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[WIP] Orc faction

Started by Daemon ]Fr[, 15 October 2006, 14:19:03

Daemon ]Fr[

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:

<?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...

Blueblaze

-
#1
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.

Blueblaze

#2
One thing is, you need some new buildings lol

josepzin

#3
Very good! :) Orcs! :D
::. RetroInvaders .::::. My web .::

Daemon ]Fr[

#4
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  :)

Blueblaze

#5
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?

Daemon ]Fr[

#6
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

Blueblaze

-
#7
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.

Daemon ]Fr[

#8
I just mailed you  :P

Blueblaze

#9
Thanks :)

Blueblaze

#10
How is this project coming along?

Chimaira

#11
you should change the armor, and not just the faces, I would make some dark looking armor.

Doom_Goat

#12
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.

Bien M

#13
Yeah! a little bit too humanish :?:

xiro.xiro

#14
Yeah, it's a good start since you seem to be good at texturing, let's make a really new faction!!!

Bien M

#15
yeah good idea xiro
im good at vhicles but i work max 5

divineauthority

#16
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)

angelus

-
#17
Orcs = Very good idea!
E-mail it to me and perhups I'll help you (if I have good ideas).
angelus62400-^-hotmail.fr

Geckabor

#18
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

titi

#19
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



Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

theotherhiveking

#20
very nice, u continue in the project?

Aquilia

#21
I like the idea!

I don't think I can help you since I'm quite new to this...