Anyone made werewolf before?
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Anyone made werewolf before?
Anyone here made a werewolf before?
I'm going to make one now, and someone told me not to do that a while ago because they were already making one. If anyone made one, post here or I'll make mine.
I'm going to make one now, and someone told me not to do that a while ago because they were already making one. If anyone made one, post here or I'll make mine.
I'm not a number, I'm a free monkey
You should take the werewolf from PhantasyRPG. It's about time for some payback.
Hope springs eternal.
Wesnoth acronym guide.
Wesnoth acronym guide.
Those aren't GPLed... and besides, they aren't very well drawn.scott wrote:You should take the werewolf from PhantasyRPG. It's about time for some payback.
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
Return of the Werewolf.
Seems like this comes up fairly regularly, and gets shot down in the Ideas forum. It could be that such a unit would be useful for a specific scenario or campaign.
If I had the inclination and the artistic talent, I'd create a werewolf that looked and behaved (e.g. skills, movement, attack type, frequency, and damage) differently at different times of day. This is something that hasn't really been explored much in Wesnoth (yes, I know about the Shadow, and of course the chaotic/lawful day-night cycle; this is more substantial). It might be a novel contribution, rather than just a new rogue unit.
Seems like this comes up fairly regularly, and gets shot down in the Ideas forum. It could be that such a unit would be useful for a specific scenario or campaign.
If I had the inclination and the artistic talent, I'd create a werewolf that looked and behaved (e.g. skills, movement, attack type, frequency, and damage) differently at different times of day. This is something that hasn't really been explored much in Wesnoth (yes, I know about the Shadow, and of course the chaotic/lawful day-night cycle; this is more substantial). It might be a novel contribution, rather than just a new rogue unit.
I disliked the idea of werewolves, but what you say is really very interesting, IMO.Nothsa wrote:If I had the inclination and the artistic talent, I'd create a werewolf that looked and behaved (e.g. skills, movement, attack type, frequency, and damage) differently at different times of day. This is something that hasn't really been explored much in Wesnoth (yes, I know about the Shadow, and of course the chaotic/lawful day-night cycle; this is more substantial). It might be a novel contribution, rather than just a new rogue unit.
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How's this for an idea (I don't know if it's possible in WML or not):
the Lycanthrope L1 unit is a very weak fighter, maybe like a Peasant. During the night, it gains 50 XP, but loses 50 XP during the day. At 55 XP, the Lycanthrope would promote to a L2 Werewolf, with a powerful 5-6 melee attack. And of course, once day breaks any Werewolf with less than 105 XP would revert to a measly, vulnerable L1 Lycanthrope. The Werewolf would get healed by the promotion, but not the reversion to human.
Obviously this would be a specialty campaign unit, as I can't see what normal faction it would fit in. Still, it could definitely be used for interesting tactical battles.
the Lycanthrope L1 unit is a very weak fighter, maybe like a Peasant. During the night, it gains 50 XP, but loses 50 XP during the day. At 55 XP, the Lycanthrope would promote to a L2 Werewolf, with a powerful 5-6 melee attack. And of course, once day breaks any Werewolf with less than 105 XP would revert to a measly, vulnerable L1 Lycanthrope. The Werewolf would get healed by the promotion, but not the reversion to human.
Obviously this would be a specialty campaign unit, as I can't see what normal faction it would fit in. Still, it could definitely be used for interesting tactical battles.
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Can you tweak the day/night lengths? 2 turns of strength, 4 of weakness is a bit short. If you make each time-part last two turns, it'd give the Werewolf 4 turns of havoc: one to run to a target, two attacks, and one to run away before dawn.
Usque adeone mori miserum est? After all, there's always a continue...
It would be cool if you completely changed his unit type;you found a way to code it so that, during the day, he was a rough equivalent of the peasent; and he could get level ups in that path(not spearmen bowmen, something different) and then, at night, he would be a werewolf. You could almost do it with whole scenarios, a day scenario where you have to hide, and a night scenario where you go on a rampage.
Sorry for the meaningless post