Author Topic: Dwarf faction  (Read 96813 times)

-Archmage-

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Re: Dwarf faction
« Reply #150 on: 24 March 2009, 11:59:19 »
ok i have to say i agree
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doomgamer

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Re: Dwarf faction
« Reply #151 on: 24 March 2009, 12:06:13 »
same here this could be a realy good mod when it is done
but the dwarves were also master smiths and prefered a sword or an axe usualy over any type of gun or bow though they were tinkerers

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Re: Dwarf faction
« Reply #152 on: 24 March 2009, 20:27:39 »
i have to say

no offense but i really think you should replace cannoneer with something that fits in with dwarves, and the particle projs are kind of strange
i think dwarves like weapos that are sturdy

ideas:
rock thrower
grenadier
crossbowman
hammer/axe thrower
chain fighter(or something like that, that uses a long chain[range:6]in combat)
roller(someone who rolls things at the enemy)

a few of those may sound ridiculous, but please consider my suggestion :)
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MadElf

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Re: Dwarf faction
« Reply #153 on: 25 March 2009, 08:11:32 »
A guy with a huge ax, and another one with a warhammer, also, mounts...

doomgamer

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Re: Dwarf faction
« Reply #154 on: 25 March 2009, 11:50:25 »
That sounds like a dwarf to me

wciow

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Re: Dwarf faction
« Reply #155 on: 25 March 2009, 21:48:33 »
Just a quick reply to say that this mod isn't finished or dead.
Thanks for all your interest and ideas though.

In fact I started working on a dwarven mounted unit today :)

Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

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Re: Dwarf faction
« Reply #156 on: 25 March 2009, 22:23:26 »
ok :)

ideas for mounted unit:
HP:1700
armor:15
armor-type:metal

melee attack(land only):

dual axes=speed:135-attack value:100-200(slashing)
large axe=speed:60-attack value:150-300(slashing)
large hammer=speed:50-attack value:200-350(impact)

ranged attack(for air only):

throw rock=speed:80-attack value:60-160(impact)
axe throw=speed:75-attack value:40-180(slashing)
javelin throw=speed:50-attack value:120-220(piercing)

hope some of these help:



on this one just imagine it without those mechanics on it- it's supposed to be a dwarf riding a drake

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MadElf

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Re: Dwarf faction
« Reply #157 on: 26 March 2009, 08:13:36 »
It is not a Dwarf, it is a gnome from Wow, I want that Hairy Rhino thing I showed to you, I think it would be pretty cool!
And I also like the Goat Rider.

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Re: Dwarf faction
« Reply #158 on: 27 March 2009, 15:23:20 »
so how bout it wciow?
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wciow

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Re: Dwarf faction
« Reply #159 on: 28 March 2009, 13:39:39 »
The mounted unit is coming along nicely. Its based on the rhinox picture which MadElf posted. I should have a screeny in a day or two.

@Archmage:
Thanks for the inspiration, I'll base my mounted unit on those stats then tweak it if necessary. 
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

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Re: Dwarf faction
« Reply #160 on: 28 March 2009, 18:19:52 »
anytime wciow ;)
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MadElf

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Re: Dwarf faction
« Reply #161 on: 29 March 2009, 02:13:29 »
Oh cool, I loved that Rhino thing.

here some ideas for your buildings if you want:

http://spellforce.jowood.com/?rid=1148&lang=en


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Re: Dwarf faction
« Reply #162 on: 29 March 2009, 04:33:58 »
yah i think we could use some more buildings
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MadElf

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Re: Dwarf faction
« Reply #163 on: 29 March 2009, 07:01:10 »
And also a magic user, could be called "geomancer" or something.

wciow

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Re: Dwarf faction
« Reply #164 on: 29 March 2009, 21:23:14 »
@MadElf:
I never heard of Spellforce before but the dwarven buildings and units look awesome. I especially like the demolisher unit.
I still don't want any magic using units in the dwarves, I think they should be more like tech and focus on machine weapons.

Finally, the rhinox...



Could do with some improvements and there are alot of parts which I should have done better.

Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

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Re: Dwarf faction
« Reply #165 on: 29 March 2009, 21:34:15 »
is a dwarf gonna ride it
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MadElf

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Re: Dwarf faction
« Reply #166 on: 29 March 2009, 23:44:26 »
WOW, it looks awesome!!
I love that texture!!
I just think you should make the eye "less cute" like, make it look angry.And smooth a bit the month, it looks a bit too square-ish.
But it I love it! ;D

Ps: I play a game called Zoo Tycoon 2, and being a zoo simulator game, there are loads of animal textures, If you want me to send you some hairy texture or something just let me know.



I can get you that if you want.
« Last Edit: 29 March 2009, 23:58:33 by MadElf »

modman

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Re: Dwarf faction
« Reply #167 on: 30 March 2009, 00:52:20 »
I'm not sure you can do that madelf...
I love that Rhinox, though, wciow.  It is absolutely amazing! :o

gameboy

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Re: Dwarf faction
« Reply #168 on: 30 March 2009, 09:28:14 »
Wow, and you said you made crappy textures. This is just great!!!
Keep it up. ;)

MadElf

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Re: Dwarf faction
« Reply #169 on: 30 March 2009, 09:30:49 »
@modman, I'm sure there is no problem on using it, except if we sell the product made out of it.

Also, please wciow, upload your mod on www.moddb.com, I can't download from mediafire.
« Last Edit: 30 March 2009, 09:40:41 by MadElf »

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Re: Dwarf faction
« Reply #170 on: 30 March 2009, 20:10:36 »
good job! ;D
this is going to be a great unit

and is a dwarf going to ride it?
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Omega

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Re: Dwarf faction
« Reply #171 on: 31 March 2009, 18:41:17 »
I think that's a very good model. BTW, will the next release be 100% balanced for magitech?
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Re: Dwarf faction
« Reply #172 on: 31 March 2009, 19:39:51 »
they have to many buildings, they're short strong and slower than normal troops, so the fighting units are balanced
but they don't have a enough different buildings so they build tons of each, then they produce tons and tons of troops, you need to either have more types of buildings(recommended by me), or have it take a long time to build the warriors hall and foundry, or lower the build and repair speeds of the worker units, or you could make the HP higher AND have it take a while to build.

as i said i recommend putting more buildings in

in fact i was thinking maybe for every unit in tech you find it's equivalent in the dwarf faction, and if there is no equivalent then create one, and then modify their stats to fit with the dwarves storyline or culture

hope these ideas are useful :D
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modman

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Re: Dwarf faction
« Reply #173 on: 1 April 2009, 01:04:29 »
they have to many buildings, they're short strong and slower than normal troops, so the fighting units are balanced
but they don't have a enough different buildings so they build tons of each, then they produce tons and tons of troops, you need to either have more types of buildings(recommended by me), or have it take a long time to build the warriors hall and foundry, or lower the build and repair speeds of the worker units, or you could make the HP higher AND have it take a while to build.

as i said i recommend putting more buildings in

in fact i was thinking maybe for every unit in tech you find it's equivalent in the dwarf faction, and if there is no equivalent then create one, and then modify their stats to fit with the dwarves storyline or culture

hope these ideas are useful :D

I do not like the idea of finding "dwarven equivalents" because that is just like too many other RTS games that make a bunch of factions whose only difference between units is the names...

I would again point to my suggestions for the extra building in Dwarves.  Also, maybe the Rhinox needs its own building...Anyways you certainly cannot have it being build at the Foundry! ;D
« Last Edit: 1 April 2009, 01:06:36 by modman »

doomgamer

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Re: Dwarf faction
« Reply #174 on: 1 April 2009, 12:44:11 »
how about a dwarven stable like thing because dwarves would ride warponies (if they were fighting above ground) into battle
« Last Edit: 1 April 2009, 16:17:14 by doomgamer »