Author Topic: [WIP] Orc faction  (Read 10929 times)

Daemon ]Fr[

  • Guest
[WIP] Orc faction
« on: 15 October 2006, 14:19:03 »
I work on a new faction, Orc.

Here is a screenshot of the finished units:



Form the right to the left on the first line:

Technician, Peon, Horseman

In the same order, on the second line:

Chaman, Grunt, Hunter, my test hero Keldurik, Armored Grunt.

We can see Orc Blacksmith too.


Keldurik's XML:

Code: [Select]
<?xml version="1.0" standalone="no"?>

<unit>

<!-- *** parameters *** -->

<parameters>
<size value="1"/>
<height value="2"/>
<max-hp value="1200" regeneration="0"/>
<max-ep value="0"/>
<armor value="90"/>
<armor-type value="leather"/>
<sight value="10"/>
<time value="50"/>
<multi-selection value="true"/>
<cellmap value="false"/>
<levels>
<level name="heros" kills="20"/>
</levels>
<fields>
<field value="land"/>
</fields>
<properties/>
<light enabled="false"/>
<unit-requirements>
<unit name="barracks"/>
</unit-requirements>
<upgrade-requirements/>
<resource-requirements>
<resource name="wood" amount="1000"/>
<resource name="gold" amount="1500"/>
<resource name="food" amount="2"/>
</resource-requirements>
<resources-stored/>
<image path="images/swordman.bmp"/>
<image-cancel path="../hunter/images/tech_cancel.bmp"/>
<meeting-point value="false"/>
<selection-sounds enabled="true">
<sound path="sounds/swordman_select1.wav"/>
<sound path="sounds/swordman_select2.wav"/>
<sound path="sounds/swordman_select3.wav"/>
<sound path="sounds/swordman_select4.wav"/>
<sound path="sounds/swordman_select5.wav"/>
<sound path="sounds/swordman_select6.wav"/>
<sound path="sounds/swordman_select7.wav"/>
</selection-sounds>
<command-sounds enabled="true">
<sound path="sounds/swordman_ack1.wav"/>
<sound path="sounds/swordman_ack2.wav"/>
<sound path="sounds/swordman_ack3.wav"/>
<sound path="sounds/swordman_ack4.wav"/>
<sound path="sounds/swordman_ack5.wav"/>
<sound path="sounds/swordman_ack6.wav"/>
</command-sounds>
</parameters>


<!-- *** skills *** -->

<skills>

<skill>
<type value="stop"/>
<name value="stop_skill"/>
<ep-cost value="0"/>
<speed value="1000"/>
<anim-speed value="45"/>
<animation path="models/swordman_standing.g3d"/>
<sound enabled="false"/>
</skill>


<skill>
<type value="move"/>
<name value="move_skill"/>
<ep-cost value="0"/>
<speed value="300"/>
<anim-speed value="125"/>
<animation path="models/swordman_walking.g3d"/>
<sound enabled="false"/>
</skill>

<skill>
<type value="move"/>
<name value="charge_skill"/>
<ep-cost value="0"/>
<speed value="220"/>
<anim-speed value="125"/>
<animation path="models/swordman_charging.g3d"/>
<sound enabled="false"/>
</skill>


<skill>
<type value="attack"/>
<name value="attack_skill"/>
<ep-cost value="0"/>
<speed value="100"/>
<anim-speed value="100"/>
<animation path="models/swordman_attacking.g3d"/>
<animation path="models/armored_swordman_attacking.g3d"/>
<sound enabled="true" start-time="0.47">
<sound-file path="sounds/swordman_attack1.wav"/>
<sound-file path="sounds/swordman_attack2.wav"/>
<sound-file path="sounds/swordman_attack3.wav"/>
<sound-file path="sounds/swordman_attack4.wav"/>
<sound-file path="sounds/swordman_attack5.wav"/>
<sound-file path="sounds/swordman_attack6.wav"/>
<sound-file path="sounds/swordman_attack7.wav"/>
<sound-file path="sounds/swordman_attack8.wav"/>
<sound-file path="sounds/swordman_attack9.wav"/>
<sound-file path="sounds/swordman_attack10.wav"/>
<sound-file path="sounds/swordman_attack11.wav"/>
<sound-file path="sounds/swordman_attack12.wav"/>
</sound>
<attack-strenght value="130"/>
<attack-var value="30"/>
<attack-range value="1"/>
<attack-type value="sword"/>
<attack-fields>
<field value="land"/>
</attack-fields>
<attack-start-time value="0"/>
<projectile value="false"/>
<splash value="false"/>
</skill>

<!-- *** skill 1 *** -->
<skill>
<type value="die"/>
<name value="die_skill"/>
<ep-cost value="0"/>
<speed value="60"/>
<anim-speed value="30"/>
<animation path="models/swordman_dying.g3d"/>
<sound enabled="true" start-time="0">
<sound-file path="sounds/swordman_die1.wav"/>
<sound-file path="sounds/swordman_die2.wav"/>
</sound>
<fade value="false"/>
</skill>


</skills>

<!-- *** commands *** -->

<commands>

<command>
<type value="stop"/>
<name value="stop"/>
<image path="../hunter/images/tech_stop.bmp"/>
<unit-requirements/>
<upgrade-requirements/>
<stop-skill value="stop_skill"/>
</command>

<command>
<type value="move"/>
<name value="move"/>
<image path="../hunter/images/tech_move.bmp"/>
<unit-requirements/>
<upgrade-requirements/>
<move-skill value="move_skill"/>
</command>

<command>
<type value="attack"/>
<name value="attack"/>
<image path="images/swordman_attack.bmp"/>
<unit-requirements/>
<upgrade-requirements/>
<move-skill value="charge_skill"/>
<attack-skill value="attack_skill"/>
</command>

<command>
<type value="attack_stopped"/>
<name value="hold_position"/>
<image path="../hunter/images/tech_hold.bmp"/>
<unit-requirements/>
<upgrade-requirements>
<upgrade name="training_field"/>
</upgrade-requirements>
<stop-skill value="stop_skill"/>
<attack-skill value="attack_skill"/>
</command>

</commands>
</unit>


I seek Ideas to make this new faction more interesting and pleasant to play, like differents units and building...
« Last Edit: 1 January 1970, 00:00:00 by Daemon ]Fr[ »

Blueblaze

  • Guest
-
« Reply #1 on: 15 October 2006, 17:49:11 »
It looks really good, send me an email at email-^-yahoo.com I'd love to help out with you, but contact me if you can, thanks.
« Last Edit: 15 April 2016, 20:29:19 by filux »

Blueblaze

  • Guest
(No subject)
« Reply #2 on: 15 October 2006, 18:02:33 »
One thing is, you need some new buildings lol
« Last Edit: 1 January 1970, 00:00:00 by Blueblaze »

josepzin

  • Draco Rider
  • *****
  • Posts: 268
    • View Profile
    • José Zanni blog
(No subject)
« Reply #3 on: 16 October 2006, 13:18:33 »
Very good! :) Orcs! :D
« Last Edit: 1 January 1970, 00:00:00 by josepzin »
::. RetroInvaders .::::. My web .::

Daemon ]Fr[

  • Guest
(No subject)
« Reply #4 on: 16 October 2006, 15:09:23 »
I have some skills with photoshop, but i am really bad at modelism...
I must seek some tutorials to begin with 3DSmax and make some new buildings  :)
« Last Edit: 1 January 1970, 00:00:00 by Daemon ]Fr[ »

Blueblaze

  • Guest
(No subject)
« Reply #5 on: 16 October 2006, 17:59:24 »
Heh, I have no skills being an artist either :P, but I can mod textures a little, atleast enough for the mod I am working on, but I love the Orcs still heh. What changes are in the faction aside from just looks?
« Last Edit: 1 January 1970, 00:00:00 by Blueblaze »

Daemon ]Fr[

  • Guest
(No subject)
« Reply #6 on: 17 October 2006, 15:09:21 »
With Orc you don't have to choose between Magic and Tech, they can make chaman like they can make swordman, it is the most important change i think  :P
« Last Edit: 1 January 1970, 00:00:00 by Daemon ]Fr[ »

Blueblaze

  • Guest
-
« Reply #7 on: 17 October 2006, 19:59:24 »
I see, so its like a mixture between the two factions, with some magic and some tech right? As well, I think your textures are nice, I like the horseman too. I'm working on a mod and trying to get textures and such for more units, do you have any orc textures I could use? If so email me them at email-^-yahoo.com but thats fine if you'd rather keep them to yourself.
« Last Edit: 15 April 2016, 20:21:38 by filux »

Daemon ]Fr[

  • Guest
(No subject)
« Reply #8 on: 18 October 2006, 11:08:59 »
I just mailed you  :P
« Last Edit: 1 January 1970, 00:00:00 by Daemon ]Fr[ »

Blueblaze

  • Guest
(No subject)
« Reply #9 on: 22 October 2006, 03:40:40 »
Thanks :)
« Last Edit: 1 January 1970, 00:00:00 by Blueblaze »

Blueblaze

  • Guest
(No subject)
« Reply #10 on: 24 October 2006, 06:10:49 »
How is this project coming along?
« Last Edit: 1 January 1970, 00:00:00 by Blueblaze »

Chimaira

  • Guest
(No subject)
« Reply #11 on: 1 November 2006, 11:16:12 »
you should change the armor, and not just the faces, I would make some dark looking armor.
« Last Edit: 1 January 1970, 00:00:00 by Chimaira »

Doom_Goat

  • Guest
(No subject)
« Reply #12 on: 8 November 2006, 03:47:01 »
Well, it certainly is a start. They kindo of look like green humans. I would maake them more muscular, and make the armor more barbaric. The buildings should be primitive stick forts, and animal skin tents. Great progress so far, but i would advise to not make a direct copy of the orcs in Warcraft 3. also, try to add some goblins or something of the sort.
« Last Edit: 1 January 1970, 00:00:00 by Doom_Goat »

Bien M

  • Guest
(No subject)
« Reply #13 on: 10 November 2006, 14:20:17 »
Yeah! a little bit too humanish :?:
« Last Edit: 1 January 1970, 00:00:00 by Bien M »

xiro.xiro

  • Guest
(No subject)
« Reply #14 on: 10 November 2006, 16:44:38 »
Yeah, it's a good start since you seem to be good at texturing, let's make a really new faction!!!
« Last Edit: 1 January 1970, 00:00:00 by xiro.xiro »

Bien M

  • Guest
(No subject)
« Reply #15 on: 10 November 2006, 17:03:08 »
yeah good idea xiro
im good at vhicles but i work max 5
« Last Edit: 1 January 1970, 00:00:00 by Bien M »

divineauthority

  • Guest
(No subject)
« Reply #16 on: 12 January 2007, 21:04:43 »
this is lookin pretty good, especially for a beginning point (please dont take any offence to that)

like someone previously mentioned i reckon they could do with 'buffing' up because orcs are always pictured as hench wild beasts. i think it would also be nice if you could give them a 'hunched' look, it would certainly help make them stand out.

for buildings id say hawaiian style huts and maybe tents to give a barbaric and undeveloped feel.

but like i said this is lookin great (as long as its still goin :O)
« Last Edit: 1 January 1970, 00:00:00 by divineauthority »

angelus

  • Guest
-
« Reply #17 on: 15 January 2007, 12:53:07 »
Orcs = Very good idea!
E-mail it to me and perhups I'll help you (if I have good ideas).
angelus62400-^-hotmail.fr
« Last Edit: 15 April 2016, 20:04:30 by filux »

Geckabor

  • Guest
Buildings
« Reply #18 on: 15 January 2007, 16:15:25 »
Awsome!!,but exept if you would make other buildings then it would be cooler. try to make them with other armour too.xD sorry if my ideas are dumb
« Last Edit: 1 January 1970, 00:00:00 by Geckabor »

titi

  • MegaGlest Team
  • Airship
  • ********
  • Posts: 4,240
    • View Profile
    • http://www.titusgames.de
(No subject)
« Reply #19 on: 6 February 2007, 15:06:20 »
If you are interested, email/upload it to me ( also if it's not finshed yet ) and  I'll publish it on my website (www.titusgames.de) .
I also can help you modify the behavier of the new faction and
my sons can test it to get a balanced new faction.

mail it to info_at_titusgames.de
or contact me to get a ftp-login where you can upload it
« Last Edit: 1 January 1970, 00:00:00 by titi »
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

theotherhiveking

  • Guest
(No subject)
« Reply #20 on: 1 April 2007, 20:50:57 »
very nice, u continue in the project?
« Last Edit: 1 January 1970, 00:00:00 by theotherhiveking »

Aquilia

  • Guest
(No subject)
« Reply #21 on: 19 May 2007, 17:04:23 »
I like the idea!

I don't think I can help you since I'm quite new to this...
« Last Edit: 1 January 1970, 00:00:00 by Aquilia »

 

anything