[WIP]-Rauthar- (A wolf race)
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[WIP]-Rauthar- (A wolf race)
(From the last two games I've been working on, Supreme Commander (Mods: Eternal Command (v4), and "Uber nucks" (as named by the community)) and Transcendence (Mod:TransX2: http://neurohack.com/transcendence/foru ... php?t=1660 ), it's become sort of a tradition of marking "works in progress" as WIP, thus explaining the [WIP] in the title)
Well, a little preamble...
I discovered BFW last weekend while browsing a site with freeware linking from the supcom's off topic forum. I played around, discovered it immensely addicting, then started playing around with some addon campaigns... Then, as I always do, I started to explore the data files in the game to see if I could mod it easily... Obviously, I deemed it quite easy to mod, otherwise I wouldn't be here. Anyways, I love wolves and dragons. Since the drakes are already in existence, I felt the need to make a quality wolf race, up to the standards of the races in the default era, perhaps, if good enough, to join the default era.
Yes, I saw the existence of a few others- I scoured the wiki quite a bit to learn as much as I could, and I found the warg and werewolves listed in the factions page. I downloaded era of myths and couldn't find a download for the other mod, but it seemed to be almost identical judging by the contents of the wiki page. EoM's warg art was good, but it lacked animations, and not all the factions in the pack matched each other quality wise and style wise (ie, mismatched artistic styles). Not to mention AI devlings would wipe the floor with any other AI. Anyone who knows me from supcom or transcendence would know that I'm a real stickler for matching artistic styles... (And judging by some of the rules threads by the devs, they are too).
I'm drawing all of these units pixel by pixel to try to match styles. However, to speed things up a bit (to make animating stuff easier) I'll have all the parts in separate layers (ie, one for body and head, one for upper right arm, one for lower right arm, one for right thigh... etc...).
So on to this mod: (much of the information pertinent to balance is very much subject to change- keep in mind this is mostly just brainstormed up so something is bound to change or be removed or added.)
The aim of this mod is to provide a new balanced faction, all units complete with:
standing anim/frame
(some) idle anim
move anim/frame
melee anim
ranged anim and matching projectile (when applicable)
Any other applicable animation when appropriate to that unit's role and needs
attack sounds
I hope to eventually create a custom campaign.
The Rauthar:
In the lands far to the east of Wesnoth (basically the undocumented area which the wiki says nothing about) lie the Rauthar mountains- a mountain range formed from the crater of a fragment of Irdya's moon. The impact (which occurred several millennium BW) wiped out much of the life on the eastern extremes of the great continent, though it did not greatly affect the western side- some ash fell and clouds of dust filled the air, but they lasted only a few days. The only survivors of the eastern cataclysm were the Rauthar- their geographical location in a narrow, steep sided valley leading up to a coastline of cliffs had protected them from the brunt of the shockwave which moved laterally across the top of the valley. Still, the land around the valley, once a wonderful mix of alpine and deciduous forests was reduced to dirt and burnt stumps [think Mt. St.Helens post-eruption]. The Rauthar, who had lived simple lives as tribal hunter-gatherers and were very dependent on the land were abhorred by what had happened to the lands around them.
It was this that struck them to protect their forests and lands to such a degree, to prevent this from happening again, no matter what the cause (ironically the lands were once again wasted in the Apocalypse after the fall, but the Rauthar had been substantially more prepared and once again helped their lands recover). The Rauthar combined their efforts, bound by their mutual goal and transitioned rather rapidly from simple, tribal hunter/gatherers to a sophisticated, cohesive unified body. Over the thousands of years leading up to the founding of Wesnoth, they regrew the once great forests, restoring them to their former glory, if not surpassing it. They also learned of the other races as they occasionally entered and spoiled their lands. The Rauthar would never make the first strike- but desecrating their lands counted as one to them. Still, they would never chase after them, only drive them out and call it a day.
Eventually the Rauthar had made it to the impact site- travel was slow since they couldn't survive in the wasted lands for an extended period of time (they would starve without food, and all the foods they ate were perishable) and thus traveled at the rate of the growth of their forests. They found that leading up to the impact crater were small fragments of the moon- most were merely pretty stones that had a mild magical hold over their interest, but a few contained gems imbued with the moon's energy, while others contained useful ores. It was then they moved beyond their basic copper and bronze implements and learned to forge iron, then steel, and other alloys and metals and eventually iridium, which, in conventional weapons was useless (it is not very strong), but it had the ability to reflect and even channel magic.
They reached the inside of the crater roughly 50 to 100 years after the founding of Wesnoth. Unlike the surrounding areas, this was a magic place for them. The moon always held some power over them, but it was so distant. Here, at the heart of the impact site, was a place that despite what it caused, became sacred- it was a solitary peak of pure material from the object that created the crater. The mountain was riddled with caves formed over time as the looser material was washed out and the harder material remained.
The Rauthar held mixed feelings about the region. It was the cause for the death and destruction that occurred so long ago, but it was also part of their moon, and it had brought them so many technological and sociological advances. Despite what it had caused so long ago, it remained that without the impact, they'd probably be still skirmishing amongst themselves in the valley, primitive and unaware of the outside world.
They established a capitol of sorts- more of just a collection of beautifully carved out structures in the Rauthar mountains used for governmental purposes seeing as the Rauthar had no real cities still. The caves within the mountain of the moon became a temple, in which lived the Rautharian priests whom defend and maintain the mountain, protecting it from everything- from weathering to invading armies.
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Rautharan Chronology:
Prehistory- Extent of Rautharans limited strictly to their valley in the east of the great continent. Occasional forays out from there, but generally very limited in extent.
~3000-2000 BW- Cataclysm on the surface of Irdya's moon (probably large impact) causes fragments to rain down on the north-eastern portion of Idrya. A particularly large fragment slams into the north eastern area and decimates the entire region for several thousand miles. The survivors begin regrowing the forests destroyed by the impact. Major changes in Rautharan psychology and society as they adapt.
~200BW-200YW- Most of the forests have been restored, and the Rauthar have developed the interior of the crater and begin harvesting the selenite. Over this period of time they develop the usage and manipulation of selenite.
~600YW- a corrupt wesnothian commander thought that he could use the Rautharan's selenite-based technology to destroy the invading armies of the eastern invasion. His encounters with the enemy had left him demented, and he himself turns to necromancers at one point in his attempt to conquer the Rauthar. Although he's finally defeated, in his invasion, a substantial swath of forest was burned, following the trail he took to the crater. Much of the selenite mines were destroyed in the attack. The Rauthar are as crippled as Wesnoth is by the end of these events.
~During the age of technology- the Rauthar, with their connection to the night sky, were the first to take to the heavens (not to mention their technology was somewhat more advanced already). However, the Rauthar remain very isolationalistic during this time period. Most of the population left on a series of colony ships bound for worlds suspected of being habitable.
~The fall- It didn't happen all at once- most of the ecological devastation of the Rauthar's forests resulted from the creation of the second sun towards the end of the golden ages. The forests of the Rauthar died off, and war broke out among the nations remaining due to Uria. With the massively powerful weapons that existed at the time, they turned on each other over the quickly diminishing resources and failed diplomacy, further destroying the land. Although the Rauthar managed to repel the onslaught, almost everything was gone by the end.
~Immediately following the fall- Most of the remaining Rauthar begin a second exodus to the stars using the surviving technology- their lands can no longer support their population. They don't go far, staying within the same star system. A small population remain behind to care for the remaining forests- few survived- and guard the crater. The Vault was constructed to store the data and technologies the Rauthar once used, and perhaps, if ever needed, to act as the last refuge to wait out whatever cataclysms may follow in the wake of the fall. The wastelands where their forests once stood are now filled with half-buried war-machines of the end of the technological age. The lands have been badly poisoned and the Rauthar turn from regrowing the forests to preserving what they have left.
~100-200 years after the fall- the Rauthar see that their forests are still dying off. They re-open the vault and use the technology to create an army of nanomachines to facilitate the regrowth. However, they know the regrowth could take over a millenia. The remaining Rauthar take what they have left and retreat to the Vault, putting themselves in stasis until one day, perhaps the forests would regrow. The world at large has forgotten the Rauthar. Various other races move in to their forests and make their homes there.
<<~5000 years after the fall- The forests have regrown to some extent, and the ecology of Irdya has somewhat repaired itself. Rauthar from the colonies have returned home and awakened those in the vault. The rebirth of Irdya begins.>>?
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Rautharan Psychology and Society/Government:
Rauthar, due to their devotion to maintaining and protecting their lands and forests and sacred sites, have tied their government (a rather loose connection of pack leaders as well as a much more formal collection of regional representatives) to helping to perform that very task- thus, the Rauthar have a very strong loyalty to their state. However, this was a much more recent development in comparison to how the Rauthar used to be. Formerly, they lived in small packs and would often fight (more often psychological warfare than not) amongst other packs for territory. They still have "packs", though these packs are much more organized and formally structured that the natural packs they formed. These packs as well are still fairly wary of each other, but at the end of the day, they know that destroying each other is not going to make their tasks any easier- in fact, it means they have more work to do themselves.
Being a meritocracy, no Rauthar could ever depend on being born by powerful leaders or somehow being connected to prestige attained by another Rauthar for social and political advancement- to gain a post, a Rauthar must prove him/herself superior to their competition.
This often entails a set of various tasks and competitions depending on the posting- Rauthar aiming to enter politics must generally prove superior intelligence, ability to lead, charisma, and strength of will. Military advancement is often through being able to kill more powerful enemies. The head of the Rautharan state must prove him/herself superior in every way. Posts such as this may still sometimes be resolved in highly ritualized combats, sometimes even to the death, though that whom knows he/she is losing will generally back down and submit, knowing that his/her services can still be very valuable to the Rauthar as a people.
Attempting to cheat ones way to the top is severely frowned upon. Doing so results in one being forced to live out ones life in shame, shunned by society.
Because crime is usually punished in incredibly harsh ways, not to mention any crime against the state is considered treason, and treason is dealt with by execution, crime rates amongst the Rauthar are extremely low.
In combat, Rauthar vs. Rauthar battles are very highly regulated and ritualized and the participants are obligated to abide by the Rautharan codes of honor. In combat with other races, the Rauthar generally abide by their rules of honorable warfare.
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Rautharan tactics- the Rauthar, although defensive minded, once angered, will generally take the offensive. They have a good mix of units however- the Rauthar (A) lines provide fairly heavy attack infantry, the wolf (B) line provides good scouting options and the ability to quickly grab villages, the spirit line (C) provides units resistant to conventional weapons, and the selenite line (D) provides hard hitting units designed to kill the enemy before they themselves get killed. In general, Rautharan units are geared towards high end offensive combat.
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On to the Rautharan in the game:
Rautharan units are marked as neutrally aligned. [philosophy wise, they are more of a lawful and orderly society, but they could care less about the time of day, day or night]. However, to keep things as simple as possible without making anything overcomplicated, Rautharan magic using units get the same bonus as chaotic units, but only to the magic weapons. They treat normal caves as day. Moonstone caves are treated as night for them. I'll keep it all nice, simple and tidy, so don't worry.
Therefor- use your normal units anytime of the day, but don't send any magic using units to the front lines during the day (unless they have good melee). Also, building magic units in a cave is not really suggested.
[EDIT]-preliminary ideas and brainstorms for attacks are listed. these are quite likely to change over time.
The current units I'm proposing for them are:
Tree A)
A0: Young Rauthar (can be recruited)
L0
These are young Rauthar, training to fight, but not fully initiated into any one "caste".
Claw-blade
A1a: R. Warrior (can be recruited)
L1
Basic foot soldiers for the Rauthar. Soldier and leader upgrade path
Sword-blade
A1b: R. Archer (can be recruited)
L1
Archer for the rauthar- somewhat more expensive than normal archers- they use a metal bow: Rauthar never build with wood. Archer and sniper upgrade path
Bow/arrows-pierce (ranged)
Claws-blade
A1c: R. Night wolf (can be recruited)
L1
Sort of a trainee assassin/commando type of unit- they get stealthed in forests, like woses. Commando/Assassin upgrade path
Dagger-blade +backstab
Spear-pierce +firststrike
A1d: R. Acolyte (can be recuited)
L1
A level one magic using unit. main relig/magic upgrade path
Claws-blade
Moonlight-fire +magic +moon (ranged)
A1e: R. Moon wolf (can be recruited)
L1
Not really magic users (until max unit), but they are tied to the moon like the magic users. Magic/warrior upgrade path.
Sword-blade +moon
A2a: R. swordsman (can be leader)
L2
A better warrior. No ranged attack however.
Sword-blade
A2ba: R. crossbow (can be leader)
L2
Fires multiple, lesser damaging arrows
Crossbow/arrow- pierce (ranged)
Claws- blade
A2bb: R. longbow (can be leader)
L2
Fires once or twice (whatever balance mandates), but deals more damage
Longbow/arrow- pierce +marksman (ranged)
Claws- blade
A2c: R. Assassin
L2 AMLA
Also stealthed at night in addition to in forests. Great for sneak attacks.
Dagger- blade +backstab
Spear- pierce +firststrike +backstab
Spear- pierce +marksman (ranged)
A2d: R. Priest (can be leader)
L2
More magic attacks, still pretty weak melee attack
Staff-impact
Moonlight- fire +magic +moon (ranged)
Blizzard- cold +magic (ranged)
A2e: R. Moon warrior (can be leader)
L2
Gets a magic enhanced sword, still affected by the moon as always
Selenite Sword- blade +magic +moon
A3aa: R. Alpha
L3 AMLA
Better weapons than predecessor, also has moderate ranged attack. Gets leadership.
Sword- blade
Spear- pierce +firststrike
Spear- pierce (ranged)
A3ab: R. Juggernaut
L3 AMLA
Well armored and gets lots of conventional weapons (pierce, impact, blade, and a ranged pierce). Slightly better stats than alpha, but no leadership.
Sword- blade
Spear- pierce +firststrike
Mace- impact
Spear- pierce (ranged)
A3ba: R. Moongunner
L3 AMLA
Uses a rautharan moon gun- its a device that channels the magic from the moon stones using iridium to produce a small projectile. It works like a high end bow- can be fired multiple times, deals nice damage. IS NOT given magic boost but does deal arcane type damage.
Selenite gun- arcane (ranged)
Channel bayonet- pierce
Claws- blade
A3bb: R. Mooncannon
L3 AMLA
A heavier, single shot version of the above.
Selenite cannon- arcane (ranged)
Channel bayonet- pierce
Claws- blade
A3c: R. High priest
L3 AMLA
More powerful version of the priest. No surprises here either.
Blizzard- cold +magic (ranged)
Moonlight- fire +magic +moon (ranged)
Moonbeam- arcane +magic +moon (ranged)
Selenite Scepter- impact +moon
A3e: R. Moon knight
L3
More powerful version of predecessor- now has a couple weapons. Also gets some nice armor.
Selenite Sword- blade +magic +moon
Scythe of the night- arcane +magic
A4e: R. of the moon
L4 AMLA in multiplayer, has L5 in campaign
Can cast the acolyte's spells. Armor is now iridium plated.
Selenite Sword- blade +magic +moon
Scythe of the moon- arcane +magic +moon
Moonlight- fire +magic +moon (ranged)
A5e: R. Avatar of the moon (campaign only)
L5 AMLA
Spells more powerful, also gets a special magic attack.
Selenite Sword- blade +magic +moon
Scythe of the moon- arcane +magic +moon
Moonlight- fire +magic +moon (ranged)
Blizzard- cold +magic (ranged)
Eclipse- cold +magic (ranged)
B0: Wolf Pup (can be recruited)
L0
An interesting unit- it can't attack (only defend), but it's really small and inconspicuous, so it can ignore ZOC's. He can also run quite far. Very little XP needed to advance.
Bite- pierce
Claws- blade
B1: Young Wolf
L1
No longer inconspicuous, he's governed by ZOC's, but also has a ZOC of his own. He can attack. Has even more movement points than predecessor (well, 1).
Bite- pierce
Claws- blade
B2: Adult Wolf
L2
A full grown wolf, he has much better attack. Also another movement point.
Bite- pierce
Claws- blade
C0: Rauthar ephemeral spirit (recruit?)
L0
A fallen Rauthar. May or may not be recruitable. The newly formed spirits struggle to hold onto the world to keep fighting for their cause. They have few HP at this level. Resistant to material-based attacks.
Touch- arcane +drain
C1: Rauthar spirit (recruit?)
L1
The spirit can hold on to existence with greater strenth (=more HP)
Touch- arcane +drain
Extent of mind- arcane +drain +magic(ranged)
C2: Rauthar reborn
L2
The spirit of this fallen Rauthar has advanced to the point where it can control its form and now definitely appears in a Rautharan form.
Touch- arcane +drain
Extent of mind- arcane +drain +magic (ranged)
Sabre of Spirits- blade +drain
C3: Rauthar spirit warrior
L3 AMLA
And its grown more powerful again... This time with some moon-type magic based attacks.
Touch- arcane +drain
Extent of mind- arcane +drain +magic
Sabre of Spirits- blade +drain
Moonlight- fire +magic +moon
D1: Animated Selenite (recruitable)
L1
Nothing more than a magical construct of selenite (moonstone), this creation of Rautharan priests is nonetheless powerful. It is a flying unit, resistant to blade, pierce, cold and fire, but it is very weak to impact and vulnerable as well to arcane attacks. It has limited movement however, as it draws all its power from its controller (the priest who made it.) NOTE: this is NOT summonable- it is recruited like any other unit. It's attacks consist only of magical attacks.
Selenetic lightning- cold +magic (ranged)
Selenetic power- arcane +magic +moon (ranged)
Selenetic aura- arcane +magic
D2: Giant Selenite
L2
This mass of selenite now has a semblance of intelligence and a mild power of its own (thus allowing it to somewhat power itself along as well (more movement) as add more selenite to itself). It also has a mild impact attack (crush) in which it lands on its opponent.
Selenetic lightning- cold +magic (ranged)
Selenetic power- arcane +magic +moon (ranged)
Selenite Shards- pierce (ranged)
Crush- impact
Selenetic aura- arcane +magic
D3: Selenite behemoth
L3 AMLA
This huge mass of selenite is barely reliant on its creator to maintain its existence- if it were allowed to become any more powerful, it could break free and wreak havoc for even its creator's side. It boasts a number of powerful arcane type attacks and due to its huge size, its crush attack is quite dangerous.
Selenetic lightning- cold +magic (ranged)
Selenetic power- arcane +magic +moon (ranged)
Selenite Shards- pierce (ranged)
Extent of aura- arcane +magic (ranged)
Crush- impact
Selenetic aura- arcane +magic
NOTE ON SELENITES: they are all non-living units (ie, no drain, poison, plague, etc) and thus have no personal attributes (or names). They have chaotic alignment.
NOTE ON RAUTHAR SPIRITS: they are undead type units (ie, no drain, poison, plague, etc) BUT (i hope I can get this to work) will retain their personal attributes and names.
More NON-playable campaign/map only units
D5: Free Selenite (map creep)
L5 AMLA
This selenite was the product of a Rautharan priest who allowed the selenite to gain enough power to the point it was fully independent and autonomous. Of course they no longer allow this to happen due to this result.
Selenetic lightning- cold +magic (ranged)
Selenetic power- arcane +magic +moon (ranged)
Selenite Shards- pierce (ranged)
Extent of aura- arcane +magic (ranged)
Moonfire- fire +magic (ranged)
Crush- impact
Selenetic aura- arcane +magic
E5: turreted Selenite cannon
L5 AMLA
This is a giant version of the portable cannon used by Rautharans to defend their strategic locations. It has a "bombard" attack (attack over multiple tiles) and is immobile. These are not used by the player- they are AI controlled.
Rotate- impact
Selenite turret- arcane +magic +moon (ranged)
Selenite turret- arcane +magic +moon (bombard)
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Defense wise, Rauthar all tend to be rather cold and impact resistant, but weaker to fire.
The smaller the Rauthar, the more dangerous impact and cold are, but fire and pierce are less dangerous.
Larger Rauthar are resistant to cold and impact, but weak to fire and pierce.
Armor Rauthar are resistant to blade as well, and the danger of pierce is lessened.
All Rauthar gain large defense bonuses in forests, and in the campaign, mooncaves and deepforest as well.
They are vulnerable in sandy terrain and somewhat in deep water. However, in shallow water, they aren't as defenseless as other races. They deal OK with normal cave floors. They are pretty normal when it comes to most other terrain types.
Wolves share the same damage resistance patterns and defense patterns, however, they are somewhat vulnerable in shallow water as well (as unlike the Rauthar, they are still doing the doggie paddle).
They are both able to travel quite quickly across most terrains, other than sandy terrain. Unarmored Rauthar can swim very quickly through shallow water, though all are impeded by deep water.
Wastelands (in their campaign) leave them very vulnerable, and they have a hard time moving across them.
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New info:
When killed, a Rauthar may leave behind its spirit- it'll start back at L0 or L1 however. They'll also be plague immune as a result of this.
These Rautharan spirits may or may not be recruitable... I shall have to see.
I'll also add in magically controlled constructs of moonstone. These can be recruited.
C0: Rauthar ephemeral spirit (recruit?)
L0
A fallen Rauthar. May or may not be recruitable. The newly formed spirits struggle to hold onto the world to keep fighting for their cause. They have few HP at this level. Resistant to material-based attacks.
C1: Rauthar spirit (recruit?)
L1
The spirit can hold on to existence with greater strenth (=more HP)
C2: Rauthar reborn
L2
The spirit of this fallen Rauthar has advanced to the point where it can control its form and now definitely appears in a Rautharan form.
C3: Rauthar spirit warrior
L3 AMLA
And its grown more powerful again... This time with some magic based attacks.
D1: Animated Selenite (recruitable)
L1
Nothing more than a magical construct of selenite (moonstone), this creation of Rautharan priests is nonetheless powerful. It is a flying unit, resistant to blade, peirce, cold and fire, but it is very weak to impact and vulnerable as well to arcane attacks. It has limited movement however, as it draws all its power from its controller (the priest who made it.) NOTE: this is NOT summonable- it is recruited like any other unit. It's attacks consist only of magical attacks.
D2: Giant Selenite
L2
This mass of selenite now has a semblance of intelligence and a mild power of its own (thus allowing it to somewhat power itself along as well (more movement) as add more selenite to itself). It also has a mild impact attack (crush) in which it lands on its opponent.
D3: Selenite behemoth
L3 AMLA
This huge mass of selenite is barely reliant on its creator to maintain its existence- if it were allowed to become any more powerful, it could break free and wreak havoc for even its creator's side. It boasts a number of powerful arcane type attacks and due to its huge size, its crush attack is quite dangerous.
NOTE ON SELENITES: they are all non-living units (ie, no drain, poison, plague, etc) and thus have no personal attributes (or names). They have chaotic alignment.
NOTE ON RAUTHAR SPIRITS: they are undead type units (ie, no drain, poison, plague, etc) BUT (i hope I can get this to work) will retain their personal attributes and names.
More NON-playable campaign/map only units
D5: Free Selenite (map creep)
L5 AMLA
This selenite was the product of a Rautharan priest who allowed the selenite to gain enough power to the point it was fully independent and autonomous. Of course they no longer allow this to happen due to this result.
E5: turreted Selenite cannon
L5 AMLA
This is a giant version of the portable cannon used by Rautharans to defend their strategic locations. It has a "bombard" attack (attack over multiple tiles) and is immobile. These are not used by the player- they are AI controlled.
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If anyone wishes to help, portrait art and campaign scripting abilities would be well appreciated.
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Completed art:
Units:
Small Selenite (D1):
This set of frames is used for moving, hovering (idle), and the main attack (lightning). The lightning attack projectile has its own animation on top. The moonlight attack uses a pre-made projectile image I've seen used in various era packs. I might or might not make my own eventually. The aura attack animation is not yet made.
NOTE: the unit does NOT show up very well on these boards because the lightning effect is white and the unit is translucent. BTW- I forgot the TC- I'll add that in soon.









Terrain:
Moonstone cave floor (a): <use's type B's transitions> <Modified from original cave terrain- the idea was it could merge fairly seamlessly>





Moonstone cave floor (b): <also has transitions> <Modified from original cave terrain- the idea was it could merge fairly seamlessly>





Polished black rock cave floor (seamless):






Polished black rock cave floor (cut):






Currently being worked on art:
Units:
Base Rauthar image
Rauthar portraits?
Selenite sprites
Selenite portraits?
Terrain:
Carved Cave wall (with reflections on ground- meant only for use adjacent to polished floor)
wasteland (from blastzone) (stumps from forest, empty ground)
scrubland (mixed plants and dirt)
Well, a little preamble...
I discovered BFW last weekend while browsing a site with freeware linking from the supcom's off topic forum. I played around, discovered it immensely addicting, then started playing around with some addon campaigns... Then, as I always do, I started to explore the data files in the game to see if I could mod it easily... Obviously, I deemed it quite easy to mod, otherwise I wouldn't be here. Anyways, I love wolves and dragons. Since the drakes are already in existence, I felt the need to make a quality wolf race, up to the standards of the races in the default era, perhaps, if good enough, to join the default era.
Yes, I saw the existence of a few others- I scoured the wiki quite a bit to learn as much as I could, and I found the warg and werewolves listed in the factions page. I downloaded era of myths and couldn't find a download for the other mod, but it seemed to be almost identical judging by the contents of the wiki page. EoM's warg art was good, but it lacked animations, and not all the factions in the pack matched each other quality wise and style wise (ie, mismatched artistic styles). Not to mention AI devlings would wipe the floor with any other AI. Anyone who knows me from supcom or transcendence would know that I'm a real stickler for matching artistic styles... (And judging by some of the rules threads by the devs, they are too).
I'm drawing all of these units pixel by pixel to try to match styles. However, to speed things up a bit (to make animating stuff easier) I'll have all the parts in separate layers (ie, one for body and head, one for upper right arm, one for lower right arm, one for right thigh... etc...).
So on to this mod: (much of the information pertinent to balance is very much subject to change- keep in mind this is mostly just brainstormed up so something is bound to change or be removed or added.)
The aim of this mod is to provide a new balanced faction, all units complete with:
standing anim/frame
(some) idle anim
move anim/frame
melee anim
ranged anim and matching projectile (when applicable)
Any other applicable animation when appropriate to that unit's role and needs
attack sounds
I hope to eventually create a custom campaign.
The Rauthar:
In the lands far to the east of Wesnoth (basically the undocumented area which the wiki says nothing about) lie the Rauthar mountains- a mountain range formed from the crater of a fragment of Irdya's moon. The impact (which occurred several millennium BW) wiped out much of the life on the eastern extremes of the great continent, though it did not greatly affect the western side- some ash fell and clouds of dust filled the air, but they lasted only a few days. The only survivors of the eastern cataclysm were the Rauthar- their geographical location in a narrow, steep sided valley leading up to a coastline of cliffs had protected them from the brunt of the shockwave which moved laterally across the top of the valley. Still, the land around the valley, once a wonderful mix of alpine and deciduous forests was reduced to dirt and burnt stumps [think Mt. St.Helens post-eruption]. The Rauthar, who had lived simple lives as tribal hunter-gatherers and were very dependent on the land were abhorred by what had happened to the lands around them.
It was this that struck them to protect their forests and lands to such a degree, to prevent this from happening again, no matter what the cause (ironically the lands were once again wasted in the Apocalypse after the fall, but the Rauthar had been substantially more prepared and once again helped their lands recover). The Rauthar combined their efforts, bound by their mutual goal and transitioned rather rapidly from simple, tribal hunter/gatherers to a sophisticated, cohesive unified body. Over the thousands of years leading up to the founding of Wesnoth, they regrew the once great forests, restoring them to their former glory, if not surpassing it. They also learned of the other races as they occasionally entered and spoiled their lands. The Rauthar would never make the first strike- but desecrating their lands counted as one to them. Still, they would never chase after them, only drive them out and call it a day.
Eventually the Rauthar had made it to the impact site- travel was slow since they couldn't survive in the wasted lands for an extended period of time (they would starve without food, and all the foods they ate were perishable) and thus traveled at the rate of the growth of their forests. They found that leading up to the impact crater were small fragments of the moon- most were merely pretty stones that had a mild magical hold over their interest, but a few contained gems imbued with the moon's energy, while others contained useful ores. It was then they moved beyond their basic copper and bronze implements and learned to forge iron, then steel, and other alloys and metals and eventually iridium, which, in conventional weapons was useless (it is not very strong), but it had the ability to reflect and even channel magic.
They reached the inside of the crater roughly 50 to 100 years after the founding of Wesnoth. Unlike the surrounding areas, this was a magic place for them. The moon always held some power over them, but it was so distant. Here, at the heart of the impact site, was a place that despite what it caused, became sacred- it was a solitary peak of pure material from the object that created the crater. The mountain was riddled with caves formed over time as the looser material was washed out and the harder material remained.
The Rauthar held mixed feelings about the region. It was the cause for the death and destruction that occurred so long ago, but it was also part of their moon, and it had brought them so many technological and sociological advances. Despite what it had caused so long ago, it remained that without the impact, they'd probably be still skirmishing amongst themselves in the valley, primitive and unaware of the outside world.
They established a capitol of sorts- more of just a collection of beautifully carved out structures in the Rauthar mountains used for governmental purposes seeing as the Rauthar had no real cities still. The caves within the mountain of the moon became a temple, in which lived the Rautharian priests whom defend and maintain the mountain, protecting it from everything- from weathering to invading armies.
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Rautharan Chronology:
Prehistory- Extent of Rautharans limited strictly to their valley in the east of the great continent. Occasional forays out from there, but generally very limited in extent.
~3000-2000 BW- Cataclysm on the surface of Irdya's moon (probably large impact) causes fragments to rain down on the north-eastern portion of Idrya. A particularly large fragment slams into the north eastern area and decimates the entire region for several thousand miles. The survivors begin regrowing the forests destroyed by the impact. Major changes in Rautharan psychology and society as they adapt.
~200BW-200YW- Most of the forests have been restored, and the Rauthar have developed the interior of the crater and begin harvesting the selenite. Over this period of time they develop the usage and manipulation of selenite.
~600YW- a corrupt wesnothian commander thought that he could use the Rautharan's selenite-based technology to destroy the invading armies of the eastern invasion. His encounters with the enemy had left him demented, and he himself turns to necromancers at one point in his attempt to conquer the Rauthar. Although he's finally defeated, in his invasion, a substantial swath of forest was burned, following the trail he took to the crater. Much of the selenite mines were destroyed in the attack. The Rauthar are as crippled as Wesnoth is by the end of these events.
~During the age of technology- the Rauthar, with their connection to the night sky, were the first to take to the heavens (not to mention their technology was somewhat more advanced already). However, the Rauthar remain very isolationalistic during this time period. Most of the population left on a series of colony ships bound for worlds suspected of being habitable.
~The fall- It didn't happen all at once- most of the ecological devastation of the Rauthar's forests resulted from the creation of the second sun towards the end of the golden ages. The forests of the Rauthar died off, and war broke out among the nations remaining due to Uria. With the massively powerful weapons that existed at the time, they turned on each other over the quickly diminishing resources and failed diplomacy, further destroying the land. Although the Rauthar managed to repel the onslaught, almost everything was gone by the end.
~Immediately following the fall- Most of the remaining Rauthar begin a second exodus to the stars using the surviving technology- their lands can no longer support their population. They don't go far, staying within the same star system. A small population remain behind to care for the remaining forests- few survived- and guard the crater. The Vault was constructed to store the data and technologies the Rauthar once used, and perhaps, if ever needed, to act as the last refuge to wait out whatever cataclysms may follow in the wake of the fall. The wastelands where their forests once stood are now filled with half-buried war-machines of the end of the technological age. The lands have been badly poisoned and the Rauthar turn from regrowing the forests to preserving what they have left.
~100-200 years after the fall- the Rauthar see that their forests are still dying off. They re-open the vault and use the technology to create an army of nanomachines to facilitate the regrowth. However, they know the regrowth could take over a millenia. The remaining Rauthar take what they have left and retreat to the Vault, putting themselves in stasis until one day, perhaps the forests would regrow. The world at large has forgotten the Rauthar. Various other races move in to their forests and make their homes there.
<<~5000 years after the fall- The forests have regrown to some extent, and the ecology of Irdya has somewhat repaired itself. Rauthar from the colonies have returned home and awakened those in the vault. The rebirth of Irdya begins.>>?
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Rautharan Psychology and Society/Government:
Rauthar, due to their devotion to maintaining and protecting their lands and forests and sacred sites, have tied their government (a rather loose connection of pack leaders as well as a much more formal collection of regional representatives) to helping to perform that very task- thus, the Rauthar have a very strong loyalty to their state. However, this was a much more recent development in comparison to how the Rauthar used to be. Formerly, they lived in small packs and would often fight (more often psychological warfare than not) amongst other packs for territory. They still have "packs", though these packs are much more organized and formally structured that the natural packs they formed. These packs as well are still fairly wary of each other, but at the end of the day, they know that destroying each other is not going to make their tasks any easier- in fact, it means they have more work to do themselves.
Being a meritocracy, no Rauthar could ever depend on being born by powerful leaders or somehow being connected to prestige attained by another Rauthar for social and political advancement- to gain a post, a Rauthar must prove him/herself superior to their competition.
This often entails a set of various tasks and competitions depending on the posting- Rauthar aiming to enter politics must generally prove superior intelligence, ability to lead, charisma, and strength of will. Military advancement is often through being able to kill more powerful enemies. The head of the Rautharan state must prove him/herself superior in every way. Posts such as this may still sometimes be resolved in highly ritualized combats, sometimes even to the death, though that whom knows he/she is losing will generally back down and submit, knowing that his/her services can still be very valuable to the Rauthar as a people.
Attempting to cheat ones way to the top is severely frowned upon. Doing so results in one being forced to live out ones life in shame, shunned by society.
Because crime is usually punished in incredibly harsh ways, not to mention any crime against the state is considered treason, and treason is dealt with by execution, crime rates amongst the Rauthar are extremely low.
In combat, Rauthar vs. Rauthar battles are very highly regulated and ritualized and the participants are obligated to abide by the Rautharan codes of honor. In combat with other races, the Rauthar generally abide by their rules of honorable warfare.
----------------------
Rautharan tactics- the Rauthar, although defensive minded, once angered, will generally take the offensive. They have a good mix of units however- the Rauthar (A) lines provide fairly heavy attack infantry, the wolf (B) line provides good scouting options and the ability to quickly grab villages, the spirit line (C) provides units resistant to conventional weapons, and the selenite line (D) provides hard hitting units designed to kill the enemy before they themselves get killed. In general, Rautharan units are geared towards high end offensive combat.
----------------------
On to the Rautharan in the game:
Rautharan units are marked as neutrally aligned. [philosophy wise, they are more of a lawful and orderly society, but they could care less about the time of day, day or night]. However, to keep things as simple as possible without making anything overcomplicated, Rautharan magic using units get the same bonus as chaotic units, but only to the magic weapons. They treat normal caves as day. Moonstone caves are treated as night for them. I'll keep it all nice, simple and tidy, so don't worry.
Therefor- use your normal units anytime of the day, but don't send any magic using units to the front lines during the day (unless they have good melee). Also, building magic units in a cave is not really suggested.
[EDIT]-preliminary ideas and brainstorms for attacks are listed. these are quite likely to change over time.
The current units I'm proposing for them are:
Tree A)
A0: Young Rauthar (can be recruited)
L0
These are young Rauthar, training to fight, but not fully initiated into any one "caste".
Claw-blade
A1a: R. Warrior (can be recruited)
L1
Basic foot soldiers for the Rauthar. Soldier and leader upgrade path
Sword-blade
A1b: R. Archer (can be recruited)
L1
Archer for the rauthar- somewhat more expensive than normal archers- they use a metal bow: Rauthar never build with wood. Archer and sniper upgrade path
Bow/arrows-pierce (ranged)
Claws-blade
A1c: R. Night wolf (can be recruited)
L1
Sort of a trainee assassin/commando type of unit- they get stealthed in forests, like woses. Commando/Assassin upgrade path
Dagger-blade +backstab
Spear-pierce +firststrike
A1d: R. Acolyte (can be recuited)
L1
A level one magic using unit. main relig/magic upgrade path
Claws-blade
Moonlight-fire +magic +moon (ranged)
A1e: R. Moon wolf (can be recruited)
L1
Not really magic users (until max unit), but they are tied to the moon like the magic users. Magic/warrior upgrade path.
Sword-blade +moon
A2a: R. swordsman (can be leader)
L2
A better warrior. No ranged attack however.
Sword-blade
A2ba: R. crossbow (can be leader)
L2
Fires multiple, lesser damaging arrows
Crossbow/arrow- pierce (ranged)
Claws- blade
A2bb: R. longbow (can be leader)
L2
Fires once or twice (whatever balance mandates), but deals more damage
Longbow/arrow- pierce +marksman (ranged)
Claws- blade
A2c: R. Assassin
L2 AMLA
Also stealthed at night in addition to in forests. Great for sneak attacks.
Dagger- blade +backstab
Spear- pierce +firststrike +backstab
Spear- pierce +marksman (ranged)
A2d: R. Priest (can be leader)
L2
More magic attacks, still pretty weak melee attack
Staff-impact
Moonlight- fire +magic +moon (ranged)
Blizzard- cold +magic (ranged)
A2e: R. Moon warrior (can be leader)
L2
Gets a magic enhanced sword, still affected by the moon as always
Selenite Sword- blade +magic +moon
A3aa: R. Alpha
L3 AMLA
Better weapons than predecessor, also has moderate ranged attack. Gets leadership.
Sword- blade
Spear- pierce +firststrike
Spear- pierce (ranged)
A3ab: R. Juggernaut
L3 AMLA
Well armored and gets lots of conventional weapons (pierce, impact, blade, and a ranged pierce). Slightly better stats than alpha, but no leadership.
Sword- blade
Spear- pierce +firststrike
Mace- impact
Spear- pierce (ranged)
A3ba: R. Moongunner
L3 AMLA
Uses a rautharan moon gun- its a device that channels the magic from the moon stones using iridium to produce a small projectile. It works like a high end bow- can be fired multiple times, deals nice damage. IS NOT given magic boost but does deal arcane type damage.
Selenite gun- arcane (ranged)
Channel bayonet- pierce
Claws- blade
A3bb: R. Mooncannon
L3 AMLA
A heavier, single shot version of the above.
Selenite cannon- arcane (ranged)
Channel bayonet- pierce
Claws- blade
A3c: R. High priest
L3 AMLA
More powerful version of the priest. No surprises here either.
Blizzard- cold +magic (ranged)
Moonlight- fire +magic +moon (ranged)
Moonbeam- arcane +magic +moon (ranged)
Selenite Scepter- impact +moon
A3e: R. Moon knight
L3
More powerful version of predecessor- now has a couple weapons. Also gets some nice armor.
Selenite Sword- blade +magic +moon
Scythe of the night- arcane +magic
A4e: R. of the moon
L4 AMLA in multiplayer, has L5 in campaign
Can cast the acolyte's spells. Armor is now iridium plated.
Selenite Sword- blade +magic +moon
Scythe of the moon- arcane +magic +moon
Moonlight- fire +magic +moon (ranged)
A5e: R. Avatar of the moon (campaign only)
L5 AMLA
Spells more powerful, also gets a special magic attack.
Selenite Sword- blade +magic +moon
Scythe of the moon- arcane +magic +moon
Moonlight- fire +magic +moon (ranged)
Blizzard- cold +magic (ranged)
Eclipse- cold +magic (ranged)
B0: Wolf Pup (can be recruited)
L0
An interesting unit- it can't attack (only defend), but it's really small and inconspicuous, so it can ignore ZOC's. He can also run quite far. Very little XP needed to advance.
Bite- pierce
Claws- blade
B1: Young Wolf
L1
No longer inconspicuous, he's governed by ZOC's, but also has a ZOC of his own. He can attack. Has even more movement points than predecessor (well, 1).
Bite- pierce
Claws- blade
B2: Adult Wolf
L2
A full grown wolf, he has much better attack. Also another movement point.
Bite- pierce
Claws- blade
C0: Rauthar ephemeral spirit (recruit?)
L0
A fallen Rauthar. May or may not be recruitable. The newly formed spirits struggle to hold onto the world to keep fighting for their cause. They have few HP at this level. Resistant to material-based attacks.
Touch- arcane +drain
C1: Rauthar spirit (recruit?)
L1
The spirit can hold on to existence with greater strenth (=more HP)
Touch- arcane +drain
Extent of mind- arcane +drain +magic(ranged)
C2: Rauthar reborn
L2
The spirit of this fallen Rauthar has advanced to the point where it can control its form and now definitely appears in a Rautharan form.
Touch- arcane +drain
Extent of mind- arcane +drain +magic (ranged)
Sabre of Spirits- blade +drain
C3: Rauthar spirit warrior
L3 AMLA
And its grown more powerful again... This time with some moon-type magic based attacks.
Touch- arcane +drain
Extent of mind- arcane +drain +magic
Sabre of Spirits- blade +drain
Moonlight- fire +magic +moon
D1: Animated Selenite (recruitable)
L1
Nothing more than a magical construct of selenite (moonstone), this creation of Rautharan priests is nonetheless powerful. It is a flying unit, resistant to blade, pierce, cold and fire, but it is very weak to impact and vulnerable as well to arcane attacks. It has limited movement however, as it draws all its power from its controller (the priest who made it.) NOTE: this is NOT summonable- it is recruited like any other unit. It's attacks consist only of magical attacks.
Selenetic lightning- cold +magic (ranged)
Selenetic power- arcane +magic +moon (ranged)
Selenetic aura- arcane +magic
D2: Giant Selenite
L2
This mass of selenite now has a semblance of intelligence and a mild power of its own (thus allowing it to somewhat power itself along as well (more movement) as add more selenite to itself). It also has a mild impact attack (crush) in which it lands on its opponent.
Selenetic lightning- cold +magic (ranged)
Selenetic power- arcane +magic +moon (ranged)
Selenite Shards- pierce (ranged)
Crush- impact
Selenetic aura- arcane +magic
D3: Selenite behemoth
L3 AMLA
This huge mass of selenite is barely reliant on its creator to maintain its existence- if it were allowed to become any more powerful, it could break free and wreak havoc for even its creator's side. It boasts a number of powerful arcane type attacks and due to its huge size, its crush attack is quite dangerous.
Selenetic lightning- cold +magic (ranged)
Selenetic power- arcane +magic +moon (ranged)
Selenite Shards- pierce (ranged)
Extent of aura- arcane +magic (ranged)
Crush- impact
Selenetic aura- arcane +magic
NOTE ON SELENITES: they are all non-living units (ie, no drain, poison, plague, etc) and thus have no personal attributes (or names). They have chaotic alignment.
NOTE ON RAUTHAR SPIRITS: they are undead type units (ie, no drain, poison, plague, etc) BUT (i hope I can get this to work) will retain their personal attributes and names.
More NON-playable campaign/map only units
D5: Free Selenite (map creep)
L5 AMLA
This selenite was the product of a Rautharan priest who allowed the selenite to gain enough power to the point it was fully independent and autonomous. Of course they no longer allow this to happen due to this result.
Selenetic lightning- cold +magic (ranged)
Selenetic power- arcane +magic +moon (ranged)
Selenite Shards- pierce (ranged)
Extent of aura- arcane +magic (ranged)
Moonfire- fire +magic (ranged)
Crush- impact
Selenetic aura- arcane +magic
E5: turreted Selenite cannon
L5 AMLA
This is a giant version of the portable cannon used by Rautharans to defend their strategic locations. It has a "bombard" attack (attack over multiple tiles) and is immobile. These are not used by the player- they are AI controlled.
Rotate- impact
Selenite turret- arcane +magic +moon (ranged)
Selenite turret- arcane +magic +moon (bombard)
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Defense wise, Rauthar all tend to be rather cold and impact resistant, but weaker to fire.
The smaller the Rauthar, the more dangerous impact and cold are, but fire and pierce are less dangerous.
Larger Rauthar are resistant to cold and impact, but weak to fire and pierce.
Armor Rauthar are resistant to blade as well, and the danger of pierce is lessened.
All Rauthar gain large defense bonuses in forests, and in the campaign, mooncaves and deepforest as well.
They are vulnerable in sandy terrain and somewhat in deep water. However, in shallow water, they aren't as defenseless as other races. They deal OK with normal cave floors. They are pretty normal when it comes to most other terrain types.
Wolves share the same damage resistance patterns and defense patterns, however, they are somewhat vulnerable in shallow water as well (as unlike the Rauthar, they are still doing the doggie paddle).
They are both able to travel quite quickly across most terrains, other than sandy terrain. Unarmored Rauthar can swim very quickly through shallow water, though all are impeded by deep water.
Wastelands (in their campaign) leave them very vulnerable, and they have a hard time moving across them.
---
New info:
When killed, a Rauthar may leave behind its spirit- it'll start back at L0 or L1 however. They'll also be plague immune as a result of this.
These Rautharan spirits may or may not be recruitable... I shall have to see.
I'll also add in magically controlled constructs of moonstone. These can be recruited.
C0: Rauthar ephemeral spirit (recruit?)
L0
A fallen Rauthar. May or may not be recruitable. The newly formed spirits struggle to hold onto the world to keep fighting for their cause. They have few HP at this level. Resistant to material-based attacks.
C1: Rauthar spirit (recruit?)
L1
The spirit can hold on to existence with greater strenth (=more HP)
C2: Rauthar reborn
L2
The spirit of this fallen Rauthar has advanced to the point where it can control its form and now definitely appears in a Rautharan form.
C3: Rauthar spirit warrior
L3 AMLA
And its grown more powerful again... This time with some magic based attacks.
D1: Animated Selenite (recruitable)
L1
Nothing more than a magical construct of selenite (moonstone), this creation of Rautharan priests is nonetheless powerful. It is a flying unit, resistant to blade, peirce, cold and fire, but it is very weak to impact and vulnerable as well to arcane attacks. It has limited movement however, as it draws all its power from its controller (the priest who made it.) NOTE: this is NOT summonable- it is recruited like any other unit. It's attacks consist only of magical attacks.
D2: Giant Selenite
L2
This mass of selenite now has a semblance of intelligence and a mild power of its own (thus allowing it to somewhat power itself along as well (more movement) as add more selenite to itself). It also has a mild impact attack (crush) in which it lands on its opponent.
D3: Selenite behemoth
L3 AMLA
This huge mass of selenite is barely reliant on its creator to maintain its existence- if it were allowed to become any more powerful, it could break free and wreak havoc for even its creator's side. It boasts a number of powerful arcane type attacks and due to its huge size, its crush attack is quite dangerous.
NOTE ON SELENITES: they are all non-living units (ie, no drain, poison, plague, etc) and thus have no personal attributes (or names). They have chaotic alignment.
NOTE ON RAUTHAR SPIRITS: they are undead type units (ie, no drain, poison, plague, etc) BUT (i hope I can get this to work) will retain their personal attributes and names.
More NON-playable campaign/map only units
D5: Free Selenite (map creep)
L5 AMLA
This selenite was the product of a Rautharan priest who allowed the selenite to gain enough power to the point it was fully independent and autonomous. Of course they no longer allow this to happen due to this result.
E5: turreted Selenite cannon
L5 AMLA
This is a giant version of the portable cannon used by Rautharans to defend their strategic locations. It has a "bombard" attack (attack over multiple tiles) and is immobile. These are not used by the player- they are AI controlled.
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If anyone wishes to help, portrait art and campaign scripting abilities would be well appreciated.
---
Completed art:
Units:
Small Selenite (D1):
This set of frames is used for moving, hovering (idle), and the main attack (lightning). The lightning attack projectile has its own animation on top. The moonlight attack uses a pre-made projectile image I've seen used in various era packs. I might or might not make my own eventually. The aura attack animation is not yet made.
NOTE: the unit does NOT show up very well on these boards because the lightning effect is white and the unit is translucent. BTW- I forgot the TC- I'll add that in soon.









Terrain:
Moonstone cave floor (a): <use's type B's transitions> <Modified from original cave terrain- the idea was it could merge fairly seamlessly>





Moonstone cave floor (b): <also has transitions> <Modified from original cave terrain- the idea was it could merge fairly seamlessly>





Polished black rock cave floor (seamless):






Polished black rock cave floor (cut):






Currently being worked on art:
Units:
Base Rauthar image
Rauthar portraits?
Selenite sprites
Selenite portraits?
Terrain:
Carved Cave wall (with reflections on ground- meant only for use adjacent to polished floor)
wasteland (from blastzone) (stumps from forest, empty ground)
scrubland (mixed plants and dirt)
Last edited by Azar Wolf on January 11th, 2009, 10:05 pm, edited 8 times in total.
The Rauthar: era + campaign in development
http://www.wesnoth.org/forum/viewtopic.php?f=19&t=28424
http://www.wesnoth.org/forum/viewtopic.php?f=19&t=28424
Re: [WIP]-Rauthar- (A wolf race)
This faction sounds good, I wish I could help but I'm not very good with coding, but if you need a tester, I'm willing to to test it out, just PM me
Enemy: Why fight when you'll lose?
Golock: *points behind the enemy to the 3 Royal guards* who says I"m losing?
Golock: *points behind the enemy to the 3 Royal guards* who says I"m losing?
Re: [WIP]-Rauthar- (A wolf race)
An interesting concept, and it's definitely to your credit that you have everything so thought out. Race description, unit list, work plan, and custom terrain, plus the motivation to do the work yourself.
I would add something more C&C that would help, but none of your units have attacks yet or anything like that so it's rather hard to judge how they would play. Good luck with getting this off the ground, and hopefully you will make quick progress.
I would add something more C&C that would help, but none of your units have attacks yet or anything like that so it's rather hard to judge how they would play. Good luck with getting this off the ground, and hopefully you will make quick progress.
Mainline Maintainer: AOI, DM, NR, TB and THoT.
UMC Maintainer: Forward They Cried, A Few Logs, A Few More Logs, Start of the War, and Battle Against Time
UMC Maintainer: Forward They Cried, A Few Logs, A Few More Logs, Start of the War, and Battle Against Time
Re: [WIP]-Rauthar- (A wolf race)
I'm glad both of you approve of it (I'm on vacation at the moment and the internet just got fixed, so this was as soon as I could respond).
I'm still working out the exact stats for the attacks, so I didn't want to post those just yet, but they'll be on their way soon.
Once this mod if finished, I'll probably be able to provide a french translation as well. For other languages, I'd need a translator to help out. (I strongly disapprove of those translation programs- they do a really poor job most of the time.)
I'm still working out the exact stats for the attacks, so I didn't want to post those just yet, but they'll be on their way soon.
Once this mod if finished, I'll probably be able to provide a french translation as well. For other languages, I'd need a translator to help out. (I strongly disapprove of those translation programs- they do a really poor job most of the time.)
The Rauthar: era + campaign in development
http://www.wesnoth.org/forum/viewtopic.php?f=19&t=28424
http://www.wesnoth.org/forum/viewtopic.php?f=19&t=28424
Re: [WIP]-Rauthar- (A wolf race)
Nice concept, and very nice terrain art. I might have a use for the moonstone cave floor terrain art in my campaign.
This might cause problems, as the eastern part of the continent is in the domain of the EoS (http://www.wesnoth.org/forum/viewtopic.php?f=19&t=21136). Also, since my campaign takes place in the eastern part of the continent and occurs after UtBS (and IFtU) this might conflict with my campaign. You could always join the #wesnoth-umc-dev Freenode IRC channel so that we may further discuss this in a speedy manner.
This might cause problems, as the eastern part of the continent is in the domain of the EoS (http://www.wesnoth.org/forum/viewtopic.php?f=19&t=21136). Also, since my campaign takes place in the eastern part of the continent and occurs after UtBS (and IFtU) this might conflict with my campaign. You could always join the #wesnoth-umc-dev Freenode IRC channel so that we may further discuss this in a speedy manner.
Re: [WIP]-Rauthar- (A wolf race)
The reason you couldn't find the Werewolves is because the Werewolves were simply renamed the Warg. The reason is because the units were not men that changed into beasts; they are in fact beasts at all times. A new feral sounding name was then chosen to remove the confusion.
Re: [WIP]-Rauthar- (A wolf race)
I did some digging, but a lot of the available background information pertinent to being in the east is:Espreon wrote:Nice concept, and very nice terrain art. I might have a use for the moonstone cave floor terrain art in my campaign.
This might cause problems, as the eastern part of the continent is in the domain of the EoS (http://www.wesnoth.org/forum/viewtopic.php?f=19&t=21136). Also, since my campaign takes place in the eastern part of the continent and occurs after UtBS (and IFtU) this might conflict with my campaign. You could always join the #wesnoth-umc-dev Freenode IRC channel so that we may further discuss this in a speedy manner.
a) unavailable/non-existent
b) does not deal with the east
c) sketchy at best
d) deals with the extreme south east (The Rauthar live to the north east. I guess I should have specified this a bit clearer.)
So its very hard to see where the problems are, if there are any. I can still create workarounds though. For now, however, I'll be using the mentioned locations. I believe they could be changed with minimal problems should the need arise.
[edit]
All units will have 2 or 4 facings (based on the thread "northern unit facings" in the restricted art dev forum.):
All Rauthar units (as they are bipedal), the wolf pup (and possible young wolf)(as its small), and the all the selenite units (as they are fairly uniform) will have 2 facings (SE,NE)
The wolves (young? and adult) (since they are quadrupedal and thus "long") and the selenite turret will have 4 facings (N,S,SE,NE)
[edit2]
I updated the main post with general ideas on the attacks of the units- no actual damage or hit chances are posted yet.
[edit3]
I've finished the head for the rauthar template (after 2 redrawings- the first had slight perspective issues, the second was painfully difficult to draw). Edits of the template will be used to produce the other units.
The Rauthar will generally have black/grey/white spectrum fur, while the wolves will have brown (I decided to use the wolf sprite set from wesnoth for the adult wolf unit)
[edit4]
I finished the main animation for the animated selenite (lvl1). I forgot the team color however! *facepalm*

[edit5]
I added in the rauthar society/psychology and tactics sections.
The Rauthar: era + campaign in development
http://www.wesnoth.org/forum/viewtopic.php?f=19&t=28424
http://www.wesnoth.org/forum/viewtopic.php?f=19&t=28424
Re: [WIP]-Rauthar- (A wolf race)
Well, umm, after 5 updates without actually posting (just edits), I think it's probably appropriate to make a double post by now, so without further ado:

That is just the Lvl1 Selenite main body- none of the effects or TC are present.
I was wondering if having shading effects for a (somewhat?) self-lighting unit is appropriate/looks good...
Is it possibly too strong? I'm thinking it might be...
Also, how to I animate a bunch of TCed effect frames ON TOP of the frames for the unit itself. Someone said something about [XXX_Frame] or something like that but I have no idea what they mean.
[edit]- added a section on cronology
[edit2]- minor edits to cronology
[edit3]- currently working on selenite death animation

That is just the Lvl1 Selenite main body- none of the effects or TC are present.
I was wondering if having shading effects for a (somewhat?) self-lighting unit is appropriate/looks good...
Is it possibly too strong? I'm thinking it might be...
Also, how to I animate a bunch of TCed effect frames ON TOP of the frames for the unit itself. Someone said something about [XXX_Frame] or something like that but I have no idea what they mean.
[edit]- added a section on cronology
[edit2]- minor edits to cronology
[edit3]- currently working on selenite death animation
The Rauthar: era + campaign in development
http://www.wesnoth.org/forum/viewtopic.php?f=19&t=28424
http://www.wesnoth.org/forum/viewtopic.php?f=19&t=28424