What art does FF need?

About the Champion:
I was thinking along the lines of the katanas, for a few reasons:
[...]
Secondly, the animation set it's using uses wide, flowy movements, and I figured it would look best with a curved blade

The second blade is never actually used in the attack animation, it pretty much is just for deflecting. You might notice it's held the opposite way on the model. With the way he's holding it, it could just as easily be the main sword's sheath and it wouldn't look wrong.

K - go with the Katanas and see how it looks - looking at the model again I can see it working if the animations are right (which by the sound of it they are).

WarKirby said:
On a related note, I did actually have an idea for a champion UU. Main characteristics:

1. Starts with Light promotion, and is blocked from casting re-equip (so 2 movement naturally, really)
2. +40% bonus vs recon and Archery units. (partially offset by the -20% from Light though)
3. 2 first strikes
4. 25% retreat chance.

Other than having "Light" by default, this sounds pretty good. Possibly drop the Recon/Archery to 20% or 25% (to re-offset the loss of the offset from Light). Having "Travel Light" and "Re-equip" is generally a strength of the melee line compared to others, whilst having Light permanently is a bit of a downside by comparison - you can guarantee that some people won't like the fact that their "champions are stuck with Light when they want to defend their cities". The toggle allows for flexibility - so they can take either benefit as they wish.

Warkirby said:
In general, what do you think of the Highlander? Planning to use the UU idea, or just the art?

I'm thinking that no building requirement and Guerrilla sound good, possibly sharing the 20% vs Recon that Champions get. The extra strength would possibly shift a little too much emphasis onto the melee line though (it makes it a much better option than recon/arcane). I can see the lore-reasons given the rather massive sword, but it's probably a little too far.

Another alternative would be simply Guerrilla and Shock as starting promotions, with Shock representing the benefits of very large swords when fighting other melee units. It kinda makes sense that the Claymore isn't going to be of huge benefit against archers for instance.
 
Hey Warkirby, any chance you could create two buttons for me? One for the Slaver, the other for Ghulam for my module?
 
Possibly.

I've edited the first post of this thread. Go and read it, then post a bit more info.

I want two buttons based off of the current FF standard where the unit is basically shown. Attached are jpegs of the units I would like buttons for. If you need more files, let me know. Of course I will credit you!

Thank you for your help
 

Attachments

  • Arabia_01.jpg
    Arabia_01.jpg
    208.9 KB · Views: 100
  • Warrior Monk.jpg
    Warrior Monk.jpg
    46.4 KB · Views: 162
Wait, which one is which?

First one looks like Ghulam to me, I think. Based on playing the Crusades scenario in MTW2

Sorry for the mix up. Good guess! The first is the Ghulam (the swordsman), the second...well that is my natural form in real life :eek:
 
Siege buttons for valkrionn.

I think these are all that's left. tell me if any more are needed.


From left to right:
Point Defence
Explosive Shot
Improved Machinery
Improved Accuracy
Deadeye Crew
 

Attachments

I got all the XML work done for the Empyrean guy. Right now he's just using the Priest of Empyrean .nif, which just looks... weird, for no better term. Any idea when you can start working on him?
 
Next thing I have planned is the Austrin Weather Wizard for vehem,

On that topic - I've found the original image I had in mind when I was hunting for that "Wizards of Morcar" image. Still from HeroQuest, but it fits the description I wrote better than the front cover...
 

Attachments

  • AustrinStormMaster.jpg
    AustrinStormMaster.jpg
    19.8 KB · Views: 74
I chose this animation set mainly for the combat anims. but I'm not certain about the idle/walk ones. Need feedback.

I see what you mean - the head is angled down significantly, though I do kinda like the running/attack ones. The Idle ones tend to make him seem a little "depressed" though. Could pass it off as him shunning human contact, unless there's a way to slightly rerig the neck to make him look up a little more?
 
unless there's a way to slightly rerig the neck to make him look up a little more?

I don't think there is, however it is possible to replace his isle animation with a different one. Would require making a new kfm. Not tried it yet, but there are tutorials around somewhere, so I could perhaps give it a go. I'm not "finished" with the champion yet in any case, still trying to get his gloss maps right.


That wizard picture looks awesome I do wonder if it might look odd having the beard splayed out like that at all times though .will see hat I can do.
 
Well, I managed to make a new .kfm for the champion, using Chalid's idle/fidget animations, and now he looks awesome.

But his pedia entry/interface model is broken now. And I've tried everything I can think of for the past 3 hours to fix it. Everything kael told me, just isn't working. The nif is named the same as the kfm. I renamed every .kf too, and the animations are in a seperate folder, properly referenced, but it just REFUSES TO WORK.
ragevz9.png


Excuse me while I go murder something. I'll try some more at it later.
 
I hadn't worked with graphics much, but when I messed with them the rule of thumb was that you always want to have the animation in the SAME folder. I think the exact requirement was that each animation required a NIF file by the same name (even if not used at all) in the folder with them.
 
Sadly, I am aware of all those rules of thumb, and tried them all. no dice

Rule of thumb, geez man, that is an easy one. Come on now. You need to beat your computer with a stick no wider than your thumb. Sheesh.
 
Back
Top Bottom