Making a new Magic System Part I: Summons

nice update on the auras :)
i guess they are all done now? can we move to spells?
 
great :)
i am currently playing the elemental beta, but if you need help just drop a pm :)
 
Spoiler :

@sephi
i have done all the xml work :)
i also added two new buttons:

attachment.php



i want to use the aura buttons from post #108 for the combat auras available to normal units.

edit: if you play dow2 one button should be familiar (although i tweaked it a bit: removed the sword, changed color, added more flames)

thanks, merged
 
new Art for Crusader Summon
new Art for Angel Summon

@sephi
are you sure you want a crusader summon? that seems a bit strange since a crusader is a mundane unit. for the angel why not use one of the mercurians angels, but not necessarily the generic ones.

i guess you want them tiered like the death summons: crusader (akin to skeleton) -> holy avenger (specter) -> angel (wraith)?

why not make it: einherijar -> holy avenger -> angel (i don't see the einherijar anywhere on your list of summons)

anyways i try to make you some new units. i also did see earlier that you needed new buttons for the fear and damage aura, i guess you ave found some already?
 
I have to say that I am incredibly excited by what you guys and doing here. This will be like playing a bran new game.

Some comments:

(1) I hope you maintain the what tesb has done in terms of merging some spells into single effects
(2) I really like the idea of Mage Guilds offering buffs
(3) I really like the idea of Global Enchantment, however will there be an ability to remove the enchantment if lets say you are running low on Mana Commerce and prefer to spend it elsewhere?
(4) Please take into account game speed settings into rituals for summons
(5) I want to play this now!
(6) Illusions & Illusioninst trait, as was mentioned earlier needs redoing. My suggestion is for Illusionist trait gives -100% mana upkeep for summons, -100% cost of summons, and rituals are instant cast (summons that is) but places "buff" on summons called "illusion" -25% strenght and summons last 1 turn (same can buff can be applied to hall of mirrors illusions).
(7) I actually like tesb's suggestion with regards to spell sphere and leader allignment. But instead of tying it as leader traits, maybe tie it to government civics: Way of the Wicked or Way of the Wise. So, everyone gets elementalism but in order to access Evil or Light spheres of magic you need to adopt Way of the Wicked or Way of the Wise. Since, these are already tied to allignment then makes it simpler, and allignment can be changed by adopting religion, and neutral civs can pick either one - to me makes best sense.
 
@sephi
are you sure you want a crusader summon? that seems a bit strange since a crusader is a mundane unit. for the angel why not use one of the mercurians angels, but not necessarily the generic ones.
The Crusader will be renamed to Eternal Crusader or so. It's basically a crusader that died long ago and that you summon back to service. Will cost Faith instead of Mana. The art could use something that makes him a little bit more shiny so that he doesn't look like a normal crusader. The Eternal Crusader will be very useful to attack cities.

(i don't see the einherijar anywhere on your list of summons)
It's listed as host of the einherjar

anyways i try to make you some new units. i also did see earlier that you needed new buttons for the fear and damage aura, i guess you ave found some already?

yes, I found some buttons while browsing the spellbooks of a few games ;)
 
The Crusader will be renamed to Eternal Crusader or so. It's basically a crusader that died long ago and that you summon back to service. Will cost Faith instead of Mana. The art could use something that makes him a little bit more shiny so that he doesn't look like a normal crusader. The Eternal Crusader will be very useful to attack cities.

ok that is a description with which i can work :)
what about the base graphics from host of the einherijar but with a two-handed yellow glowing sword and a different body? i see what i can do

yes, I found some buttons while browsing the spellbooks of a few games
good less work for me :)


what about the angel though, there are already a some angels ingame, i would like your take on the angel summon: is he very powerful? how will you distinguish between the angel and the holy avenger since you listed both of them as tier 3 isn't better to just merge the two? (since the holy avenger already uses the art of spehener)

Edit:
this brings me to a whole new idea: why not make summon-able items? for example make the holy avenger a sword that can be summoned and it grants a bit of strength and the combat aura when picked up.
 
ok that is a description with which i can work :)
what about the base graphics from host of the einherijar but with a two-handed yellow glowing sword and a different body? i see what i can do
sounds good to me
good less work for me :)
don't worry, there is enough left :lol:
what about the angel though, there are already a some angels ingame, i would like your take on the angel summon: is he very powerful? how will you distinguish between the angel and the holy avenger since you listed both of them as tier 3 isn't better to just merge the two? (since the holy avenger already uses the art of spehener)
The angel is more about protecting from harm while the holy avenger focuses on destroying evil. Maybe I'll rename the angel to archangel. His primary effect is a strong guardian angel aura which can keep units around him from dying when they attack. He also automatically cures disease, withered and weak, heals and blesses units around him. The Holy Avenger on the other hand makes units stronger and gives large attack bonus vs. Evil and Demons.

For the angel Seraph with a symbol instead of a burning sword would fit and for the Holy Avenger Sphener with a burning Doublesword instead of sword+shield but I have no idea how difficult that is or possible at all.


Edit:
this brings me to a whole new idea: why not make summon-able items? for example make the holy avenger a sword that can be summoned and it grants a bit of strength and the combat aura when picked up.

The AI is pretty bad at using equipment. Giving combat auras to some of the already existing equipment on the other hand could be fun.
 
For the angel Seraph with a symbol instead of a burning sword
what do you mean by symbol? i would give him a staff maybe? i will try some different things

Holy Avenger Sphener with a burning Doublesword instead of sword+shield
this is rather easy

i have just run into some problems with the eternal crusader, i will probably finish the three models tomorrow or sunday
 
angel is ready, since you said that it is more of an support/buff character i well, just look at the pic:
Spoiler :

attachment.php





it is just a reskin of the illusionist, with wings i suggest you use the <KFM>Art/Units/AncientSpy/AncientSpy.kfm</KFM> tag


edit: there is a minor bug though: when the flames of the staff are infront of the wings they get blocked, i don't know how to fix this, but this is very minor
 
it is just a reskin of the illusionist, with wings

:lol:

Why didn't I think something along this line before? Creating Angel from Svart's Illusionist! :goodjob:

edit: there is a minor bug though: when the flames of the staff are infront of the wings they get blocked, i don't know how to fix this, but this is very minor

Maybe you can switch the node placement? The mesh first, then the effect. For further info, see here or here.
 
angel is ready, since you said that it is more of an support/buff character i well, just look at the pic:

looks fantastic :goodjob:

Will this work? copy from the angel artdefine with KFM and nif changed

Spoiler :

<UnitArtInfo>
<Type>ART_DEF_UNIT_ANGEL_SUMMON</Type>
<Button>, ,Art/Interface/Buttons/Units/Units_Atlas1.dds,2,4</Button>
<fScale>0.53</fScale>
<fInterfaceScale>0.9</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Summons/Angel/guardianangel.nif</NIF>
<KFM>Art/Units/AncientSpy/AncientSpy.kfm</KFM>
<SHADERNIF>Art/Units/Civs/Mercurians/Angel/Swordsman_FX.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>
 
Maybe you can switch the node placement? The mesh first, then the effect. For further info, see here or here.

could not fix it, i don't know how to move the nodes (move up/ down does not work). in the links you posted it seems easy since the child nodes are all in one array but in this model the are linked indirectly making it much more complicated, you could give it a try though if you think you might fix it.
 
@sephi
this will not work, remove the line:
<SHADERNIF>Art/Units/Civs/Mercurians/Angel/Swordsman_FX.nif</SHADERNIF>

if the angel is too big for you, you might lower
<fScale>0.53</fScale>


my current implementation:
Spoiler :

Code:
 <UnitArtInfo>
            <Type>ART_DEF_UNIT_CRUSADER</Type>
            <Button>, ,Art/Interface/Buttons/Units/Units_Atlas2.dds,5,4</Button>
            <fScale>0.44</fScale>
            <fInterfaceScale>1</fInterfaceScale>
            <bActAsLand>0</bActAsLand>
            <bActAsAir>0</bActAsAir>
			<NIF>Art/Units/summons/guardianangel/guardianangel2.nif</NIF>
            <KFM>Art/Units/AncientSpy/AncientSpy.kfm</KFM>			
            <ShadowDef>
                <ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
                <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
                <fShadowScale>1</fShadowScale>
            </ShadowDef>
                <fBattleDistance>0.35</fBattleDistance>
                <fRangedDeathTime>0.31</fRangedDeathTime>
                <bActAsRanged>0</bActAsRanged>
                <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
            <AudioRunSounds>
                <AudioRunTypeLoop/>
                <AudioRunTypeEnd/>
            </AudioRunSounds>
        </UnitArtInfo>

type and button have to changed of course :)
 
eternal crusader is ready:

i used the body from the bannor champion, gave him the texture of the einherrijar a glowing sword and an recolored tweaked effect from the nullstone golem (i.e. you will see those yellow colors moving)

Spoiler :
attachment.php



i suggest the following artdef:

Spoiler :
Code:
 <UnitArtInfo>
            <Type>ART_DEF_UNIT_CRUSADER</Type>
            <Button>, ,Art/Interface/Buttons/Units/Units_Atlas2.dds,5,4</Button>
            <fScale>0.44</fScale>
            <fInterfaceScale>1</fInterfaceScale>
            <bActAsLand>0</bActAsLand>
            <bActAsAir>0</bActAsAir>
			<NIF>Art/Units/summons/eternalcrusader/eternalcrusader3.nif</NIF>
            <KFM>Art/Units/Unique_Sumeria_Vulture/Unique_Sumerian_Vulture blood.kfm</KFM>			
            <ShadowDef>
                <ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
                <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
                <fShadowScale>1</fShadowScale>
            </ShadowDef>
                <fBattleDistance>0.35</fBattleDistance>
                <fRangedDeathTime>0.31</fRangedDeathTime>
                <bActAsRanged>0</bActAsRanged>
                <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
            <AudioRunSounds>
                <AudioRunTypeLoop/>
                <AudioRunTypeEnd/>
            </AudioRunSounds>
        </UnitArtInfo>

you should change the nif path, type and the button.
 
the best things come last, i present the holy avenger (reskin of the grigori champion with different swords, wings and flame effect on those swords):
Spoiler :

attachment.php



artdef:
Spoiler :

Code:
<UnitArtInfo>
            <Type>ART_DEF_UNIT_CRUSADER</Type>
            <Button>, ,Art/Interface/Buttons/Units/Units_Atlas2.dds,5,4</Button>
            <fScale>0.44</fScale>
            <fInterfaceScale>1</fInterfaceScale>
            <bActAsLand>0</bActAsLand>
            <bActAsAir>0</bActAsAir>
			<NIF>Art/Units/summons/holyavenger/holyavenger2.nif</NIF>
            <KFM>Art/Units/Charlemagne_HeavySwordsman/HeavySwordsman blood.kfm</KFM>			
            <ShadowDef>
                <ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
                <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
                <fShadowScale>1</fShadowScale>
            </ShadowDef>
                <fBattleDistance>0.35</fBattleDistance>
                <fRangedDeathTime>0.31</fRangedDeathTime>
                <bActAsRanged>0</bActAsRanged>
                <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
            <AudioRunSounds>
                <AudioRunTypeLoop/>
                <AudioRunTypeEnd/>
            </AudioRunSounds>
        </UnitArtInfo>

change the nif path, the type and button
 
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