Author Topic: Dwarf faction  (Read 96751 times)

wciow

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Dwarf faction
« on: 1 August 2008, 19:02:22 »


This is the thread for my new dwarf faction.

This new faction is intended to be compatible with standard Glest and the magitech tech tree.

The faction will include 8 new units and 5 new buildings. Hopefully it will be balanced well with the magic/tech factions. The dwarves will focus on melee combat.

The ultimate goal of the project is to produce a new faction which is as close to the original Glest in style and quality as I can make it.

'Gimli' is released, download it here:
http://www.mediafire.com/?sharekey=1cea432412fe7bd9312dbd5f2bdc5062e04e75f6e8ebb871
« Last Edit: 23 August 2009, 12:22:50 by wciow »
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

MrBlack

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« Reply #1 on: 1 August 2008, 21:33:19 »
Sounds promising. Though I think 7 units is too few. I think that Dwarves should have some sort of mechanical devices as well as regular melee infantry.
« Last Edit: 1 January 1970, 00:00:00 by MrBlack »

Omega

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« Reply #2 on: 2 August 2008, 21:14:02 »
You need some ranged units, or it may become unbalanced. Ideas: Dwarf Multi-Cannon, dwarf mining cart (vehicle, used for mining resources) dwarf soldiers.


Now -- woah, woah, woah... You haven't finished glestimals yet. Back to work Wciow! (BTW, I 'borrowed' your model for the bear to make the hellbear in my ancient tech tree, and yes, you will recieve credit)
« Last Edit: 1 January 1970, 00:00:00 by omega »
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horseman

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« Reply #3 on: 6 August 2008, 06:24:02 »
Sounds great! But where is the download link. Sorry if I sound stupid but I am new to this forum. Thanks a bunch.
« Last Edit: 1 January 1970, 00:00:00 by horseman »

@kukac@

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topic
« Reply #4 on: 6 August 2008, 08:27:08 »
I think this mod is not done yet.
« Last Edit: 1 January 1970, 00:00:00 by @kukac@ »

ZaggyDad

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« Reply #5 on: 6 August 2008, 21:57:50 »
You should make the dwarfs have powerful armor, so they can withstand enemy ranged fire. And they should have rather slow-firing but powerful hand-held cannon sorta things. Maan. GAE needs to get the inaccuracy stuff implemented. Then the guns could be inaccurate, too. :)

~Zaggy
« Last Edit: 1 January 1970, 00:00:00 by ZaggyDad »

wciow

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« Reply #6 on: 6 August 2008, 23:29:06 »
@ horseman:  This mod is only just started, I might release an XML only version soon but the finished mod will take at least a couple of months to complete. When something gets released I'll update the first post of this thread.

@ Zaggy : I've started to rethink the 'no ranged weapons' thing. If this is going to be balanced then the dwarves will need a way to shoot down dragons/airships. I agree that the dwarves should use hand cannons rather than bows.
« Last Edit: 1 January 1970, 00:00:00 by wciow »
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

weedkiller

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« Reply #7 on: 7 August 2008, 08:37:30 »
Hi,
if you want some help i can try something, but i think you know about spare time and creativity-flow  :O ...
Maybe you can make a axethrowing unit; can projektiles be animated, so that the axe spins? they are at least g3ds (like the arrow of the archer).
« Last Edit: 1 January 1970, 00:00:00 by weedkiller »

myles

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« Reply #8 on: 7 August 2008, 10:03:02 »
Sounds like this should be good, cant wait!
« Last Edit: 1 January 1970, 00:00:00 by myles »

ZaggyDad

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« Reply #9 on: 7 August 2008, 18:24:16 »
No, you can't make animated projectiles. They work the same way as resources. It would be nice if it at least had an option in the particle_proj.xml file to make it spin in some direction, though.

~Zaggy
« Last Edit: 1 January 1970, 00:00:00 by ZaggyDad »

ArKabZol

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« Reply #10 on: 7 August 2008, 18:53:13 »
Quote from: "ZaggyDad"
No, you can't make animated projectiles. They work the same way as resources. It would be nice if it at least had an option in the particle_proj.xml file to make it spin in some direction, though.

~Zaggy

Something to work on for GAE then, maybe? :P
« Last Edit: 1 January 1970, 00:00:00 by ArKabZol »

Idanwin

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« Reply #11 on: 7 August 2008, 22:51:19 »
Some dwarf ideas
-The thunderer has already been mentioned (handheld cannon)
-A second ranged attack unit could be the 'Runecrafter' (magical attack)
-Some Robots (iron not wood)
-Buildings should be very strong (stone)
« Last Edit: 1 January 1970, 00:00:00 by Idanwin »

Baida

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« Reply #12 on: 8 August 2008, 11:50:15 »
Some ideas I'm going to throw.

- Abilities to gather stones and gold faster. They are dwarves after all  :)
Hope that could help you just a little bit and well, there are no bad ideas, just ideas, that's the purpose of a brainstorming  :P
« Last Edit: 1 January 1970, 00:00:00 by Baida »

Idanwin

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« Reply #13 on: 8 August 2008, 13:11:42 »
I think a third resource should be added: 'Iron'
Iron, gold and stone would be the main resources and wood isn't much needed.

I think dwarfs could make 'clockwork' things.
And the final monster (like the behemoth in magic) could be the Goliath (I stole the name from 'Invasion from the Unknown' (wesnoth campaign by Shadowmaster)).

The Goliath is a giant iron automation.

A clockwork spider:
http://http://brassgoggles.co.uk/images/clockworkspider.jpg
« Last Edit: 1 January 1970, 00:00:00 by Idanwin »

ZaggyDad

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« Reply #14 on: 10 August 2008, 19:45:46 »
The hand-held cannon dwarf would be a thunderer, not a bowman. And the gun would be practically the size of a cannon, but it would be small enough to hold, not like a rifle, or something.

~Zaggy
« Last Edit: 1 January 1970, 00:00:00 by ZaggyDad »

wciow

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« Reply #15 on: 10 August 2008, 23:39:00 »
Thanks again for the support and ideas guys  ;)   The Flame Team requires the Gunpowder upgrade.

Bombadier -  The Bombadier is the dwarven anti-building unit. It is very slow but deals massive damage at long ranges, especially to buildings. It has relatively weak armor and is vunarable to fast moving or air units. Bombadiers will require the Gunpowder upgrade.

Finally I would like to ask for any ideas on how the buildings should look. I tried to make the dwarven stonghold but I just couldn't get it right.

The basic XML structure is now finshed but will need alot of tweaking to balance it properly.
Model progress is slow but steady, I am focusing on quality over quantity here.

The current buildings are:

Stronghold
Warriors Hall
Farm
Defence Tower
Foundry
« Last Edit: 1 January 1970, 00:00:00 by wciow »
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

weedkiller

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« Reply #16 on: 11 August 2008, 10:38:06 »
Hi,
sounds very impressive and a well-though up faction.
For the dwarf building i only found this pic by google.


I think the houses must be build into the earth, so they are  not very high and perhaps they have earth-walls/hills that cover the house from being seen.
The walls should be natural stone and the roof should be high and wood/grass. The edges must be bound, so it looks like taking cover at its place...
Hm, dont know if that helps its always another part to out this imagination into a model.
« Last Edit: 1 January 1970, 00:00:00 by weedkiller »

ZaggyDad

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« Reply #17 on: 12 August 2008, 19:56:15 »
The Cannoneer should be named a Hand Cannoneer or a Thunderer. The name thunderer is more original, so I would favor that, but Hand Cannoneer is good too. And Bombadier should be spelled Bombardier. (It's missing the R before the d) And the Warrior should have a small battle-axe, and not a sword. Dwarfs aren't supposed to be good with swords. And the Dragonslayer could have fire-arrows. And what would the Flame Teams fire the fire from?

~Zaggy
« Last Edit: 1 January 1970, 00:00:00 by ZaggyDad »

MrBlack

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« Reply #18 on: 13 August 2008, 00:50:12 »
Contrary to your beliefs, dwarves do wield swords quite effectively (if a bit agressively). It's just they prefer to wield bigger and more destructive weapons.
« Last Edit: 1 January 1970, 00:00:00 by MrBlack »

Omega

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« Reply #19 on: 13 August 2008, 19:18:14 »
Sounding pretty good so far, can you make a sort of 'map' of the faction? And I agree that a resource Iron should be added. Another building idea would be a mine, which can increase the workers resource gathering rates drastically!

BTW, what do you plan to have the foundry do?
« Last Edit: 1 January 1970, 00:00:00 by omega »
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noobthenoob

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« Reply #20 on: 14 August 2008, 15:45:32 »
you should make the dwarves cheap so you can make many of them.
« Last Edit: 1 January 1970, 00:00:00 by noobthenoob »

MrBlack

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« Reply #21 on: 15 August 2008, 00:10:29 »
You should make a tileset made to look "underground" to go with this faction. The trees could be cavern walls, grass could be stone, etc.
« Last Edit: 1 January 1970, 00:00:00 by MrBlack »

ZaggyDad

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« Reply #22 on: 15 August 2008, 15:23:23 »
Don't make the Dwarves cheap. That would be totally wrong. They would have to produce the armor, (which would be powerful armor) and that would take a long time, since it's so strong.

~Zaggy
« Last Edit: 1 January 1970, 00:00:00 by ZaggyDad »

Omega

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« Reply #23 on: 15 August 2008, 17:14:35 »
Not cheap, short and powerful (and slow) the dwarfs should be balanced enough to fit either with magitech or a future elves faction (they go together VERY good, since they are often enemies. (Remember lord of the rings?)
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gameboy

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Re: Dwarf faction
« Reply #24 on: 27 September 2008, 15:54:47 »
I'm making an elf faction, cool!