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[Campaign] Tragedy of Etheria (Just starting)

Discussion in 'Idea Factory' started by Galadgod, Jul 27, 2016.

  1. Machico

    Machico

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    The Kingdom of Leofacau, is inspired by the Rhodoks ?, I am interested in the project I hope to see a playable beta.
     
  2. Galadgod

    Galadgod

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    Emm, actually, something like that, but also with low tier archers and some cavalry, that is not the strongest but is there.
    If you know Mount and Blade, do you know Prophesy of Pendor? The Empire from that mod is the biggest inspiration for that faction, probably.

    Because of university, progress has been a bit slow. I'll try to show a bit of updates in the first week of april
     
  3. Machico

    Machico

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    I can notice the originality of the factions, I like the concepts of factions and the units, has potential the project but needs a little push.

    Not thinking about recruiting members to help with your project?

    I could help you in Triggers, or in unit concepts, suggestions, etc.
     
  4. Galadgod

    Galadgod

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    Of course, any help is accepted!
    Triggers, not really needing right now
    But concepts, suggestions, whatever you can, totally welcomed!
    I'll try to update a bit the thread tonight
     
  5. PrinceOfThaWest

    PrinceOfThaWest

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    Is this still up and in development? I like the project.
     
  6. Galadgod

    Galadgod

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    No no, though slowly, I'm still progressing, making the buildings and techtrees for each faction.

    Just to post something about the faction while I work with the technologies, some information about Falkereich's units will be posted as soon as I get home
     
  7. PrinceOfThaWest

    PrinceOfThaWest

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    Good looks, looking forward to see what's up with it. Keep up the good work!
     
  8. Galadgod

    Galadgod

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    Just gonna post units from two factions, the kingdom of Falkereich, and the kingdom of Leofacau

    Commoners are lowly serfs, peasants and citizens that do all the hard work to keep the Kingdom's economy flowing and their buldings standing. They are totally average all around, and have the ability to work together to complete buildings faster, at the cost of more resources.
    Levy Swordsmen are the fat of Falkereich's armies. Common peasants drafted into fighting, armed with low quality iron swords, and light armour. They are one of the weakest militia infantry, but also are among the cheapest.
    The lords of Falkereich train their serfs into marksmanship, so they provide cover fire during assaults, are are the main defense of their keeps. While not the deadliest archers, they have above average durability. Falkereich towers do not have the ability to attack, but they can garrison up to four castle keepers, and become a deadly defensive building.
    Veteran militiamen, if they have proven their mettle in battle, are given the option to retire or to join the personal guard of cardinals all around the kingdom. Given stronger armour, and mastering the halberd, these once commoners are now a respected defensive force, known to be the bane of anyone who dares charge into the priests of the Church of Life.
    Nobles born in the province of Reutenwald or in not so rich families are often trained only to fight on foot, and don't want or can't afford horses. These men care not for their heavy armour, because their feet may not be the fastest, but their swift and powerful strikes strike fear into their enemies.
    The most famous cavalry on the land, Falkereich's knights are trained since childhood vigorously and righteously, and they are blindly loyal to their King and their God. Heavily armoured and brave to the point of madness, these gallant riders charge into battle headfirst and almost always with terrible results for their enemies.
    Some Knights master the art of taming Falcons to aid them in hunting game, to the point that they can use their trusty companions to help them scout, communicate and even fight enemy flyers. While not as strong as other flyers, falcons are fast and strong against other airborne units, and they can also discover stealthed enemies. The knights themselves are quite strong, and use poleaxe and sword with great proficiency.
    Some Knights choose not to ride horses, but migthy gryphin that reside in the eastern mountains. They serve as the main sky hunters for their armies, having incredible speed, while not sacrificing power.
    Priests that have mastered the art of faith and light magic join the armies to provide healing and support to the knights. They are able to dispell black magic, mend minor wounds, and recite a prayer to motivate the tired and wounded knights, grating them holy fervor once more.
    Priest that join the churches in Reutenwald train both in holy faith and also combat. Using blunt maces to avoid spilling blood, they burn enemy magics, and are also highly resistant to it, working as supporting infantry and mage hunters.
    Battering Rams are used by the Knights to destroy even the most sturdiest of gates. Slowly moving, but highly resistant, and practically invulnerable to missile fire, if they get to enemy buildings, they'll make short work of even the most sturdy one.
    After besieging the great fort that stood in the hills of the Mountain Wall of the west, their rams proved useless, so their best engineers designed these mighty trebuchets, and after the astonishing work they made in the assault, they have been dubbed God's slings. Their long range and siege damage are umparalleled, but they're also the slowest machine available.
    The lords of the Order of the Sky were such fanatics of the hunt, that they mastered the art of horseback marksmanship. Their accuracy is not as fine as other renowed marksmen of the land, but their speed and toughness makes them a fearsome sight in the battlefield for any kind of infantry. They have the ability to shoot at light's speed, and also carry Falcon companions.
    Reutenwald Knights train since childhood to wear the heaviest plate armour, and use heavy longswords, and after many years of hard training and battle, foot knights of Reutenwald can join the ranks of the Silver Seraphim. Not needing steeds, these slow moving men totally clad in steel may seem slow on their feet, but they strike with the speed and fury of God himself. They also deliver stunning bashes with their shields, and carry broadhead throwing spears, to lower the enemy defenses.
    The most honourable title that can be bestowed to a knight, that showed honour, loyalty, and incredible expertise in battle, these few selected knights are considered one of the strongest warriors that ride the lands. Armoured Saints, riding mighty horses called Ironbred Stallions, can mow down even the largest of armies, with only a few numbers. Their horses have the ability to make a migthy ground stomp, stunning enemies, and the knights can imbue their weapons with holy light for a strike, making their charges the most deadly sight an enemy can ever witness.

    I'll post Leofacau's after a short delay.

    Most townsmen and villagers of the great Kingdom of Leofacau work as the main economic force of Leofacau, working on mines, farms and sawmills. As workers, they can't build, and they're average in everything else.
    Leofacau's architects are highly known for their incredible efficiency. While they can't gather resources, they build faster than the average worker.
    The corps of Guardsmen is the main millitia in charge of protecting villages and towns. They're highly trained and well armoured compared to most other first tier units, but ser also more expensive.
    Common folk that excel intermedio hunting are drafted and trained for the use of bows and skirmishes.They are completelly average in all aspects.
    Pikemen are the bread and butter of the Lion's army. Trained rigorously, their discipline is famous, almost as much as their skill todo stop enemy cavalry.
    The last remnant of Leofacau's domain of the north mountains of Khazall, the highlanders are a great shock force, armed with a heavy axe on a strong arm. While lightly armoured, their savagery is dangerous for any foro.
    Knights in shining armour, the main shock force of the Lion, these trained nobles have the perfect balance between power, resistance and speed.
    Elemental birds summoned by wizards as their familiares, these blue hawks, while phisically weak, can rain lightning to the enemies from the skies.
    A noble family must not only be rich enough to afford a pegasus, but the rider has to be accepted by the beast as well. However, after years of training, these celestial riders have proven to be one of the most powerful aerial forces of all Roullhan
    Powerful and highly trained members of the elemental guild often join the army as a support force. Having studied more elements than the average magician, they are highly unpredictable, providing ranged damage with lightning, ice protection for allies, and rain strong volcanic rocks covered in fire to wreak havoc on enemy lines.
    Adepts of the oracle cult, these mysterious priests are masters of the arcane and illusions. Being able todo replenish magicka for allies, create illusory copies and polymorphing enemies, a simple number of them can change the outcome of an once Lost Battleship.
    These siege machines provide deadly ranged cover for the Lion's infantry. Its powerful bolts can break the lines of the most brave soldiers.
    Easy to massproduce and to move, Leofacau's siege machine of choice to assault enemy castles are simple, yet very effective catapults.
    Professional soldiers that train their aim since young, and suited in heavy armour, these slow moving but highly resistant marksmen can penetrate even the heaviest plate armour with their crossbows.
    Pikemen that have proven their worth for years are chosen to be the personal guards of the marshalls, the princes, and the King himself. Heavily armoured, with strong kite shields, and fine spears that they have mastered, these troops terrify not only cavalry, but even the strongest of infantry squads.
    Field commanders for the marshalls in battle, clad in the strongest plate armour available, carry the orders of their superiors to all men on the field, keeping the large Lion's army organized despide their incredible size, but that doesn't mean that they can't perfectly hold the ground themselves if needed.
     
    Last edited: Nov 8, 2017
  9. PrinceOfThaWest

    PrinceOfThaWest

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    Looks good from what I've seen. Keep up the good work mate. I see you've put effort into those graphics, they look neat.
     
  10. Galadgod

    Galadgod

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    The Western Kingdom of Phonicis
    A cold, almost fully white permanently, that has a giant glade of phoenixes on its core, that brings them much needed heat, life, and light, its capital city is its main source of agriculture, with its core cities, even tough lacking much of the fire phoenixes bring, are less colder than the western area.
    Ice flows through their veins, and the harsh climate made its people have phenomenal sight and hearing.
    Their armies do not have the thoughness of their eastern counterparts, nor they excel in skirmishes and stealth tactics, but most of their units have magical abilities that can burst down any opposing force when used correctly.
    Labourers are average in most spots, but they have higher movement speed, after being used to walking over snow and mountains.
    The backbone of Phonicis armies, Phonicis doesn't have a custom for using militia. Instead, they rely on professional soldiers, and when sent to the battlefield inmediatly, what they lack in experience, they make up with strong armour and weapons.
    Gifted with an astonishing natural eyesight and arcane control over ice, after years of training, these mystic archers can imbue their shots with ice, freezing the movements of enemies. Adding to that, they're famous for their range and accuracy, and their bodkin arrows penetrate even heavy armour.
    Nobles of Phonicis are not only trained from their youth to wear heavy armour and master swordmanship. Their natural gift for controlling ice is also mastered to enchant the tip of their blades when attacking, turning a normal slash into a freezing death.
    Deep within the white, snowy forests of the Western Islands, lie frozen, poetic lakes, home to a strong breed of mystic horses. These pure beasts follow phoenixes, probably because of their good nature and their affiliation with God, and, aside from their solid, permanently frozen horn that they use to penetrate their foe's armour, they can also magically heal small wounds.
    The screenshot is taken from the editor. I attached the Lich's proyectile to their head, thus it can only be seen in game, making the most stupid looking unicorn unit ever conceived. I will hopefully change it, or keep it because I find it funny.
    Phonicis priests of the Church of Life are quite unorthodox: Their training is similar to Falkereich's dark priests, doning anti magic armour, and being profficient in melee combat. They are assigned a lesser phoenix since they achieve full priesthood, and can call call upon them, to rain fire upon their enemies, or cry healing tears upon their allies. If their mana is untouched at their time of death, Phoenixes can rise from their ashes instantly.
    Essentially, flying mages. These spellcasters can shoot ice spikes from the skies, and their slowing proyectiles and prove to be devastating to an army if not taken care soon enough. They are vulnerable to other airborne units, so they must be deployed carefully.
    Originally believed to be lesser dragons, these semi aquatic flying serpents are easily tamed if taken care of properly, and since they achieve a large size during adulthood, the Kingdom of Phonicis was quick to addapt them to their armies. They are a fearful sight for enemy air units.
    Pacifist students of the arcane, these powerful defensive spellcasters may look inoffensive initially, but the strong armour buffs they provide to their allies, and the way they can destroy enemy magic buffs and mana instantly is really something to take care of.
    Fully offensive masters of the element of Ice, these damsels can shoot highly penetrating spears of ice they form from their hands, freeze enemies almost completelly, and rain waves of cold to wear down enemies in a large area.
    These highly complex siege machines mow down infantry in seconds. Basically, multiple giant bows shooting simultaneously, while not dangerous to enemy buildings, attackers and deffenders alike would be in for a surprise if they don't take cover inmediatly.
    These proud knights of the Order of the Dragon have the honour of being the descendants of the saviours of mankind, back in the advent era, when brave riders took the battle against dragons themselves. Strong as most other knights, trading some defense for offensive power, their real speciality is their ability to mow down flyers as if they were normal ground units.
    Nobles that have shown excellent skill in the bow are given the option to join the order of the Moon. Serving as royal guards and field commanders of smaller squads, these are probably the most skilled bowmen in all of Roullhan. They imbue their shots in mystic fire, and can enchant their bows to fire multiple arrows at once to surrounding enemies with perfect accuracy.
     
  11. PrinceOfThaWest

    PrinceOfThaWest

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    Kingdom of Phonicis consists of elf-alike creatures? So far I love the design of units there, especially since they seem to be merged with lizard-like creatures.
     
  12. Mechanical Man

    Mechanical Man

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    I would imagine them to be based on phoenicians.

    BADUM TSSS
     
  13. Galadgod

    Galadgod

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    They will have a strong navy, and since they're on islands they rely on sea trade, maybe that counts?

    They are considered "Human" or at least they are for now on the script and lore I'm writing. Every Main faction, except undead, "Dark elves" (possessed humans) and the Savage Tribes, that consist of races such as centaurs or minotaurs.

    I'm trying to keep each faction uniformed, with the first two being Golden captain like armour, the second mostly Footman silver armour, and this one using blood elf colores.
    Hopefully, the next factions don't have units that look out of place.

    Speaking of factions, I need concept ideas for the Tribes faction. Pretty much a coalition of Centaurs, Minotaurs, Kobolds (that use troll models) Vulcans (Red orcs) and trolls (that use sasquatch model).
    I'm planning to change their units almost completelly, but have no ideas on my head.

    EDIT: I hate replying from my phone
     
    Last edited: Nov 16, 2017
  14. Mechanical Man

    Mechanical Man

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    I already see what you did there, it's obvious :D
     
  15. Galadgod

    Galadgod

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    Altough the name came from Phoenix because I'm the most original person on the planet
     
  16. Mechanical Man

    Mechanical Man

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    I mean by icy thingies ;)
     
  17. Galadgod

    Galadgod

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    I don't get it, I feel like an idiot haha