Dark Elves
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Dark Elf Stats
I'm not altogether convinced Wesnoth needs Dark Elves - but a user campaign could work.
The stats as given look entirely reasonable for campaign units. 8-6 is a lot of attacks: more than any other unit?
Is it necessary to introduce new damage type 'Dark Magic' for the priests - could make writing it a lot harder? Would dark elves even use Dark Magic, when Necromancers only use cold? It's a shame that you can't put 2 different attributes on an attack (I believe) - a blade or pierce magical attack that did poison as well seems like it would be appropriate to me.
For the fighter line, have you considered dropping the unit's damage, and giving them 'backstab'? Controlling a race with no strong up-front fighters and lots of backstab could be an interesting tactical challenge, particularly in the close confines of caves. A higher-level option with ambush in caves would fit this scheme, though I'm not sure whether it would be useful in a campaign - does the AI handle units with ambush?
Anyway, interesting idea.
The main thing to avoid, IMHO, is coming up with new elves that fight the same way as the old elves.
The stats as given look entirely reasonable for campaign units. 8-6 is a lot of attacks: more than any other unit?
Is it necessary to introduce new damage type 'Dark Magic' for the priests - could make writing it a lot harder? Would dark elves even use Dark Magic, when Necromancers only use cold? It's a shame that you can't put 2 different attributes on an attack (I believe) - a blade or pierce magical attack that did poison as well seems like it would be appropriate to me.
For the fighter line, have you considered dropping the unit's damage, and giving them 'backstab'? Controlling a race with no strong up-front fighters and lots of backstab could be an interesting tactical challenge, particularly in the close confines of caves. A higher-level option with ambush in caves would fit this scheme, though I'm not sure whether it would be useful in a campaign - does the AI handle units with ambush?
Anyway, interesting idea.
The main thing to avoid, IMHO, is coming up with new elves that fight the same way as the old elves.
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Re: Dark Elf Stats
Ahem Cuttle fish does 10 attacks but 8-6 is rather high unless it's lvl. 3 and some very interesting ideas.khamul wrote:I'm not altogether convinced Wesnoth needs Dark Elves - but a user campaign could work.
The stats as given look entirely reasonable for campaign units. 8-6 is a lot of attacks: more than any other unit?
Is it necessary to introduce new damage type 'Dark Magic' for the priests - could make writing it a lot harder? Would dark elves even use Dark Magic, when Necromancers only use cold? It's a shame that you can't put 2 different attributes on an attack (I believe) - a blade or pierce magical attack that did poison as well seems like it would be appropriate to me.
For the fighter line, have you considered dropping the unit's damage, and giving them 'backstab'? Controlling a race with no strong up-front fighters and lots of backstab could be an interesting tactical challenge, particularly in the close confines of caves. A higher-level option with ambush in caves would fit this scheme, though I'm not sure whether it would be useful in a campaign - does the AI handle units with ambush?
Anyway, interesting idea.
The main thing to avoid, IMHO, is coming up with new elves that fight the same way as the old elves.
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why dark elves would be great
The dark elves don't necessarily need totally new stuff, such as dark magic. The purpose of the race would be to add a dark side to the game that is an offspring of the goodguys. I think the game could use dark elves to make Wesnoth much cooler and funner. The dark elves units could include someone with a poison crossbow, fighters (lvl 1-3) could have backstab, dark elf shadow could have ambush, ect. And all of them could be chaotic, fight best in caves and at night, instead of dark magic it could be cold or the regular mage attack, ect. There are so many things you could do with a civilization like this.
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finnaly some people that see the potential that i was talking about. and the reason the attack is 8-6 is because he is a weapons maseter which is a level three unit. any ways i was thinking that the magical attacks would be changed to cold becasue it would be too difficult to introduce another magical aspect.
Bivrip!!
plese do not yell at me for any misspelled errors!
plese do not yell at me for any misspelled errors!
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they were already going to be chaotic if you read my earlier posts, and i have abandoned the idea for "Dark Magic" its just going to be cold. and i still have other units like a Dark elf Wizard and Lizard riders which are the equivilent to the calvery but a little slower. ill post those later (i think i lost the paper with all the notes i made about the characters).
Bivrip!!
plese do not yell at me for any misspelled errors!
plese do not yell at me for any misspelled errors!
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[the storyline could begin with how they became, where they went, where they are when the campaign begins, in that order].
the Dark Elves are seperated into different houses or clans, and you would start as the #10 house that gains power or something. mostly living in deep caves on the other side of the mountains bordering the dwarvish lands, a dwarvish scout party has uncovered the prosumably lost people in the digging mines. using their greedy little nature, the scout party attacked the elves after sending a messenger to tell of the 'nuisance', having no idea what their getting into.
after failing in their attack on an outpost of the 10th house, the dark elves there brought news of the attack to the high counsel. another scout party attacked a few days later, and plans of invasion was found on the dead body of the apparent dwarvish leader, and noted when the attack would commence. the time of the attack is near, and there isn't enough time for the appropiate number of men to muster.
seeing the reign of the dark elves coming to an end in this massive dwarvish assault, you, a lord of the 10th house, whose domain will be the first to be attacked, decide to take matters in your own hands. you gather what troops you can and make off to inhibit the advance of the invasion force, hoping that the hard training of ambushing and guerilla techniques, with the outstanding will and courage of your troops pay off...
Belwar: what?! you lost it! after all the trouble and time we put into making it for you?! why can't you show some responsibility with things your friends care so much and put so much work into!
the Dark Elves are seperated into different houses or clans, and you would start as the #10 house that gains power or something. mostly living in deep caves on the other side of the mountains bordering the dwarvish lands, a dwarvish scout party has uncovered the prosumably lost people in the digging mines. using their greedy little nature, the scout party attacked the elves after sending a messenger to tell of the 'nuisance', having no idea what their getting into.
after failing in their attack on an outpost of the 10th house, the dark elves there brought news of the attack to the high counsel. another scout party attacked a few days later, and plans of invasion was found on the dead body of the apparent dwarvish leader, and noted when the attack would commence. the time of the attack is near, and there isn't enough time for the appropiate number of men to muster.
seeing the reign of the dark elves coming to an end in this massive dwarvish assault, you, a lord of the 10th house, whose domain will be the first to be attacked, decide to take matters in your own hands. you gather what troops you can and make off to inhibit the advance of the invasion force, hoping that the hard training of ambushing and guerilla techniques, with the outstanding will and courage of your troops pay off...
Belwar: what?! you lost it! after all the trouble and time we put into making it for you?! why can't you show some responsibility with things your friends care so much and put so much work into!

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