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Taz'dingo Mon... Wid Ice [Ice Troll Concept]
Ether

Taz'dingo Mon... Wid Ice [Ice Troll Concept]

Just finished the Goblin Race, now I'm working on Ice Trolls.
@deepstrasz
A brilliant question mate. :) The mechanics of each faction is very different. Some are superfaction and overbalanced but has complex and convoluted tech trees, which will require policy decisions (research-based) in which one of three choices to be selected, some units will be able to be trained and some will be disabled. Those superfactions like goblins, burning legion, and old gods, those numbering factions might have unbalanceable ones since its all campaign and based on difficulty and they will be somehow be playable in hard and insane missions.

As of other mechanics, there are key differences I'm working on now, like this ones, ice trolls, they have super high life regeneration rate but very weak and has life degen rate when in hotter places like magma, outland, and barrens. They all have cold and ice related abilities, such as some trolls there have frozen attack, as forest trolls have poison attacks, dark trolls have night blend and shadow melds, and chaos trolls have none but chaos attacks.

Goblins, they have very small hitpoints but very good at their mechanical units and are mostly expensive, so to keep them at work and effective, they need heaps of gold and if that befalls successful, swarming the enemies are good.

Ogres, kinda have high hitpoints and high cost, they have no defensive structure but they rely on the toughness of their structures and manpower defense with assistance to gronns and breaker creatures. They are weak against swarmed flying units but their magis and spellcasters can do something.

And not lastly, humans, they are also policy based, one policy disables arcane units (sorceresses, wizards, and hydromancers) but enables holy units (chaplains, monks, and paladins), one policy is vice versa. One policy enables at least one of arcane and holy but enables two unique units like (heavy cavalry and relish knights). The human empire faction has mechanic of teamwork-based and all units are bounded together.
Example:
* The footman comes best with archer on the back and spearmen (anti-cavalry beside) but have the footmen, mantlet in front for additional defense. Catapults gain armor with mantlets because the mantlets increases its shared armor the more units are mounted with it, so the catapults can be covered up while moving.

The exorcists for example can also work well with paladins, these exorcists have ability to brandish weapons of specific units like paladin, templar, and justicars, all of them are melee warrior semi-spellcasters. Brandish weapons make them 175% damaging to undead and demon units. And has chance to auto-kill a low level 'summoned' shadow unit.

And many more. The only stuff I'm thinking of a unique mechanic is the skeleton race. :)
 
@deepstrasz
I'd provide them as well because I'm not fond of reusing in-game spells that is just renamed and redefined tooltips. I'll use some custom spells here as due witb credits too as well. :) But still I had paused and put that spell works on hold since I don't know how to use the knockback system.

Also, custom icons (I did many screenshot photoshopped icons whenever I cannot find a fitting icon for a specific unit), custom upgrades (one thing to be unique, there are some upgrades that when researched, disables others. In which that upgrades are very useful that the player decided what perks he wants to implement. And items, I did some bananas (for hitpoints), ingots and silver bars (those does not give you any gold unless you drop or sell them in a merchant unit or building), and cursed items (this is something unique I'm working on too, when you pick it up, it is whether conditional or really a bad item, some are undroppable.)
Example:
"Stim-Pack"
- A charged item. Three times to drink. Per drink gives the unit, 200% attack speed and +50 damage until death. But while alive, drains hitpoints 25-50 per second.

Another is really a cursed item example is:
"Amulet of Gahuna"
A powerful gemstone only the strongest can wield. Only amphibious unit is not affected by any effects of this item. This item cannot be dropped nor selled, but only be destroyed by either sending it to human cursebreakers or dropping it to Mt. Shangra. The hero holding this item has 10% chance to lose 10 mana when it attacks and has 15% chance to receive double damage from enemy attacks.
(This is much challenging and problem solving how to dislodge and remove items, so be careful what you pick up and names are tricky.) :)

Custom doodads, yes, too, I didn't want to use in-game doodads anymore but I'd to see myself making some custom doodads one time since I'm still learning of bone lessons for model and animation. Lastly, custom AI, it is fine but I'd like to know more about a smarter AI that casts proper custom abilities and that very hard difficult naval AI that does not seem to work ever, and not to forget, changing AI of a player which havent found any answers yet. :)
 
@Battleborn Don't forget credits!
About undroppable items, I don't know... It might not be a good idea unless you know they're cursed before acquiring them. Well, you can always load the game if you don't like those items :D
 
@deepstrasz
Yes, a pile and heaps of list of credits will come as well. The cursed items, most of them are beneficial, some are just terribly useless but when dropped to a specific requirement unit or stuff, can give you a large amount of gold. Well, pertaining those, I'll be making an in depth research how they can make players to pick it up. Also, some items become cursed in any situation or corrupted like the Boots of Speed, in some certain chance it gets corrupted and becomes Boots of Deprived Speed.

Oh the loading system, well, it's alright. :)
 

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