Mage Replacement/Alt and Other Units
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- dipseydoodle
- Posts: 891
- Joined: September 16th, 2008, 10:26 pm
Mage Replacement/Alt and Other Units
I've decided to have a special mage in my campaign that only advances to the white mage line. I'm calling it the cleric. It needs work.
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- dipseydoodle
- Posts: 891
- Joined: September 16th, 2008, 10:26 pm
Re: Mage Replacement/Alt and Other Units
masked archer unit
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- dipseydoodle
- Posts: 891
- Joined: September 16th, 2008, 10:26 pm
Re: Mage Replacement/Alt and Other Units
South Guard Knight
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- ChaosRider
- Posts: 1168
- Joined: April 15th, 2012, 1:15 pm
Re: Mage Replacement/Alt and Other Units
Why south guard knight doesnt have a leg?
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Re: Mage Replacement/Alt and Other Units
I think it's meant to be a W.I.P. amd the author hasn't addes the horse yet
Chapter V of "How to suck at life"
- dipseydoodle
- Posts: 891
- Joined: September 16th, 2008, 10:26 pm
Re: Mage Replacement/Alt and Other Units
Indeed it is a WIP. Also, he may ride something other than a horse. We'll see.
I'm glad someone chimed in. I was really starting to worry that this forum was dead.
Anyway, here's something else for a southern village I'm working on. A townsman-farmer. I'm hoping to have a mix of stuff so that when you recruit a unit, the unit you get will be randomized (different weapons and armor or tools) similar to an old UMC campaign I can't remember the name of.
More to come!
EDIT: played around with some more ideas for this unit.
EDIT 2: some refinement of that sprite.
I'm glad someone chimed in. I was really starting to worry that this forum was dead.
Anyway, here's something else for a southern village I'm working on. A townsman-farmer. I'm hoping to have a mix of stuff so that when you recruit a unit, the unit you get will be randomized (different weapons and armor or tools) similar to an old UMC campaign I can't remember the name of.
More to come!
EDIT: played around with some more ideas for this unit.
EDIT 2: some refinement of that sprite.
- dipseydoodle
- Posts: 891
- Joined: September 16th, 2008, 10:26 pm
Re: Mage Replacement/Alt and Other Units
WIP. More to come.
- dipseydoodle
- Posts: 891
- Joined: September 16th, 2008, 10:26 pm
Re: Mage Replacement/Alt and Other Units
Thanks, Mightyeast.
Update:
Some adjustments to the shades and movement of gloves, etc.
Update:
Some adjustments to the shades and movement of gloves, etc.
- dipseydoodle
- Posts: 891
- Joined: September 16th, 2008, 10:26 pm
Re: Mage Replacement/Alt and Other Units
Something else I tried.
- dipseydoodle
- Posts: 891
- Joined: September 16th, 2008, 10:26 pm
Re: Mage Replacement/Alt and Other Units
something new
EDIT: more work on it.
His weapon btw is a "celt" or a neolithic "stone headed" axe. Such as seen in Pre-Columbian America and Paleolithic/Neolithic Europe
EDIT: more work on it.
His weapon btw is a "celt" or a neolithic "stone headed" axe. Such as seen in Pre-Columbian America and Paleolithic/Neolithic Europe
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- dipseydoodle
- Posts: 891
- Joined: September 16th, 2008, 10:26 pm
Re: Mage Replacement/Alt and Other Units
meh
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- dipseydoodle
- Posts: 891
- Joined: September 16th, 2008, 10:26 pm
Re: Mage Replacement/Alt and Other Units
new water unit
- dipseydoodle
- Posts: 891
- Joined: September 16th, 2008, 10:26 pm
Re: Mage Replacement/Alt and Other Units
I think it's worth it for you to experiment with contrast. The vision you have for the units is great, the execution is great too. Only in some places you can correct the proportions - here it is good to learn anatomy in general. Well, and the shading, but it will be easier to improve just with more contrast. Note that in the approximation the units look great, but in normal size, they are dark spots
My addons - Phoenix Era