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Lainur

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Everything posted by Lainur

  1. Hello, all! I've created some demo version of the battle. Can you check it out? The link is: https://lainurgames.wordpress.com/download/
  2. Despite the obvious obstacles in the completion of all this to the end, I finish a little =) Added traces of blood that appear when a unit takes damage, disappearing over time. Also, Cannibalism relies on these traces of battles - those who possess them to restore some of their health if they are stopped/protected in a square where they eat meat. And also completed the nation of the northern barbarians: with branches of development of units, respectively, new units + abilities.
  3. What's new ? This is about morale and terrain effects. As was said before, morale changes after enemy/ally death. It is showing like this: Also, morale decreases, as the unit takes casualties. Of course, it depends on what type is this unit and what traits it has. For example, the constructs are unaffected by all these morale things. Also, morale modified by if the unit fights in formation. These units receive resistance to panic and terror and lose less morale from casualties. About terrain effects. I made few, but I think they are realistic enough, so: Unit on a hill receives less damage in melee combat. Unit on a hill has a bonus for ranged attacks if his ranged attack is not magic. It means that archers receive +1 range, but necromancers - not. When a unit stands on a square with thick forest or rocks or forest with rocks - it has immune to charge. If unit stands on a square with thick/not thick forest or rocks or forest with rocks it has additional defense from some type of ranged attacks. It works like: forest can give you defense from arrows(thick forest gives more defense), but can not give defense from cannon shots. But rocks can defend both from arrows and cannon shots. And no terrain type can give defense from magical scarabs or ball lightning. Spoiler: Infantry hides in rocks from archers: And I have added graphics for the rocks on each type of terrain:
  4. Morale System was added. Morale has three levels: low, normal and high. Visual it represented by the condition of the Army Flag. Hight morale gives chance to have an extra attack in melee or ranged combat or to have no spell cooldown and less MP cost for the spell. With low morale, units can be thrown in panic or terror states, and when morale is extremely low, units begin to withdraw from the battlefield. They run for 4 turns, then dissappear as deserters. But if they restore their morale somehow, while the run, they have a chance to return to fight. When the unit is in the panic it makes less damage and has evasion penalties. Some Units can put their enemies in the state of Terror. Also, they reduce enemy morale by some points with each attack Terrified units evade badly, losses all gauges( like charge, rage, e .t.c., and begin their next turn with AP/2. Morale can change because some enemy/ally dies, by spells and skills. This is how it works: [video=youtube;1lSZSBoowfs]
  5. Now armies recive their start positions, according to overall number of armies in battle. So, here is video of battle between four armies, controlled by computer. [video=youtube;xknlstQcfTA]
  6. Wind Mages and Psyonics received ranged attacks. Mages use ball lightnings and Psyonics use their mind to levitate stones, then fire stones into the enemy square. Wind mages also received one spell - Thunder Storm(2x2 square, 2 to 6 lightning strikes in every square with high damage).
  7. In process of AI testing, I have realized that with the current method of unit placement(shuffle) and style which AI plays, some kind of mess is going. Because range attackers can be placed in front lines, melee damagers are in rear ranks and so on. To fix that i have added function for auto placing units in formation which suits for battle better. Examples on the screens: [spoiler=Screens] and
  8. Hello, all! Here is new video! Added some game mechanics, new units and their abilities. Some old units received skills too. Added status of armies: rooted/cursed/poisoned e.t.c. Each condition has its timer and icon in the upper-left corner of the army. Added visible minions in some mage-type units. So, mages have elementals, druids hogs, witches - seduced peasants.
  9. New design of some mage units (more realistic, imho) :
  10. I have added some sounds and music Sounds of fights, shots, spells, unit speech, movement. Environment sounds. so here is it:
  11. Say hello to youtube ! By some mistake Youtube has blocked my account, so all my criminal videos are unavailable now ! ))
  12. Hello all ! Introducing Necromancer. Necromancers enter each battle with one minion unit - Undead. It has lots of HP, but lack of damage. I have added icons of master and slave also for minions and their masters. Necromancer has ranged attack - green flames, also it can fight in close combat. When necromancer kills enemy soldiers it consumes their souls. Also, they receive souls, when their Undeads kills an enemy. When Necromancer reach 5 level in souls bar, they can use powerful area spell "Rain of Pain" Other Necromancer's ability is - Revive. It heals their undead's up to 100% hp and even resurrects dead units, but non-much than Necromancer can control. Each unit in necromancer's squad controls 4 Undeads, so when you kills Necromancers you also kills Undead from their controlled squad. Also, i reworked souls animation when units in squads die. So now when you kill soldiers you can see their souls flying up, but when you kill Undead you see only some green mist falling down on the ground. https://www.youtube.com/watch?v=m8vN0XL2w6A
  13. Hello all ! Added "Charge" mechanics, and Heavy Lance Knights unit. It's heavily armored riders with a lance. In the video below you can see how charge attacks work, and how they differ for a different type of units. So, light cavalry also has "charge skill", but gets fewer bonuses from it, as heavy lance knights. Also, I'm working on Necromancer unit with some special mechanics too: First, it has "Dark Rain" spell, which only can be used when you have enough souls consumed by killing enemy units. Second Necromancer squads enter the battlefield with their special slave squad - undeads. So u can use consumed souls also for reviving fallen undeads and healing them. When necromancer dies their undead disappear too ... https://www.youtube.com/watch?v=a0uj9iUig58
  14. https://www.youtube.com/watch?v=1E7sJnvsruA Just added some new spell mechanics and two new Mage-Units. Psy Mage - can throw different objects, depending on which terrain he stands. And Wind mage creates gusts and tornados, which causes chaos in enemy lines. For the spell mechanics - I have added spell cooldown and charges stats. Now i'll fully concentrate on technology tree and land development.
  15. Hello ! Here is a small update. In this video, i will show some unit management: recruitment, upgrading, and leveling. The button "stats" is now showing more statistic about units and all bonuses to their stats. You can see, that if you have some unit of the lower tier than your country can produce, in you unit list, you can upgrade to a higher tier. And now you can level up your units when you earn enough experience points. Each level up(or maybe each two, or three..I don't now yet) you receive one bonus, which you choose from three. These abilities can give a bonus to one stat, or give some active/passive skill. So, now I have a mechanic to upgrade, leveling units. Now working on 2 new units with some interesting abilities and then I'll show how technologies and research will work. https://www.youtube.com/watch?v=E9nOVlqR1fM
  16. Hello, all! I have made some tile graphic changes. Now the map can change with time of the year and with climate zone. How do you like the battle map? Does it look good? https://www.youtube.com/watch?v=c-4MbkaKP9w
  17. A new pre-battle phase has been added where you have the opportunity to manually deploy your units. In this phase, some of the enemy positions may be shrouded by the "fog of war" if you are not skilled in scouting. https://www.youtube.com/watch?v=YhO91XKVbLw
  18. Hello All! Here is some update. In this video i show battle actions in game: battles , riots, conquests. https://www.youtube.com/watch?v=kG7M_eEyrIQ
  19. It was a piece of a real world map, then i work on it with: GNU and Paint.Net :) It means surface, others things like road threads, speheres a landscape in spheres are made by programm.
  20. Hi ! What do you mean by terrain ? Whole big map or terrain in the battle mode? Or may be something else ?
  21. https://www.youtube.com/watch?v=4811XvjLzZI So here is first version of global map. I shows here interface(land stats) and some functions, such as moving units to allied land or scirmish in the mist lands when you attack foreign land.
  22. Hello again ! Work still going on, bit slower in all that New Year's rush.. Many work on game's inner structures, arrays, map structure were done. Many UIs and tonns of images i had to make. Soon i want to make a small video, where i can view all possibilities and actions on global map.
  23. Hello. Work is on. Now i making global map mode. Because of abcenting UI, i can't make good video about this mode, so in a few words, global map: There are number of cities-states protected by forcefield from surrounded deadly lands of Mist. Although men don't die instanly in the mist, but it's not friendly space for all we call - life. Life in mist takes twisted and strange forms. People can travel from one city-state to another by roads, guiding by mist-pathfinders. You can see several carts between cities - these are trade caravans between states. There are also simple travelers or traveling parties who wonders from one state to another. And armies if they move or attacks. Under the fields each city-state has some of earth-type land like mountains, forest, water, field e.t.c. Each territory divided by sectors.Their number depends on power of force field. Mist is also divided for territories with it's own anomalies, monsters and authorities.
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