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 New Units and Spells

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Shimatzu
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PostSubject: New Units and Spells   Tue Feb 03, 2015 9:12 am

Instead of chaniging existing units and spells I propose some new ones.

Units:
Fey:
Lady of the Lake, produced at the magic pool, at tier 4; Spell to summen water elemental; Atack: ranged: either pierce (Ice) or cold damage (snow, water) or Close quater with an ice sword

Barbarians:
Caller of the Storms, produced at the camp at Tier 4; Spell to summen air elemental;
Atack: like the minotaur shaman but as lightning damage.

Knights:
Lancer/Paladin, mounted Knight with Lance, high movement Speed and damage but low attacking Speed and defenses.

Plaguelord:
Giantslime, a Fusion of 4 slimes in a similar manner as the old wisp, bigger stronger, mayby explosive...

Dragon Temple:
Land Dragon, grounded weaker Dragon (about Tier 3 or 4), firebreathing or not, with high defenses (instead or additional to the Naga, mayby even as a Ssrathi unit)

As for spells: with the new spelltree systhem it should be easy to create and insert more like:

summon Magic:
summon nightmare, reaper, Salamander

Time Magic:
freeze mine production for a short while

Firemagic:
Ignite all nearby units and cause fear/Panic or make them go berserk

Illusion:
Create an Illusion of your Hero

Necromancy:
A spell to gain mana/live instead of units from remains

Well thats about it
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Zetoo
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PostSubject: Re: New Units and Spells   Thu Feb 12, 2015 2:42 am

Creating new units it’s a hell of an art and I believe it’s easy to change units... Even new units from wbc3 are made from others (like the summoner or runelord for example). Anyway I read somewhere that implementing new spells is not that hard (in comparison with creating units). So I have reworked all Shimatzu's suggestions and added some more spells in a new spell tree (I call it Protection Magic). All spell Sfx here:
http://www.mediafire.com/download/y41qs2sp8vgvoeh/Protection+Magic.zip
 
Protection Magic Spell tree:
1 Shillelagh (adds +x to caster combat) STEZ29
2 Self Illusion (Creates a temporary Illusion of your hero) STEZ49
3 Shield (provides a magic blue protection for your hero-->wbc1 shield) STEZ02
4 Morph Armor (Chaotically changes status on armor of all nearby units for a short while) STEZ50
5 Cannibal Corpse (recovers a small amount of HP from fresh corpses) STEZ51
6 Kargoth's Gift (All friendly units in command radious gain immunity to poison and disease for a short while) STEZ52
7 Balora's Gate (Summons one of four: Summoner, nightmare, reaper, salamander) STEZ53
8 Endure (All friendly buildings in command radious gain a small amount of HP) STEZ54
9 Call the Horde (Summons temporary Orcs to serve you) STEZ55
10 Mine Freeze (Stops mine production in the map for a short while) STEZ56
11 Ignite (causes terror on foes and sets them on fire) STEZ57
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Shimatzu
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PostSubject: Re: New Units and Spells   Thu Feb 12, 2015 5:59 am

Thx for the new spells king
I would make slight changes thought:

Asfor the gate spell either remove the summoner or let is sommon 2 units of the other choices, otherwise you xould rarely see something else.

Instead of call the Horde I have a rather fuIdea: Call the masses: summen 1 infantry unit of EVRY race...(high mana costs)

Also since It´s Protection Magic I would add some kind of healing or regeneration boosting spell in the first few Slots

I would also move the self Illusion further up and make it either Permanent(till death) or stronger, also maybe add a conversion ability to make seem more real and threatening.


As for the unts I have 2 Questions:

1. Is the Problem the artwork generally or something else?

2. Why are you changing some ot the units that much in the first place?
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Kharn
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PostSubject: Re: New Units and Spells   Thu Feb 12, 2015 11:28 am

The guy above me wrote:
1. Is the Problem the artwork generally or something else?

For units, the art work is the most time-consuming part. Each unit needs to be modeled and rendered in 8 different angles and to a specific scene, so the lightning and shadows align with everything else in the game. The rendered images will need to be positioned in animation sequence in to a single 256 colour bmp file and a number of times equal to the number of animation sets the unit will have (typically 5, but some have more). In addition to that, the unit's palette will need to be set to work along side the game's team-colours feature, as well as the ignored-background colours.
And then there's the interface image for the units, which requires a lot of cropping, re-sizing and grey scaling.

After all the visual frames are done, then comes the "appearance" of the unit in game. This is handled via an unique file (.ani) which tells the game how to draw/display the unit.

Because of all this, it's much easier to clone an existing unit. However, I plan on adding completely original units one day. (I've already began setting up the scene in Blender3D, hoping to simulate that which I2 achieved in 3DMax - so far things are looking good)
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Patrick_the_Winekiller
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PostSubject: Re: New Units and Spells   Thu Feb 12, 2015 6:47 pm

I would like to add that the hardest part is matching your artwork with the original artwork already existent in the game.

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Shimatzu
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PostSubject: Re: New Units and Spells   Thu Feb 12, 2015 8:54 pm

Can you use the artworks from other games if they are simmilar?
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Joe the Bartender
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PostSubject: Re: New Units and Spells   Fri Feb 13, 2015 1:47 am

Only with permission or if they're copyright free.
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Shimatzu
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PostSubject: Re: New Units and Spells   Fri Feb 13, 2015 3:32 am

Where can you check that?
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Joe the Bartender
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PostSubject: Re: New Units and Spells   Fri Feb 13, 2015 5:09 am

It's dependant upon its author and any copyright that has been put on the model. If the model's from a non-freeware game we will certainly need permission to use it. If it isn't from a game, it may still be copyrighted so just look out I suppose. It's got to say somewhere.
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