Four Path Magitech

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This page is under construction.

Four Path Magitech is a proposed Glest mod that expands directly upon the core magitech faction. The concept retains the two starting factions of Magic and Technology. However, after developing to a certain point, the player is given the choice between two paths which will decide what advanced units and buildings they will be able to create.

The idea originally started as Necromancy & Religion for the Magic and Technology factions, respectively, posted by user Justcallmeike on the Glest forum on this thread. Daniel later proposed expanding upon those ideas by offering a choice of two different paths for each faction. Magic would get Path of Corruption (necromancy) or Path of Nature (druidism/natural magic) and Tech would get Path of Enlightenment (religion) and Path of Reason (science). At this time development efforts are focused on the original Necromancy & Religion areas (i.e., Path of Corruption and Path of Enlightenment) and the rest will be more closely examined later.

Editing this page

For consistency, I am trying to follow terminology used in the game/xml files as closely as possible. Buildings are considered "units", all units have skills and commands. (Commands tell the unit to use a skill). We'll have a separate level 2 heading (one surrounded by two equal signs on either side) followed by an info table and then a skill table. For help with editing wiki-tables, try the Wikipedia Help:Tables page. So we keep the size of tables low, here is my suggested table usage:


Description a description
Requires pre-conditions that must be met before unit can be produced
Cost resources
HP max hit points
EP max energy points
Armor armor rating and type
Move Speed movement speed
Work Completed What work items are completed for implementation. This includes models, textures, animations, sounds, and xml file(s).


Skill Phase Cost Speed Requires Description
non-attack skill name the phase we're targeting for implementation resources, EP, health, or whatever is consumed speed pre-conditions that must be met before skill can be used a description.
attack skill name the phase resource, EP, health costs the attack speed pre-conditions include attack stats, example below
  • Damage: 200..250 (fire)
  • Range: 6
  • Splash: 4

Magic: Path of Corruption

Modifications to existing units

Initiate

  • Add Necromancer Tower and Necro extension to buildings they can build
  • Possibly add morph into Necromancer

Summoner

  • Possibly add morph into Necromancer.

New Damage Types

  • I propose we add fire, cold, disease and poison damage types. Additionally, consider holy and unholy attacks.

Temporary Effects

I think that the core code needs the ability to add temporary "effects". Effects can be negative or positive changes to the stats of a unit, including movement speed, attack speed, damage min/max, sight, regeneration (including negative regeneration). This will enable the use of temporary beneficial spells or effects, damage-over-time effects like poison and the like, blindness, erosion (a damage over time that effects elementals), despair (slows movement, decreases sight slightly and decreases attack speed), etc.

Necromancer Tower

Description First building in Path of Corruption
Requires Library and Ancient Summoning?
Cost
HP 6000
EP N/A
Armor 0 (stone)
Move Speed N/A
Work Completed model


Skill Phase Cost Speed Requires Description
produce necro (or upgrade from initiate or summoner?) 1 250 Produces a Necromancer
upgrade: Summon Undead Behemoths 1 Allows necro to summon undead behemoth
upgrade: global-beneficial 1 initiates move faster and carry more from fear/intimidation
upgrade: improve necro minions 1 200g Gives minions +10 damage, +10 armor, and +25% health. This effect is connected directly to the undead created by one Necromancer. Each Necromancer must have the effect activated separately for his own minions.
upgrade: Lich 2 high-ish slow Archmage Tower and necro extension building Allowed necro to morph into a lich


Graveyard

Description Building to allow creating Liches and further research & upgrades
Requires Necromancer Tower
Cost
HP 4500
EP N/A
Armor 0 (stone)
Move Speed N/A
Work Completed none


Skill Phase Cost Speed Requires Description
upgrade: Soul Steal/Festering Wound 2 Lich gains alternate attack that restores some of his/her health
upgrade: Improved Lich Movement or other 2 Based upon the proposal that Liches will have limited or no mobility while controlling enemy units.
upgrade: other possible lich-related ability or upgrade 2

Necromancer

Description The Necromancer has no attack capabilities. He has relatively high armor and health stats (I won't specifically say how high, because I am not sure how high would be sufficient). His abilities include summoning Undead Infantry, summoning Undead Behemoths, and mass-healing of all units.

It must also be known that a Necromancer's minions must be within his range of vision, or suffer deterioration of stats, armor, and health. If a Necromancer is killed, though, all of his minions are killed as well and 50 gold for each is returned to the player's coffers magically.

Requires Necromancer Tower
Cost 300g
HP 800?
EP 800 (upgraded by compress mana and ancient summoning)
Armor 20 (leather)?
Move Speed 225?
Work Completed none


Skill Phase Cost Speed Requires Description
Summon Undead Infantry 1 50g? 175? none
Summon Undead Behemoths 1 250? Research at Necromancer Tower
Mass-Healing 1 Research? A Necromancer may sacrifice 7 units and half his health to heal all units currently controlled by the player by 650 health for 300 gold. Again, sacrificial, but well worth the units and gold during a large conquest.
Morph into Lich (researchable) 2 Research 325? Research


Lich

Description Has a little lower HPs and (no?) armor, but may possess some other defensive properties like a researchable damage shield or deceptive defense like an illusionary "shadow" of the Lich that follows him around and fools attackers into attacking it instead of the real Lich. When such a "shadow" is close to the Lich, spell effects from the Lich's casting will only appear from one or the other, randomly alternating.
Requires Research Lich at necro extension, or just necro extension
Cost
HP 400
EP
Armor 0 (leather)
Move Speed 170?
Work Completed model (texture is wip)


Skill Phase Cost Speed Requires Description
Magical Attack A (Decay, Venom or Festering Wound) 2 750 EP? none Initial damage plus damage over time, 4-ish splash radius, moderate EP cost, slow recast rate. Possibly a researchable effect that decreases some stat of opponent.
  • Damage Type: Disease or Poison
  • Damage: 250-350 + an additional 200 over 5 seconds (all units hit by splash take the same damage over time/decay damage)
  • Splash Radius: 4
Magical Attack B: (Steal Soul/Enveloping Despair) 2 not sure yet Research Immobilizes target, draining 20-ish health per tick. Lich is also immobile while using this skill, gains 10-ish health and looses x EPs per tick. How fast is a tick anyway? Alternately, the attack is instant, without immobilizing the target or the caster and causing a temporary loss of some stats to the target.
  • Damage Type: magic
  • Damage: 20-30/tick
Control/Dominate 2 Research Can control up to 3 enemy units (perhaps 2 prior to some research). Monks and all "holy warriors" should be immune to this effect (but not scientists). Controlled units will suffer constant health drain from the effect, but will be able to siphon *some* of the life from their opponents in battle (a small percentage). Can control up to 3 units at once and cannot attack while controlling other units. For balancing, may make him immobile or move slower while controlling if needed. The Lich's EP should also suffer while controlling units, relative to the number of units controlled. Perhaps 1 unit causes slow regen, 2 units no EP regen and 3 units causes EP drain. Running out of EP while controlling 3 units will cause one of the slaves to be released. Lich should get credit for the death of the units they control as well as any units they in turn kill while under control.
2 Research


Undead Infantry

Description Skeletal soldiers clad in rusty, dirty armor. They have the stats equal to those of a a Tech Swordman, and cost the same as well. They have the ability to burrow underground, becoming essentially invisible and untouchable by enemy units. All Undead Infantry must burrow at once, and their Necromancer also gains the effect (although he simply becomes invisible). It should be noted that Undead Infantry still have mobility while underground, although they are only about 2/3 as fast. The effect would only be used for a few minutes, after which a similar period of time would be needed to 'recharge' the ability.
Requires N/A (can't be summoned w/o necro anyway)
Cost 50g
HP ?
EP 0?
Armor ?
Move Speed ?
Work Completed model (texture is wip)


Skill Phase Cost Speed Requires Description
Attack 1 none none
  • Damage type: sword
  • Damage: 100-ish?
Submerge/Bury 1 none none as described above or where the ability is free and unlimited but they are immobile and cannot attack but ambush the enemy if the enemy comes near or have some limited (researchable?) attack while submerged.


Undead Behemoth

Description Zombie-like giants in chain armor, they wield large battleaxes and have some magical ability. These beasts act as a superbly destructive force against buildings. Their health, armor and damage would be similar to but slightly weaker than that of the Daemon Giant. Cost would be about 550 gold. Besides the general melee attack, the Undead Behemoth would sport a magic-based attack called Rampant Flare. This attack would decimate any building close to the Behemoth, and would also do damage to enemies nearby. The attack would leave all units under the Behemoth's Necromacer's control dormant and immobile, easy targets for attack. Overall the Undead Behemoth could be best described as a destructive yet sacrificial unit.
Requires
Cost 550g
HP
EP
Armor
Move Speed
Work Completed model, may need skin improvements


Skill Phase Cost Speed Requires Description
Attack 1 none none
  • Damage type: sword
  • Damage: 200-325?
Rampant Flare 1 none none
  • Damage Type: fire
  • Damage: ??
  • Splash Radius: ?


Magic: Path of Nature

Grove

Description Takes 4 spaces, of which at least 2 must have a tree on them.
Requires
Cost
HP
EP
Armor
Move Speed
Work Completed


Skill Phase Cost Speed Requires Description


Entwined/Blessed Mage Tower

Description
Requires
Cost
HP
EP
Armor
Move Speed
Work Completed


Skill Phase Cost Speed Requires Description


Druid

Description
Requires
Cost
HP
EP
Armor
Move Speed
Work Completed


Skill Phase Cost Speed Requires Description


Pixie/Sprite/Farie

Description
Requires
Cost
HP
EP
Armor
Move Speed
Work Completed


Skill Phase Cost Speed Requires Description


Treant

Description
Requires
Cost
HP
EP
Armor
Move Speed
Work Completed


Skill Phase Cost Speed Requires Description


Technology: Path of Enlightenment

Abby

Description
Requires
Cost
HP
EP
Armor
Move Speed
Work Completed


Skill Phase Cost Speed Requires Description


Monk

Description
Requires
Cost
HP
EP
Armor
Move Speed
Work Completed


Skill Phase Cost Speed Requires Description


Holy Warrior

Description
Requires
Cost
HP
EP
Armor
Move Speed
Work Completed


Skill Phase Cost Speed Requires Description


White Knight

Description
Requires
Cost
HP
EP
Armor
Move Speed
Work Completed


Skill Phase Cost Speed Requires Description

Technology: Path of Reason

University

Description
Requires
Cost
HP
EP
Armor
Move Speed
Work Completed


Skill Phase Cost Speed Requires Description


War Office/War Counsel

Description
Requires
Cost
HP
EP
Armor
Move Speed
Work Completed


Skill Phase Cost Speed Requires Description

Mobile Storage Unit

Description Large, slow-moving storage vessel that can be lugged around to make harvesting & mining faster. Stores 400 wood, gold and stone.
Requires Technodome, University
Cost 375 wood, 150 gold
HP 2500
EP 0
Armor 0 (wood)
Move Speed 50
Work Completed


Skill Phase Cost Speed Requires Description


Armored Siege Unit (needs name)

Description Engineer can upgrade a Mobile Storage Unit into this for whatever cost and time. Will carry 4x size 1 units, 2x size 2 units, or 1x size 4 unit instead of being able to store gold wood and stone. Attacks to the unit damage the unit and not the people inside. Ranged units can attack while in the vehicle.
Requires Technodome, University
Cost Mobile Storage Unit + 150g (and iron if we had it)
HP 5000
EP 0
Armor 20 (plate)
Move Speed 35
Work Completed


Skill Phase Cost Speed Requires Description