Catgirls
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Re: Catgirls
Nice! I would be waiting more unit leaks to then bring ideas for stats proposals.
As for now, we only have info about two unit lines (Chacrkam throwers & Seers) , but I would proposse this stats like this:
- Chakram Throwers: My idea for this unit is to have an uncommon high mount of strikes at ranged and being semi-elusive foot. For example my idea for ranged attack at lv2 is to be 5-5 and for lv3 a value of 6-6 (this would lead the unit being quite efficient when damaging units with ranged, but being slower at dealing its full ranged damage when being attacked by ranged attackers, which idea I like for an hybrid fighter), this would help them to differ more from other hybrid fighters like Lv2 Dune Explorer from Dunefolk. About ressistances I would say like -10% to blade and impact as I've mentioned in the previous forum post and 10% better terrain defenses at most terrains (but not being allowed to 70% in castle/villages) as my idea is having terrain properties that allows it to be better in more aggresive formations at terrains like flat/hills/forest and in overall in open fields while not being exactly the very best to tank damage at more defensive terrains but still being 60% at hills/forest in case you agree. Melee is not clearly defined by an idea for me, but I wanted to help the most to make this unit's ranged way more unique.
- Seer: by the previously mentioned, I would say this unit at its lv2 would have an HP of like 52 HP (10 more HP than red mage from loyalists, only 3 less than loyalist swordsman), unlike the Chakram Throwers this unit would have terrain defenses more like to elvish fighter/loy-spearmen unless your idea is to bring them a terrain affinity (like 60% at forests like rebel fighter), and as additional point to compense this unit's "low mage damages" could bring this unit some nice magical protection of 20% to all fire/cold/arcane, making her particularly resistant to magic and hard to push down if on a really good terrain (at least 60% terrain defense), in that case, she would serve a some very interesting off-tank with some magical ranged. I would wait to see more units to define her damage type at her ranged as determinating correctly her damage type is important for factional balance, about her melee, I'm not even sure if you want to bring her better melee than most mages or just being somewhat sturdy. No idea either if you want to bring her any debuff or buffing special to make a bigger impact in the fields, but that's up to you.
And that's all the ideas I've got for the only 2 units existing in the faction for now, I truly want to support this concept to make them feel very unique and way more different from default-like factions but still keeping default comparability.
As for now, we only have info about two unit lines (Chacrkam throwers & Seers) , but I would proposse this stats like this:
- Chakram Throwers: My idea for this unit is to have an uncommon high mount of strikes at ranged and being semi-elusive foot. For example my idea for ranged attack at lv2 is to be 5-5 and for lv3 a value of 6-6 (this would lead the unit being quite efficient when damaging units with ranged, but being slower at dealing its full ranged damage when being attacked by ranged attackers, which idea I like for an hybrid fighter), this would help them to differ more from other hybrid fighters like Lv2 Dune Explorer from Dunefolk. About ressistances I would say like -10% to blade and impact as I've mentioned in the previous forum post and 10% better terrain defenses at most terrains (but not being allowed to 70% in castle/villages) as my idea is having terrain properties that allows it to be better in more aggresive formations at terrains like flat/hills/forest and in overall in open fields while not being exactly the very best to tank damage at more defensive terrains but still being 60% at hills/forest in case you agree. Melee is not clearly defined by an idea for me, but I wanted to help the most to make this unit's ranged way more unique.
- Seer: by the previously mentioned, I would say this unit at its lv2 would have an HP of like 52 HP (10 more HP than red mage from loyalists, only 3 less than loyalist swordsman), unlike the Chakram Throwers this unit would have terrain defenses more like to elvish fighter/loy-spearmen unless your idea is to bring them a terrain affinity (like 60% at forests like rebel fighter), and as additional point to compense this unit's "low mage damages" could bring this unit some nice magical protection of 20% to all fire/cold/arcane, making her particularly resistant to magic and hard to push down if on a really good terrain (at least 60% terrain defense), in that case, she would serve a some very interesting off-tank with some magical ranged. I would wait to see more units to define her damage type at her ranged as determinating correctly her damage type is important for factional balance, about her melee, I'm not even sure if you want to bring her better melee than most mages or just being somewhat sturdy. No idea either if you want to bring her any debuff or buffing special to make a bigger impact in the fields, but that's up to you.
And that's all the ideas I've got for the only 2 units existing in the faction for now, I truly want to support this concept to make them feel very unique and way more different from default-like factions but still keeping default comparability.
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Re: Catgirls
Haha, I'm happy to see one other person motivated by the project ! Actually if you could work on the WML, that would be a great help, so feel free. I'm just waiting for the slow open-source-contribution conflict-of-interset approval at work, and I shall share a git repository.
I haven't much to say about the chakram thrower; I agree it should be an hybrid fighter and I don't think it should have special abilities so it remains simple to use. I've got an update on the sprites though, here is the chakram thrower throwing chakrams:
I haven't much to say about the chakram thrower; I agree it should be an hybrid fighter and I don't think it should have special abilities so it remains simple to use. I've got an update on the sprites though, here is the chakram thrower throwing chakrams:
For the seer, I was thinking of integrating somehow the concept of clairvoyance into her skillset. One idea was she could "sense" ennemy units besides her field of view. That would be quite overpowered, hence why I made the shader animation below, which would be displayed at the start of the turn (and not updated until the start of the next turn) instead of actually revealing from the fog of war the tile with an ennemy unit. Thus the seer would be kind of a slow and specialised scout besides a tank.
Or maybe she could have bonus evade chance because of her clairvoyance that decrease as she's overwhelmed by more ennemies, too many to track. I don't know, these are random ideas. I like the idea of a mage tank to be better against mage though, which does point more to resistance than evade chances indeed.
Re: Catgirls
Here are two suggestion for two slow casters:
1. the rope bender:
1. the rope bender:
2. The frost cat:
I'll probably keep only one of them to further improve and work on, so do tell me which you prefer so far !
Re: Catgirls
And here is yet a draft of that "another very unique and very famous from India"
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Re: Catgirls
Though I like the art for the frost cat more, I must say that the rope bender seems more uniquelaerne wrote: ↑January 4th, 2025, 11:26 pm Here are two suggestion for two slow casters:
1. the rope bender:
rope-bender-red+indianyellow.png2. The frost cat:
rope-bender-blue+indianyellow.png
rope-bender-green+indigo.png
frost-cat-red+indianyellow.pngI'll probably keep only one of them to further improve and work on, so do tell me which you prefer so far !
frost-cat-blue+indianyellow.png
frost-cat-white+white.png
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Re: Catgirls
I feel like the same, rope bender feels like more unique, but what about making the frost bender as a lv2 without advancement? meaning rope bender is lv1-lv3 while a frost bender is just an optional advancement of lv2 which do not have a lv3?DuncanDill wrote: ↑January 5th, 2025, 2:52 pmThough I like the art for the frost cat more, I must say that the rope bender seems more uniquelaerne wrote: ↑January 4th, 2025, 11:26 pm Here are two suggestion for two slow casters:
1. the rope bender:
rope-bender-red+indianyellow.png2. The frost cat:
rope-bender-blue+indianyellow.png
rope-bender-green+indigo.png
frost-cat-red+indianyellow.pngI'll probably keep only one of them to further improve and work on, so do tell me which you prefer so far !
frost-cat-blue+indianyellow.png
frost-cat-white+white.png
And about WML, well.... I know basic enough WML to can create units and races (I already got that experience at developing ageless).
And yeah, chakram thrower in my concept have no special skills, just the pseudo foot type, which I think suits the best to this type of units. The advantage (or main point) of this foot is that it's better to take less damage from few oponents at few exposed tiles (1 or 2) but while being too RNG or inconsistent if left againist at too many opponents (over three or four enemies is too much for her) meaning the ressults are less consistent and reliable than footpad if exposed at too many opponents. But with the smart use of ZOC and her relatively high damage at both melee and range I think that unit can of correctly use this foot type and archieve a more un-used stats/type of units seen in default era (50% at flat and 60%at hills/forest BUT... without access to 70% and slight physical weaknesses)
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Re: Catgirls
Hello ! I had also that feeling that a rope bender was more unique… So be it, I will proceed with that on. The idea of a unique lvl2 frost cat is interesting, but I don't really see a thematic connection here between the rope bender and the frost cat…
Any help to balancing and WML would be appreciated honestly ^^' For instance, I have no idea on how balanced the suggested chakram warrior would be, so sure let's try. The more esoteric abilities of other units could be scripted in lua I guess, which I might have to do although I don't really master the scripting.
Finally, here is a version of the urumi fighter with the buckle (which I forgot in the first draft):
Any help to balancing and WML would be appreciated honestly ^^' For instance, I have no idea on how balanced the suggested chakram warrior would be, so sure let's try. The more esoteric abilities of other units could be scripted in lua I guess, which I might have to do although I don't really master the scripting.
Finally, here is a version of the urumi fighter with the buckle (which I forgot in the first draft):
(EDIT: looking at it... the whip-sword is quite way too long too...)
Re: Catgirls
I'm not great with WML, but I can help you at submitting files like faction.cfg ,units.cfg and each specifici unit.cfg , as that is very basic WML, still, that takes some time... so I could handle this. But about WML for creating new skills, etc, probably not much of help.laerne wrote: ↑January 7th, 2025, 9:34 pm Hello ! I had also that feeling that a rope bender was more unique… So be it, I will proceed with that on. The idea of a unique lvl2 frost cat is interesting, but I don't really see a thematic connection here between the rope bender and the frost cat…
Any help to balancing and WML would be appreciated honestly ^^'
Would be quite simple, pseudo-elusive foot for an hybrid fighter, with the idea of helping it at open fields if exposed against few enemies (but hey, you can use Zone of Control, as well the idea of not making it the best unit to garrison at castle/villages (probably a 70% on villages but idk? still you got more "normal foot type" for these tiles) and ofc some physical weaknesses to make it more fair. About health values, it would be around 29-31 at l1 , 46-50 at lv2 and probably 63-65 HP on lv3 , but all levels owning 6 base movement. Also the main reason why I propose this foot type over this unit, is to make it more unique as there is a spam of lots of "small-foot" in default (loy, rebels, orcs, etc) and I personally think that a good faction needs to use multiple foot types to make it more dynamic, aspects I like the most from Knalgan and Loyalists for example meanwhile I dislike rebels because leaking at this specific part.
About weather/environment of catgirls? I imagine them having movement cost of 1 at forest and sand? why? well felines in our world loves heat weathers and also they like hiding in back of bushes or over the trees. But I'm guessing this faction is not having an heavy armor unit so for cases like this you can consider giving them more terrain adaptability, some similar bonus from rebel's elves. Also the foot types is an aspect that gives even more personality to factions, aspect in which I'm an expert because previous experiences.
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Re: Catgirls
I can help with WML if you need I am also a writer, and would be happy to expand on some of the lore stufflaerne wrote: ↑January 7th, 2025, 9:34 pm Hello ! I had also that feeling that a rope bender was more unique… So be it, I will proceed with that on. The idea of a unique lvl2 frost cat is interesting, but I don't really see a thematic connection here between the rope bender and the frost cat…
Any help to balancing and WML would be appreciated honestly ^^' For instance, I have no idea on how balanced the suggested chakram warrior would be, so sure let's try. The more esoteric abilities of other units could be scripted in lua I guess, which I might have to do although I don't really master the scripting.
Finally, here is a version of the urumi fighter with the buckle (which I forgot in the first draft):urumi-fighter-brown+skyblue.png(EDIT: looking at it... the whip-sword is quite way too long too...)
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Re: Catgirls
Oh that is progressing nicely.
I really like the animations you do here.
I could also imagine that felines are great at many environments, also in hills and mountains.
Maybe they are bad at wet environments, cause they cant move there quite good.
About balancing I would ask ForestDragon, he is quite good a balancing units in my opinion: )
I really like the animations you do here.
I could also imagine that felines are great at many environments, also in hills and mountains.
Maybe they are bad at wet environments, cause they cant move there quite good.
About balancing I would ask ForestDragon, he is quite good a balancing units in my opinion: )
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Re: Catgirls
Most cats don't like water true. They also like it hot and dislike the cold (the frost cat gave me the shudders heh). Hide abilities would be a given natch.Refumee wrote: ↑January 9th, 2025, 8:17 am Oh that is progressing nicely.
I really like the animations you do here.
I could also imagine that felines are great at many environments, also in hills and mountains.
Maybe they are bad at wet environments, cause they cant move there quite good.
About balancing I would ask ForestDragon, he is quite good a balancing units in my opinion: )
BTW don't worry about WML, the hard part is the art.
Re: Catgirls
The chakrams are a cool idea, it'll definitely stand out. I'd say go with the middle concept, the pose is more dynamic.
Re: Catgirls
Jaguars, tigers and leopards are nice swimmers too (these 3 LOVES swimming) ... but usually most felines hates wet in their hairs. Maybe there could be a line like "fishers" or something that uses a fishing tool as weapon or bring nets that slows enemies which could help at supporting, as well of having rasonably decent (or good) water defense (at least 40% on moats but 1 Movement cost or maybe 50% water defense but also being useful in ground too... except mountains because being a very opposite climate than a beach).Refumee wrote: ↑January 9th, 2025, 8:17 am Oh that is progressing nicely.
I really like the animations you do here.
I could also imagine that felines are great at many environments, also in hills and mountains.
Maybe they are bad at wet environments, cause they cant move there quite good.
About balancing I would ask ForestDragon, he is quite good a balancing units in my opinion: )
Also another idea that did come to me while editing this post, the faction could be a coalition of different feline species with different terrain properties and movement costs (foottypes). For example some are tiger-like girls (forest/swamp/water lovers), meanwhile some other are more like cougars or lions (liking arid or desertic places) and some other that are more like cats (tree huggers & more agile at villages and castles), idk, just a bonus idea that did come to me later on. This would lead them to be a multi cultural faction with units with different movetypes and ofc, more unique gameplay.
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Re: Catgirls
Sailors often had cats on board to deal with the inevitable rat problem. But as a earlier post correctly stated several big cats are just fine with water. Some breeds of dometics too.
As IPS says a conglomerate is a good idea. It's what was done with the existing Era of Horrors catgirl faction in fact. It has a "Fisher Cat" unit (one of the best on land too as I've found thanks to its ranged attack).