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Posts from NCF – Extended list of Neutral creatures.
I've started developing a concept for a relatively new faction. Something in between the Stronghold from the third game and Haven, with a slight emphasis on offense. Some units will be taken from the Stronghold and slightly modified, and humans will be incorporated into the new faction from Haven.
In short, it's a faction of barbarian humans. They're somewhat inspired by the Goths. The plan includes one flying unit, two ranged units, a mage, and three large creatures.
I'm unlikely to work on the models, as that's not my forte. However, I might contribute a couple of good ideas to the concept for NCF.
fktifzobr@mail.ru
11 years ago
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interesting idea, I have a bronze lizard archer, a warrior with an axe, a witch, and a human archer's skin in lizard swamp armor from a Polish mod in my stash.
Interesting idea, I have a bronze lizard archer, a warrior with an axe, a sorceress, and a human archer's skin in lizard swamp armor from a Polish mod in my stash.
Added 1 minute ago and also a couple of gnolls.
I don't think they will be useful.
Approximate composition:
1. Slaves/Rebels/Miners - Most likely, orcs, but skinny and without good weapons.) 2. Hunters/Scouts/Bear Riders - Definitely humans. Archers. 3. Wolf Riders/Lancers/Raiders - Humans on large and evil wolves. 4. Wild Griffins/Night Griffins/Cliff Guardians - These will definitely be griffins. 5. Ogre Shamans/Ogre Mages/Blood Warlocks - Overpowered human-orcs. The fruit of sin. 6. Archer, ideas - a hand-held culverin or a hand-held ballista.) 7. Trolls/Enn Trolls/Mountain Trolls
1. Slaves/Rebels/Miners - Most likely, they are Orcs, just skinny and without good weapons. ) 2. Hunters/Scouts/Bear Riders - Definitely humans. Archers. 3. Wolf Riders/Lancers/Raiders - Humans on large and fierce wolves. 4. Wild Griffons/Night Griffons/Cliff Guardians - These will definitely be Griffons. 5. Ogre Shamans/Ogre Mages/Blood Warlocks - Overpowered human-orcs. The fruit of sin. 6. Marksman, ideas - a hand-held culverin or a hand-held ballista. ) 7. Trolls/Ethereal Trolls/Mountain Trolls
1. Slaves/Rebels/Miners - Most likely, Orcs, but skinny and without good weapons. ) 2. Hunters/Scouts/Bear Riders - Definitely humans. Archers. 3. Wolf Riders/Lancers/Raiders - Humans on large and fierce wolves. 4. Wild Griffons/Night Griffons/Cliff Guardians - These will definitely be griffons. 5. Ogre Shamans/Ogre Mages/Blood Warlocks - Overpowered human-orcs. The fruit of sin. 6. Marksman, ideas - a hand-held culverin or a hand-held ballista. ) 7. Trolls/Ethereal Trolls/Mountain Trolls
Now, create descriptions for them, choose abilities, and balance them using NOIADE ;)
Now, create descriptions for them, choose abilities, and balance them using NOIADE ;)
I don't understand how to use it. How will it help me balance the entire range of creatures? The stats show a smaller increase for them than for un-tweaked creatures. Sometimes, a much smaller increase. But the increase should be the same.
And what the strength stat means for me is also a mystery.
I don't understand how to use it. How will it help me balance the entire creature lineup? Apams show a smaller increase than unbuffed creatures. Sometimes much smaller. And the increase should be the same.
And what the strength stat means for me is also a mystery.
I don't know, I like Noiade:) It makes it easier to specify certain parameters.
I don't understand how to use it. How will it help me balance the entire creature lineup? The buffed creatures show a smaller increase than the unbuffed ones. Sometimes, a much smaller increase. But the increase should be the same.
And what the strength value means is also a mystery to me.
Well, darn! You're creating a creature for NCF, but it's essentially outside the castle - the main logic comes from Nargott and Stetnoel!
By the way, where exactly did you encounter the difficulty? The interface is very user-friendly - a special thanks to Stetnoel!
For example, to understand the essence, download the mechanics of any creature from the standard creatures, then any from my page... they will all be far from what NOIADE produces, but for maintaining balance, this is the best solution!
Added 1 minute ago mmh7fun
I don't know, I like Noiade:) It's easier to specify some parameters through it.
Thank you very much! By the way, you can specify almost all parameters, abilities, and special abilities through NOIADE!
Wizard Necromancer
11 years ago
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I figured out the NCF format :) Now I'm working on snow ents.
Screenshot:
Is it okay? By the way, I used NOIADE to specify abilities and other parameters.
I figured out the NCF format :) Now I'm working on snow ents.
Screenshot:
Is it okay? By the way, I used NOIADE to specify the abilities and other parameters.
You need to add a blue reflection to the mirrored texture... I have some options with colored mirrors on my page! :smile13:
You can apply a mirror effect to anything! A mirror is a shiny, transparent texture – it's called different things in different sources, but the point is that the model then reflects light!
By the way, where exactly did you encounter the difficulty? The interface is very user-friendly – a special thanks to Stetnoel!
The difficulty lies in not understanding how to properly balance the growth using the calculator. I still consider the creatures more as independent units rather than neutral ones, but as a separate Castle.
I am interested in coming up with a cool race that will fit within the balance. I repeat, this is just a concept; I am not a modeler, I am a writer. And if someone decides to create the creatures I suggested, that is their right.
Added 1 hour 21 minutes ago
Creatures of the Coastal Tribes faction. Preview.
First level
Slaves
During numerous battles, many orcs fall into the hands of the coastal tribes. After being captured, they have no choice but to become slaves or be chained to a pole in the center of the barbarian settlement as a laughingstock. Most choose the former. The orcs weaken from the terrible working conditions and meager food, but they still often die in battles when the settlements send them ahead of other units. Waving their rusty chains, they fight with enemies until it becomes clear that their masters are losing the battle – then the slaves have nothing left to do but switch sides.
Rebels
Not all slaves endure the abuse of their masters until the first lost battle. Some unite to fight back against their masters. Not being driven by spears in the back, they try to avoid large-scale battles, and when they lose, they often switch to the side of their enemy. However, they are masters of surprise attacks from ambushes, when the opponent is unable to respond to their underhanded strike.
Miners
The strongest of the slaves are sent to mine ore at the foot of the mountains, where the hatred towards them is not so strong, and they are rewarded with good rations for their work. Not wanting to change a comfortable life for uncertain prospects, they do everything they can to protect their masters from enemies, fighting even more fiercely with each slain ally.
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Second level
Hunters
Almost all men of the coastal tribes become warriors or shamans, and the fate of hunters falls to the women. But despite their gender, the hunters of the coastal tribes are famous for their exceptional accuracy – it is said that they are capable of shooting arrows into the eye of a boar while standing with their eyes closed and relying only on sound.
Scouts
Some of the hunters go to the steppes to learn the art of survival in the most terrible conditions. Returning after a few years, they become completely different people – strong warriors, immune to any poison, and excellent hunters, bringing twice as much game from the hunt.
Bear Hunters
Hunters from the mountain ranges are famous for their impeccable shooting, because hunting thick-skinned mountain bears does not give a chance to miss. Approaching the opponent as closely as possible, bear hunters deliver a single, devastating blow, piercing the weakest point in the bear's hide. Their skills are valued both on the front lines and in defense.
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Third level
Wolf Riders
Not finding common ground with many peoples of the steppes, the people found loyal allies in the steppe wolves. Large animals are capable of supporting the weight of a lightly armed hunter, and sometimes they even join the battle, supporting other units of the coastal tribes' army.
Lancers
The strongest of the wolves are specially trained to carry heavy fighters and strong armor. Despite the loss of speed, it is quite difficult to kill one lancer, and a large group of them turns into a steel avalanche, sweeping away everything in its path.
Raiders
Wolves at the foot of the mountains are less aggressive than steppe wolves, but much more agile and resilient. Their riders are respected, because while the enemy strikes once, the raider is capable of inflicting two, or even three, deadly blows.
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Fourth level
Wild Griffins
Numerous cliffs and rocks along the coast are inhabited by wild species of griffins. They did not submit to the orcs, but for some reason, people turned out to be closer to them – and they became their loyal companions. Usually, ordinary griffins are busy hunting for food, but even in battle, they can show what they are capable of, maiming enemies with powerful blows.
Night Griffins
In the steppes, the hunt begins at night. At this time, the most terrible creatures crawl out of all the cracks, and many griffins die in unequal battles. However, those who survive demonstrate excellent camouflage skills – and fly so silently that many enemies do not even notice the approaching death.
Cliff Guardian
The oldest and most experienced griffins guard their nests from attacks by various marauders. Soaring into the clouds, they swoop down on the enemy, crushing and throwing him into utter horror.
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Fifth level
Ogre-Shaman
Those who result from the fusion of orc and human blood are called ogres. These are creatures that possess an incredible predisposition to magic, and many shamans undergo a special ritual to become an ogre. Ogre shamans are not only good mages, but also excellent fighters, combining the best qualities of humans and orcs.
Ogre-Mage
Some of the ogres, even as humans, were perfectly skilled in magic, and after the infusion of foreign blood, their powers increase many times over. Ogre-mages can turn the tide of battle in favor of their army with a single wave of their hand, strengthening allies or weakening enemies.
Blood Shaman
Orc blood helps not only mages, but also warriors. An ogre warrior is capable of not only casting auxiliary spells, but also fighting on the front lines, withstanding the most terrible blows and inflicting no less terrible attacks.
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Seventh level
Troll
Trolls lived in the mountains and ravines of the coast, often destroying human and dwarven cities. It is hard to believe that people were able to tame these terrible creatures, and this is largely due to the shamans, who appeased the evil creatures. Their powerful blows shake the earth, and their tough skin can withstand the most powerful hit. However, they are very vulnerable to light, which often turns them to stone.
Jötunn
Jötunns are the oldest and largest trolls, who have probably lived since the beginning of time. There is little left of a living creature in them; almost everything in them is pure stone. Possessing an amazing connection with the earth, they are capable of launching an attack with its very energy.
Mountain Trolls
Mountain trolls are the youngest trolls. Hot blood boils in their veins, and, falling into a combat frenzy, they are capable of shaking the earth so much that the walls and towers of cities around them begin to crumble, opening the way for foot soldiers.
The main difficulty is not understanding how to properly balance the growth using a calculator. I still consider these creatures more as neutral units rather than as a separate faction.
In essence, they will represent a faction, but they won't have one, and therefore their growth cannot be faction-based!