Imperial Multiplayer Era - version 0.17 released
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Having found out that my clockwork dwarves faction was being considered for IE (Imperial Era i assumed.) Has anyone got any ideas for stats and the like?
All i'm really interested in is getting the sprites done, stats and things bore me, so any input into that side of things would be good (You can see all sprites in the art contrib forum and some of my really rough ideas for stats in the faction thread(though it might just be easier for me to say them if you discuss any units))
All i'm really interested in is getting the sprites done, stats and things bore me, so any input into that side of things would be good (You can see all sprites in the art contrib forum and some of my really rough ideas for stats in the faction thread(though it might just be easier for me to say them if you discuss any units))
If you would like to make up fresh stats go ahead.
Otherwise, I might make them up for you, if you give me some pointers on the units.
Otherwise, I might make them up for you, if you give me some pointers on the units.
I am Oreb, Lord of the Darthien
Give your comments to the World of Orbivm
Give your comments to the World of Orbivm
Have a look at the units here: http://www.wesnoth.org/forum/viewtopic.php?t=12210
Assassins line
L1 – Punch syringe to deal either one or two heavy blows and glass balls filled with encumbering gases for the long range
L2 – Same weaponry
L3 – Specialises in long range gas (weaker short range)
L3 - Specialises in short range attacks (no long range)
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Solider line
L1 – Solider L1 unit (uses piecing damage, I know the unit look like this isn’t the case, but it’ll all make sense with animation)
L2 – Same as above basically
L3 – tanky
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Triggermen line –
They all have weak attacks, but have MANY weak long range attacks making up for lack or strength and accuracy in plain amount
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Contraption –
(Noticed an error on my unit tree posted now)
level one I don’t really know
the level 2 Clockwork golem can be a stalwart heavy defence unit maybe with regeneration again but only with a medium health and a slow hit rate
But the level 2 Automaton can sacrifice the armour for some more unusual technology giving it regeneration and swarm, but with a low hp although enough not to die instantly and limited movement over certain terrains if over powered? Kind of like a horseman, run along the plains with a crazy attack that can be very damaging but half the time kills you as well.
-------------------------------------------------------------------------------
Itinerant line –
Scouting unit
At level two it branches to a flying unit and a walking unit at level three it will stay as such, just get more powerful
Assassins line
L1 – Punch syringe to deal either one or two heavy blows and glass balls filled with encumbering gases for the long range
L2 – Same weaponry
L3 – Specialises in long range gas (weaker short range)
L3 - Specialises in short range attacks (no long range)
-------------------------------------------------------------------------------
Solider line
L1 – Solider L1 unit (uses piecing damage, I know the unit look like this isn’t the case, but it’ll all make sense with animation)
L2 – Same as above basically
L3 – tanky
-------------------------------------------------------------------------------
Triggermen line –
They all have weak attacks, but have MANY weak long range attacks making up for lack or strength and accuracy in plain amount
-------------------------------------------------------------------------------
Contraption –
(Noticed an error on my unit tree posted now)
level one I don’t really know
the level 2 Clockwork golem can be a stalwart heavy defence unit maybe with regeneration again but only with a medium health and a slow hit rate
But the level 2 Automaton can sacrifice the armour for some more unusual technology giving it regeneration and swarm, but with a low hp although enough not to die instantly and limited movement over certain terrains if over powered? Kind of like a horseman, run along the plains with a crazy attack that can be very damaging but half the time kills you as well.
-------------------------------------------------------------------------------
Itinerant line –
Scouting unit
At level two it branches to a flying unit and a walking unit at level three it will stay as such, just get more powerful
Ok, I'll get started as soon as possible.
I am Oreb, Lord of the Darthien
Give your comments to the World of Orbivm
Give your comments to the World of Orbivm
- Elvish_Pillager
- Posts: 8137
- Joined: May 28th, 2004, 10:21 am
- Location: Everywhere you think, nowhere you can possibly imagine.
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Say, how about I release an "official" version of the Aragwaith? Then there'd be an "official" way to reconcile out of syncs between the Extended and Imperial areas; plus I'm the one who's most interested in dealing with the particulars of the faction.
(cross-posted, again)
(cross-posted, again)
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
Um... sure. What would that entail?
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
- Elvish_Pillager
- Posts: 8137
- Joined: May 28th, 2004, 10:21 am
- Location: Everywhere you think, nowhere you can possibly imagine.
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I haven't really thought it out much.
- I'd release something onto the campaign server, containing at least all the units on the Aragwaith faction, and faction files (like data/factions/loyalists-default.cfg.), but NOT including them; so downloading the add-on would not affect Wesnoth.
- you and Noyga would probably copy those files into your own add-ons.
What would really be better is if there was a Wesnoth feature that could make one add-on dependent on another, so that downloading the Imperial Era would automatically donwload the Aragwaith if you hadn't already...
- I'd release something onto the campaign server, containing at least all the units on the Aragwaith faction, and faction files (like data/factions/loyalists-default.cfg.), but NOT including them; so downloading the add-on would not affect Wesnoth.
- you and Noyga would probably copy those files into your own add-ons.
What would really be better is if there was a Wesnoth feature that could make one add-on dependent on another, so that downloading the Imperial Era would automatically donwload the Aragwaith if you hadn't already...
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
Imperial Era 0.15 Released
The main changes are:
* Removal of the Kedari and Aragwaithi factions. They haven't been deleted, they've just been moved to another era (the Feudal Era) which I have yet to release.
* Addition of the Cavernei faction. It may appear to be a direct copy of the Knalgan Alliance, but it is not. Primarily because it has only Dwarven units. This really changes the faction's dynamics. It is really underpowered right now because of that, but the goal is to eventually have it balanced while not changing this fundamental characteristic of the faction.
* Tcolorization of many of the Lavinian, Nemidian, and Wilf Elven units.
The main point of this release is to get the Cavernei in a playable state for the next release.
The main changes are:
* Removal of the Kedari and Aragwaithi factions. They haven't been deleted, they've just been moved to another era (the Feudal Era) which I have yet to release.
* Addition of the Cavernei faction. It may appear to be a direct copy of the Knalgan Alliance, but it is not. Primarily because it has only Dwarven units. This really changes the faction's dynamics. It is really underpowered right now because of that, but the goal is to eventually have it balanced while not changing this fundamental characteristic of the faction.
* Tcolorization of many of the Lavinian, Nemidian, and Wilf Elven units.
The main point of this release is to get the Cavernei in a playable state for the next release.
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
-
- Posts: 984
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- Location: 0x466C616D65
I know no more than you do, unfortunately. I've noticed they've been down though.Flametrooper wrote:Sorry to ressurect this thread, but - Turin, do you have any clue what's wrong with the Orbivim forums? They've been down a lot lately, saying "outage" or "update in progress" or similar.

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
IMPERIAL ERA 0.16 RELEASED
Main changes:
* New faction, Gentes Orcorum (i.e. orcish gladiators)
* Much improved artwork, especially for the Lavinian Legion and the Wild Elves.
This is all the factions that there are going to be, in the IE anyway, so focus now shifts to balancing them and improving artwork.
This is a 1.3+ only release, due to the fact that WML is changing and I can only really keep it in sync with one release. I've already uploaded it to the 1.3.1+svn server.
Main changes:
* New faction, Gentes Orcorum (i.e. orcish gladiators)
* Much improved artwork, especially for the Lavinian Legion and the Wild Elves.
This is all the factions that there are going to be, in the IE anyway, so focus now shifts to balancing them and improving artwork.
This is a 1.3+ only release, due to the fact that WML is changing and I can only really keep it in sync with one release. I've already uploaded it to the 1.3.1+svn server.
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
- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
- Location: US Midwest
- Contact:
Hmm, it's not a big thing, but it has no icon in the add-on list.
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity
Fixed.Eleazar wrote:Hmm, it's not a big thing, but it has no icon in the add-on list.
This was a result of the campfire image being moved to scenery/fire1.png, and my not knowing about it.
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