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War of the Gods, Factions


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#1 DIGI_Byte

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Posted 18 December 2008 - 11:33 AM

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Faction submissions are now closed




The final faction are:
Custom hero's, I am forced to compress the 8 factions into 6 factions with the 7'th faction for ROTWK
So here's the list


Faction 1.
Consists of the following concepts
The scourge of the Underworld

Faction 2.
Consists of the following concepts
Falthrengans
Heritor Clan
Confederation of the Halen

Faction 3.
Consists of the following concepts
Mae'Vun'Sen
The Purge
The Aldrar Circle

Faction 4.
Consists of the following concepts
Desler's Mercenaries

Faction 5.
Consists of the following concepts
Mount Eivien

Faction 6.
Consists of the following concepts
Sons of Calheirus


Faction 7. - ROTWK ONLY
Consists of the following concepts
Juroka


The Unfortunatly scrapped faction
Dark Elves



Congratulations on the following faction submissions

The scourge - Submitted by DIGI_Byte
Falthrengans - Submitted by Dojob
Heritor Clan - Submitted by Gfire
Confederation of the Halen - Submitted by Mike_
Mae'Vun'Sen - Submitted by Vithar Megilaglar
Desler's Mercenaries - Submitted by Dojob
The Purge - Submitted by Some_weirdGuy
Mount Eivien - Submitted by Yoda_
Sons of Calheirus - Submitted by DoJob
Juroka - Submitted by Gfire
The Aldrar Circle - Submitted by Lord of Mordor

Please note some details on factions will be modified for balance and just tyding up on names and details so no factions seams left out or out of place


Congratulations on the factions that got in, Sorry for the factions that didn't make it but I couldn't find a place for you.
Thank you for your time and hard work everyone in submitting your application.


WOTG is an open project so it wont be behind any closed doors like LoneWolf, RA, and SEE and members are anyone with a respectable IQ level preferably higher than forum trouble makers...
So since WOTG is mostly still in the drawing board I'd like ask you what you wanna see in WOTG

Even though each faction should be unique in its own way, To keep development time down and game balance even. There are certain guidelines the faction must fall in

You'd like to create a faction but don't know where to start?
In the next post is a form to develop your own faction, simply fill out the blank spots, you may return to edit it at any time just leave a WIP in bold at the top of the post
its simply fill in the blank spaces

Cant think of names?
Try THIS website here, please be responsible and name appropriately

We currently have these faction types taken and you cannot "slightly" modify them to create a new faction.
Hellish/underworld faction


If your out of ideas try
druid/plant lovers
Fire/golem/volcano
Ice/witches
Pirates
Undead/necromancy - (but not hellish or from the underworld of sorts)

Please Note about the Champion/God
He, she or it, should be a representation of the pure power, speed or evil of the faction and will be the size of the balrog or more.



Faction submissions are now closed


Edited by DIGI_Byte, 27 January 2009 - 01:11 AM.


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#2 DIGI_Byte

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Posted 18 December 2008 - 11:33 AM

About the faction

Name of faction
<Name>

History - Not required
<History>

Describe the themes
The "fashion" and design of the "architecture"
-Units

-Architecture


-------------------------------------------------------------------------------

Building names and description
Castle
<name>

Barracks
<name>

Resource production
<name>

Defense Tower
<name>

Blacksmith/Lumber mill
<name>

Healing, Armour & exp bonus Statue
<name>


-------------------------------------------------------------------------------

Unit names and Description
Worker/Builder
<Description>

Soldier
<Name>
<Description>

Archer
<Name>
<Description>

Elite unit
<Name>
<Spell slot>
<Spell slot>
<Description>

Sub Hero 1
<Name>
<Spell slot1>
<Spell slot2>
<Spell slot3>
<Spell slot4>
<Description>

Sub Hero 2
<Name>
<Spell slot1>
<Spell slot2>
<Spell slot3>
<Spell slot4>
<Description>

Main Hero
<Name>
<Spell slot1>
<Spell slot2>
<Spell slot3>
<Spell slot4>
<Spell slot5>
<Spell slot6>
<Description>

Champion (God)
<Name>
Spell list 1
<Spell slot1>
<Spell slot2>
<Spell slot3>
<Spell slot4>

Spell list 2
<Spell slot5>
<Spell slot6>
<Spell slot7>
<Spell slot8>
<Description>


-------------------------------------------------------------------------------

Spells in your spell book and Basic description
Row 1 (top row)
<spell name>
<Spell description>
<spell name>
<Spell description>
<spell name>
<Spell description>

Row 2 (2nd row)
<spell name>
<Spell description>
<spell name>
<Spell description>
<spell name>
<Spell description>
<spell name>
<Spell description>

Row 3 (2nd last row)
<spell name>
<Spell description>
<spell name>
<Spell description>
<spell name>
<Spell description>

Row 4 (last 2 spells)
<spell name>
<Spell description>
<spell name>
<Spell description>


Edited by DIGI_Byte, 18 December 2008 - 12:28 PM.


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#3 DIGI_Byte

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Posted 18 December 2008 - 11:34 AM

WIP,

Name of faction
Underworld, Scourge of the

History
The Dark Lord Ξ (Xi) to rekindle his slowly dying soul he seeks to devour mortal souls during combat and has planned for this time for over 950,000 years, He has created powerful leaders to take roles in the mortal world and has cast himself a mortal form to enter and devour mortals at his leisure

Describe the themes
The "fashion", And design of the "architecture"
Ratty loose clothing for the basic units some times with rusting Armour
they generally have torn capes and cloth hanging from them

-Architecture
Semi crypt like, resembles allot like Gothic cathedrals and tombs with skulls and enchantments


-------------------------------------------------------------------------------

Building names and description
Castle
Necropolis gate

Barracks
Portal of the Damned

Resource production
Sacrificial pit

Defense Tower
Terror Tower

Blacksmith/Lumber mill
Forge of the damned

Healing, Armour & exp bonus Statue
Tower of Blood


-------------------------------------------------------------------------------

Unit names and Description
Worker/Builder
Crippled soul

Soldier
Skeleton Footman

Archer
Skeleton Bowman

Elite unit
Shir'kā
Petrify, freezes units in place
Death, Poisons an area and weakens Armour by 25%
Elite Warriors from the ranking armies of Anubis

Sub Hero 1

<Spell slot1>
<Spell slot2>
<Spell slot3>
<Spell slot4>
<Description>

Sub Hero 2
Vith-jah
<Spell slot1>
<Spell slot2>
<Spell slot3>
<Spell slot4>
<Description>

Main Hero
Mu'Gathů
Unholy Bolt, A lighting bolt that strikes a targeted area
<Spell slot2>
<Spell slot3>
<Spell slot4>
<Spell slot5>
<Spell slot6>
<Description>

Champion (God)
Ξ (Xi)
Spell list 1
<Spell slot1>
<Spell slot2>
<Spell slot3>
<Spell slot4>

Spell list 2
<Spell slot5>
<Spell slot6>
<Spell slot7>
<Spell slot8>
<Description>


-------------------------------------------------------------------------------

Spells in your spell book and Basic description
Row 1 (top row)
Unrest of the grave
Heals units in AOE and revives 1 unit
Unholy sight
Reveals part of the map, also casts Fear
Ground of Rotting
Taints an area, gives +50% Exp to units and -100% leadership and -75% armour of enemy

Row 2 (2nd row)
Pulled from the Grave
Summons 3 archer hordes of upgraded archers for a limited time (60seconds)
Immortal Tower
Summons a Death Spire on desired location
Pull of the Grave
Draws enemies in, taints the land with -100% leadership and +25% attack bonus to units and damages the enemy
Daemons Hand
The hand of a sealed deamon rips through the ground, hurting anyone caught in the terror

Row 3 (2nd last row)
Touch of the dead
(Passive) All soldiers get a +100% to attack but -50% to armour
Breath of the Dead
Rains down rotting skulls from the skies onto targeted area poisoning units within a large AOE
Coming of the dark
Summons the 3 lords of the dark realm (90seconds)

Row 4 (last 2 spells)
Vortex of Hell
Summons a gate way to hell, pulling in all enemy forces none hero-types are effected most, also damages buildings
Apocalypse
Stuns all enemies for 25 seconds, Summons the 4 horse men of for 40 seconds

Edited by DIGI_Byte, 27 December 2008 - 07:58 AM.


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#4 dojob

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Posted 18 December 2008 - 10:45 PM

About the faction:

The Falthrengans are a hardy people toughened by their harsh, nomadic lives in the freezing-cold mountains and forests. To defend themselves and help survive, they've set up alliances with some of the other races of the mountains, most notably the Wolves.

Name of faction
Falthrengans

History - Not required
<History>

Describe the themes -Units

Their warriors are tough and good at raiding and their Wolven allies provide some dangerous fast-attack troops. However, they are very few in number and while these warriors are sturdy and tough, their craftsmen aren't the best in the world.

As for appearances, I was thinking of a norse/angmar/dwarf style; hairy, rugged, and winter-themed.

-Architecture

The Falthrengans are nomadic and thus they aren't settled down in a single location long enough to set up heavy fortifications. However, their camps are mobile, so even if their enemies think they have the upper hand, they may be moving their siege units into the completely wrong location while the Falthrengans set up somewhere else and surprise them from another place.

As for appearances, see what I put for their units :D

-------------------------------------------------------------------------------

Building names and description
Castle
Great Hall

Barracks
Warrior Lodge

Resource production
Orchard / Hunting Lodge

Defense Tower
Keep

Blacksmith/Lumber mill
Lumber Camp

Healing, Armour & exp bonus Statue
Hearth


-------------------------------------------------------------------------------

Unit names and Description
Worker/Builder
<Description>

Soldier
Berzerkers

-Fast, have a strong attack, and steal resources when attacking buildings. Hordes of 10, scattered like BFME1 evil infantry.

Archer
Hunters

-Long Range, high attack, low rate of fire, stealthed in trees. Hordes of 10, scattered like BFME1 evil infantry.

Elite unit
Wolf Pack

-Fast attack unit, come in hordes of 5. Abilities are "Pounce" (which is like "leap") and "howl", which debuffs enemy units.

Sub Hero 1
Felthren:

-Maul: Felthren leaps onto an enemy unit, doing a lot of damage to that unit and decent damage and knockback to nearby enemies.

-Alpha Wolf: Nearby wolves get speed, armor, and experience bonuses. (Passive)

-Mighty Howl: Enemy units freeze in fear (like Boromir's "Horn of Gondor")

-Join the Hunt: Summons 2-3 wolf packs and temporarily grants all nearby friendly units strong attack bonuses as well as decent sight bonuses and range bonuses for ranged units like hunters.

Description: Leader of the Wolves and a good offensive "fighter" hero.

Sub Hero 2
Sindri:

-Clouded Vision: enemy units in the targeted area temporarily lose vision and move more slowly.

-Pagan Sorcery: Poisons nearby enemy units and makes nearby friendly units do some magic damage in addition to their normal attacks

-Winds of the Mountains: like the "Fell Wind' power, except that it blows enemy units away

-Chaos: Targeted enemies attack any nearby units, whether friend or foe for a little while.

Description: A sorcerer hero who isn't quite as good in direct combat as Felthren but has powers that can be very dangerous if used well. Has a sword and a staff


Main Hero
King Hilthregar:

-Warrior King: attack and armor bonuses to nearby units (Passive) (When he gets to the same level as "Alliance", nearby units also gain fear resistance)

-Smash: Like "Wizard Blast", but not as damaging until later levels

-Great Feast: Heals the King and nearby friendly units

-Alliance: the King and nearby wolves (including Felthren) gain experience and armor bonuses when he's near them.

-Camouflage: Targeted unit or building becomes permanently stealthed except when detectors are around.

-Fight On!: the King and nearby friendly units temporarily become invincible, move a bit more slowly, and do more damage.

Description: King of the Falthrengans and a good balance between support and raw fighting ability, and carries a big hammer like Gloin.

Champion (God)
Bergormund


-Chasm: Bergormund smashes the ground and causes a chasm that greatly damages and knocks back all enemies in a line going from Bergormund.

Frost Giants: Summons 4 giants around Bergormund that are slow, tough, and have slow but very damaging attacks.

Bergormund's Favor: All friendly units on the map gain fear resistance and big armor bonuses; the ability isn't passive, but the effects are permanent for the units that are affected, like "Draft".

Like the Wind: Teleports Bergormund and nearby allies to a chosen location (that's not to far away ofc)

--------

Stomp: Knocks down all nearby enemies

Impale: An icy spike shoots up out of the ground, instakilling a targeted unit

Bellow: All enemies on the map (or in a big radius) freeze in terror (like a super-"Horn of Gondor')

Ice: Any buildings in a targeted area become frozen, making them incredibly easy to destroy by shattering.

-------------------------------------------------------------------------------

Spells in your spell book and Basic description
Row 1 (top row)

-Raven Scouts: Summons a flock of Ravens (like "Crebain", but without the debuffs, last longer, and have more health)

-To Battle!: Targeted friendly units gain minor speed and attack bonus and 1 man is added to any horde that's lost units.

-Tundra: Like "Elven Wood"


Row 2 (2nd row)
-To War!: Buildings in the targeted area make units faster and units in the targeted area (including buildings that are in "mobile mode") move faster.

-Heavy Fog: like "Enshrouding Mist"

-Raider Warband: Summons a few berzerker hordes

-Pagan Shrine: Summons a building that works like a statue; nearby units get XP and armor bonuses and heroes become cheaper if u get more of them. It also heals units, but not very quickly and it won't replace any dead guys.

Row 3 (2nd last row)

Snow: All enemy buildings on the map temporarily suck; barracks produce more slowly, resource buildings get less resources at a time, and healing structures like wells or hearths stop healing units.

Raven Lords: Summons a pair of giant ravens that are like giant eagles.

Warrior Fury: All your units on the map that don't already do knockback will now temporarily do knockback and have more damage.


Row 4 (last 2 spells)

Avalanche: like the "Avalanche" power

Earth Quake: like the "Earth Quake" power

Edited by dojob, 19 December 2008 - 01:52 PM.

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And please add Bear-mans


#5 DIGI_Byte

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Posted 19 December 2008 - 12:33 AM

Its looking good so far

EDIT: Just remember to have a WIP in the top as it maybe considered finished.

Edited by DIGI_Byte, 19 December 2008 - 12:36 AM.


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#6 dojob

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Posted 19 December 2008 - 02:59 AM

Done. Hero names could probably use some improvement, but I think this would be a good faction :D
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And please add Bear-mans


#7 DIGI_Byte

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Posted 19 December 2008 - 04:28 AM

Your main hero is 1 short of a spell


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#8 Gfire

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Posted 19 December 2008 - 06:18 AM

WIP (don't have much time tonight I'll work on it more tomorrow :D )

About the faction

The Heritor clan is a, well, clan, of Humanand Elf fighters. They are good at taming beasts, and rely on several types of "pets" during battle, including dragons. Their skills vary, but include magic, healing and stealth. The Heritites live in forest camps where they can keep hidden from other civilizations. They are nomadic loners that only work with themselves.


Name of faction
Heritor Clan

History - Not required
<History>

Describe the themes
The "fashion" and design of the "architecture"
-Units
They wear leather armor and hooded cloaks, with various belts and straps. Not upgradable with heavy armor, however.

-Architecture
They are treehouses, tents and forts hidden in the trees, and rocky structures that have lower levels under the earth. They are made of rough green and cherry wood, and stone are often overgrown with shrubs and plants.

-------------------------------------------------------------------------------

Building names and description
Castle
Fort

Barracks
Rally Point

Resource production
Wind Mill

Defense Tower
Tree Flet

Blacksmith/Lumber mill
Refinery

Healing, Armour & exp bonus Statue
Fountain of Life


-------------------------------------------------------------------------------

Unit names and Description
Worker/Builder
Peasant

Soldier
Human Warriors
Two-handed swordsman with stealth. Similar to the Black Numenoriens in RotWK (a little weaker but with stealth)

Archer
Elven Rangers
Strong, stealthy elf archer, similar to BFME Mirkwood archers (but not as strong)

Elite unit
Half-Elves
Toggle Sword/Bow (Self-explanatory)
Heal (Pretty much standard heal from the game, maybe a bit smaller of an area)
A magical half-breed of Human and Elf, these elite warriors have mastered both Sword and Bow. Similar to Noldor warriors.

Sub Hero 1
Olwen
Toggle Sword/Blow (Self-explanatory)
Poison Arrow (Strong Attack with poison damage. Requires bow equipped)
Forest Birds (Summon A flock of birds that detect stealth and drain the enemy of %50 attack)
Half-Elf Gift (Heals and grants experience to target troops)
A Female Half-Elf who is strongest and range but decent with a sword, too. She is Erlend's sister.

Sub Hero 2
Erlend
Blade Master (+%80 Damage, +%60 armor and knock-back temporarily)
Knife Throw (Ranged attack that hits a few targets (like Gimli's Axe Throw))
Sword of Arendelin (Causes fear, like Elendil)
Half-Elf Gift (Heals and grants experience to target troops)
Olwen's Brother, and a skilled swordsman.

Main Hero
Lusratain
Leadership (+%60 Damage, +%45 Armor, resistance to fear to allies)
Train Allies (Grant experience to targeted allies)
Shadow Slash (Strong attack with knock-back and poison damage)
Rumble (Strong CaH Earthshaker that shaked the ground)
Rock Skin (+%500 armor for a while)
Battle Rage (Lusratain can crush enemies and is immune to arrows temporarily)
Lusratain is a large being. He is partially human, but is partly made of stone. He is a Titan among warriors. He always has knockback, but does not stealth.

Champion (God)
Rathnul
Spell list 1
Curse (Enemies in area are greatly poisoned and suffer -%60 armor)
Earth Shaker (Strongest CaH Earthshaker or better)
Leap (Long-ranged, powerful leap attack, like Balrog's Fly)
Log Roll (Launch a bunch of large logs to roll over enemies. Similar to Flood.)

Spell list 2
Blessed Forest (Elven Wood with Larger Area. Gives +%70 Damage and +%40 to allies, -%20 armor to enemies.)
Restoration (Elrond's Restoration)
Bless Structure (targeted building takes only %10 of usual time to train units and research technology permanently )
Favor (Grant all allied units on the map major experience, resistance to fear, +%50 armor and damage, and %500 experience train rate for a while)
Rathnul is a great being with magical powers. He is about nine feet tall, and wears green robes. He carries a wooden staff. He has knockback and is always stealthed.


-------------------------------------------------------------------------------

Spells in your spell book and Basic description
Row 1 (top row)
Blessed Forest
-Like Elven wood. Gives +%40 Damage, +%25 armor to allies, -%10 armor to enemies.
Heal
-Standard Heal power
Secret training
-Targeted units gain experience

Row 2 (2nd row)
Tree of Life
-Grow a tree that heals nearby units and gives +%50 damage and +%50 armor, and +%200 experience rate.
Summon Half-Elves
-Summon a few Half-Elves to the Field
Scavenger
-Passive, earns resources for kills.
Blessed Harvest
-Industry

Row 3 (2nd last row)
Restoration
-Elrond's Restoration with slightly larger area
Vision of The Sage
-Entire map is revealed for a while
Hidden Camps
-Passive, All buildings always stealth.

Row 4 (last 2 spells)
Plague
-Land-Effect spell, looks like a greenish-tainted land, but larger. All enemy units to pass on the land are poisoned with high damage.
Roots of Wrath
-Strong Area spell, similar effect as earthquake. Roots grow up from the ground and attack nearby buildings and units.

Edited by Gfire, 31 December 2008 - 09:39 PM.

Greetings, community.

#9 dojob

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Posted 19 December 2008 - 01:52 PM

Your main hero is 1 short of a spell


Didn't think he really needed it, but alright.
Some helpful info on RotWK replays
Game Replays Forums; I am Panda Bear™
Awesome sig by TravTech :D PANDA POWER!!!
Posted Image
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And please add Bear-mans


#10 Gfire

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Posted 19 December 2008 - 09:11 PM

I noticed both of our factions were described as nomadic. It probably wouldn't be the best to keep both of them in that case, but the actual factions are very different. My Faction isn't really as nomadic as much as it is, well, a self-supporting civilization that doesn't rely on anyone else, but they still stick together within the group and are somewhat different than dojob's faction.
Greetings, community.

#11 mike_

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Posted 19 December 2008 - 09:40 PM

wip.



About the faction

Name of faction
Confederation of the Halen.

History - Not required
A race apart from any others to be found in the wide expanses of the world, the Halen are one of the last, truly indigenous, peoples. Human, they consisted of more than a dozen tribes of varying sizes, though all shared a similar outlook on life - kill or be killed. For centuries, the world outside their plains waged war and minded it's own business, content to leave whatever may be out there to itself. Then the settlers came. Taking land that the Halen had farmed, hunted, and lived on for a thousand generations for their own, they drove off the native people to starve in the wilderness, unconcerned with where the winds took them. Which was their folly. Several leaders arose among the refugees and, for the time untouched, tribes. Two came to major prominence; Haen and Fenian where their names. Forging an alliance, they coerced, assassinated, and beat their race into a strong confederation ruled by the two 'head chiefs'. Building up their armies, they waited for the most opportune moment. It came not much later when a fresh wave of outsiders invaded the grasslands to seek their fortune - or as they found out, ran like sheep to the slaughter. The Halen Confederation exploded; war-bands and hosts of battle-hungry warriors ravaged in every direction save inward. Burning all settlements and slaying or slaving all they came across, within months the invaders were repulsed and driven off. Now the confederation, led by it's two leaders, are on the war-path to glory - and death will come to any that would bar their way.

Describe the themes
The "fashion" and design of the "architecture"
-for units, the Halen rely on an extremely mobile, extremely light military. The Halen military tradition demands that a 'man' have three things in life; at least one wife and born son, a piece of land, and a horse. As such, they are expert horsemen and warriors; taught to ride and fight before they can walk or talk. Due to the sparseness of their lifestyle, they have little in the way of swords and armour - axes, bows, and leather are all more easily made and useful outside of battle.

-likewise, their buildings are not permanent stone edifices; rather composed of light tents and what natural shelter can be found. The Halen do however go to great lengths to honour their war-chiefs; a victorious chieftain or champion may come home from a great battle on the fields to find a new dwelling of stone and hide (and another wife) awaiting him and his warriors.


-------------------------------------------------------------------------------

Building names and description
Castle
War-Tent.
-a massive tent (or several lashed together to make a complex building) with a great fire in the middle below an open hole to let smoke out.

Barracks
Warrior's Encampment.
-trains units. Several small tents erected around a campfire, with gear of war strewn throughout.

Resource production
Hunting Party.
-a few tents around a bonfire. Has a wide range, and generates a lot of resources. However, high price and slow build time.

Defense Tower
Lookout Fire.
-several archers pacing around a campfire.

Blacksmith/Lumber mill
Stockade.
-researches upgrades. Increases productivity of nearby buildings - resource or unit-producing. However, very costly. Looks... well, basically, like a largish cave with lots of barrels, vegetables, and dead game animals inside.

Healing, Armour & exp bonus Statue
Heathen Bonfire.
-several captured enemy units impaled on stakes in the midst of a big bonfire. Witch-burning FTW!


-------------------------------------------------------------------------------

Unit names and Description
Worker/Builder
-builds structures (use your imagination :p)

Soldier
War-Band.
-Group of about ten warriors on foot with axes and spears. At level two get throwing axes on foot and javelins (stronger than axes) when mounted.. Can be upgraded with Mounts, which allows them to mount and dismount from horseback ;)

Archer
Hunting Party.
-Ten archers on foot. Very good rate of fire, not so good attack power - not much metal available for use. Can be upgraded with Mounts, and at level two can fire while moving. At level two can use hand weapons when enemies get too close.

Elite unit
Champion Huscarls.
-Five heavily armed men. Can toggle from two-handed clubs and axes (area of effect) to a shield and axe (better defense).
~Can use 'battle-song' which causes terror in enemy units and a buff to friendly ones. They take up battle-horns and sound a charge, basically. Can Mount and Dismount from the start.

Sub Hero 1
Haen. One half to the pair of War-Chiefs that dominate the Confederacy, he prefers to be at the front of the charge than behind.
-Level One; Lead the Charge. Fifty percent experience, one-hundred percent attack increase to nearby troops.
-Level Three; Shared Power. Doubles attack when near Fenian.
-Level Four; War-Horn. Causes targeted enemies to despair and lose all buffs (temporarily).
-Level Six; Loyalty. Summons a four battalion War-Band, fully upgraded.

Sub Hero 2
Fenian. A master in the political arena, Fenian is most at home when directing his loyal warrior's actions from the midst of their ranks, keeping them cool and steady in a fight.
-Level One; Saviour to the Plains. One-hundred fifty percent defense increase to nearby troops.
-Level Three; Shared Power. Doubles defence when near Haen.
-Level Five; Medicine Man. Heals units in radius, replenishing one fallen man per battalion.
-Level Seven; To the End. Nearby units keep fighting until Fenian dies, even if their own health runs out.



-------------------------------------------------------------------------------

Spells in your spell book and Basic description
Row 1 (top row)
Healing Arts.
-wide healing radius; fully restores injured battalions.
Battle-Cry.
-increased move and attack speed, as well as attack power, to troops inside radius.
Friendly Animals.
-reveals targeted portions of the map.

Row 2 (2nd row)
<spell name>
<Spell description>
<spell name>
<Spell description>
<spell name>
<Spell description>
<spell name>
<Spell description>

Row 3 (2nd last row)
<spell name>
<Spell description>
<spell name>
<Spell description>
<spell name>
<Spell description>

Row 4 (last 2 spells)
Stampede.
-A massive herd of bison run from one side of the map to the other, trampling anything and everything in their path.
Prairie Fire.
-targeted area is lit aflame, and the fires are quick to spread and damage. Any units inside are slain instantly.




I'll finish later with upgrades, more spells, etc when I can think of something. What do you think?

#12 {IRS}Athos

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Posted 19 December 2008 - 11:03 PM

I think that there's a nomad overload here... ;)
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#13 mike_

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Posted 19 December 2008 - 11:16 PM

Mine aren't nomads though. They just live few and far between.

#14 Vithar-133

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Posted 20 December 2008 - 12:33 AM

WIP.

About the faction

Name of faction
Mae'Vun'Sen

History
Elven and human warriors hidden in the mountains. They can easily use both magic and blade. They are also useful in almost every combat eventuality, but they excel in no one area, making them more reliant upon their superior quality weapons and powerful magic. Their armour tends to vary, depending more upon the individual warrior than a set dress code. Though their numbers are by no means low, their armies tend to be powerful, but small.


Describe the themes

Colour-wise, the Mae'Vun'Sen tends to wear a lot of neutral colours. Their main colours are garnet and silver.

-Units
Rank-and-file soldiers are the only units with a set dress code, and tend to be shorter than elite units. Chain covered by a surcoat, with plate greaves and bracers. (Think Crusaders, here.)

Elite soldiers elaborate robes, reinforced with armourweave to give adequate protection in the field of battle. Sometimes, they do wear heavy, Samurai-esque armour.


-Architecture
Circular and stone, with a decorative vine motif around the tops and bottoms of the buildings. Like their warriors, the buildings are few, and often serve multiple purposes, but they are strong in their own right.

-------------------------------------------------------------------------------

Building names and description
Castle
Hall of the High Council
-Three round buildings, all touching in the center (like a venn diagram.) Trains heroes and some infantry.

Barracks
Salle
-A relatively rectangular building, the corners are rounded, aside from the Hall of the High Council, it is the largest building. Trains cavalry and infantry units.

Resource production

Michin Farm
-Basically, a small round farm, with a garden surrounding it along the outside.

Defense Tower
Michin Outpost
-Basic defensive Tower. Brings in a very small amount of resources when built. Amount increases marginally when it is garrisoned. (Garrison troops do need to eat, after all...)

Blacksmith/Lumber mill

Taizhan Forge
-Forges equipment. Also bears upgrades for the heroes and allows faction-wide upgrades to defensive weapons

Healing, Armour & exp bonus Statue
Pillar of Garnet and Silver
-A pillar of garnet that provides experience. A ring of silver around it acts as a fountain, holding blessed water in it.


-------------------------------------------------------------------------------

Unit names and Description

Worker/Builder
Constructor
Aside from building, can do a limited defensive role when attacked. Can also repair.

Soldier
Commandant's Sword
-Rank and file warriors. Crusader like armour, curved sword and a buckler. Can switch to spears for anti-cavalry. When wielding spears, can go into a Porcupine formation. When weilding swords, they have a block formation. Can upgrade to a larger shield and a steel cuirass.

Archer

Commandant's Arrow
-Basic archers. Crusader like armour, longbows. They have a short sword as well, should the enemy get close enough. They have a skirmish formation. Can upgrade to have a steel cuirass.

Elite unit
Commandant's Fist
Level 3: Magus Shield
-Grants Commandant's Fist units increased defense, via magic, against all damage except magic. Nearby units also receive a small defensive bonus.
Level 5: By the Commandant's Name!
-Puts the Fist unist into a fervor, increasing strength, attack and speed, at the cost of defense, greatly (both ways).
-Samurai-esque equipment. Can mount and switch to bows (when unmounted.)

Sub Hero 1
Master Smith Damashqi
Level 1: Weaponskill
-Increases Damashqi's attack power.
Level 4: Smith
-Increases the attack of all nearby melee heroes and units.
Level 7: Forge Hammer
-A powerful single hit magic attack. A blast of flame knocks back enemy battalions and causes damage. May cause minor fires.
Level 10: Master of the Forge
-A powerful magic that greatly increases the effectiveness of all weapons in a radius around Damashqi.

Damashqi is the Master Smith of the Mae'Vun'Sen. Rarely seen outside his forge, it is said that Damashqi is unable to fight. However, when he picks up his hammer, the enemy is in for a great defeat. His abilities are almost all directly related to the forge. A spell cast on his hammer gives it a fiery look, causing it to glow red.

Sub Hero 2
Lady Sehlys Akluun
Level 1: Rite of Healing
-Sehlys can cast a healing spell in a small radius around her, instantly healing all units in her vicinity to max health.
Level 4: Scion of Tarvast
-Sehlys provides experience and defensive boost to surrounding soldiers.
Level 7: Love for Vithar
-When she is near Vithar, she is granted a small defensive, experience and attack bonus.
Level 10: Sanguinem et Ferrum
-Sehlys is granted an great increase to attack speed, allowing her to strike more often.

Second to Vithar in terms of power, Sehlys' is focused largely on healing. However, her power with a sword is nothing to sneeze at. Sehlys wears armour much like Vithar's, although, rather than breeches, she wears a reinforced riding dress. Wields a silver glowing katana. An upgrade from the forge equips Sehlys with scale mail over her chest and legs.

Main Hero

Commandant Vithar Akluun
Level 1: Toggle
-Allows Vithar to switch between bow and sword.
Level 3: Song of Vun'Savo
-Hones Vithar's mind to a sharp point, increasing his attack power and attack speed (sword) or increasing his range and rate of fire (bow). Disables toggle while active.
Level 5: Mind over Matter
-Vithar's skill at kinesis allows him innate control of the elements. A single blast of Ice, Fire, Water and Earth hits enemies in an arc front of Vithar.
Level 7: Love for Sehlys
-When he is near Sehlys, he is granted a small defensive, experience and attack bonus.
Level 9: Mind Blast
-A shockwave spreading out from Vithar kills basic units, injures elite units and heroes. Also takes a percentage of health away from Vithar when it is used.
Level 10: The Lord Commandant Supreme
-Vithar's leadership of the Mae'Vun'Sen. A boost to all Mae'Vun'Sen units and heroes. Experience, attack and defense minor increase.

Vithar is one of the more dangerous warriors in the Mae'Vun'Sen, skilled with both blade and mind. Married to Sehlys, the two share a bond unmatched, allowing them to aid each other in certain ways. He wears little in the way of armour aside from a cloak and some lacquered greaves and bracers in addition to a fine reinforced tunic and breeches. Wields a gold glowing katana. An upgrade from the forge equips Vithar with scale mail over his chest and legs.

Champion (God)
Isamukatsu
Spell list 1: Healing and Friendly Buffs
Warrior Spirit: Blows the Horn of Swords. All allies gain an attack and speed increase for the duration of the effect.
Angel of Life: Heals any targeted battalion or hero.
Guardian Spirit: Blows the Horn of Shields. All allies gain a defensive and speed increase for the duration of the affect.
The White Edge of Deepercut: Swings the white edge of Deepercut, which heals whatever it touches. Heals all allied units, heroes and structures in an arc in front of Isamukatsu instantly.


Spell list 2: War and Enemy Debuffs
Carnage Anthem: Blows the Horn of War. Enemies in a small radius cower in fear.
Archers of Heaven: Calls down a powerful flight of arrows from the heavens. Does great damage to any enemies in targeted area.
Angel of Death: Poisons a targeted enemy battalion or hero.
The Black Edge of Deepercut: Swings the black edge of Deepercut, which cuts down to the very soul of the target. Does massive damage to any enemy building unit and hero in an arc in front of Isamukatsu.

One of the greatest Spirits of War. Wears a golden suit of Samurai armour and the greatsword, Deepercut. Signed a Pact with one of the first lord Commandants of the Mae'Vun'Sen.


((Deepercut: A greatsword with two edges (literally a double edged sword...), one black and one white.))



-------------------------------------------------------------------------------

Row 1 (top row)
Horn of Isamukatsu
-Increases the attack speed and power of any battalions that are targeted.
Mind-Scout
-A small familiar is sent out to scout the area.
Water of Life
-Targeted units are healed

Row 2 (2nd row)

Mandate of the High Council
-All friendly units and heroes gain a slight (perhaps 5%?) increase to attack, speed, defense and experience over a long period of time
Alliance with the Spirits
-Summons some Spirit Units to aid the Mae'Vun'Sen in battle. (Sword, Bow, Cavalry)
Mind Shield
Increases Defense of units (not heroes) in a small radius.
Plane Gates
-Teleports targeted battalions (enemy and ally) to a target location near a Michin Outpost.

Row 3 (2nd last row)
Coalition with the Spirits
-Allows an upgrade to be purchased at the Taizhan Forge that slightly increases weapon damage and defense of all allied units and heroes. (upgrade will be costly, and take a while to complete.)
Commandant's Mandate
-A targeted battalion continues to fight for a time, even if health has reached zero.
Fog of the Mountains
-A fog covers the map, stealthing allied units, debuffing enemies.

Row 4 (last 2 spells)

Reign of Thunder
-Calls a Thunderstorm. Cast an effect similar to rain over the map. Lightning damages enemy structures and units, as well as knocking back enemy units for a time. The rain continues for a time after the lightning stops.
Energy Release
-Mae'Vun'Sen Magi concentrate energy in one small space, and then release it. Basic units are unlikely to survive, Elites will receive major damage, heroes health halved. Structures not effected.




EDIT: Added colour-scheme for the MVS. Seemed necessary.

Edited by Vithar Megilaglar, 23 December 2008 - 05:28 AM.

Posted ImagePosted Image
Posted ImagePosted Image


#15 dojob

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Posted 20 December 2008 - 03:02 AM

About the faction
Desler's Mercenaries are a well-trained and well-equipped society of soldiers who fight for the highest bidder. While mistrusted for betraying their homeland, their guns and war machines come in very handy in a fight.

Name of faction
Desler's Mercenaries

History - Not required
<History>

Describe the themes
Their units wear colorful coats and chainmail armor while their war machines are wooden and look low-tech and improvised.

-Their buildings are mostly wooden and are often protected by wooden pallisades, but if needed, they're capable of setting up some sturdy stone defenses. Beauty isn't a high priority to them so their buildings are generally simple in design.
-------------------------------------------------------------------------------

Building names and description
Castle
Command Post

Barracks
Mercenary Camp

Resource production
Stockpile

Defense Tower
Outpost

Blacksmith/Lumber mill
Lumber Mill

Healing, Armour & exp bonus Statue
Outpost; in addition to shooting at people, Outposts heal units (though slowly compared with other factions' healing structures) and replace the dead.


-------------------------------------------------------------------------------

Unit names and Description
Worker/Builder
Engineer (Can also repair buildings and war machines)

Soldier
Mercenary Pikemen
-Strong and heavily-armored infantry that have the ability to barrage an area in grenades, they're weakness is their cost and slowness.

-Wear brown leather coats over chainmail armor, helmets, and round shields on their backs.

Archer

Mercenary Musketeers
-Very powerful ranged units with a slow rate of fire, are pretty fast, and have very crappy armor. Can go into skirmisher formation to improve their range and speed at the cost of accuracy (or armor).

-Look similar to pikemen, but carry guns as weapons instead, don't have helmets, and wear colorful coats instead of leather and chainmail

Elite unit
Field Cannon
Smoke Shell: Fires a smoke bomb that temporarily covers an area in smoke, which blinds and slows down all units that go through.

Explosive Shell: Blows up whatever it hits.

-A very very powerful single siege weapon that has high range and is good for smashing buildings and units alike, but it has a minimum range and very little protection against enemies that get too close.

Sub Hero 1

Captain Reynolds

-Switch Weapons: Toggles between a rifle and saber

-Snipe: Powerful ranged attack (rifle only)

-Lead the Charge: Reynolds and nearby pikemen temporarily gain speed and armor bonuses and the ability to trample the enemies they run through (saber only)

-Combat Drills: Grants XP to targeted units

A talented and daring commander, Captain Reynolds is often trusted by Desler to lead his mercenaries from the front lines. He dresses similarly to musketeers but fancier and with some medals. His weapons are the previously-mentioned rifle and saber.

Sub Hero 2
Chief Engineer Kattarn

-Overseer: Nearby cannons move and fire more quickly (and buildings are built faster, if possible)(Passive)

-Shotgun: Kattarn temporarily whips out a shotgun, which is close-ranged, has an ok AOE, and knocks back the enemies it hits.

-Rifled Guns: All cannons and musketeers in the targeted area permanently gain a range and damage increase.

-Time Bomb: Drops a bomb that will make a big explosion after a few seconds, the bomb itself basically a bundle of dynamite with a clock

The Mercenaries' Chief Engineer is fat and slow, but well armored and his main weapon is a mattock. While he's decent in combat with it, his main contributions to the Mercenaries are his intuitiveness and skill with weaponry and machines.

He wears a chainmail jacket covered by a brown coat and a helmet that covers his face, as well as a toolbelt.

Main Hero
Desler

-Repair

-Fire Siphon: Burns enemies in an arc in front of Desler with a brass, primitive, portable flamethrower.

-Capture: Targeted building becomes yours and gives you a bounty of 1000 resources.

-Loyal Commanders: Desler, Kattarn, and Reynolds gain experience and damage bonuses when together as well as reduced ability recharge times.

-Mercenary Leader: Nearby units gain experience and attack bonuses (Passive)

-Cannon Battery: Summons some cannons

A brilliant but rather selfish commander, Desler goes into battle dressed in dark plate mail, no helmet, and fights with a saber and portable flamethrower. He's a decent enough craftsman to be able to repair the machines that Kattarn and his engineers come up with.

Champion
(God)
The Ironside Land Cruiser

Spells are in no particular order:
Spell list 1: Hull Capabilities

-Overdrive: The Ironside moves faster but takes damage over time; can be toggled on and off.

-Commander's Scope: like the "Palantir" or "Farsight" powers

-Incinerate: Flamethrowers pop up out of the Ironside's hull, burning all enemies around the Ironside in a close radius

-Roaring Engines: enemies within a fairly large radius suffer armor and damage penalties (Passive)

Spell list 2 Gun Capabilities

-Change Weapons: The Ironside's main gunport can toggle between a gattling cannon (for rate-of-fire) or a howitzer (for range and "boom").

-Sweep: Mows down enemies in the target area (gattling cannon only)

-Iron Hammer: Fires an artillery shell whose effects are like the "Earthquake" power (howitzer only)

-AP Shells: Whatever gun is equipped will temporarily do more damage.

The Ironside Land Cruiser is a bigass steam-powered tank that was designed by Chief Engineer Kattarn. Rumor has it that there are more than one of these gigantic machines, but only one has ever been seen in action and it's highly unlikely that even Desler's Mercenaries have the resources or engineering capabilities to produce Land Cruisers in large numbers. Nonetheless, that machine is a fearsome weapon and is capable of extraordinary firepower.

It would look a lot like this, but bigger and more wooden-looking:

Posted Image
-------------------------------------------------------------------------------

Spells in your spell book and Basic description
Row 1 (top row)
-War Bugles: Units in the targeted area temporarily move and attack faster

-Hired Spies: Summons 3 spies, which are stealthed, detect stealth, move quickly, and can't attack.

-Signal Flare: Summons a flare that burns out after a while, but while it's there any enemies going near it will have less armor (against ranged attacks at least) and will be detected. They look like the flares that drop before an arrow volley rains down in the normal BFME2 and appears the same way, falling out of the sky. They have ok vision as well and can't be destroyed.

Row 2 (2nd row)
-Cash Bounty: Every time an enemy unit dies, u get paid (like "Scavenger")

-Shock Advance: Targeted units temporarily scare away any units that come near

-Mine Field: Summons several mines in an area that blow up when enemy units go near or they're attacked by fire weapons. They do incredible damage when they blow up, but in very small AOEs compared to Isengard Mines.

-Torch Brigade: Summons a 3 hordes of units that look like Mercenary Pikemen only they cary torches instead of pikes and do very good damage against enemy buildings and little against enemy units, but they do have some nice splash damage.

Row 3 (2nd last row)
-Skirmisher Brigade: Summons 4 hordes of Skmirmishers, which can toggle between long rifles (which have even better damage and longer reload times that muskets) and hunting knives, which are decent melee weapons. They look like stereotypical Davy-Crocket-frontiersmen and are stealthed in forests.

-Sabotage: All enemy resource buildings on the map temporarily gain resources at a slower rate

-Cavalry Brigade: Summons 3-4 hordes of Mercenary Cavalry, which are dressed similarly to other Mercenaries and fight with sabers; they're about as good as gondor knights.

Row 4 (last 2 spells)
-Turncoats: Enemy units in the targeted area become yours for a little while

-Heavy Bombardment: Targeted area is covered in artillery shells.

I can make more than one, right? ;)

Edited by dojob, 20 May 2009 - 08:36 PM.

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And please add Bear-mans


#16 DIGI_Byte

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Posted 20 December 2008 - 03:15 AM

Well I've done some work on my barracks for the undead faction
If you have a w3d view you can see it, Its best to be seen in action.

All file names and textures in here are still WIP, I made all these from scratch as well.
The model is the animation when its building a unit.
[attachment=21532:Barracks.rar]

I'm having issues with something called "pass levels" they use the Z distance from the camera to render the polys and some of the meshes are conflicting So its not working quite right and this stupid engine doesn't support it properly from what I can tell.

ALSO Your castle shouldn't be mobile as your Champion comes from it as well as your hero's, How ever I think other structure could be mobile, The issue is can the game engine support it? or can we some how trick it to do that?

Edited by DIGI_Byte, 20 December 2008 - 03:20 AM.


Lyon-Fixed.gif
RIP 2323


#17 dojob

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Posted 20 December 2008 - 01:34 PM

Well I've done some work on my barracks for the undead faction
If you have a w3d view you can see it, Its best to be seen in action.

All file names and textures in here are still WIP, I made all these from scratch as well.
The model is the animation when its building a unit.
[attachment=21532:Barracks.rar]

I'm having issues with something called "pass levels" they use the Z distance from the camera to render the polys and some of the meshes are conflicting So its not working quite right and this stupid engine doesn't support it properly from what I can tell.

ALSO Your castle shouldn't be mobile as your Champion comes from it as well as your hero's, How ever I think other structure could be mobile, The issue is can the game engine support it? or can we some how trick it to do that?


Ofc, and besides, people would just pack their forts and use them to take over chokepoints in the early game which would be impossible to counter. Perhaps you could make the buildings look like wagons and (kind of like with mounting/dismounting) enable them to toggle between mobile mode and stationary mode.
Some helpful info on RotWK replays
Game Replays Forums; I am Panda Bear™
Awesome sig by TravTech :D PANDA POWER!!!
Posted Image
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And please add Bear-mans


#18 DIGI_Byte

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Posted 20 December 2008 - 01:59 PM

Please don't fully quote post, its a little pointless at times, Anyway.

One issue is its a building so it might not be able to "pack up", How ever we could change it so when you destroy it via the delete function if gives you a builder which can move and build else where, Also we can have the builder be removed after its finished being built so it would be 1 builder per building essentially.

Edited by DIGI_Byte, 20 December 2008 - 02:08 PM.


Lyon-Fixed.gif
RIP 2323


#19 Devon

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Posted 20 December 2008 - 02:24 PM

I'd go for three factions, with a protoss/zerg/terran sorta feeling ;)

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#20 mike_

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Posted 20 December 2008 - 02:52 PM

Stick to Starcraft.. ;)




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