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Messages - John.d.h

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3751
Mods / Re: What would people like to see in new mods?
« on: 29 September 2008, 06:11:19 »
I think a faction based on southeast Asia could be pretty cool.  Spearmen in rattan armor (nearly impervious to arrows), war elephants, and rakshasas would all make excellent units in my opinion.

Aztec could also be a good one.  Heavy-hitting jaguar warriors with flint-bladed clubs (http://en.wikipedia.org/wiki/Macuahuitl), ranged units flinging darts from their atlatls, and a powerful feathered serpent are all possibilities for them.

3752
Mods / Re: New Faction:Tech II
« on: 29 September 2008, 04:58:39 »
Regarding the peasant and the laborer, you're intending one to be the gatherer and the other to be the builder, correct?  In that case, you would have to make both units cheaper than a regular worker unit, since they're not capable of doing as much, so instead of having (for example) four workers gathering resources and two doing construction, you could have perhaps six peasants gathering resources and three laborers doing construction for the same cost.  On the other hand, if you made peasants and laborers cost the same as regular workers, then the faction loses flexibility.  They wouldn't be able to suddenly divert their units from mining gold to have them repair a damaged building or anything of that nature.  If you ask me, it seems like it would be hard to balance and would most likely be more trouble than it's worth.

An alternative would be to have two units gather different resources.  For example, in Warcraft 3, the Scourge's worker unit constructs/repairs buildings and mines gold while their ghouls (undead light infantry) gather lumber.  There is also a mercenary unit available called a shredder which is basically like a battle machine with buzz saws that it uses to either kill people or chop down massive amounts of wood.


(http://www.battle.net/war3/images/neutr ... redder.gif)

You could have a peasant who builds buildings, repairs them, mines gold, and quarries stone, and if you wanted to give your faction more of a clockwork feel to it (which would be good for differentiating them from original Tech), you could have your lumber gathering unit be a clockwork automaton like a scaled-down version of the goblin's shredder (but without a driver), sawing down trees and serving as a mechanical infantry unit.  That would also be good for separating the roles of your infantry units.  The swordsman could be replaced by the slow and tough mechanical buzzsaw man, while the maceman could become a fast and lightly-armored but heavy-hitting unit, like the macemen in Lords of the Realm 2 or Stronghold.  Of course the sentry would also become mechanical since he's just an upgrade of the swordsman.  Call him a "watchman" if you're feeling up for a pun. :)

Also, I'd change the archer and longbowman to a crossbowman and an arbalist.  The mechanical aspects of a crossbow make them much more appropriate in my opinion.

Fun fact: A knight, trained from a young age and outfitted in the best armor available, could be killed by a single lucky shot from an untrained peasant with a crossbow.  This led Pope Innocent II to issue a ban on the use of this weapon, but it was largely ignored and the crossbow continued to be used.

3753
Mods / Re: Sun and Moon
« on: 29 September 2008, 00:32:46 »
Quote from: "modman"
I liked it better when there were only 2 factions, sun and moon.

Yeah, Earth and Sky will probably never come to fruition.  It's just hard to stop my imagination when it really gets going.  I've already got most of the whole story worked out in my head and I'm not even trying.  If they ever do get created, it will be after Sun and Moon are done and that by itself is a long way off.

3754
Mods / Re: Building -> Move, Attack, Morph
« on: 28 September 2008, 01:20:17 »
How did you fix it?

3755
Mods / Sun and Moon
« on: 28 September 2008, 01:17:34 »

Moon faction:

Hailing from the highlands of Rinarn, the Moon people are seen as unsophisticated barbarians by outsiders.  Their penchant for taking severed hands of their enemies as trophies has earned them a reputation for savagery, but they are so much more than mere brutes.  The artisans and craftsmen of the Rinarn lack many of the mechanisms of the Lanto, but they have mastered the working of iron weapons and armor.  Their soldiers fight with strength and aggression and their shamans and hags use mystic runes for protection and to bind monsters into their service.  Normally separated into squabbling tribes and villages, the people of Rinarn are a force to be reckoned with when united.  While the moon god Vaydrin is revered above all others, the tribes also pay respects to the spirits of their ancestors, animals, natural forces, and even the land itself.

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[center][URL=http://img132.imageshack.us/i/screen0g.jpg/][IMG]http://img132.imageshack.us/img132/8633/screen0g.th.jpg[/img]
Click to enlarge.[/URL][/center]

Buildings are shown in blue, troops in green, heroes in teal, and upgrades in red).  Items shown in italics will only be included in the GAE version.


Dun (requires Standing Stones) - starting building, stores resources (concept)
   Serf - builder and gatherer
      Kern (morphs from Serf, requires Dun) - javelin unit, medium range, piercing attack

      Orchard - living structure, produces food and energy
         Thorn Tree (morphs from Orchard, requires Standing Stones) - living structure, produces food and energy, ranged attack

      Garrison - military barracks, trains units
         Broch (morphs from Garrison, requires Fortification) - military stronghold, trains units, ranged attack
         Savage - raider unit, fast movement, impact attack, leather armor, weak defense
            Therianthrope - monster unit, fast movement, slashing attack, rapid regeneration, debuffs
         Squire - infantry unit, strong defense, slashing attack, metal armor, slow movement
            Gallowglass (morphs from Squire, requires Rune Armor) - elite infantry unit, strong defense, strong attack, slow movement

      Standing Stones - stone circle, researches upgrades
         Henge (morphs from Standing Stones) - raised stone circle, researches upgrades, summons heroes
            Banshee (requires Lifespring) - magical hero, strong debuffs, healing ability
            Ceannfort (requires Broch) - military hero, strong defense, helpful emanation
            Fomori (requires Cairn) - sacred hero, strong attack, rapid regeneration

         Ancestral Communion (allows Cairn) - sacred upgrade, improves the sight radius of Gallowglass, Kern, Savage, and Squire
         Fortification (allows Broch) - military upgrade, improves the armor of Dun, Garrison, Broch, and Henge
         Otherworld Heritage (allows Lifespring) - magical upgrade, improves the EP of Fay, Hag, Shaman, and Thorn Tree
         Manxome Rune (allows Basilisk) - sacred upgrade, improves the attack strength of Dire Wolf, Fomori, Jabberwock, and Therianthrope
         Rune Armor (allows Gallowglass) - military upgrade, improves the armor of Ceannfort, Kern, Savage, and Squire
         Sign of the Eclipse (allows Therianthrope) - magical upgrade, improves the EP regen of Banshee, Fay, Hag, and Shaman

      Cairn (requires Ancestral Communion) - sacred structure, trains units
         Fay - support unit, healing ability
         Hag - spellcasting unit, debuffs

         Shaman - summoner unit, requires EP to bind units
            Dire Wolf - beast unit, fast movement, strong attack, weak armor
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[url=http://www.tarpits.org/education/guide/flora/wolf.html](concept)[/url]            Jabberwock - creature unit, tough armor, debuff emanation
            Basilisk - flying unit, ranged attack, rapid regeneration

      Lifespring (requires Otherworld Heritage) - magical structure, healing emanation (concept)
         Enchantment - magical upgrade, adds EP regeneration to Lifespring's emanation



Sun faction:

The Lanto, or people of the Sun, were once a vast empire but their power has dwindled in recent times.  The two most influential figures in Lanto society are their monarch, Queen Niandra, and the leader of the temple, High Matriarch Ola.  From a long line of warrior queens, Niandra seeks to restore the former glory of the once-great nation.  Unlike some cultures, the Sun nation do not see magic and technology as opposing forces, but rather use them together to produce magical-mechanical constructs like the mighty Colossus.  They also have a variety of regular human soldiers, magical beings, and animals at their disposal.  A common misconception is that the Lanto worship the Sun.  They do revere the Sun and honor it, but only as the greatest manifestation of their goddess, Elondra.

Screenshot coming soon!

Buildings are shown in blue, troops in green, heroes in teal, and upgrades in red).  Items shown in italics will only be included in the GAE version.


Palace (requires Sun Well) - starting building, stores resources
   Laborer - builder and gatherer
      Artificer (morphs from Laborer, requires Effigy) - advanced builder, fast repairs
         Colossus (requires Arcane Engineering) - siege unit, strong defense, impact attack, stone armor, slow movement
         Sunglass - defensive structure, energy attack
   
      Herder's Pillar - agricultural center, produces food and livestock
         Goat - livestock unit, produces food (concept)
         
      Fort - military barracks, trains warrior units
         Citadel (morphs from Fort, requires Monasticism) - fortified barracks, trains advanced units
            Janissary - elite archer unit, long range, strong defense
            Zealot (requires Valor) - lion cavalry unit, strong attack, fast movement, AoE buff
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[url=http://www.tarpits.org/education/guide/flora/lion.html](concept)[/url]         Slinger - ranged unit, long range, impact attack, weak defense
         Ghazi - infantry unit, balanced fighter (weapon concept)
                  
      Sun Well - cultural center, researches upgrades
         Consecration (allows Solar Circle) - sacred upgrade, improves the armor of Effigy, Monument, Palace, and Sun Well
         Dominion (allows Effigy) - arcane upgrade, improves the sight range of Citadel, Effigy, Monument, and Palace
         Monasticism (allows Citadel) - cultural upgrade, improves the production speed of Monument and Solar Circle
         Arcane Engineering (allows Colossus) - arcane upgrade, improves the build and repair speeds of Laborer and Artificer
         Sacrifice (allows Phoenix) - sacred upgrade, improves the EP of Celestial, Eunuch, Matriarch, and Zealot
         Valor (allows Zealot) - military upgrade, improves the HP regen of Agha, Ghazi, Janissary, and Slinger
            
      Solar Circle (requires Consecration) - temple structure, trains sacred units
         Eunuch - support unit, heals and buffs
         Matron - priestess unit, strong attack, helpful emanation

         
      Altar (requires Solar Circle) - sacrificial structure, summons sacred units
         Celestial - angelic unit, ranged attack, fast flight
         Phoenix - flying unit, energy attack, rapid regeneration (concept 1) and (concept 2)
         
      Effigy (requires Dominion) - arcane structure, debuff emanation
         Amplification - arcane upgrade, improves the effect strength of Matron and Penitent

      
      Monument (requires Sun Well) - advanced cultural structure, summons heroes
         Agha (requires Citadel) - martial hero, balanced fighter, helpful emanation
         Matriarch (requires Solar Circle) - clerical hero, splash attack, heals and buffs
         Penitent (requires Effigy) - angelic hero, strong attack, healing emanation



3756
MegaGlest / Re: Hello Topic
« on: 27 September 2008, 21:28:07 »
Since I just had to remake my account, I suppose now is as good a time to introduce myself as any other.

I'm John, 20 years old, from central Florida, a college student, a Christian, and a bit of a hillbilly sometimes.  I used to be an engineering student and I've got a little experience in 3D modeling in AutoCAD, so I can model buildings fairly well (I think).  I've got no experience using Blender or modeling people or animals, though.  I've never done texturing either.  I'm a lot better at coming up with ideas than actually creating anything from them.  I've had a class in programming in C, but I'm far from being a qualified programmer.  I can write a program to convert between metric and standard units, but that's about the extent of my abilities.

I'm currently developing two new factions, Sun and Moon, and I'm already coming up with ideas for Earth and Sky to go along with them.  I want to try to focus on Sun and Moon right now, but it's hard to keep creativity from flowing.  I had a thread dedicated to these two factions back before the database got wiped out and I plan on restarting it when I come up with some new content to add.

3757
General discussion / Re: Where did you hear about glest?
« on: 27 September 2008, 20:50:41 »
Download.com

It's currently their #5 most popular fantasy game.

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[url=http://www.download.com/Glest/3000-7484_4-10421123.html?tag=mncol&cdlPid=10809454]http://www.download.com/Glest/3000-7484 ... d=10809454[/url]

3758
General discussion / Re: DB restored
« on: 27 September 2008, 20:32:06 »
Quote from: "modman"
John D H was dead, but he remade himself.  But I was really lucky.  The forums were rewound to when I was less than 3 days old.  I only had 7 posts.

I'm like the T-1000.

3759
General discussion / Re: DB restored
« on: 26 September 2008, 22:09:58 »
When I saw that my account and all my topics got deleted, I thought I made one of the mods angry or something.

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anything