Haven't posted for a while because double posting on your own thread is some serious bad karma. That said I do have a lot of stuff to share and a lot of progress to talk about, so I think it's justified.
Daemons => "Talos"
First up the Daemons are getting a less generic name: the Talos
This fits with the Promethians
quick nicely - it's another indirect reference to Greek mythology. The Talos army will be composed of possessed bronze/gold suits of armour (warm colours), with plenty of warped surfaces and spikes. These "bodies" will explode when they assume spirit-form, and have to be reforged (body -> spirit = fast, spirit -> body = slow).
Their "ultimate unit" is actually their commander (again - the only human: can anyone think of a better name than "commander"?) who can be possessed himself, turning into a massive, warped monstrosity
The Talos Possessed Commander will be the most powerful unit in the game - you can only have one (for obvious reasons), it costs a bomb, takes forever to morph and if it dies, you lose. That said if somebody manages to perform the ritual on their commander you'd better start praying - it not only has some highly destructive magic (~mini-nukes) but can build and generates and stores resources (like the commander or more - not enough to be spamming nukes though, unless you have other generators), so is effectively a one unit army
Undead and Fae - brainstorm
The Undead need a cool name too - any ideas? So far the concept for them is to have their army made up one "corpse golems
" rather than just animated corpses - sort of like Frankestein's
monster: hideous creatures stitched together using body parts from all over the place.
Same story with the Fae - they are likely to supplement their "ents" with "fairies" which will look like humanoid insects. This is a choice not only to provide a distinctive look, but also because insect exo-skeletons are a lot easier to animate realistically than human flesh. Undead I can get away with because they're dead bodies, and the Daemons as you know, are now all metal. I'm saving the commanders (again - don't like that name) till last so that I'll have had the maximum amount of practice modelling when I try to make a human.
The Fae have ethereal units that can toggle between states rather than destroying their body: obviously this has advantages and disadvantages. So Undead spirits are always ethereal, the Talos can turn their units into spirits and certain Fae can toggle between ethereal and corporeal. The Prometheans meanwhile don't have any ethereal units.
Progress with Fugly
I've now done my armour and movement definitions, unit definition and scripting for the test unit (Fugly Tank). Fugly can now:
- Move around the map, pathing correctly and turning his wheels.
- Rotate his turret to fire, track enemies, return to a neutral position.
- Recoil turret, fire laser and reset head afterwards.
- Rotate turret to build (himself), repair and reclaim.
- Explode in a cloud of fugly glory, or rather body parts.
Some things are still proving problematic however:
Progress with Prometheans
- Nano particules spawn at base rather than at the flare, despite the:
function script.QueryNanopiece1 (heading, pitch) return flare end
- whenever any function script is called, function script.StopBuilding( ) is called too. I have absolutely no idea why, but it means I can't use this function, so I can't reset the turret after building is complete.
- Fugly is apparently a pacifist, as he only ever fires at the ground, and will never attack the enemy tank unless manually aimed: both tanks just wander around eachother aimlessly.
Things are progressing in concentrated bursts of activity - I've started work on the "Granite Knight" (or "Trojan") model. This will be a heavy close-combat shock unit:
Meanwhile I've realised that the "ethereal" state can be done really easily using armour definitions (make physical attacks do no damage, magical ones do extra damage, etc).
Units with multiple attacks will only be able to use one at a time as you can't case multiple spells simultaneously (because I said so). Instead you'll be able to toggle/switch between weapons, meaning that you can alter a unit's function slightly: there'll be fewer units but many will be multi-role.
For example, the obsidian Bishop's Main attack is a split-second heat-ray that does very high damage to a single target, with very good armour penetration (eg - works well again all armour types). However he can switch to a thinner beam that does lighter damage with less penetration, but has no reload time (it's "sprayed" constantly at the target).
The Bishops are generally going to fall into a "wizard" class that tends to have multiple support spells: the Granite Bishop will have a meteor spell that works like artillery but is also effective against slow-moving units, and may also be able to turn enemies to stone.
All feedback, ideas, advice, criticism and abuse is very much welcome