Plagued Ones (development stage:coding/publishing)

It's not easy creating an entire faction or era. Post your work and collaborate in this forum.

Moderator: Forum Moderators

User avatar
Urs
Art Contributor
Posts: 437
Joined: August 11th, 2007, 5:33 pm

Post by Urs »

I saw you chose the "bleach" flavor for the spawn of evil. I almost think the 'Fleshy' one would be better.
Image(All Credit goes to Jetryl and Eternal.)

Neorice also has some very nice ones
Angels Fell First
Posts: 61
Joined: July 17th, 2007, 4:37 pm
Location: Pheonix U.S.A

Post by Angels Fell First »

Urs wrote:I saw you chose the "bleach" flavor for the spawn of evil. I almost think the 'Fleshy' one would be better.
Image(All Credit goes to Jetryl and Eternal.)

Neorice also has some very nice ones
lol yeah, though the origional does have some resenblence lol.

And yeah i got the art work from eternal's page in the graphics library. I did put him in the credits, but i thought it was irrelavent, as it isn't going to be the final sprite anyways. Mine was going to more like the warhammer spawn of chaos.

And i will be giving some of the people plague(not all, mainly the high level ones, as the disease isn't that contagious in small level creatures). But note they are not walking corpses, they are living humans, with disease inside of them. This gives them nasty side effects, and does in some case control the brain.

EDIT: oh and thank you very much for that link.. I was able to get a few more units as place holders :). Might be able to get this faction playable by tonight if I work hard today
Elerium
Posts: 29
Joined: July 26th, 2007, 5:47 pm

Post by Elerium »

Btw, are these diseases that take over the host hive-mindish, self-intelligent themselves, or influenced by past memories of the host? I find the concept to be a bit *too* resident evil however to fit in with Wesnoth..
Angels Fell First
Posts: 61
Joined: July 17th, 2007, 4:37 pm
Location: Pheonix U.S.A

Post by Angels Fell First »

Elerium wrote:Btw, are these diseases that take over the host hive-mindish, self-intelligent themselves, or influenced by past memories of the host? I find the concept to be a bit *too* resident evil however to fit in with Wesnoth..
Well orgionally, they were plagued beings, where the host could take over the mind to ensure the survival of its host (thus the survival of itself). It could mutate its host to suit the environment and could make it stronger, if it believed that it would require this to survive. However this came with physical side effects..e.g. grotesque looks and disformed figures (hence why sin incarnate and spawn of evil, look mutant like).

The reason why the peasants, warriors and archers havnt mutated yet, is because they have not seen as much battle and war as the higher levels, thus the viral plague inside them sees little reason to risk mutating into something more powerful (as the process does endanger the host).

Earlier in the thread someone said it reminded them of resident evil 4, so i borrowed it off a friend and found it highly addictive. And over time yes i must admit, the faction has gone slightly in that direction lol. Try and imagine "The Village" part of the game (if you've played it). Replace the whole injecting the virus, with them injesting(not too sure if its a word) through their food and water. This is done entirely accidentally obviously, much like the black death. And finally take away the guns and the whole 20th Century thing and you should have a rough idea of what this faction is about.

this may be rather confusing, but ill write a history text and put it into the .zip file, along with the images and code. So the best way to see what they are like is to play as them :wink:

woo long post. Any hows. I play tested them with the units i have at the moment, and they seem to be ok (perhaps a little weak). Ill upload the zip file when all unit are done and tested.
Elerium
Posts: 29
Joined: July 26th, 2007, 5:47 pm

Post by Elerium »

Ah, so basically host is in control, but the plague acts as a parasitic symbiont so that for both to survive the parasite modifies the hosts themselves for whatever thing goes off? So a battle addict will get modified to become roughly a Nurgle spawn in a sense, and tougher etc?
Angels Fell First
Posts: 61
Joined: July 17th, 2007, 4:37 pm
Location: Pheonix U.S.A

Post by Angels Fell First »

thats pretty much it. The only thing i did miss out, is that the parasite within the host makes the human more agressive in nature. Though they do control their own body, they are overcome by anger and rage, and act in an agressive manner(not only to outsiders, but sometimes to members of their own town.

EDIT: I had the faction coded and playable last night, but of rsome reason i edited some of the stats of one of the units, and from then on i kept getting error messages on loading :? and as the whole coding of the faction was rather rushed (mainly to get the faction playable) i decided to delete it all and start again.

Just a quick question, where is the coding for resistences andterrain defence found for each unit?(im new to coding)
User avatar
Eternal
Art Contributor
Posts: 592
Joined: March 18th, 2006, 3:50 pm
Location: Finland

Post by Eternal »

Your Sin Incarnate actually looks quite neat... apart from those very old (as in bad quality) looking legs.

If you'll post it with transparent background I could take a small tweak at it.
I wish I had more time in my hands.
Angels Fell First
Posts: 61
Joined: July 17th, 2007, 4:37 pm
Location: Pheonix U.S.A

Post by Angels Fell First »

Ah thank you very much :D

i found a new and improved Sin Incarnate from a link someone sent me , but the old one is now called Plagued Chief.

Oh and i thought i'd better post the updated tree :wink:

EDIT: oh and i'm really having trouble coding these guys. I got the mage line to work, but none of the other ones work, and the error message tells me that there's a closing tag missing :? but there isn't lool.

Is there something wrong with my game? the code looks perfectly fine.

If anyone can help me code i would be eternally grateful :)
Attachments
Faction_Tree.png
Faction_Tree.png (50.09 KiB) Viewed 4422 times
Plagued Chief.png
Plagued Chief.png (5.61 KiB) Viewed 4420 times
Guax
Posts: 14
Joined: July 31st, 2007, 10:58 pm

Post by Guax »

Wow, that Sin Incarnate thing just scares me o.o"
Wanna see this animated o.o
I've arrived \o.o/
Angels Fell First
Posts: 61
Joined: July 17th, 2007, 4:37 pm
Location: Pheonix U.S.A

Post by Angels Fell First »

lol animating is going to be a b**** lol, i will probably work on him the most.

I wanted his death animation to be him expanding them exploding, but thought it would either exceed the 72x72 hex(he is basically at the edge of it now), or it would look badly done.
User avatar
Vendanna
Posts: 626
Joined: September 16th, 2006, 10:07 pm
Location: Spain

Post by Vendanna »

Angels Fell First wrote:lol animating is going to be a b**** lol, i will probably work on him the most.

I wanted his death animation to be him expanding them exploding, but thought it would either exceed the 72x72 hex(he is basically at the edge of it now), or it would look badly done.
the 72x72 limit is only for the base frame of the unit, the animations can excedeed that, I think they were going to make the drakes expand his wings on animations and I'm sure those surpass the limit by a more than 1-2 pixels :P

So feel free to expand your death animation more than 72x72
"Mysteries are revealed in the light of reason."
Qes
Posts: 357
Joined: August 9th, 2007, 10:28 pm
Location: Minnesota

Post by Qes »

I really like this flavorful faction. Therefor I'm showing my support.

If you ever need/want some text write up's for the units - that seems to be my talent. I'd be more than happy to help.

Also just a thought:

How about a "carrier" line?


Seemingly Innocent looking folk - apparently unaffected by the plauge.


Carrier --> Distributer --> Plaugebringer

Carrier (lvl0) (or1)
cost 17 HP 24 XP 37
Plauge Touch 1-4 (Poison)

Invisible (all the time, if possible?) otherwise at night.

Is it possible to write abilities with increased poison damage? (Poison) means turn green and take 8 a turn until cured.
What about a 12 and green until cured and a 16 and green until cured?
Maybe that's too much.

If not possible, a mere increase in damage for the higher levels as well as hp would be all that's necessary.

Also - one level 4 isnt a bad idea - maybe after the "Fanatic"

"Heathen"


Good luck!
-Qes
Yes I use windows.
Yes I'm aware of what that means.
Yes I'm still gonna use windows.
Angels Fell First
Posts: 61
Joined: July 17th, 2007, 4:37 pm
Location: Pheonix U.S.A

Post by Angels Fell First »

Vendanna wrote:
Angels Fell First wrote:lol animating is going to be a b**** lol, i will probably work on him the most.

I wanted his death animation to be him expanding them exploding, but thought it would either exceed the 72x72 hex(he is basically at the edge of it now), or it would look badly done.
the 72x72 limit is only for the base frame of the unit, the animations can excedeed that, I think they were going to make the drakes expand his wings on animations and I'm sure those surpass the limit by a more than 1-2 pixels :P

So feel free to expand your death animation more than 72x72
ahh good good :D lol
Qes wrote:How about a "carrier" line?


Seemingly Innocent looking folk - apparently unaffected by the plauge.


Carrier --> Distributer --> Plaugebringer

Carrier (lvl0) (or1)
cost 17 HP 24 XP 37
Plauge Touch 1-4 (Poison)

Invisible (all the time, if possible?) otherwise at night.

Is it possible to write abilities with increased poison damage? (Poison) means turn green and take 8 a turn until cured.
What about a 12 and green until cured and a 16 and green until cured?
Maybe that's too much.

If not possible, a mere increase in damage for the higher levels as well as hp would be all that's necessary.

Also - one level 4 isnt a bad idea - maybe after the "Fanatic"

"Heathen"
I like your idea of the carrier line. I could imagine sprites that look like peasants, just without weopons. Though i think them being invisible all the time would make them too good, but yeah at night would be good. I did plan to have swarms but i found out making sprites for them is harder than it looks.

EDIT: though i would change the name of the lvl 2 (Distributer) to "Bearer" and im considering putting a lvl 4 in lol
Qes wrote:If you ever need/want some text write up's for the units - that seems to be my talent. I'd be more than happy to help.
I may have to take you up on that offer :wink:

Please keep suggestions coming :)
devil_lord
Posts: 36
Joined: August 18th, 2007, 2:24 pm

Post by devil_lord »

No offense to Qes, but im also pretty good at unit descriptions, like giving them more of a back story.

Good luck :D

And an idea: what if you put this on the server when it is done with the default era. With name like "Plagued Default". Just an idea.
:D
Is there any word more meaningless than hope?
Besides blarfinsigle of course.
Angels Fell First
Posts: 61
Joined: July 17th, 2007, 4:37 pm
Location: Pheonix U.S.A

Post by Angels Fell First »

OK i'm back with a new computer, and a faction ready for play testing, though i MUST NOTE that this is only about 1% done.

lol

Here is my now to do list:
1. Balance the units (though they are done, they are in dire need of help)
2. Neaten up the Faction
3. Make the codes ALOT better (as i am a n00b at coding, ive only done the basics, so i do really need help)
4. Work on unique art and animations for the factions(there are no animations at the moment)
5. Generally neaten everything up to a good standard


Its alot of work XD lol

Below are the files for incorporating the faction into the default era, there is a document instruction people who dont know how, so follow that if you are unsure.

I do need help, sop please if you play test this faction and fine things that need improving (trust me you will lol) then please say ^^

thanks and have fun ^^

EDIT:new .rar file, including all the data now lol, i missed out 3 units before XD
Attachments
Plagued_Ones1.zip
.cfg and .png files
(102.16 KiB) Downloaded 299 times
Last edited by Angels Fell First on September 10th, 2007, 11:08 pm, edited 1 time in total.
Post Reply