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mike's Random Conceptual Factions


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#41 mike_

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Posted 05 July 2009 - 06:19 PM

Going to post updates here and in the first post. Please offer suggestions, comments, and criticisms :D

Spellbook
Tier One:
~Spells are One Point unless denoted otherwise.
-Horns of the Hunters.
~Generic War-Cry.
-Hands of the Healers.
~Generic Heal.
-Friendship of the Naugrim.
~Unlocks unit upgrades.
Tier Two:
~Spells are Three Points unless denoted otherwise.
-Aid from the Havens.
~Allows the player to build a Shipwright - the building builds ships and other unique units, as well as providing upgrades and other things. Recruits Cirdan.
-Guarded Haven.
~Places a healing tower - shoots at enemies, stealths and heals friendly units. Trees grow up around it.
-Realm of the Grey-Elves.
~Increases Doriath's population cap by two hundred (changed for balance?), allows for Laiquenyan Skirmishers, Oropher, Celeborn, and Thingol to be recruited.
-Naugrim Merchants.
~Upgrades building strength, reduces cost and time of unit upgrades. Increases resource gathering productivity of the Forge?
Tier Three:
~Spells are Eight Points unless denoted otherwise.
-Friendship of Dor-Lomin.
~Allows Turin to be recruited.
-???
-???
Tier Four:
~Spells are Ten Points unless denoted otherwise.
-Girdle of Melian.
~Affected area is made temporarily impassable to enemy units.
-Revenge of the Firstborn.
~Summons Beren Camlost, Dior, lots of Green-elven archers, and multiple Ents.

Edited by mike_, 05 July 2009 - 08:12 PM.


#42 mike_

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Posted 23 December 2009 - 03:41 AM

Rawr. Bored as crap. New, off-kilter faction, ho!

Faction Name: Aldinn.
Faction Overview: A very individualistic faction, the Aldinn are a realm of druidic warrior-societies spread across the great Forest Aldi. Their main units are agile, stealthy infantry which can throw javelins at range and fight with melee weapons when in close combat. They are used best to harry the enemy's outposts and lay ambush for their foot soldiers, following the Knights. The neighboring Shi'Ane Nation, who dwell in a system of glacial valleys to the west of the Forest Aldi, are available to be allied-with; allowing for the use of their legendary mounted archers. The final spoke in the Aldinn wheel of units are the Druids, a small sect of nature-adepts who support their people with their teachings and spiritual leadership.
Faction Units:
-Melee
~Aldinn Warriors. The Aldinn Warriors, when recruited, are little more than a group of youths armed with javelins and clubs. The player can choose one of three Warrior Societies for each battalion to be aligned with - the Boar, the Bear, and the Wolf. Can throw javelins before closing in melee combat. Five units per battalion. Can stealth in trees.
=If the Society of the Boar is chosen, then the battalion's overall defence is increased at a reduction of speed, and the battalion has a small chance of knocking back enemies.
=If the Society of the Bear is chosen, the battalion's overall health is increased at a reduction of the attack rate, and the battalion can cause fear in enemies.
=If the Society of the Wolf is chosen, then the battalion's attack power and rate is increased at a reduction of defense, and the battalion can detect hidden enemies.
=Upgrades. Aldinn Warriors can be upgraded with Iron Weapons, Iron Armour, Herbalism, and War-Paint.
-Cavalry
~Aldinn Knights. The Aldinn Knights are an elite number of wealthy noblemen, few in number and expensive to maintain but well worth the cost. Initially armed with spears for use against enemy cavalry, they can toggle to swords or axes for use against enemy infantry. The Knights do not belong to any single Warrior-Society.
=Prerequisites. Iron Weapons, Iron Armour.
=Upgrades. Herbalism, War-Paint.
~Shi'Ane Archers. Wild warriors, entirely foreign to the Aldinn, are the Shi'Ane. They wield bows, a weapon unknown to the Aldinn, and are masters of it. They ride long-legged, fleet-footed horses which are polar opposites to the small, sure-footed mountain horses of the Aldinn Knights. Three units per battalion. Can fire while moving.
=Prerequisites. Iron Weapons, Iron Armour.
=Upgrades. War-Paint, Society of the Eagle.
-Special
~Druids. An ancient order of nature-adepts, the Druids are what brought the various warring tribes of the Forest Aldinn into a single entity. Using their religious influence, the Druids brought law and order to what was chaos and terror. Now-a-days the Druids serve as a support unit in the Aldinn military, researching their papyrus texts to explore the arts of Metallurgy and Herbalism. If this is done, the Warriors, Knights, and Archers can be upgraded with Iron Weapons and Armour with the first and Herbalism and War-Paint with the latter. Such technology is necessary to recruit the Knights and Archers, and upgrade all units of the Aldinn.
=Animal Familiars. When first recruited, each individual Druid gets a Sight Familiar - a Hawk or Raven. They can be upgraded, individually, with a Combat Familiar - a Wolf or Panther.

Faction Buildings:
WIP

#43 Gfire

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Posted 23 December 2009 - 05:34 AM

That's cool. Very interesting.
Greetings, community.

#44 mike_

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Posted 23 December 2009 - 04:05 PM

Thank 'ee. The idea is that they'd be a cross between the Gothic, Native American, Aztec, and a little bit of Maori and Zulu cultures.


EDIT: Also, I'm going to try and make them into a faction that has no siege engines of any sort, relying on their Druid's slight (and late-game, not-so-slight :p) manipulation of the elements to lay siege to their enemies.

Edited by mike_, 23 December 2009 - 04:07 PM.


#45 Gfire

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Posted 23 December 2009 - 06:09 PM

Interesting mix of cultures.

I'm actually coming up with something similar myself. I started with Bionicle years 1 and 2 which I liked, and that brought me to the island tribal feel of it, and some of it's origins in the Maori culture. For the most-part, thus far, it's based on Easter Island mythology and culture, but I like my Aztecs, too, and some European influence will probably come about in some way. The interesting part is all the creatures, plants and metals are original, so nothing that exists or existed on earth, and no Elves, Dwarves or other classic fantasy races.

I've always liked the idea of not having any siege weapons, but it's difficult to implement. I picture some really interesting looking powers for the druids.
Greetings, community.

#46 mike_

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Posted 23 December 2009 - 09:19 PM

Namely I'm thinking of a few different types of Plague - one that would sap resources from everything in the targeted area, one that would slowly (or quickly) drain health from enemy units over a period of time if they don't get clear, etc etc.

#47 Elvenlord

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Posted 31 December 2009 - 08:20 PM

I really like the whole society thing going on there.

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