Shadow Realm – Brainstorm

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Home Forums Modding and Map Making Shadow Realm – Brainstorm

This topic contains 1,098 replies, has 37 voices, and was last updated by  Refineus 3 years, 5 months ago.

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  • #247072

    Draxynnic
    Member

    I was trying to keep the ‘consume magic’ feel, as well as making it something that you generally wouldn’t want to use on your own units (leaving defensive use of dispel magic to regular supports), but could if you had good reason.

    Still, regular Dispel Magic could work as well, on the basis that enchantments are ‘looser’ and therefore less painful when sucked away.

    #247241

    vfxrob
    Member

    Ok team, im back in business I have a free long weekend coming up and my intentions is to have a draft of the shadow race unit models ready, firstly don’t get overly excited my plan is to use the elves and do a re texture job, with unique shaders.

    I’m not rigging all the models as it takes way to long to get their Riggs right, initially i thought i could rig the entirety in one file and upload all at the same time but it didn’t work so it was going to be every original unit, id rather spend those long hours on the core racial units, not to mention all the building decal I will need to look into for both SM and TM nas well as the Leader/Hero skins.

    I’ll have a look over the previous feeds but please state clearly on the racial units we are all in agreement about particularly the special, so I can have it for the draft.

    I will upload the 2 .CLB file here for whom ever has the core files they will have access to all the units and structures, these will continue to be updated but it will have structure for you guys to power ahead.

    I won’t be doing the unit icons but I may look into a female and male sfx for you guys.

    Time to get shit done.

    #247294

    Hiliadan
    Member

    Hey! Nice! I read that only today, I hope I’m not too late! So I really need to update the Wikia with the latest things… Going to start back work on it soon.
    For now, I think you can use that list to start your work: http://aow.triumph.net/forums/topic/shadow-realm-brainstorm/page/9/#post-246163

    Shadowtouched
    35h, 28m, 9d, 10r
    Melee Strike 9
    Shadow Shift
    Sprint
    Walking
    Evolve (Umbral Elf Infused)
    Umbral Elf
    Night Vision
    Shadow Walking
    40% Fire Weakness

    Shadow Shift: Grants the unit Incorporeal and Frost Weapons for a turn.

    We have always embraced the shadow. In our exile in the caves below Athla, the shadows concealed us. When Meandor led us against the enemies of Elvenkind on the surface, we brought the shadows with us. Now we stand guard over the gate to our homeland in the plane of shadows, the essence of this place will empower us. Embrace the shadow, become one with the darkness, and the claws and blades of our foes will be as nothing to you.
    The Long Watch, by Morrandir

    (I’m considering having Shadow Shift incorporate Sprint, forcing both to be used on the same turn. We could possibly start with them seperate, and if they need to be nerfed, that’s one way of doing it.)

    Night Guard
    43h, 28m, 10d, 10r
    Melee Strike 5p5s
    Polearm
    Pike Square
    First Strike
    Pikeman
    Walking
    Armored
    Umbral Elf
    Night Vision
    Shadow Walking
    40% Fire Weakness

    The banshee emerged from the wall of black stone and screamed in triumph. Our delegation cowered in terror, but the Umbral Elf city guards were undeterred as they surrounded the spectral screamer with spears lowered. The ghostly creature advanced, contemptuous of the forest of spearpoints, but the sparks flying from the first spears she touched made her recoil. The Night Guard tightened their circle, tamed lightning flowing down their spears into the creature until the spirit howled again, a cry of agony which, this time, was the portent of her own final death.
    Shadow Diplomacy, by Flora Sweets.

    (I’ve been tossing up onto whether to give these guys shields or not, at the cost of reduced damage. It’d be a point of difference with Union Guard, and tactically I’d see the pikemen as meatshields for the archers in the Umbral Elf list. On the other hand, Dark Elves have been pictured with two-handed polearms as far back as the AoW1 intro, and we also need to keep options open for the Syron pikemen. Of all the units here, this is the one I’d be happiest to see a better suggestion come up.)

    Arcane Archer
    32h, 28m, 8d, 10r
    Melee Strike 6p
    Arcane Arrows 2p6s
    Archer
    Armored
    Walking
    Umbral Elf
    Night Vision
    Shadow Walking
    40% Fire Weakness

    Knowing the nature of our likely foe, we trained our archers in basic sorcery, teaching them cantrips to infuse their arrows with the power of lightning. This energy would consume much of the arrow before it could land, but the bolts still flew straight and true, and the charred corpses they left behind spoke for themselves.
    The Long Watch, by Morrandir

    Infused
    43, 28, 9, 10
    Melee Strike 6p5fr
    Infantry
    Wall Climbing
    Incorporeal
    Shield
    Floating
    Umbral Elf
    Night Vision
    Shadow Walking
    60% Physical Protection
    40% Frost Protection
    40% Blight Protection
    40% Fire Weakness

    The unarmoured Umbral Elf warriors that escorted us seemed like they would be little use in a fight. When a rogue group of Shadow Demons attacked, though, I was shocked as their bodies dissipated into columns of shadow which allowed insectoid claws and mandibles to pass with little harm, while their swords and shields remained solid to strike blows in return. Commonwealth legends spoke of Elves so consumed by their own evil that their bodies were consumed in insubstantial darkness – these Infused had mastered the means to achieve this effect at will, and regain their physical form when the fighting was done.
    Shadow Diplomacy, by Flora Sweets

    (Adding Incorporeal, something like Frost Weapons, and a couple of extra protections seems to bring the Infused to roughly the same power level as Phantasm Warriors, which seems fitting. They have slightly less health, but higher resistance and having two protections rather than just one should make up for that.)

    Storm Priest
    36, 28, 9, 13,
    Melee Strike 4p4s
    Storm Bolts 4s4fr
    Bestow Static Shield
    True Sight
    Support
    Walking
    Umbral Elf
    Night Vision
    Shadow Walking
    80% Shock Protection
    40% Fire Weakness

    Meandor’s name be praised! May the power of the storms batter down those who stand against Him! Let his lightning strike down all who dare to raise arms against His servants! The time of reckoning is nigh!
    Litany of the Cult of Storms

    (I’m a little torn about the channels to give them. Logically, they’d probably still want to focus on shock alone. The distinction between the support abilities will still give them a similar degree of distinction with Storm Sisters as Forge Priests have with Elders).

    Exterminator
    55, 36, 11, 12
    Melee Strike 12
    Life Steal
    Charge
    Cavalry
    Mounted
    Armored
    Walking
    Projectile Resistance
    Umbral Elf
    Night Vision
    Shadow Walking
    40% Fire Weakness

    When we saw blood-red blades glowing in the darkness, we knew our time had come. The dark knights of the Elves had always been the scourge of humankind wherever they struck. But this time, their blades reaped the lives from the scuttling horde that surrounded us instead. Those who had once been our executioners were now our saviours.
    Reports from the Land of Shadow

    Shadow Weaver
    65, 32, 12, 13
    Melee Strike 6p6fr
    Invoke Shadow 8fr
    True Sight
    Support
    Mounted
    Walking
    Inflict Chilling
    Projectile Resistance
    Umbral Elf
    Night Vision
    Shadow Walking
    80% Frost Protection
    40% Fire Weakness

    Invoke Shadow strikes a 5 hex diameter area out to medium range, and can Blind affected targets. Not affected by range or line of sight. Umbral Elves are unaffected.

    Time and again our forces were repelled by the enemy’s siege engines, and then he came. Riding a chariot pulled by dark creatures from the Shadow Realm, he called down coils of shadow onto their battlements, blinding them to our approach. On our next approach, we would wreak a long-delayed vengeance for our comrades who had fallen before the Shadow Weaver’s arrival.
    Reports from the Land of Shadow

    #247296

    Hiliadan
    Member

    News proposed:

    ==
    About 3 months after the first piece of news (http://www.the-battlefield.com/aow3/index.php?page=commnews&eingabenewsid=40) announcing the community-made expansion, it is time to give a few updates on the project!

    As announced in the first article, the Shadow Realm expansion will add one new layer (the Shadow Realm), one new race and one new dwelling. More content may be added if the volunteers working on the expansion manage to complete it in their free time. The dwelling will be the Dark Elf Dwelling, which has been developed mainly by Gloweye (idea and coding) and Charlatan (art).

    http://www.charlatan.at/TMP/DarkElvesWIP_Array6.jpg
    Dark Elf Sharpshooter by Charlatan, work in progress, made in Blender

    The Dark Elf Dwelling is well advanced. As for the rest of the project though, it currently lacks someone with skills in using the software Maya to weight paint the 3D models developed by Charlatan for the Dwelling: if you are or if you know of any such person, please contact Hiliadan or any other person involved in the project! The project would also welcome very warmly any person with other graphical skills (icons, 3D models).

    http://aow.triumph.net/wp-content/uploads/2015/10/in_combat.jpg
    Archon models developed by Flenoom, in collaboration with Zaskow, which are parts of the assets the expansion could use

    The team working on the expansion would like to sincerely thank Triumph Studios for their support to the game and to the expansion itself. Triumph fixed many bugs in their latest v1.705 patch and took time to work on one issue specifically hampering the expansion (related to the map editor’s way of dealing with memory).
    The fix from Triumph may allow us to also include some nice maps (and maybe more) in the expansion!

    [link to be found]
    Example of structures that players will encounter in the Shadow Realm

    The expansion progresses slowly but progresses nonetheless. We will keep you updated: more on following news!

    #247307

    vfxrob
    Member

    Tis on its way, posed a slight problem. I was going to use the wyvern model for the elven mounts kind of like a dino slug thing, but only have a hero one, not standard units. So they will just be on horses instead, shadow horses.

    Attachments:
    #247312

    Gloweye
    Member

    Tis on its way, posed a slight problem. I was going to use the wyvern model for the elven mounts kind of like a dino slug thing, but only have a hero one, not standard units. So they will just be on horses instead, shadow horses.

    Can’t we use the draconian mount animations ? The raptors look a lot like the SM shadow mounts.

    #247324

    Draxynnic
    Member

    Excellent!

    For the Infused, rather than using an elven model, I’d suggest taking the Phantasm Warrior model, reskinning the glowing blue bit to a shadowy misty bit, and swapping the sword for an Elven sword.

    Shadowtouched… possibly use the archer model, give them a dagger, and reskin the mail as a shadowy effect instead.

    Storm Priests we should probably find a male model for (one of the male elf skins with a staff and the mail reskinned should work). Shadow Weavers might be the most challenging, since I was thinking of them as possibly being a chariot – you could possibly do something with the Ice Queen chariot (turning the ice crystals into shadow crystals, for instance). Of course, if you’ve got a better idea, knock yourself out!

    The others should probably be pretty intuitive.

    • This reply was modified 5 years, 4 months ago by  Draxynnic.
    #247370

    vfxrob
    Member

    Ill have a look at the raptor and see if i can get the normal map to change its form, it might be a bit tricky to make it unique with the raptors form. The sorcerers phantasm warrior is a good idea. Ive made a few accessories, so whom evers importing and linking will have a variety.will show some examples soon.

    #247513

    Hiliadan
    Member

    Hi there! We were starting to get some promising things!
    – rob had started to produce some models for the Shadow Elves
    – the Shadow Realm layer started to take shape with Gloweye
    – the Archon dwelling was also making some progress with Dr_K

    Any news on these? 🙂

    EDIT: ah and I forgot something important! I’m launching a game with Gloweye’s Dark Elf Dwelling to test it for balance (and for fun!). If you’re interested (Drax?), we still have 3 slots left: http://www.the-battlefield.com/aow3/index.php?page=bfmgames&listid=468
    It will be a casual game.

    • This reply was modified 5 years, 3 months ago by  Hiliadan.
    #247519

    vfxrob
    Member

    Ah read this as im heading to work but I will showcase within the next 12 hours, of some of the units.

    #247528

    vfxrob
    Member

    Had a little trouble getting my head around the masks (not just the black and white or glows but using the combination of both, had only recently decided on the skin tones they were a darker green. Still have not touched the player colours but they should be ok to overlay on the cloth.

    Here is some of the basic infantry and archer units, can only upload 4 at a time.

    #247534

    vfxrob
    Member

    Here are some of the very basic units, certain class units like assassins, scouts will have face cowls, very excited to work on the more detailed units like the hunters and warbreeds as well as their weapons, will also update the dreadnaught machines at the end. Whomever is working on the basic mechanics should be able to just have templates filler units and replace it with this when its getting closer to finalizing the product. Just a note some of the below units are a WIP just thought id show the direction.

    #247540

    vfxrob
    Member

    Last one.

    Attachments:
    #247544

    Hiliadan
    Member

    Nice!!! I have to admit I was actually a bit worried by your 1st screenshot on September 18th but I quite like all the screenshots you presented today! 🙂 They feel like Shadow Elves to me.
    I’m not sure what this one is supposed to be? http://aow.triumph.net/wp-content/uploads/2016/10/image7.png

    I need to take more time to update the Wikia now that the 3D models limitation seems to be moving less of a limitation. 🙂 I’m a bit more busy than I’d like because the balance mod is not progressing as fast as necessary for oncoming tournaments and I need to push it but I with these good recent progresses for the extension, I should be able to free some time for it! 🙂

    #247546

    wusong
    Member

    Very Nice!!!

    #247547

    Thariorn
    Member

    ehh, are image2 and image5 a splice of Lanaya’s and Traxes’ model from Dota2 ?

    Anyway, those look nice 😀

    #247550

    vfxrob
    Member

    @hiliadan

    Im changing the skin, so the face will be covered in shadow (more in tune with the shadow elemental) but thats the basic shape, drax had the idea.

    @thariorn, indeed! I had bought a few models for my own mod and toyed with the idea of purchasing a few models for this, as my own raw modelling skills are extremely slow.
    Buy body mesh? But its hard to justify just for a mod.

    #247551

    Dr_K
    Member

    I’ve started working on turning Flenoom’s models into a full dwelling. It’s slowly coming along. I haven’t quite got the dwelling up and running yet, but I do have a list of assets that need to be reused from another race/dwelling or created anew. If anyone is interested in creating new ones, I’ll gladly include them. I just haven’t gotten around to writing them, and I’m not a good 3D artist.

    Tactical map assets (I forget what we do and do not have control over with it)
    Strategic Map Dwelling
    Dwelling Names (was originally going to pull them from earlier AoW games)
    Dwelling Upgrade Names/Icons
    Archon Ability Description

    The icons that Flenoom used were the ones from the previous AoW games, and I am just going to keep using them unless someone wants to create new ones that match the AoW3 style.

    The first pass of unit stats are included below. They are kind of an amalgamation of their Revenant counterparts as well as the old iterations of the Archon race. To me they seem a bit over powered, but this is a dwelling race so we could change the building tree progression/costs to slow down access to units as well as changing stats.

    Will move the stats to a spreadsheet soon as well.
    Archon Inherent Traits

    • 40% Spirit Protection
    • Dedicated to Good
    • Hates Blighted
    • Dislikes Volcanic
    • Like Fertile Plains
    • Like Dense Vegetation

    Infantry T1
    HP: 46
    MP: 28
    Def: 10
    Res: 10

    Melee Strike (10 phys)
    Archon
    Armored
    Walking
    Shield
    Infantry
    Undead Slayer

    Bronze: Evil Slayer
    Gold: Strong Will

    Archer T1
    HP: 40
    MP: 28
    Def: 8
    Res: 10

    Shoot Bow (8 phys)
    Melee (9 phys)
    Archon
    Armored
    Walking
    Archer
    Blessed Arrows

    Bronze: Undead Slayer
    Gold: Armore Piercing

    Caster T2
    HP: 40
    MP: 28
    Def: 9
    Res: 12

    Spirit Ray (8 sp)
    Melee (7 phys 5 sp)
    Walking
    Archon
    Support
    Turn Undead
    Break Control
    60% Spirit Res (100% Total)
    40% Blight Weakness

    Bronze: Dispel
    Gold: Resurgence

    Paladin T2
    HP: 60
    MP: 36
    Def: 12
    Res: 11

    Melee (9 phys, 3 sp)
    Archon
    Armored
    20% Spirit Protection (60% total)
    20% Blight Weakness
    Holy Champion
    Undead Slayer
    Evil Slayer
    Walking
    Cavalry

    Bronze: Monster Slayer
    Silver: High Morale
    Gold: Inflict Spirit Breaking

    Avenger T3
    HP: 65
    MP: 28
    Def: 11
    Res: 13

    Spirit Blast (12 sp)
    Melee (7 phys 7 sp)
    Walking
    True Sight
    100% Blight Protection
    Strong Will
    Evil Slayer
    Free Movement
    Inspiring Aura
    Holy Champion
    Irregular
    Archon

    Bronze: Inflict Spirit Breaking
    Gold: Instant Wrath

    Titan T4
    HP: 100
    MP: 36
    Def: 14
    Res: 14

    Melee (22 phys 3 sp)
    Giant
    Mind Control Immunity
    Projectile Resistance
    Guard Breaker
    Walking
    Overwhelm
    40% Fire Protection
    Archon

    Bronze: Evil Slayer
    Silver: Inflict Crippling Wounds
    Gold: Holy Champion

    • This reply was modified 5 years, 3 months ago by  Dr_K.
    #247553

    vfxrob
    Member

    Give me until after the coming weekend I have have some in game demos for the wiki

    #247554

    Gloweye
    Member

    Perhaps a Lesser Resurrect for the Caster/Saint as a support ability ? They don’t have anything right now.

    Sounds like a good starting point tho.

    #247555

    Thariorn
    Member

    Perhaps a Lesser Resurrect for the Caster/Saint as a support ability ? They don’t have anything right now.

    Is it possibble to attach a condition to it like eg. “If resurrected unit deals a killing blow, unit stays alive after battle, otherwise it won’t”

    As a sort of play on the Archon#s high moral standards when it comes to fighting evil

    #247559

    Gloweye
    Member

    Perhaps a Lesser Resurrect for the Caster/Saint as a support ability ? They don’t have anything right now.

    Is it possibble to attach a condition to it like eg. “If resurrected unit deals a killing blow, unit stays alive after battle, otherwise it won’t”

    As a sort of play on the Archon#s high moral standards when it comes to fighting evil

    often not what you’d use resurrect for. I find myself saving it for the end of battle often to make sure you don’t lose units, and for a dwelling support…I think the power isn’t to much.

    #247660

    Draxynnic
    Member

    Im changing the skin, so the face will be covered in shadow (more in tune with the shadow elemental) but thats the basic shape, drax had the idea.

    Yeah, I figured that was an Infused when I saw it – or a step along the road, anyway. Look forward to seeing it with the shadow skin!

    They all look pretty good to me, although at a glance I’m not sure what most of them are – I do think I recognise a martyr and a berserker, though!

    And yes, I had been thinking it should be possible to do up the stats on units using a filler model and slot in the models when they’re done (would potentially mean that testing can start early too). I’d been thinking about doing it about a month ago, but I’m at an intensive period at work at the moment, so I might not have much free time to do so until December or so.

    Speaking of class units, though, we should start considering what unique features the class units should have. One is archers firing Arcane Arrows by default (would have to be scaled up for Mounted Archers) – and I think we’ve discussed a potential governance upgrade to apply to irregulars. We should probably think up some bonus for supports to play up the ‘strong in magic’ theme as well.

    #247796

    Charlatan
    Member

    As the collada scripts for Blender still don’t work in AOW3 and I will be still indisposed with no way to get used to maya, incase someone wants to rig the finished ones up already, I will send the raw files to hiliadan in .blend and .obj files.

    They’ll also have to be merged and centered first (armor pieces are currently all separate for modelling convenience) but that’s just a work of about 2 minutes anyway.

    No news at when I can/will be back.

    #247802

    Gloweye
    Member

    As the collada scripts for Blender still don’t work in AOW3 and I will be still indisposed with no way to get used to maya, incase someone wants to rig the finished ones up already, I will send the raw files to hiliadan in .blend and .obj files.

    They’ll also have to be merged and centered first (armor pieces are currently all separate for modelling convenience) but that’s just a work of about 2 minutes anyway.

    No news at when I can/will be back.

    Can you add me on steam ? I got some good news.

    #248370

    vfxrob
    Member

    Soooo… i had finished all the racial units about a week ago, pretty happy with them all and I made a test RPK file to get some screenshots and all the material shaders are showing up weird or not showing the geometry at all!

    I think its a shader error but to be honest I have no idea why its doing it, it shouldn’t!

    Anyway ive thrown the file into dropbox you can at least use them for testing purposes and il hand to grind sand remake the shaders and relink them, sooo annoyed,

    https://www.dropbox.com/s/jbzurvty0cdlmhr/Shadow%20Elves%20Cosmetic.rar?dl=0

    #248385

    HousePet
    Member

    So the map editor now takes up 1GB less ram for me when I make a blank XL dual layer map.
    How is it for people working on complex huge maps?
    Do we have room for Syrons? 😀

    #248406

    Draxynnic
    Member

    If we really do have a gigabyte more than we had before, then there’s a pretty good chance.

    #248410

    Gloweye
    Member

    We also got that gigabyte during runtime ?

    #248422

    HousePet
    Member

    If by runtime you mean when playing the game, we always had that and more as the game used half the memory of the map editor for me.
    We might not have a full extra GB to play with regarding map editor though. I only tested with a blank map, so once it is populated it might eat up more.

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