Filling the unit tree

Discussion among members of the development team.

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miyo
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Re: Mage, outrider and more units

Post by miyo »

Christophe33 wrote:I completely agree that the teleportation capability of a mage should be limited because they are too powerfull otherwise. But their movement should be back to 5, otherwise they can barely move in rough terrain if there is no village around.
Don't send your Arch|Great Mages on rough terrains where there are no villages. After learning teleporting (which they actively use) they are not anymore so good in marching. Diversity.
Christophe33 wrote:I love the outrider and also think it should have a thrid level, but I doubt skirmish will add a lot. The outrider can usually turn around enemy units, at least when he's not in the center of the fight. A bit more hit point and fighting capability would be welcome. The outrider I had since the first scenario and that I use in most scenario ended with 130 Xp. Of course I didn't try to get it to win experience but still had it in a lot of fight. 200 Xp should be far enough for a little gain.Look at Paladin, they are farmore powefull with their healing capability, holy attack, high hit point...
Paladin has poor defense on rough terrains, unlike Outrider. Paladin is slower than Outrider. Paladin is even slower if it has to move over rought terrains. Paladin does not have ranged attack.

Keep the Outrider as it is. There is no need for every unit to have three levels. Diversity.
Christophe33 wrote:they might need a unit with high hit point and doing a lot of domage... like a flesh golem (about equivalent to a troll).
Well, Elvenkind does not have very cheap units like Walking Corpse, neither they have cheap fast unit like Bat. Diversity.

- Miyo
Dave
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Post by Dave »

Consideration will be made to restore Arch/Great Mage's movement to 5 after we see the effects of reducing the power of teleport.

David
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Christophe33
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Longbow master

Post by Christophe33 »

OK, Here is my assay for the longbow Master (or whatever you will name it). I slightly changed yesterday picture too. Tell me if you want changes. For melee, I made a slightly curved short sword because it was easier.
I will make the other two units on the same general model if you like it.
What characteristic do you propose for the bowman series of units?
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Kamahawk
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Post by Kamahawk »

The bow man isent a series and has no ability, I just made two diferent ones to see wich one was liked more. He is just the level 1 of the longbowman. The proposed progresion was:
Bowman->Longbowman->Bowmaster
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fmunoz
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Post by fmunoz »

I hate to say but your images still need some improvement... the arms are not the same size nad the body is too skiny...
Try to check other archer images in the game.. small things like not drawing arrows and "bright weapon motion blur" add some consitency to the game.
Christophe33
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Post by Christophe33 »

Kamahawk wrote:The bow man isent a series and has no ability, I just made two diferent ones to see wich one was liked more. He is just the level 1 of the longbowman. The proposed progresion was:
Bowman->Longbowman->Bowmaster
Ok, so the previous group of picture should be the Bowmaster
Here is the first picture of the Bowman based on your initial picture.
I will do the rest a bit later. The Longbowman will have a longer bow :-) and a chain mail but still a leather helmet...so in between the Bowman and Bowmaster picture.
To make it comparable in power but different in behavior with the elfish bowman, I think the stat should be around:
Bowman, lvl1, cost 16, HP 30, Melee 4-2 (short sword), Range 9-2, Mvt 5 Xp 55 (yes they learn slowly).
Longbowman, lvl2, cost?, HP 40, Melee 5-2, range 12-3, Mvt 5 Xp 110
Bowmaster, lvl3, HP 50, Melee 5-3, Range 16-3, Mvt 5
Plus maybe a special attack flaming arrow: range 18-2 fire domage instead of piercing.
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Kamahawk
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Post by Kamahawk »

fmunoz wrote:I hate to say but your images still need some improvement... the arms are not the same size nad the body is too skiny...
Try to check other archer images in the game.. small things like not drawing arrows and "bright weapon motion blur" add some consitency to the game.
fmunoz is right, they look a little odd witht thier proprtions next to the other other units. Try sticking with the bodies of my origionals they were based of all ready existing units. Also you left some extra pixels lying around in the back ground on "longbowmasterrange2"
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Christophe33
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Post by Christophe33 »

Kamahawk wrote:
fmunoz wrote:I hate to say but your images still need some improvement... the arms are not the same size nad the body is too skiny...
Try to check other archer images in the game.. small things like not drawing arrows and "bright weapon motion blur" add some consitency to the game.
fmunoz is right, they look a little odd witht thier proprtions next to the other other units. Try sticking with the bodies of my origionals they were based of all ready existing units. Also you left some extra pixels lying around in the back ground on "longbowmasterrange2"
The motion blur is used only for the elf as far as I can see. I used your original and actually already shrink the dark vader style helmet and widdened the body. I can widden the body more but what about this picture as base for the bowman?
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Christophe33
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Post by Christophe33 »

About the first bowmen series... The main problem is not that the body is too small but that the head is still too big... I will have to shrink it :-)
What is the problem with shiny armor? I like shiny armor :-)
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Kamahawk
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Post by Kamahawk »

Umm....my origional pictures were fine, in yours the head has been squashed or trimed, the body has been made skinier and the arms are long and a little to thin. As for your alternate bowman, it looks nothing (stlyisticaly speaking) like anything in wesnoth.
My contributions to the Wesnoth Project over time are inversly proportional to the number of registered forum users!
Piet Hein wrote:Knowing what thou knowest not is in a sence Omniscience
Christophe33
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Post by Christophe33 »

Kamahawk wrote:Umm....my origional pictures were fine, in yours the head has been squashed or trimed, the body has been made skinier and the arms are long and a little to thin. As for your alternate bowman, it looks nothing (stlyisticaly speaking) like anything in wesnoth.
OK, I guess I might have loose some of arm and body side while manipulating the file. I started with the longbowman with black coat and you can't see black on black background. Wouldn't it be easier to have a neutral grey background or a color not used for unit like pink as used in civilization icons?
I will rework the bowmen pictures but not right now. I don't have photoshop at home and I'm redoing the all Heir of throne scenario on the version 0.6.9.9. I just hope it will be ready on time to be included in the version 0.7.
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cedric
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Post by cedric »

Christophe33 wrote: OK, I guess I might have loose some of arm and body side while manipulating the file. I started with the longbowman with black coat and you can't see black on black background. Wouldn't it be easier to have a neutral grey background or a color not used for unit like pink as used in civilization icons?
Use png with an alpha channel, or even perhaps take an ingame screenshot of the unit.

--
Cedric
fmunoz
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Post by fmunoz »

Pure black (0,0,0) is not used in the unit images... just select by colour with 0 tolerance (or whatever is called in your program) and voila!! you could remove all the black adding alpha to the image.
Christophe33
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Post by Christophe33 »

OK, I tried to eliminate pure black in graphic converter after changing the picture in photoshop (where I don't see the difference with background). I added a scabbard for the sword, placed the right hand on the sword pommel and changed the legs position. I also added a blue tunic over the chain mail and made the bow slightly bigger. Is it getting better or worse?
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quartex
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Post by quartex »

I don't know if this is supposed to be the same picture as the one Eponymous-Archon posted for the Advanced Longbowman (see: http://wesnoth.whitevine.net/forum/phpB ... 0&start=30) , but I like it much better. The feather on the helmet is there, but it isn't so big, likewise the bow is big, but not huge, so overall I think the unit looks more realistic. Good job.
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