Expanded Undead faction mod (Not For Mainline!!)

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peet
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Re: Expanded Undead faction mod (Not For Mainline!!)

Post by peet »

Drakefriend wrote:A unit is not allowed to get weaker in an parametre (here speed)
No.

A unit is not recommended to get weaker in a parameter. There is nothing that says it's not allowed.

This is not for mainline or MP so I don't have to worry about balancing the faction against others. Thematically it fits and theme is what's important about this faction.

I suppose I could have the MP loss occur when the Blood Bat levels into the Dread Bat, instead of when the Dread Bat becomes the Doom Bat.

Peet
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Gambit
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Re: Expanded Undead faction mod (Not For Mainline!!)

Post by Gambit »

It's right in the title. This is clearly a UMC. "Rules" (they're more like guidelines anyway) don't apply. They could advance backwards if it makes for fun gameplay (and yes this has been done).
peet
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Re: Expanded Undead faction mod (Not For Mainline!!)

Post by peet »

A big part of the reason I designed it this way is that I know the devs are generally against having powerful scout units for a variety of reasons, which are generally sound. I wanted to reduce the Doom Bat's ability as a scout somewhat as it is a pretty decent fighter. That coupled with the AMLA_UNDEAD and the Feeding ability makes this unit potentially quite fearsome.
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Neilarmius
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Re: Expanded Undead faction mod (Not For Mainline!!)

Post by Neilarmius »

Peet,
Please consider using my sprite of a 'Horror' -
horror.png
horror.png (2.72 KiB) Viewed 2937 times
a level 3 ghoul.. No attack or defence frames I'm afraid.
peet
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Re: Expanded Undead faction mod (Not For Mainline!!)

Post by peet »

So I've been looking over this and am thinking about some updates. Mainly I want to overhaul the way Walking Corpses work.

The main change will be adding a "latestrike" special to the WC's attack, which means that it strikes last even when attacking. This makes sense to me because zombies are supposed to be slow. I will also increase this attack to 7-2.

This will necessitate updating the hitpoints of WC's (and all the rest) by maybe 20%, though, because they will never get the chance to finish off a unit without first getting swung at. Overall WC's will take a fair bit more damage as a result.

I also want to adjust the attack rating based on the variation. Level 0 units like vampire bats and goblins will be significantly weaker (I was thinking 5-2 for the bat and maybe 6-2 for the goblin). Also, woses, trolls, and other "big" creatures would get an 8-2 attack. Maybe only level 2 trolls and up... not sure yet.

Thoughts?
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wesnothbum
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Re: Expanded Undead faction mod (Not For Mainline!!)

Post by wesnothbum »

Bat: Vampire Line & Giant Man Bat Line

Wolf: Werewolf Line & Giant Wolf Beat Line

Zombies: need a slow high def Zombie & tough to kill

Black/Bone Dragon Line: Undead (corrupted Dragon) Single Big Unit
peet
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Re: Expanded Undead faction mod (Not For Mainline!!)

Post by peet »

wesnothbum wrote:Bat: Vampire Line & Giant Man Bat Line

Wolf: Werewolf Line & Giant Wolf Beat Line

Zombies: need a slow high def Zombie & tough to kill

Black/Bone Dragon Line: Undead (corrupted Dragon) Single Big Unit
I really have no idea what you're trying to tell me.
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