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Old 05-25-2009, 10:13 PM   #1
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Default Wynforge Expeditioners

LADIES AND GENTLEMEN, LEMME INTRODUCE YOU...

THE WYNFORGE EXPEDITIONERS!!!!!!

FORMERLY KNOWN AS THE

AAAAIIIIRSHIIIP RAAAACE!!!!

It is a collaition of gnomes and dwarves with an obsession for air based vehicles and automatons. They reside at Wynforge, an artificial floating island. Both the island and the ships are powered for the most part by fire elemental residuals, more specifically smoldering coal. This has two hazardous side effects: 1) that its utilization generates toxic fumes that pollute the air, and 2) that the reollection of such materials is performed by extensive excavations that destroy ecosystems.

And this, their pride on their prowess is also percieved as the death of many by others.

This will be my WIP thread for it.

Current ideas I have for it:

Economy:

I was considering that I would have the race collect their resources in large amounts at very fast rates, compensated by expensive unit cost. This would force the player to expand as soon as they can, for they can deplete everything around if he is careless.

Mining:
Mining will be done by creating a "refinery" on top of gold mines. Harvesting will be automatic, but initially at a slow rate. Each refinery can be upgraded to harvest faster.

Lumbering:
Engineers, the main builder, can deploy a single automaton each that chops the wood and brings it to him.

Building:
They will use the standard human powerbuilding scheme:

- Engineers: Standard unit builders. They deploy a remote controlled mechanoid that harvest the lumber for them. They can just repair buildings, not mechanical units.


Units:

- Basic Infantry: Undecided. Probably organic units that are deployed by a small ship.

- Siege: Currently, it is a stationary cannon that it is transported by attaching rotor blades. It cannot attack while it is being relocated.
- Battleship: A large ship taht deploys samller floating machines that shoot everything - a crude Protoss Carrier unit, if you will. Currently implemented using the Factory, Tornado Wander and Phoenix Fire abilities. Prone to change. Or probably not, as it is governed too much by rule of cool.
-


- Technicians (Casters): Currently there are Flying and Armored Technicians. Flying ones should act as slightly more traidional casters. Armored ones are basically mobile factories, and act as summoner of sorts - rather than the "summons" have a mana cost, they will be "sold" by the Technician, so they have standard gold and lumber costs.



Hero: Tehcnocrat Admiral. Ideally it would be a typical modern admiral looking unit with technological ehancements, like perhaps an X-ray monocle and stuff.


LOG
  • (old)
    - Okay, so i cant have a damn human unit build the stupid goldmine, it need to be an undead. I need to think of a workaround.
  • (28/05/09)
    - Well, it seems i found a wrokaround for that. Still needs to address building contrsuction cancel and death
  • (31/05/09)
    - Well, I still have issues with the god damn goldmine location. I will work later on that.
    - I added moar imported models. Most are just the boats without the goddamn water waves; another one is a slightly modified and reskinned Undead shipyard (I modified the skin using other pieces from other textures; for optimal filesize I'd rather have someone help me with the model using other ingame textures); another couple are awesome dwarven units that I will use as technicians, the race spellcasters of sorts (not workers anymoar). The last one is a modified Goblin Driller (without permission yet, hopefully I will get it, for it rocks).
    - On units, I have listed the chnages above for your viewing pleasure.
    - Fruther on that, I was intending to have a gunship that would have weak rapid firing, but tehy would hit stronger as long as they focused on their same targets, using a modified Incinerate, but it didnt work.
    - Also, I wanted perhaps a unit that would have moderate damage with moderate cooldown, but that using a heavily modified Defend ability, they could have a "focus fire" ability - they would have a bigger cooldown for a more concentrated attack that would deal much more damage.
  • (01/06/09)
    - They have been given a name and a ore indepth background.

Thanks to

- Cats (indrect help)
- Peppers, Kyrbs (less-indirect help)
- Archmage (helping fleshing them out)
- donut 3.5 (awesome drillbot model)
- Wolverine (Dwarf loader model)
- П4ела (SpyRobot model)
- Petro (Balloon)
- Ket (damn you ket, anyway, Karlson model)




Wynforge Expeditioners - Units:
ModelUnitRoleAdditional Info
...EngineerBuilder and Lumber Drop PointBuild and repairs Structures and deploy Automated Lumberjacks.
...FT-250 CarrierInfantry Automatons Production ShipProduces Jackhammers and Staplers
...SP-360 CrossfireExplorerLight unarmed scout.
...XV-500 Basilisk CannonSiegeRotor propelled cannon. Must be stationed on the ground to attack.
...Flying TechnicianAerial SpellcasterCan use smog based abilities. To gain mana, he must vacuum the smog produced by certain structures.
...Armored TechnicianMobile Automaton FactoryCan summon/deploy Screwdrivers, Crowbars and Drills


Wynforge Expeditioners - Automatons:
ModelUnitRoleConstructed byAdditional Info
...Lumberjack 3000Lumber HarvestersEngineersThese automatons collect the required wood for the Expeditioners operations.
...Jackhammer 210Basic Micro Melee InfantryCarrier Cheap but weak micro infantry.
...Stapler 360Basic Micro Ranged InfantryCarrier Cheap but weak micro infantry.
...Screwdriver 810Field repairbotArmored Technicians Can repair mechanical units at a fast rate.
...Crowbar 560SaboteursArmored Technicians Can sacrifice themselves to halt a building production queue.
...Drill 870Micro siegeArmored Technicians Weak but fast siege unit, that in large numbers can make buildings crumble in seconds.


Wynforge Expeditioners - Buildings:
ModelBuildingRoleAdditional Info
...HeadquartersTown HallProduces Engineers
...Excavation ZoneGoldmineHarvest gold automatically, and produces smog. Can be upgraded to harvest gold faster.
...Coal DepotFarmIncreases the food cap, and produces smog.
...Processing PlantMillContains updgrades for units. Maybe it is a resource drop point; undecided on that.
...Altar of HeightsAltarSummons the Hero
...Monitoring DroidtowerAttacks enemy units. Can lift off?
...DocksBarracksProduces XV-250 Crossfires
......Advanced BarracksProduces ...
......Spellcaster BuildingProduces Technicians

Wynforge Expeditioners Hero + Skills:
HeroModelRole
Technocrat AdmiralGnome SHield Hands, for the time being
SkillsTypeDescription
Undecided...I...
Undecided...I...
Undecided...I...
Undecided...I...
Attached Files
File Type: w3x (4)FylingShipsOMG.w3x (1.28 MB, 59 views)
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Originally Posted by http://ajaxian.com/archives/would-you-like-a-_-with-that-new-library-gives-js-what-it-should-have#comment-276203
- Dont solve problems that dont exist.
- Improve the wheel, dont reinvent it.
- Port the wheel if it doesnt exist in your environment.
- Integrate the wheel into your project.
- Make sure you can replace your wooden wheel for a rubber one if someone else invents it.

Last edited by Alevice : 06-30-2009 at 03:46 AM.
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Old 05-26-2009, 04:06 AM   #2
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Subscribing.

So off the top of my head...
Airships:
- Basic attack (ranged)
- More powerful attack (still ranged) (<--questionable...)
- Siege
- Caster
- "Carrier" (Starcraft, MASS THEM TO INSTA-WIN)
- Lazer (read Shannara ^_^)
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Old 06-02-2009, 06:59 AM   #3
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The theme having matured, I imagine development of the race should go smoothly.

Ideas
  • Small gnomish airship with a tesla coil attack. Do not let near dirigibles.
  • Refinery pollution gets worse with each upgrade. Toxic clouds could have locust, tornado wander, timed life and should be generated in short intervals.
  • If there are Zeppelins, they ought to explode on death and create a tide of hellfire upon the ground.
  • More sophisticated firearms. Who needs so much melee when you can have guns?
  • Structures that can lift-off. Either key structures or specialized structures could have this ability.
  • It would be pretty awesome if one of the structures or units could harness the wandering clouds of pollution in some way.

If you don't use the wandering clouds of pollution idea, I definitely will.
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Old 06-02-2009, 07:03 AM   #4
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ADDENDUM SINCE I CAN'T EDIT: Pollution-collecting structures could use either electrostatic attraction or carbon filters to collect the toxic particles.
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Old 06-06-2009, 04:39 AM   #5
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Default Custom Units and Buildings Teaser

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WIPS
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Quote:
Originally Posted by http://ajaxian.com/archives/would-you-like-a-_-with-that-new-library-gives-js-what-it-should-have#comment-276203
- Dont solve problems that dont exist.
- Improve the wheel, dont reinvent it.
- Port the wheel if it doesnt exist in your environment.
- Integrate the wheel into your project.
- Make sure you can replace your wooden wheel for a rubber one if someone else invents it.

Last edited by Alevice : 06-17-2009 at 04:49 AM.
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Old 06-06-2009, 05:27 AM   #6
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Default Comparison Shots

These are just for showing off the comparision bteween the base model and skin and the new ones.

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Quote:
Originally Posted by http://ajaxian.com/archives/would-you-like-a-_-with-that-new-library-gives-js-what-it-should-have#comment-276203
- Dont solve problems that dont exist.
- Improve the wheel, dont reinvent it.
- Port the wheel if it doesnt exist in your environment.
- Integrate the wheel into your project.
- Make sure you can replace your wooden wheel for a rubber one if someone else invents it.

Last edited by Alevice : 06-30-2009 at 11:54 PM.
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Old 06-28-2009, 07:33 PM   #7
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Just letting you know I'm observing the progressing awesomeness.
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Old 06-29-2009, 10:32 PM   #8
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Two things:
  • You are gonna have to release these models... they are fecking hawt.
  • A siege unit which shoots tiny sieger goblins whose primary function is to move to the nearest thing and then explode.
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Old 06-29-2009, 10:38 PM   #9
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I don't think goblins fit the theme of the race, a faction composed of gnomes and dwarves.
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Old 06-30-2009, 03:39 AM   #10
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I will surely release the models. Mind you, most are just modified skins and meshes, no rewraps, as I suck at doing them, so filesize would be large. I also need more proper animations - most of them lack a prettier death animation than just sinking. Because of that, I doubt I will be releasing them as a model pack submission, just uploading them in this thread or some other more publicly avilable once I have something playable.

Srego is right that Goblins will not be fatured, but the idea can be adpated to involve the Automaton concept. It certainly is an interesting idea for sieging.

That said, I'm trying to be careful and not overfeature as much, specially when most features would be a micromanagement hell, which is a design I don't like much since I suck at it. Most behaviours are meant to be transparent to the user.

I still need more ideas for the proper ships. The goal is to make them very very though (like a basic fighter would be like 4 times thougher than most infantry), but very expensive both in standard resources and food cost, sio i can promote expansions due to the need of more harvesting and upkeep management.
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Airship Race Motherfuckers!
Quote:
Originally Posted by http://ajaxian.com/archives/would-you-like-a-_-with-that-new-library-gives-js-what-it-should-have#comment-276203
- Dont solve problems that dont exist.
- Improve the wheel, dont reinvent it.
- Port the wheel if it doesnt exist in your environment.
- Integrate the wheel into your project.
- Make sure you can replace your wooden wheel for a rubber one if someone else invents it.

Last edited by Alevice : 06-30-2009 at 03:41 AM.
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Old 07-07-2009, 04:13 AM   #11
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Default Concept Art

Technocrat Admiral WIP
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Jackhammer Automaton Sktech

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Alevice.jones is SC2 Beta, losers.

Check out my never updated deviantart gallery!!

Kalimdor Raiders (Race Contest #1) Pastebin Page
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Airship Race Motherfuckers!
Quote:
Originally Posted by http://ajaxian.com/archives/would-you-like-a-_-with-that-new-library-gives-js-what-it-should-have#comment-276203
- Dont solve problems that dont exist.
- Improve the wheel, dont reinvent it.
- Port the wheel if it doesnt exist in your environment.
- Integrate the wheel into your project.
- Make sure you can replace your wooden wheel for a rubber one if someone else invents it.

Last edited by Alevice : 07-16-2009 at 05:42 AM.
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Old 07-07-2009, 04:27 AM   #12
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Old 07-08-2009, 04:50 PM   #13
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So right now, what's the influence of "smog"? I noticed Archmage talking about wandering clouds of smog, but what influence would that have on the gameplay of the race/other races?
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Old 07-09-2009, 03:25 AM   #14
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I was thinking of stackable status ailments (minor damage over time too perhaps?) that affect everything non-mechanical, including your own units. I was considering that smog would have a timed life, but it can still be rather dangerous when you consider that more than one building could produce it.

The Flying Technicians can collect it turning it into mana, like a glorified Undead Destroyer. Given smog is only generated within the bases, I am intending to make the FT a base defense oriented caster. Actual spells are still on the works.
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Alevice.jones is SC2 Beta, losers.

Check out my never updated deviantart gallery!!

Kalimdor Raiders (Race Contest #1) Pastebin Page
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Airship Race Motherfuckers!
Quote:
Originally Posted by http://ajaxian.com/archives/would-you-like-a-_-with-that-new-library-gives-js-what-it-should-have#comment-276203
- Dont solve problems that dont exist.
- Improve the wheel, dont reinvent it.
- Port the wheel if it doesnt exist in your environment.
- Integrate the wheel into your project.
- Make sure you can replace your wooden wheel for a rubber one if someone else invents it.
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Old 07-10-2009, 10:15 PM   #15
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He seems to be looking at the sky like it should be falling soon :D
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