Imperial Era
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- Temuchin Khan
- Posts: 1844
- Joined: September 3rd, 2004, 6:35 pm
- Location: Player 6 on the original Agaia map
Re: Imperial Era
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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Re: Imperial Era
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
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
- Posts: 1844
- Joined: September 3rd, 2004, 6:35 pm
- Location: Player 6 on the original Agaia map
Re: Imperial Era
Thanks! All I need for now is some placeholder art so that my idea for a new Cavernei unit can be playtested.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
Check out my new book!
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- Temuchin Khan
- Posts: 1844
- Joined: September 3rd, 2004, 6:35 pm
- Location: Player 6 on the original Agaia map
Re: Imperial Era
In the Imperial Era's "various" file, there is already a seperate "Cavernei" race, but how would I code this?IPS wrote: ↑June 6th, 2024, 6:13 amAs 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.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?
Maybe try replacing quick with something else... or just keep strong/inteligent/healthy? that would help them to differ more from default knalga.
Sorry for my limited knowledge of WML!
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Re: Imperial Era
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).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!
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]
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]
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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Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
Try My winning Orocia Guide
- Temuchin Khan
- Posts: 1844
- Joined: September 3rd, 2004, 6:35 pm
- Location: Player 6 on the original Agaia map
Re: Imperial Era
Yes, I mostly helped design the factions, not so much the coding and the art.IPS wrote: ↑June 10th, 2024, 2:05 amI'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).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!
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 thisYou're saying "Enemy has 60% to hit me if I'm on this terrain" , so this is 40% mushroom terrain defense in code.Code: Select all
[/defense] fungus=60 [/defense]
As well for resistances "Enemy will deal this 80% of dmg to me if using this damage type on thisSo this is 20% (+20%) blade resistance in code, meaning the unit takes damage of 80% to blade.Code: Select all
[resistance] blade=80 [/resistance]
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
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.
Check out my new book!
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Re: Imperial Era
Isn't that basically the same thing that is done for trolls (in core Wesnoth)? Trolls do not have the "intelligent" trait.Temuchin Khan wrote: ↑June 2nd, 2024, 10:17 pm If I wanted to disable the "quick" trait for them, how would I do that?
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}
- Temuchin Khan
- Posts: 1844
- Joined: September 3rd, 2004, 6:35 pm
- Location: Player 6 on the original Agaia map
Re: Imperial Era
Yes, thank you! That's what I had in mind. I knew there had to be a way.gnombat wrote: ↑June 10th, 2024, 1:01 pmIsn't that basically the same thing that is done for trolls (in core Wesnoth)? Trolls do not have the "intelligent" trait.Temuchin Khan wrote: ↑June 2nd, 2024, 10:17 pm If I wanted to disable the "quick" trait for them, how would I do that?
https://github.com/wesnoth/wesnoth/blob/1.18.0/data/core/units.cfg#L363
The WML for trolls setsignore_global_traits=yes
, and then it just lists the traits trolls are allowed to have:
Note that the "intelligent" trait was omitted.Code: Select all
ignore_global_traits=yes {TRAIT_STRONG} {TRAIT_QUICK} {TRAIT_RESILIENT} {TRAIT_FEARLESS}
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.
Check out my new book!
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- Temuchin Khan
- Posts: 1844
- Joined: September 3rd, 2004, 6:35 pm
- Location: Player 6 on the original Agaia map
Re: Imperial Era
OK, here's my latest round of proposed changes to the Imperial Era.
1. I made some further changes to the proposed Arendian swimmer line. It now starts off as a water unit armed with dagger and harpoon and then gains submerge as it advances. The previous most recent version lacked submerge, but I decided I prefer it with that feature. I also improved the unit descriptions for this line.
2. The changes I was making to the Cavernei involved replacing the Eagle Rider with a new unit to differentiate them more from mainline Knalgans, so I changed "eaglefly" to "falconfly" in various.cfg. I also included my revised seals with submerege, jsut for good measure.
3. The Cavernei are where the biggest changes have been made. It struck me a few weeks ago that while the original version of the Cavernei was too much like mainline Knalgans, except for the Watcher line, the Dev Cavernei were too different and had lost some of their flavor and no longer felt like a Dwarf faction. So, I decided to split the difference. This version of the Cavernei is a cross between the original and dev versions, with a new flyer. First, I made them similar in some ways to theForest Dwarves from Vyncyn Rashy Era--most of their units have 5 base movement, cannot get quick, but may get slow. The exception is the Watcher line, which has 5 base movement and always gets quick. The new air unit is the biggest change. Part of what makes the Imperial Era interesting is its mix of Tolkienesque fantasy with Classical culture. Well, building on that, I decided to draw on Greek mythology and give the Cavernei a unit based on one of its more obscure beings--the Thriai or Melissai. They are Nymphs associated with caves and springs and divination. And bees. They have the upper bodies of human females and the lower bodies and wings of bees. Now, I am no artist, so I could not make art for them myself, but I'm using some images from the Hive faction in Ageless Era as placeholders.
Here are some links about the Thriai:
https://www.theoi.com/Nymphe/NymphaiThriai.html
https://en.wikipedia.org/wiki/Thriae
And here are the files:
A word of explanation. This was achieved by revising some normal Cavernei files and some dev Cavernei files, so for now, it only works if some files go in the dev units folder and others in the normal units folder. I have put those files in distinct folders indicating which units folder they should be placed in.
1. I made some further changes to the proposed Arendian swimmer line. It now starts off as a water unit armed with dagger and harpoon and then gains submerge as it advances. The previous most recent version lacked submerge, but I decided I prefer it with that feature. I also improved the unit descriptions for this line.
2. The changes I was making to the Cavernei involved replacing the Eagle Rider with a new unit to differentiate them more from mainline Knalgans, so I changed "eaglefly" to "falconfly" in various.cfg. I also included my revised seals with submerege, jsut for good measure.
3. The Cavernei are where the biggest changes have been made. It struck me a few weeks ago that while the original version of the Cavernei was too much like mainline Knalgans, except for the Watcher line, the Dev Cavernei were too different and had lost some of their flavor and no longer felt like a Dwarf faction. So, I decided to split the difference. This version of the Cavernei is a cross between the original and dev versions, with a new flyer. First, I made them similar in some ways to theForest Dwarves from Vyncyn Rashy Era--most of their units have 5 base movement, cannot get quick, but may get slow. The exception is the Watcher line, which has 5 base movement and always gets quick. The new air unit is the biggest change. Part of what makes the Imperial Era interesting is its mix of Tolkienesque fantasy with Classical culture. Well, building on that, I decided to draw on Greek mythology and give the Cavernei a unit based on one of its more obscure beings--the Thriai or Melissai. They are Nymphs associated with caves and springs and divination. And bees. They have the upper bodies of human females and the lower bodies and wings of bees. Now, I am no artist, so I could not make art for them myself, but I'm using some images from the Hive faction in Ageless Era as placeholders.
Here are some links about the Thriai:
https://www.theoi.com/Nymphe/NymphaiThriai.html
https://en.wikipedia.org/wiki/Thriae
And here are the files:
A word of explanation. This was achieved by revising some normal Cavernei files and some dev Cavernei files, so for now, it only works if some files go in the dev units folder and others in the normal units folder. I have put those files in distinct folders indicating which units folder they should be placed in.
Check out my new book!
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
- holypaladin
- Posts: 395
- Joined: August 14th, 2017, 9:07 pm
- Location: Poland
Re: Imperial Era
Wild Era ported to 1.18/1.19
- added races to to units
- added traits to units
- added attack icons
- bugs fixed
- added races to to units
- added traits to units
- added attack icons
- bugs fixed
„Ad Maiorem Dei Gloriam"
- Temuchin Khan
- Posts: 1844
- Joined: September 3rd, 2004, 6:35 pm
- Location: Player 6 on the original Agaia map
Re: Imperial Era
Good to hear! I'll check it out tonight!holypaladin wrote: ↑November 23rd, 2024, 2:31 pm Wild Era ported to 1.18/1.19
- added races to to units
- added traits to units
- added attack icons
- bugs fixed
Check out my new book!
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
- Temuchin Khan
- Posts: 1844
- Joined: September 3rd, 2004, 6:35 pm
- Location: Player 6 on the original Agaia map
Re: Imperial Era
Also, let's not forget that several months ago Unwise Owl said this:
I don't have the time or the skill to be the maintainer, but is anyone interested?If there's someone who really wants to become the maintainer for the IE drop me a PM. I've had a good run of doing nearly nothing for more than a decade now, so if someone wants to take it in another direction, I'm not opposed to taking my hands off the wheel entirely.
Check out my new book!
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
- holypaladin
- Posts: 395
- Joined: August 14th, 2017, 9:07 pm
- Location: Poland
Re: Imperial Era
I know that Imperial Era campaigns are left without care at the moment, I think I will manage to take care on them step by step.Temuchin Khan wrote: ↑November 23rd, 2024, 5:17 pm Also, let's not forget that several months ago Unwise Owl said this:I don't have the time or the skill to be the maintainer, but is anyone interested?If there's someone who really wants to become the maintainer for the IE drop me a PM. I've had a good run of doing nearly nothing for more than a decade now, so if someone wants to take it in another direction, I'm not opposed to taking my hands off the wheel entirely.
„Ad Maiorem Dei Gloriam"
Re: Imperial Era
Temuchin Khan wrote: ↑June 22nd, 2024, 11:03 am OK, here's my latest round of proposed changes to the Imperial Era.
1. I made some further changes to the proposed Arendian swimmer line. It now starts off as a water unit armed with dagger and harpoon and then gains submerge as it advances. The previous most recent version lacked submerge, but I decided I prefer it with that feature. I also improved the unit descriptions for this line.
2. The changes I was making to the Cavernei involved replacing the Eagle Rider with a new unit to differentiate them more from mainline Knalgans, so I changed "eaglefly" to "falconfly" in various.cfg. I also included my revised seals with submerege, jsut for good measure.
3. The Cavernei are where the biggest changes have been made. It struck me a few weeks ago that while the original version of the Cavernei was too much like mainline Knalgans, except for the Watcher line, the Dev Cavernei were too different and had lost some of their flavor and no longer felt like a Dwarf faction. So, I decided to split the difference. This version of the Cavernei is a cross between the original and dev versions, with a new flyer. First, I made them similar in some ways to theForest Dwarves from Vyncyn Rashy Era--most of their units have 5 base movement, cannot get quick, but may get slow. The exception is the Watcher line, which has 5 base movement and always gets quick. The new air unit is the biggest change. Part of what makes the Imperial Era interesting is its mix of Tolkienesque fantasy with Classical culture. Well, building on that, I decided to draw on Greek mythology and give the Cavernei a unit based on one of its more obscure beings--the Thriai or Melissai. They are Nymphs associated with caves and springs and divination. And bees. They have the upper bodies of human females and the lower bodies and wings of bees. Now, I am no artist, so I could not make art for them myself, but I'm using some images from the Hive faction in Ageless Era as placeholders.
Here are some links about the Thriai:
https://www.theoi.com/Nymphe/NymphaiThriai.html
https://en.wikipedia.org/wiki/Thriae
And here are the files:
TK 6-10-24 IE new ideas.zip
A word of explanation. This was achieved by revising some normal Cavernei files and some dev Cavernei files, so for now, it only works if some files go in the dev units folder and others in the normal units folder. I have put those files in distinct folders indicating which units folder they should be placed in.
Btw, did you realize that changing the dwarve's aligment from neutral to chaotic even if keeping default like stats is also another significant difference, considering the quick/slow trait replacement, aligment change can alos make cavernai dwarves be way more different. Fine enough to define the units to be different enough to be considered as something different even if their base damage are the same. It's just another idea I post at here.
As I'm viewing that the main focus is that Cavernei are darker version of dwarves, might be interesting concept to explore. Also adding more chaotic faction game mechanics as poison/slow or debuffes or ust more relied in mobility and less in heavy armor, as well giving a lore of why they are like that (existing cavernei in Ageless have more HP but 10% fire/arcane res decrease in compensation)... but with other slight changes Cavernei could become into something somewhat promising.
Creator of: Deathmatch new in 1.12 server.
Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
Try My winning Orocia Guide
Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
Try My winning Orocia Guide
- Temuchin Khan
- Posts: 1844
- Joined: September 3rd, 2004, 6:35 pm
- Location: Player 6 on the original Agaia map
Re: Imperial Era
Sounds good to me! What do you think of the changes I've proposed to the Arendians, Cavernei, and Issaelfr?holypaladin wrote: ↑November 25th, 2024, 3:04 pmI know that Imperial Era campaigns are left without care at the moment, I think I will manage to take care on them step by step.Temuchin Khan wrote: ↑November 23rd, 2024, 5:17 pm Also, let's not forget that several months ago Unwise Owl said this:I don't have the time or the skill to be the maintainer, but is anyone interested?If there's someone who really wants to become the maintainer for the IE drop me a PM. I've had a good run of doing nearly nothing for more than a decade now, so if someone wants to take it in another direction, I'm not opposed to taking my hands off the wheel entirely.
Check out my new book!
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1