adaptive martial philosophy) for raw power is balanced by the fact that the Gravimancer has so many options to choose from. Also included is increased accuracy and speed in skill and magic not available to earlier mancers. (Firststrike, Marksman, Magical)
Jahnaka Gravimancer (lvl3) -
"At the pinnacle of training, Jahnakan war mages can ignore gravity completely. This allows them to literally fly through the air, and manipulate objects (and people) with nearly no effort. Truly devastating against entrenched troops, these mancers are feared, even by other Qesicans."
Cost ?
HP 30 Movement: 7(flys) XP 100
(Disallow Strong as an Ability)
Weapons:
Bouldercrush - (Impact) Melee 40-1 (Marksman)
Backhand - (Impact) Melee 20-2 (Magical) (FirstStrike)
Meteorshower - (Impact) Ranged 20-3 (Marksman)
Forceblast - (Impact) Ranged 20-2 (Magical) (Firststrike)
Resistances:
Blade 0%
Cold 0%
Fire 0%
Holy 20%
Impact 0%
Peirce 0%
Movement/Defense:
Castle 1 50%
Village 1 50%
Deep Water 1 50%
Shallow Water 1 50%
Grassland 1 50%
Forest 1 50%
Hills 1 50%
Mountains 1 50%
Swamp 1 50%
Sand 1 50%
Cave 1 50%
Snow 1 50%
Mushroom Grove 1 50%
Chasm 100
Battlemancers
::Pebblemancers advancing through the battlemancer line are done so for a need of leadership and combined arms tactics on the fields of battle. Sacrificing the Qesican norm of many hits to even out damage in melee combat, they resemble more traditional mages from other factions. Their ranged attacks follow the norm and add cold to the equation thereby enhancing their "crowd control" function on the battlefield.
What they lose raw damage they gain in survivability and manipulation of forces around them.
Jahnaka Battlemancer (Lvl2) -
(Upgrades to: Warmancer)
"Command of Qesican armies usually lies on the shoulders of the Jahnakan Mages. The Battlemancer is the source of strength and source of trouble for enemy commanders. Able to bolster nearby troops, and engage in battle, these Battlemancers live up to their name.
Cost ?
HP 30 Movement: 5 XP 60
Leadership
Weapons:
Commandstaff - (Impact) 4-3 Melee (Rebuke) (Magical)
Rymestone Blast - (Cold) 2-10 Ranged (Slows) (Magical)
Resistances:
Blade 0%
Cold 0%
Fire 0%
Holy 20%
Impact 0%
Peirce 0%
Movement/Defense:
Castle 1 60%
Village 1 60%
Deep Water 100 20%
Shallow Water 3 20%
Grassland 1 30%
Forest 2 50%
Hills 2 60%
Mountains 2 60%
Swamp 2 30%
Sand 2 30%
Cave 2 30%
Snow 2 30%
Mushroom Grove 2 50%
Chasm 100
(Rebuke - New ability)
Any unit that suffers from a rebuke fights at diminished capacity until it's next turn (like slow).
A rebuked unit may either move or fight, but not both. A rebuked unit takes a penalty in damage inflicted equal to his/her movement.
A unit that does 11-2 and moves five, could either move five (as appropriate) or attack. If they attacked, they'd be a 6-2 before damage calculations.
For fast units its even worse. A 6-3 that moves 7, would be a 1-3. (as a minimum of 1 is always applicable)
What they lose raw damage they gain in survivability and manipulation of forces around them.
Jahnaka Battlemancer (Lvl2) -
(Upgrades to: Warmancer)
"Command of Qesican armies usually lies on the shoulders of the Jahnakan Mages. The Battlemancer is the source of strength and source of trouble for enemy commanders. Able to bolster nearby troops, and engage in battle, these Battlemancers live up to their name.
Cost ?
HP 30 Movement: 5 XP 60
Leadership
Weapons:
Commandstaff - (Impact) 4-3 Melee (Rebuke) (Magical)
Rymestone Blast - (Cold) 2-10 Ranged (Slows) (Magical)
Resistances:
Blade 0%
Cold 0%
Fire 0%
Holy 20%
Impact 0%
Peirce 0%
Movement/Defense:
Castle 1 60%
Village 1 60%
Deep Water 100 20%
Shallow Water 3 20%
Grassland 1 30%
Forest 2 50%
Hills 2 60%
Mountains 2 60%
Swamp 2 30%
Sand 2 30%
Cave 2 30%
Snow 2 30%
Mushroom Grove 2 50%
Chasm 100
(Rebuke - New ability)
Any unit that suffers from a rebuke fights at diminished capacity until it's next turn (like slow).
A rebuked unit may either move or fight, but not both. A rebuked unit takes a penalty in damage inflicted equal to his/her movement.
A unit that does 11-2 and moves five, could either move five (as appropriate) or attack. If they attacked, they'd be a 6-2 before damage calculations.
For fast units its even worse. A 6-3 that moves 7, would be a 1-3. (as a minimum of 1 is always applicable)
Warmancer
::The warmancer is the center of the field of battle. His or her job is to be the general, lead the troops - to literally alter the course of actions as they occur on the field of battle. Essentially, while one is alive, the enemy should be unable to choose how they fight when near him.
40 HP isnt shabby for a mage, or for normal Qesican hp progression. But these mages lack the punch the other's possess. Instead manipulation of battle formations and tactics give these mancers their power. ::
Warmancer (lvl3) -
"'Warmancer's turn the tides of battles.' So the saying goes on the War Council's table. This is to remind them of the supreme importance of coordination and flexibility, as well as cooperation among the groups of soldiers. Battlemancers who keenly feel the intricacies of warfare develop themselves and give themselves over to the purpose of making war. Sacrificing their normal lives, they live to serve and protect other Qesican soldiers in whatever battle they find themselves.
Cost ?
HP 40 Movement: 5 XP 100
Warmancy (Leadership + Protection in one ability)
Weapons:
Commandstaff - (Impact) 5-4 Melee (Rebuke) (Magical)
Concussionblast - (Impact) 3-10 Ranged (Rebuke) (Magical)
Resistances:
Blade 0%
Cold 0%
Fire 0%
Holy 20%
Impact 0%
Peirce 0%
Movement/Defense:
Castle 1 60%
Village 1 60%
Deep Water 100 20%
Shallow Water 3 20%
Grassland 1 30%
Forest 2 50%
Hills 2 60%
Mountains 2 60%
Swamp 2 30%
Sand 2 30%
Cave 2 30%
Snow 2 30%
Mushroom Grove 2 50%
Chasm 100
(Warmancy - New ability)
I believe that units are prevented from having more than one "ability" in their files - or so i read somewhere. This "ability" would simply combine the code from leadership with protection into one ability.)
(Rebuke - New ability)
Any unit that suffers from a rebuke fights at diminished capacity until it's next turn (like slow).
A rebuked unit may either move or fight, but not both. A rebuked unit takes a penalty in damage inflicted equal to his/her movement.
A unit that does 11-2 and moves five, could either move five (as appropriate) or attack. If they attacked, they'd be a 6-2 before damage calculations.
For fast units its even worse. A 6-3 that moves 7, would be a 1-3. (as a minimum of 1 is always applicable)
40 HP isnt shabby for a mage, or for normal Qesican hp progression. But these mages lack the punch the other's possess. Instead manipulation of battle formations and tactics give these mancers their power. ::
Warmancer (lvl3) -
"'Warmancer's turn the tides of battles.' So the saying goes on the War Council's table. This is to remind them of the supreme importance of coordination and flexibility, as well as cooperation among the groups of soldiers. Battlemancers who keenly feel the intricacies of warfare develop themselves and give themselves over to the purpose of making war. Sacrificing their normal lives, they live to serve and protect other Qesican soldiers in whatever battle they find themselves.
Cost ?
HP 40 Movement: 5 XP 100
Warmancy (Leadership + Protection in one ability)
Weapons:
Commandstaff - (Impact) 5-4 Melee (Rebuke) (Magical)
Concussionblast - (Impact) 3-10 Ranged (Rebuke) (Magical)
Resistances:
Blade 0%
Cold 0%
Fire 0%
Holy 20%
Impact 0%
Peirce 0%
Movement/Defense:
Castle 1 60%
Village 1 60%
Deep Water 100 20%
Shallow Water 3 20%
Grassland 1 30%
Forest 2 50%
Hills 2 60%
Mountains 2 60%
Swamp 2 30%
Sand 2 30%
Cave 2 30%
Snow 2 30%
Mushroom Grove 2 50%
Chasm 100
(Warmancy - New ability)
I believe that units are prevented from having more than one "ability" in their files - or so i read somewhere. This "ability" would simply combine the code from leadership with protection into one ability.)
(Rebuke - New ability)
Any unit that suffers from a rebuke fights at diminished capacity until it's next turn (like slow).
A rebuked unit may either move or fight, but not both. A rebuked unit takes a penalty in damage inflicted equal to his/her movement.
A unit that does 11-2 and moves five, could either move five (as appropriate) or attack. If they attacked, they'd be a 6-2 before damage calculations.
For fast units its even worse. A 6-3 that moves 7, would be a 1-3. (as a minimum of 1 is always applicable)
Make something playable please.
Go download.... say Extended Era and change the id and add your own faction and units in.
http://www.wesnoth.org/wiki/EraWML
http://www.wesnoth.org/wiki/SideWML
http://www.wesnoth.org/wiki/UnitWML
If you read carefully, not all tags are compulsory. And, be careful of spelling errors.
Go download.... say Extended Era and change the id and add your own faction and units in.
http://www.wesnoth.org/wiki/EraWML
http://www.wesnoth.org/wiki/SideWML
http://www.wesnoth.org/wiki/UnitWML
If you read carefully, not all tags are compulsory. And, be careful of spelling errors.
I'd like to believe your saying this because you want to see my creative juices come to fruition. However I suspect your merely disparaging on my attempts at doing exactly what you asked.appleide wrote:Make something playable please.
I have downloaded the extended era. That is the era for which I would like to create this faction for, and will balance to.Go download.... say Extended Era and change the id and add your own faction and units in.
http://www.wesnoth.org/wiki/EraWML
http://www.wesnoth.org/wiki/SideWML
http://www.wesnoth.org/wiki/UnitWML
If you read carefully, not all tags are compulsory. And, be careful of spelling errors.
I have read the wiki's that you've put up already. You'll have to forgive me if I'm using this thread as a creation process - not merely a finished product.
I understand this is not playable yet - I'm not pretending otherwise. But the key word is "yet." I stipulate in the very first post (which I update) that this is a work in progress and that any input (like a suggestion of balance or a question of purpose, etc, is always welcome.
If you've something particular to say, for example: "The pebblemancer needs more HP" or "The roundsheild needs to be easier to kill." Then that is something I merrily welcome.
Otherwise I appreciate your calm politeness, but it doesn't help me to be told to essentially give up. Not your words, but the sentiment I felt none-the-less.
Be well,
-Qes
- Maeglin Dubh
- Moderator Emeritus
- Posts: 1154
- Joined: November 16th, 2005, 8:38 pm
- Location: Valley of the Shadow of Death
- Contact:
He's not disparaging. He's being a realist. Our kind are common here. Look at all the faction proposals that made it nowhere. The trick is, release early, release often. Make something, anything. So long as it works, you'll garner interest. Posting scads of information is fine, but people prefer a product.Qes wrote:I'd like to believe your saying this because you want to see my creative juices come to fruition. However I suspect your merely disparaging on my attempts at doing exactly what you asked.appleide wrote:Make something playable please.
Oh, and the massive post-blitz? Isn't entirely necessary. Really. I checked, and you make up about 80% of the posts in this thread, mostly after one another. Strive for a solution to that problem.
Cuyo Quiz wrote:I really should push for Temuchin's brainstorming with all my might someday, when the skies are cloudy, the winds dance and the light is free to roam over the soil along the fog.
Maeglin Dubh wrote:He's not disparaging. He's being a realist. Our kind are common here. Look at all the faction proposals that made it nowhere. The trick is, release early, release often. Make something, anything. So long as it works, you'll garner interest. Posting scads of information is fine, but people prefer a product.Qes wrote: I'd like to believe your saying this because you want to see my creative juices come to fruition. However I suspect your merely disparaging on my attempts at doing exactly what you asked.
Oh, and the massive post-blitz? Isn't entirely necessary. Really. I checked, and you make up about 80% of the posts in this thread, mostly after one another. Strive for a solution to that problem.

I had a million things to say: and now none escape me.
This thread is the work itself, the work - in progress. It even Says "all txt" in the title. Eventually I'll finish it and perhaps create a new thread which is labeled with the Faction name, and have downloadables, etc. But I'm confused why I have to have that yesterday.
I dont mind realism. But there is a difference in stating obstacles to perceived goals (realism) and suggesting there is no value in something as it stands or any potential in the future (defeatism).
Also - the "blitz" clearly illustrates that im using this thread as a work platform. I didnt know that I've committed some egregious sin.
As it is, either I have to continue until it reaches the point where I start coding it - or I give up and let it die.
My sense is that everyone would rather I just let it die. That saddens me - but I'd rather not have to justify myself over and over again.
I'll ponder on this.
-Qes
- Maeglin Dubh
- Moderator Emeritus
- Posts: 1154
- Joined: November 16th, 2005, 8:38 pm
- Location: Valley of the Shadow of Death
- Contact:
The first post contains all the unit stats. Why, then, are you posting them -again-? If someone comments on something specific, then by all means, quote the relevant text. Then make alterations on the front page, if needed.
I, personally, don't care if you put out a tangible product. But you do. And here's why.
The people on this forum most capable of helping you have seen this many times before. It's going to take more than a flood of text and placeholder graphics snagged from the GraphicLibrary to convince them to give you advice, suggestions, or help. That's right, if people like your ideas, they'll help you, but only if they don't feel their time and work will be wasted.
If you keep on trying to build your faction this way, it may wind up being a long, lonely process.
I, personally, don't care if you put out a tangible product. But you do. And here's why.
The people on this forum most capable of helping you have seen this many times before. It's going to take more than a flood of text and placeholder graphics snagged from the GraphicLibrary to convince them to give you advice, suggestions, or help. That's right, if people like your ideas, they'll help you, but only if they don't feel their time and work will be wasted.
If you keep on trying to build your faction this way, it may wind up being a long, lonely process.
Cuyo Quiz wrote:I really should push for Temuchin's brainstorming with all my might someday, when the skies are cloudy, the winds dance and the light is free to roam over the soil along the fog.
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- Posts: 676
- Joined: July 20th, 2006, 4:45 pm
- Location: Germany
I very much appreciate that.Clonkinator wrote:Hey Qes, I really suck at graphics, but if you want I may try to balance your units as soon you have the .cfg-files for them ready, if ever. If you are interested, just drop me a PM (I usually only am online at tuesday and saturday, though).
I also appologize for sounding snarky - I am usually only available to post later at night when most of my good sense and patience has already been spent - healthy I'm sure.
I'm going to continue to put up my ideas on the front page, and merely bump this when something drastic changes. Or when I'm looking for help on something specific.
Once I have everything blued or greened (near balance but not balanced). I'll start a new thread with the appropriate name and a much tidier and cleaner looking thread which will contain downloadable files. As is, this thread is still functioning as somewhat of a workbench.
Thank you everyone for your good sense and help.
-Qes
-
- Posts: 61
- Joined: July 17th, 2007, 4:37 pm
- Location: Pheonix U.S.A
you say that you will make a new thread with the faction name and downloadables. but i see there little point. You've basically got your faction here. Simply edit the title of the thread, and perhaps organise the posts a bit better, ( say edit all the stats of one unit line into one post if possible.)
You've got proxy sprites to use until you have art. So i say get it all coded and make the first version of the faction avaliable. Then just edit bits from them on, rather than starting a entirely new thread basically from scratch
Either way, good luck with whatever you do
im currently doing a few things, but if this faction progresses, i might be able to help with some art work if you need any
You've got proxy sprites to use until you have art. So i say get it all coded and make the first version of the faction avaliable. Then just edit bits from them on, rather than starting a entirely new thread basically from scratch
Either way, good luck with whatever you do

im currently doing a few things, but if this faction progresses, i might be able to help with some art work if you need any

Angels Fell First wrote:you say that you will make a new thread with the faction name and downloadables. but i see there little point. You've basically got your faction here. Simply edit the title of the thread, and perhaps organise the posts a bit better, ( say edit all the stats of one unit line into one post if possible.)
You've got proxy sprites to use until you have art. So i say get it all coded and make the first version of the faction avaliable. Then just edit bits from them on, rather than starting a entirely new thread basically from scratch
Either way, good luck with whatever you do![]()
im currently doing a few things, but if this faction progresses, i might be able to help with some art work if you need any
Thanks for the advice - I didn't know I could edit the title of the thread (because when it's no longer all text, that will be inaccurate).
Id MUCH rather edit this than start a new one, I had just assumed that some edits werent possible. I'll do that, and when things are up, I feel more than obliged for any help people wanna offer. Thanks again!
-Qes
EDIT: I updated the title - and I'll update everything else soon, after blueing or greening everything.