Imperial Era

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Temuchin Khan
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Re: Imperial Era

Post by Temuchin Khan »

Also, I know there have been some insect-based factions over the years, but does anyone remember if any of them had giant bees?
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IPS
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Re: Imperial Era

Post by IPS »

Not really sure, but only insectoid factions I know so far are Mercenary Era's Hive faction, but it has no high quality sprites at all... also default's core doesn't has a big pallete of insect in 1.18 at all.

https://units.wesnoth.org/1.18/Ageless_ ... 20-%20Hive

There are bees/hornets but there were not a big emphasis in that... but most used insects so far were ants, mantis, flies and beetles in other insect factions... but a lot of things could be done differently there, you can also look at default. Hive is so far most interesting and sucessful faction using insects...

There been other insect based factions in older server addons , which I remember I viewed some real long time ago, but not much relevant appart of giant mosquito and ONE single example of centipedes that had an optional advancament that could fire lightnings... insects related to elements looks really cool btw
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Temuchin Khan
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Re: Imperial Era

Post by Temuchin Khan »

IPS wrote: June 7th, 2024, 2:57 am Not really sure, but only insectoid factions I know so far are Mercenary Era's Hive faction, but it has no high quality sprites at all... also default's core doesn't has a big pallete of insect in 1.18 at all.

https://units.wesnoth.org/1.18/Ageless_ ... 20-%20Hive

There are bees/hornets but there were not a big emphasis in that... but most used insects so far were ants, mantis, flies and beetles in other insect factions... but a lot of things could be done differently there, you can also look at default. Hive is so far most interesting and sucessful faction using insects...

There been other insect based factions in older server addons , which I remember I viewed some real long time ago, but not much relevant appart of giant mosquito and ONE single example of centipedes that had an optional advancament that could fire lightnings... insects related to elements looks really cool btw
Thanks! All I need for now is some placeholder art so that my idea for a new Cavernei unit can be playtested.
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Temuchin Khan
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Re: Imperial Era

Post by Temuchin Khan »

IPS wrote: June 6th, 2024, 6:13 am
Temuchin Khan wrote: June 2nd, 2024, 10:17 pm I have some ideas for further reworking the Cavernei, but they're not quite ready yet.

If I wanted to disable the "quick" trait for them, how would I do that?
As far I know, you really need make them to be a different race to dwarves, something like "Cavernei Dwarf" , and set a different list of traits for this new faction. But it might be a lot easier if you just rename their race and add a new list of traits you want for them. In Rashy Era, "forest dwarves" moves 5 but they can gain slow trait which helps kinda a bit as they have worse physical resistance but gaining +5% HP and -1 move instead of -5% and +1 move for their opposite trait is kinda fair considering they have 5 base movement.

Maybe try replacing quick with something else... or just keep strong/inteligent/healthy? that would help them to differ more from default knalga.
In the Imperial Era's "various" file, there is already a seperate "Cavernei" race, but how would I code this?

Sorry for my limited knowledge of WML!
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IPS
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Re: Imperial Era

Post by IPS »

Temuchin Khan wrote: June 9th, 2024, 10:57 pm
In the Imperial Era's "various" file, there is already a seperate "Cavernei" race, but how would I code this?

Sorry for my limited knowledge of WML!
I'm not very skilled in WML, but I know how to do this. Also I'm aware that you probably did some other part of imperial era like art or unit concepts (and not regards codes).

In Era's Folder, similarly to dwarves-clockwork.cfg , you make a very similar dwarves-cavernei.cfg file , add the terrain properties you want to cavernei to have (just copy and paste same movement costs from dwarves from default) and it should be done.

For ressistances/terrain defenses like this

Code: Select all

     [/defense]
        fungus=60
    [/defense]
You're saying "Enemy has 60% to hit me if I'm on this terrain" , so this is 40% mushroom terrain defense in code.

As well for resistances "Enemy will deal this 80% of dmg to me if using this damage type on this

Code: Select all

   [resistance]
        blade=80
    [/resistance]
So this is 20% (+20%) blade resistance in code, meaning the unit takes damage of 80% to blade.


Movement cost is much simpler, and does not need to be explained, mp cost 1 , means you need only 1 Movement point to move 1 tile in that type of terrain.


I tried to look how RE - Forest Dwarves got Slow as replacement of Quick , but I don't know yet how to explain it.... maybe will ask for Ravana to see if he can help us lol
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Temuchin Khan
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Location: Player 6 on the original Agaia map

Re: Imperial Era

Post by Temuchin Khan »

IPS wrote: June 10th, 2024, 2:05 am
Temuchin Khan wrote: June 9th, 2024, 10:57 pm
In the Imperial Era's "various" file, there is already a seperate "Cavernei" race, but how would I code this?

Sorry for my limited knowledge of WML!
I'm not very skilled in WML, but I know how to do this. Also I'm aware that you probably did some other part of imperial era like art or unit concepts (and not regards codes).

In Era's Folder, similarly to dwarves-clockwork.cfg , you make a very similar dwarves-cavernei.cfg file , add the terrain properties you want to cavernei to have (just copy and paste same movement costs from dwarves from default) and it should be done.

For ressistances/terrain defenses like this

Code: Select all

     [/defense]
        fungus=60
    [/defense]
You're saying "Enemy has 60% to hit me if I'm on this terrain" , so this is 40% mushroom terrain defense in code.

As well for resistances "Enemy will deal this 80% of dmg to me if using this damage type on this

Code: Select all

   [resistance]
        blade=80
    [/resistance]
So this is 20% (+20%) blade resistance in code, meaning the unit takes damage of 80% to blade.


Movement cost is much simpler, and does not need to be explained, mp cost 1 , means you need only 1 Movement point to move 1 tile in that type of terrain.


I tried to look how RE - Forest Dwarves got Slow as replacement of Quick , but I don't know yet how to explain it.... maybe will ask for Ravana to see if he can help us lol
Yes, I mostly helped design the factions, not so much the coding and the art.

Thanks for looking into it!

Also, for anyone who may be interested, I am also taking another look at the proposed Arendian swimmer. I may do a new version of it soon.
gnombat
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Re: Imperial Era

Post by gnombat »

Temuchin Khan wrote: June 2nd, 2024, 10:17 pm If I wanted to disable the "quick" trait for them, how would I do that?
Isn't that basically the same thing that is done for trolls (in core Wesnoth)? Trolls do not have the "intelligent" trait.

https://github.com/wesnoth/wesnoth/blob/1.18.0/data/core/units.cfg#L363

The WML for trolls sets ignore_global_traits=yes, and then it just lists the traits trolls are allowed to have:

Code: Select all

        ignore_global_traits=yes
        {TRAIT_STRONG}
        {TRAIT_QUICK}
        {TRAIT_RESILIENT}
        {TRAIT_FEARLESS}
Note that the "intelligent" trait was omitted.
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Temuchin Khan
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Re: Imperial Era

Post by Temuchin Khan »

gnombat wrote: June 10th, 2024, 1:01 pm
Temuchin Khan wrote: June 2nd, 2024, 10:17 pm If I wanted to disable the "quick" trait for them, how would I do that?
Isn't that basically the same thing that is done for trolls (in core Wesnoth)? Trolls do not have the "intelligent" trait.

https://github.com/wesnoth/wesnoth/blob/1.18.0/data/core/units.cfg#L363

The WML for trolls sets ignore_global_traits=yes, and then it just lists the traits trolls are allowed to have:

Code: Select all

        ignore_global_traits=yes
        {TRAIT_STRONG}
        {TRAIT_QUICK}
        {TRAIT_RESILIENT}
        {TRAIT_FEARLESS}
Note that the "intelligent" trait was omitted.
Yes, thank you! That's what I had in mind. I knew there had to be a way.

Anyway, should be almost ready. The plan is come up with something halfway between the original Cavernei and the dev Cavernei, with an entirely new flying unit instead of the Eagle Rider.
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