Author Topic: New Faction:Tech II  (Read 11682 times)

modman

  • Guest
New Faction:Tech II
« on: 27 September 2008, 16:14:34 »
This a replacement for the old Tech II topic.  I'll try to rebuild what I had before.

Below is an image of the tech tree.  It could definately change before the end when we release it (actually it probably will).

[attachment=0:1yberm11]techII_techtree.png[/attachment:1yberm11]

Hopefully I can get artwork done and the XMLs as well, because Dark Magic is going pretty slow right now (especially with DB crashes).
« Last Edit: 1 October 2008, 01:57:42 by modman »

gameboy

  • Guest
Re: New Faction:Tech II
« Reply #1 on: 27 September 2008, 16:36:33 »
I'll help with the models.

modman

  • Guest
Re: New Faction:Tech II
« Reply #2 on: 28 September 2008, 14:30:36 »
I'm working on the concept art right now for this faction, but if you want to help with Dark Magic, you can download some of the images at http://www.mediafire.com/download.php?neufupazfnj.  Please note that some of the images are old, and right now I'm working on coloring others from the faction. 

!Update!  Actually, I downloaded it myself and the only image in the folder I might change would be the Tower of Wisdom.
« Last Edit: 13 April 2016, 20:56:03 by filux »

modman

  • Guest
Re: New Faction:Tech II
« Reply #3 on: 28 September 2008, 15:43:26 »
Any thoughts on my peasent-laborer idea?  Does the concept fit in Magitech?  What should these units cost?

modman

  • Guest
Re: New Faction:Tech II
« Reply #4 on: 29 September 2008, 01:28:53 »
Here is the music for TechII.  You can download it from
Code: [Select]
[url=http://www.mediafire.com/?sharekey=1f5e66afc1e3f260d2db6fb9a8902bda]http://www.mediafire.com/?sharekey=1f5e66afc1e3f260d2db6fb9a8902bda[/url].  Any comments?  I got the music from altermusic.org; Titi pointed me to it at one of his topics.  The music is actually a mix of short songs by two composers.  Three of the songs are from the composer Lacrymosa; the songs I used are "rebirth of a machine", "before the storm", and "Dragon attack".  The other composer, Kevin MacLeod, and the songs I used that he composed are "Ignosi" and "We Got Trouble".  You can get royalty-free music at http://incompetech.com/m/c/royalty-free/.
« Last Edit: 13 April 2016, 20:57:25 by filux »

gameboy

  • Guest
Re: New Faction:Tech II
« Reply #5 on: 29 September 2008, 04:30:26 »
I dont think you should have the peasant-laborer thing instead you should have a peasant settler thing one guy is good at building buildings and cutting wood and the other has high hit points and is good at mining and also can morph into a militia unit how can attack.
Note: i'm using this for my mod so please when grading my mod put this in the positive abnormalities alright.
Thanks

gameboy

  • Guest
Re: New Faction:Tech II
« Reply #6 on: 29 September 2008, 04:36:20 »
Oh and other thing modman it just crossed my mind, can u do the icon and 2d images for my mod? Its not much just 4 icons and a title, please....

John.d.h

  • Moderator
  • Airship
  • ********
  • Posts: 3,757
  • I have to go now. My planet needs me.
    • View Profile
Re: New Faction:Tech II
« Reply #7 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.
« Last Edit: 10 April 2016, 18:23:57 by filux »

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: New Faction:Tech II
« Reply #8 on: 30 September 2008, 18:09:17 »
It looks pretty cool, but the problem is the seige tower. It would have to shoot arrows, as there would be no telling the comnpute that trying to board a unit is not the same as a castle... :lol:  :D  :D
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

modman

  • Guest
Re: New Faction:Tech II
« Reply #9 on: 30 September 2008, 21:19:54 »
Quote from: "johndh"
Also, I'd change the archer and longbowman to a crossbowman
I was thinking about including the crossbowman, but I think the best answer would be to have him morph from a longbowman.  (IE you'd be able to, with a set upgrade, ba able to upgrade your archer to either a longbowman or a crossbowman.
Quote from: "johndh"
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.
I don't think that a peasent would be able to afford a crossbow, because they didn't want to give peasents weapons that were too dangerous, fearing its effect on a revolution.  The pope at the time banned the crossbow's use against anyone except "infidels" in 1139 (this was during the Crusaids) because it was considered too murderous for "Christian warfare".  Actually, compared to some of the later ones, the crossbow of this time was a pretty poor weapon.  King Richard the Lionhearted generally disobeyed this edict, and he was ironically killed by a crossbow bolt.  If you were strong enough to use one (and well trained in its use), the longbow was actually a better weapon.
Quote from: "gameboy"
Note: i'm using this for my mod so please when grading my mod put this in the positive abnormalities alright.
Sure, I'll definately do that as soon as I can download it.  I'm eager to do so, so how about releasing a link?
Quote from: "gameboy"
can u do the icon and 2d images for my mod?  Its not much just 4 icons and a title, please....
No problem, just tell me what you want them to be and what you want them to look like.  (I have no idea what units you want me to do)

modman

  • Guest
Re: New Faction:Tech II
« Reply #10 on: 1 October 2008, 00:27:18 »
For clarification, the peasent gathers resources and the laborer builds buildings.

modman

  • Guest
Re: New Faction:Tech II
« Reply #11 on: 1 October 2008, 01:55:24 »
Any questions/comments/problems with the music?  How do you like it?  Tip: download VLC Media Player.  I like it far more than Windows Media Player because it can play so many different formats.  What about the music for Dark Magic?  How do you like it?  Is it too ominous?  Too annoying or loud?  Is it too long that it takes a long time to load on your computers?  (Not trying to imply that your computers are inferior, but I can only test it out on my computer)
« Last Edit: 13 April 2016, 20:57:08 by filux »

gameboy

  • Guest
Re: New Faction:Tech II
« Reply #12 on: 1 October 2008, 05:37:25 »
The icon base are in the Ardhon topic just do the base and i'll do the rest thanks.
and my mod is not finished yet.
about the laborer thing, i think the laborer should be the miners and build buildings like the castle and workshop, and the peasant could be lumberjacks and build domestic building like the farm and forge.

modman

  • Guest
Re: New Faction:Tech II
« Reply #13 on: 1 October 2008, 19:56:14 »
Actually I would really like to stick with the peasent gathering all the resources and the laborer building buildings only.  But thanks for the feedback; keep it coming!  How about how you liked the music?

modman

  • Guest
Re: New Faction:Tech II
« Reply #14 on: 1 October 2008, 21:29:09 »
Ok gameboy, got the "icon base" (at least that's what I thought you were talking about).
[attachment=0:5d7nfa9t]dwarf_core.zip[/attachment:5d7nfa9t]
If you don't like it, please tell me why and I'll fix it.

gameboy

  • Guest
Re: New Faction:Tech II
« Reply #15 on: 2 October 2008, 07:21:51 »
well it looks okay, but could you use the icons from the Ardhon topic as a base. Thanks.
and a suggestion for a unit Skirmisher a strong ranged unit with weak attack, i already have the model ready some texture and animating and done.

modman

  • Guest
Re: New Faction:Tech II
« Reply #16 on: 2 October 2008, 23:27:12 »
Do you have any concept art or something, because I have  no idea of what your unit look like.

gameboy

  • Guest
Re: New Faction:Tech II
« Reply #17 on: 3 October 2008, 07:28:13 »
i meant just the core (like you did with the dwarves) like with the elves you know a leave type shape curly and all that.
BTW by base i meant move, stop, attack and all that.

modman

  • Guest
Re: New Faction:Tech II
« Reply #18 on: 3 October 2008, 11:22:58 »
Oh alright.  I can do that.

gameboy

  • Guest
Re: New Faction:Tech II
« Reply #19 on: 4 October 2008, 03:18:35 »
thank,s i'll work on these models after i finish my dwarf and elf models.

modman

  • Guest
Re: New Faction:Tech II
« Reply #20 on: 5 October 2008, 17:52:44 »
I don't think you're going to like how the images turn out because they have t be 64 pixels by 64 pixels.  You won't be able to tell what it origanally was to be.

tripsahoy

  • Guest
Re: New Faction:Tech II
« Reply #21 on: 5 October 2008, 20:06:13 »
you should have an alcamest's labrotory unit that produces gold at a cost of stone like your energy fountians in dark magic

that would be cool but they might be better suited to the science faction.

modman

  • Guest
Re: New Faction:Tech II
« Reply #22 on: 6 October 2008, 01:02:34 »
I can't do that until someone figures out how to make resource requirements for commands.  I like the idea though...

gameboy

  • Guest
Re: New Faction:Tech II
« Reply #23 on: 18 October 2008, 05:05:07 »
hey why don't you have a magic 2 too? i already got some ideas, that way we could make a glest expansion.

modman

  • Guest
Re: New Faction:Tech II
« Reply #24 on: 19 October 2008, 03:00:16 »
There already is at least two "magic 2"s.  One is Dark Magic (beta 3 in a week or two).  The other is Four Path Magitech (
Code: [Select]
[url=http://glest.org/glest_board/viewtopic.php?f=15&t=3292]http://glest.org/glest_board/viewtopic.php?f=15&t=3292[/url]).  Both aren't done, but I would say Dark Magic is slightly more finished than Four Path Magitech.  Four Path Magitech has some really cool ideas, though.  One that I like is its Treant idea (I had never heard of a Treant before until I read the topic on Four Path Magitech).  Here is a picture of a Treant:

I think this is similar to what a Tree Walker is supposed to look like.  I might consider changing the Tree Walker's name as well.  Possible names are:
Ent
Treebeard
Treant
Others???
« Last Edit: 13 April 2016, 20:57:55 by filux »