Idea for Far East Faction
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now the system:(note:> means evolve in. when there is /between the evolution it means choice of evolution.)
- kikori >kengo
- kengo >asigaru/samurai-a/samurai-b
- asigaru >kiba
- samurai-a >yoroi-a
- samurai-b >yoroi-b
- nounmin >kenpo
- kenpo >komuso/ninja-m or f/tepou
- tepou >taihou
- ommyou >hime
Then for the identity I will check the japanese history. OK? So be patient if you want the identity(attack,lvl,defence...)
- kikori >kengo
- kengo >asigaru/samurai-a/samurai-b
- asigaru >kiba
- samurai-a >yoroi-a
- samurai-b >yoroi-b
- nounmin >kenpo
- kenpo >komuso/ninja-m or f/tepou
- tepou >taihou
- ommyou >hime
Then for the identity I will check the japanese history. OK? So be patient if you want the identity(attack,lvl,defence...)
The N'EX is in my blood.
[Off from Wesnoth]
[Off from Wesnoth]
First post here on the board

I think it is a very cool idea to add a far eastern fraction. I just read the posts here and I would like to add some comments:
Naginata:
this was indeed a samurais weapon although mainly used by female samurai as far as I know (for ideas conerning weapons and armor look for shogun total war a quite accurate historical simulation about the days of oda nobunaga. You can find tons of material there (its from the same guys who made rome total war)
Shuriken:
No samurai who held his honour high would have used these. They were used mainly by assasins. Although there stories about samurais who threw their sword.
lvl1 samurai sword-unit:
Have you ever read some mangas or historical stories about samurais? One of their battle philosophy is to cut down their opponent with one fast stroke. So I would reduce the number of attacks to one and increase their damage. (Look for example the Lone Wolf&Cup manga series or read a book about kendo or kenjutsu)
Hmm thanks for the info, the sword strike of one hit kill is the iajatsu which will be looked into for changing. As for the shurkien the unit we currently have using it is the claw dancer, who is not a samurai. The faction currently being made is not just samurai but monks as well, and of course ninjas.
May the drakes bloody kill you all.
Your samurai with naginata seems to hold a katana instead?Seiryu wrote:gocha i've got all the images. Wanna see?
Another point - holding a katana one-handed isn't very usual except through nukitsuke and noto, normally you hold it in both hands during cuts as well as when standing in pose. (I practice Iaido.)
Re: First post here on the board
This is NOT a samurai faction. This faction takes in several aspects of far east units, not just samurai. 2 units are monks based on shaolin, and other warrior monks. Two are samurai, and one is a ninja like unit (that yes, will be able to become a ninja.) I would add more units to represent Chinese, Japenese, and even Mongol warriors, however, adding a wider selection would add to much to the versitility of the faction and overpower it as a whole. Having units with skills like slow and first strike is powerful, but having too many complimentary units is unbalanced. This is why loyalists are straightforward, wheras smaller factions like the rebels are specialized. To have a specilized faction with too many units doesn't make sense. Yes, samurai had guns, and chinese warriors used rockets, but this would take away from the dwarves. Archers were also common, but almost every faction has an archer, and 3 units out of 5 at level 1 do have a ranged attack, so i believe no more units (at level 1) are nessisary.
Ok, i'm not giving a samurai a naginata on foot. Even though they used them, the best and most notable samurai used swords. Naginatas are most effective on horseback, and if used on foot, a similar unit of a sword using samurai would have to be better, and thus would the naginata unit be ineffective.
Also, there is no need for a female samurai unit. Like other units, there can be a female version without making a new unit.
As for level 0 units, they are ridiculous for the balance of this faction. This faction is fairly high cost and specilized. Adding a lv 0 would take away from other lv 0 using factions (undead and orcs) and overpower this faction.
There is the matter of the one hit kill strike for samurai. Yes, this was there goal, but reducing samurai to one attack would make them seem slow when they are not. A samurai who didn't kill in one hit would still attack.
Nice artwork, but unfortunately, almost none of it can be used. I agree with torangan on the sword handling. Also, unit names should be translated to what language they are used in (in this case English, but i know there are several other translations of Wesnoth) and I am trying to stay away from names other players may get confused about.
Ok, i'm not giving a samurai a naginata on foot. Even though they used them, the best and most notable samurai used swords. Naginatas are most effective on horseback, and if used on foot, a similar unit of a sword using samurai would have to be better, and thus would the naginata unit be ineffective.
Also, there is no need for a female samurai unit. Like other units, there can be a female version without making a new unit.
As for level 0 units, they are ridiculous for the balance of this faction. This faction is fairly high cost and specilized. Adding a lv 0 would take away from other lv 0 using factions (undead and orcs) and overpower this faction.
There is the matter of the one hit kill strike for samurai. Yes, this was there goal, but reducing samurai to one attack would make them seem slow when they are not. A samurai who didn't kill in one hit would still attack.
Nice artwork, but unfortunately, almost none of it can be used. I agree with torangan on the sword handling. Also, unit names should be translated to what language they are used in (in this case English, but i know there are several other translations of Wesnoth) and I am trying to stay away from names other players may get confused about.
Last edited by Kafka on June 25th, 2005, 7:02 pm, edited 4 times in total.
It's not about winning or losing, it's about how many you can take out before you go down!
Re: First post here on the board
A few things. Females could be samurai, but were almost as rare as any other female warrior in other advanced cultures at the time (a.k.a. almost never heard of). Naginatas were horseback weapons that could also be used on foot. As for the Shuriken, it is a weapon used by only specific sects of ninja, not even all of them. Samurai didn't use them becuase they were not effective at far range, and couldn't pierce armour. They were stealthy weapons used for assasinations. The shuriken itself wasn't dishonorable, but ineffective. The way shurikens were commonly used (relative to the fact they weren't common) was dishonorable.Kafka wrote:Avalarion wrote: Naginata:
this was indeed a samurais weapon although mainly used by female samurai as far as I know
Shuriken:
No samurai who held his honour high would have used these. They were used mainly by assasins.
It's not about winning or losing, it's about how many you can take out before you go down!
Re: First post here on the board
Where did you took those informations? They aren't correct!! Well a part is but the naginata weren't used only by females and the assasins who helded the shurikens were the ninja (japanese type of assasin) and the mangas about historic stories about samurais I think i've read them all. They've got quite a good information but some parts aren't really true.Avalarion wrote:Hello everybody.
I think it is a very cool idea to add a far eastern fraction. I just read the posts here and I would like to add some comments:
Naginata:
this was indeed a samurais weapon although mainly used by female samurai as far as I know (for ideas conerning weapons and armor look for shogun total war a quite accurate historical simulation about the days of oda nobunaga. You can find tons of material there (its from the same guys who made rome total war)
Shuriken:
No samurai who held his honour high would have used these. They were used mainly by assasins. Although there stories about samurais who threw their sword.
lvl1 samurai sword-unit:
Have you ever read some mangas or historical stories about samurais? One of their battle philosophy is to cut down their opponent with one fast stroke. So I would reduce the number of attacks to one and increase their damage. (Look for example the Lone Wolf&Cup manga series or read a book about kendo or kenjutsu)
The N'EX is in my blood.
[Off from Wesnoth]
[Off from Wesnoth]
Due to the recent call for animations, a graphic artist has been hired (my poor, poor wallet) to make the animations of each unit for the new faction. They will be on Wesnoth standard size and animation style. Hopes that the faction is adopted by Wesnoth developers afterwards.
It's not about winning or losing, it's about how many you can take out before you go down!
New Level 2 unit designs for the initiate, meditant, and claw dancer:
*Please tell me if they are unbalanced, i want to keep the faction interesting, but still fair.*
Monk:
HP: 44 Moves: 6 Alignment: Lawful Required XP: 78Cost: 35
Advances from: Initiate
Many initiates train for years, never making it to this level of mastery. These monks are even more agile and resilient than the normal initiate. Having mastered the art of unarmed combat, they are not to be underestimated. They train for perfection in body and soul.
ATTACKS:
Name Type Strikes Range Special
Punch Impact 6-4 Melee First Strike
Flying Kick Impact 13-2 Melee Charge
Resistances:
Attack Type Resistance
Blade -20%
Cold 20%
Fire 20%
Holy 30%
Impact 10%
Pierce -20%
Terrain Modifiers:
Terrain Defense Movement
Castle 50% 1
Sand 40% 1
Snow 30% 2
Cave Wall 50% -
Shallow Water 20% 2
Forest 40% 2
Grassland 50% 1
Hills 50% 2
Mountains 30% 3
Deep Water 20% -
Village 40% 1
Cave 40% 1
Swamp 20% 2
Tainted Initiate:
HP: 38 Moves: 6 Alignment: Neutral Required XP: 72Cost: 38
Advances from: Initiate
War, famine, disease, and strife, the outside world is full of imperfection and horrors unknown to fledgling initiates. Some are tempered through battle, while others are broken by the cruel forges of war. These poor souls lose hope and give up the ways of the monk. Those who continue fighting take up arms. The highest fall greatly, and they lose what humanity they had. However, they adopt their scars toughen their skin, and their understanding of war gives them insight in the art of combat.
ATTACKS:
Name Type Strikes Range Special
Kama Blade 8-3 Melee
Punch Impact 6-3 Melee First Strike
Resistances:
Attack Type Resistance
Blade 0%
Cold 20%
Fire 20%
Holy 10%
Impact 20%
Pierce 0%
Terrain Modifiers:
Terrain Defense Movement
Castle 50% 1
Sand 40% 1
Snow 30% 2
Cave Wall 50% -
Shallow Water 20% 2
Forest 50% 2
Grassland 50% 1
Hills 50% 2
Mountains 30% 3
Deep Water 20% -
Village 50% 1
Cave 40% 1
Swamp 20% 2
Enlightened Monk:
HP: 32 Moves: 6 Alignment: Lawful Required XP: 92 Cost: 50
Advances from: Meditant
Meditants who are one step closer to nirvana, the ultimate stage of inner peace. They form a strong connection to the forces that hole the universe together, and gain power and insight because of this. Becoming one with the world around them allows them to be more resilient against its elements, and their new power allows them to “cleanse� all things unnatural, making undead and other dark creatures fearful of them.
ATTACKS:
Name Type Strikes Range Special
Holy Palm Holy 10-1 Melee Slow
Peaceful Aura Holy 8-3 Ranged Slow
Resistances:
Attack Type Resistance
Blade -20%
Cold 40%
Fire 40%
Holy 40%
Impact 0%
Pierce -30%
Terrain Modifiers:
Terrain Defense Movement
Castle 40% 1
Sand 40% 1
Snow 30% 2
Cave Wall 50% -
Shallow Water 30% 2
Forest 40% 2
Grassland 40% 1
Hills 40% 2
Mountains 40% 3
Deep Water 30% -
Village 40% 1
Cave 40% 1
Swamp 30% 2
Ki Monk:
HP: 34 Moves: 6 Alignment: Lawful Required XP: 102 Cost: 56
Some meditants never achieve enlightenment. Some, although diligent, become focused on battle, justice, and retribution. These monks, although under their more enlightened brothers in terms of rank, are not to be underestimated. Their peacefulness turned to rage by battle, they have connected to the spiritual world to achieve power to smite their foes. Anyone who gets in these monks’ way often meat an untimely, and fiery end.
ATTACKS:
Name Type Strikes Range Special
Ki smite Fire 7-2 Melee
Ki Fire Fire 7-3 Ranged Marksman
Resistances:
Attack Type Resistance
Blade -20%
Cold 30%
Fire 40%
Holy 30%
Impact 0%
Pierce -30%
Terrain Modifiers:
Terrain Defense Movement
Castle 40% 1
Sand 40% 1
Snow 30% 2
Cave Wall 50% -
Shallow Water 30% 2
Forest 40% 2
Grassland 40% 1
Hills 40% 2
Mountains 40% 3
Deep Water 30% -
Village 40% 1
Cave 40% 1
Swamp 30% 2
Ninja:
HP: 38 Moves: 7 Alignment: Lawful Required XP: 56 Cost: 36
Advances from: Claw Dancer
Abilities: Skirmisher, Nightstalk
A group of elite assassins hired out by armies. Ninjas accepts only lithe and agile warriors into their ranks. Ex-mercenaries and lordless warriors are the largest group of ninja recruits. However, you should never question a ninja’s honor. They live by a strict code like the samurai, only it is “amended� so they can carry out their “missions.� Masters of stealth, they rely on several types of weapons to defeat their foes. They are valuable for their stealth and ability to penetrate enemy lines.
ATTACKS:
Name Type Strikes Range Special
Kama Blade 5-4 Melee
Shuriken Piercing 5-4 Ranged
Resistances:
Attack Type Resistance
Blade 20%
Cold 0%
Fire 0%
Holy 20%
Impact 0%
Pierce -20%
Terrain Modifiers:
Terrain Defense Movement
Castle 60% 1
Sand 50% 1
Snow 30% 2
Cave Wall 50% -
Shallow Water 20% 2
Forest 60% 1
Grassland 50% 1
Hills 50% 2
Mountains 50% 3
Deep Water 20% -
Village 60% 1
Cave 50% 1
Swamp 30% 2
Fan Dancer:
HP: 42 Moves: 7 Alignment: Chaotic Required XP: - Cost: 32
Advances from: Claw Dancer
An odd sort of assassin, instead of relying on stealth and guile, they rely on deception. However, these tactics aren’t suited for the battlefield. This doesn’t discourage these unique individuals from fighting though, and their odd movements and confusing style leaves their opponents open to many swift and deadly attacks, especially when fighting with allys.
ATTACKS:
Name Type Strikes Range Special
War Fan Blade 6-4 Melee backstab
Resistances:
Attack Type Resistance
Blade 20%
Cold 0%
Fire 0%
Holy 20%
Impact 10%
Pierce 0%
Terrain Modifiers:
Terrain Defense Movement
Castle 60% 1
Sand 50% 1
Snow 30% 2
Cave Wall 50% -
Shallow Water 20% 2
Forest 60% 1
Grassland 50% 1
Hills 50% 2
Mountains 50% 3
Deep Water 20% -
Village 60% 1
Cave 50% 1
Swamp 30% 2
*Please tell me if they are unbalanced, i want to keep the faction interesting, but still fair.*
Monk:
HP: 44 Moves: 6 Alignment: Lawful Required XP: 78Cost: 35
Advances from: Initiate
Many initiates train for years, never making it to this level of mastery. These monks are even more agile and resilient than the normal initiate. Having mastered the art of unarmed combat, they are not to be underestimated. They train for perfection in body and soul.
ATTACKS:
Name Type Strikes Range Special
Punch Impact 6-4 Melee First Strike
Flying Kick Impact 13-2 Melee Charge
Resistances:
Attack Type Resistance
Blade -20%
Cold 20%
Fire 20%
Holy 30%
Impact 10%
Pierce -20%
Terrain Modifiers:
Terrain Defense Movement
Castle 50% 1
Sand 40% 1
Snow 30% 2
Cave Wall 50% -
Shallow Water 20% 2
Forest 40% 2
Grassland 50% 1
Hills 50% 2
Mountains 30% 3
Deep Water 20% -
Village 40% 1
Cave 40% 1
Swamp 20% 2
Tainted Initiate:
HP: 38 Moves: 6 Alignment: Neutral Required XP: 72Cost: 38
Advances from: Initiate
War, famine, disease, and strife, the outside world is full of imperfection and horrors unknown to fledgling initiates. Some are tempered through battle, while others are broken by the cruel forges of war. These poor souls lose hope and give up the ways of the monk. Those who continue fighting take up arms. The highest fall greatly, and they lose what humanity they had. However, they adopt their scars toughen their skin, and their understanding of war gives them insight in the art of combat.
ATTACKS:
Name Type Strikes Range Special
Kama Blade 8-3 Melee
Punch Impact 6-3 Melee First Strike
Resistances:
Attack Type Resistance
Blade 0%
Cold 20%
Fire 20%
Holy 10%
Impact 20%
Pierce 0%
Terrain Modifiers:
Terrain Defense Movement
Castle 50% 1
Sand 40% 1
Snow 30% 2
Cave Wall 50% -
Shallow Water 20% 2
Forest 50% 2
Grassland 50% 1
Hills 50% 2
Mountains 30% 3
Deep Water 20% -
Village 50% 1
Cave 40% 1
Swamp 20% 2
Enlightened Monk:
HP: 32 Moves: 6 Alignment: Lawful Required XP: 92 Cost: 50
Advances from: Meditant
Meditants who are one step closer to nirvana, the ultimate stage of inner peace. They form a strong connection to the forces that hole the universe together, and gain power and insight because of this. Becoming one with the world around them allows them to be more resilient against its elements, and their new power allows them to “cleanse� all things unnatural, making undead and other dark creatures fearful of them.
ATTACKS:
Name Type Strikes Range Special
Holy Palm Holy 10-1 Melee Slow
Peaceful Aura Holy 8-3 Ranged Slow
Resistances:
Attack Type Resistance
Blade -20%
Cold 40%
Fire 40%
Holy 40%
Impact 0%
Pierce -30%
Terrain Modifiers:
Terrain Defense Movement
Castle 40% 1
Sand 40% 1
Snow 30% 2
Cave Wall 50% -
Shallow Water 30% 2
Forest 40% 2
Grassland 40% 1
Hills 40% 2
Mountains 40% 3
Deep Water 30% -
Village 40% 1
Cave 40% 1
Swamp 30% 2
Ki Monk:
HP: 34 Moves: 6 Alignment: Lawful Required XP: 102 Cost: 56
Some meditants never achieve enlightenment. Some, although diligent, become focused on battle, justice, and retribution. These monks, although under their more enlightened brothers in terms of rank, are not to be underestimated. Their peacefulness turned to rage by battle, they have connected to the spiritual world to achieve power to smite their foes. Anyone who gets in these monks’ way often meat an untimely, and fiery end.
ATTACKS:
Name Type Strikes Range Special
Ki smite Fire 7-2 Melee
Ki Fire Fire 7-3 Ranged Marksman
Resistances:
Attack Type Resistance
Blade -20%
Cold 30%
Fire 40%
Holy 30%
Impact 0%
Pierce -30%
Terrain Modifiers:
Terrain Defense Movement
Castle 40% 1
Sand 40% 1
Snow 30% 2
Cave Wall 50% -
Shallow Water 30% 2
Forest 40% 2
Grassland 40% 1
Hills 40% 2
Mountains 40% 3
Deep Water 30% -
Village 40% 1
Cave 40% 1
Swamp 30% 2
Ninja:
HP: 38 Moves: 7 Alignment: Lawful Required XP: 56 Cost: 36
Advances from: Claw Dancer
Abilities: Skirmisher, Nightstalk
A group of elite assassins hired out by armies. Ninjas accepts only lithe and agile warriors into their ranks. Ex-mercenaries and lordless warriors are the largest group of ninja recruits. However, you should never question a ninja’s honor. They live by a strict code like the samurai, only it is “amended� so they can carry out their “missions.� Masters of stealth, they rely on several types of weapons to defeat their foes. They are valuable for their stealth and ability to penetrate enemy lines.
ATTACKS:
Name Type Strikes Range Special
Kama Blade 5-4 Melee
Shuriken Piercing 5-4 Ranged
Resistances:
Attack Type Resistance
Blade 20%
Cold 0%
Fire 0%
Holy 20%
Impact 0%
Pierce -20%
Terrain Modifiers:
Terrain Defense Movement
Castle 60% 1
Sand 50% 1
Snow 30% 2
Cave Wall 50% -
Shallow Water 20% 2
Forest 60% 1
Grassland 50% 1
Hills 50% 2
Mountains 50% 3
Deep Water 20% -
Village 60% 1
Cave 50% 1
Swamp 30% 2
Fan Dancer:
HP: 42 Moves: 7 Alignment: Chaotic Required XP: - Cost: 32
Advances from: Claw Dancer
An odd sort of assassin, instead of relying on stealth and guile, they rely on deception. However, these tactics aren’t suited for the battlefield. This doesn’t discourage these unique individuals from fighting though, and their odd movements and confusing style leaves their opponents open to many swift and deadly attacks, especially when fighting with allys.
ATTACKS:
Name Type Strikes Range Special
War Fan Blade 6-4 Melee backstab
Resistances:
Attack Type Resistance
Blade 20%
Cold 0%
Fire 0%
Holy 20%
Impact 10%
Pierce 0%
Terrain Modifiers:
Terrain Defense Movement
Castle 60% 1
Sand 50% 1
Snow 30% 2
Cave Wall 50% -
Shallow Water 20% 2
Forest 60% 1
Grassland 50% 1
Hills 50% 2
Mountains 50% 3
Deep Water 20% -
Village 60% 1
Cave 50% 1
Swamp 30% 2
It's not about winning or losing, it's about how many you can take out before you go down!
Disto wrote:You actually hired someone? You could've just asked me or shadow. Lol
He's a good friend of mine, who has his own game out. I'm only paying him because I would feel bad if i didn't. So it's still cheap, and I can work closely to him, like over his shoulder closely... lol
It's not about winning or losing, it's about how many you can take out before you go down!
Wow. I hope he assigns the copyright to you so you can license it compatibly with the game. I'm interested in seeing what professional pixel art looks like.
Hope springs eternal.
Wesnoth acronym guide.
Wesnoth acronym guide.