| 12-12-2003, 02:51 AM | #361 |
Yeah, we thought of that. There'll have to be a way to get rid of them for each race. (Gun on goblin main building, dispel magic for tauren maybe, etc.) |
| 12-12-2003, 03:13 AM | #362 |
That makes a little more sense, or instead of maingun etc, you could make th armor on them light or heavy so that they arent so hard to kill? I dunno..., gotta go do essay now... And all of these effects and stuff are just tests, not the real thing right? |
| 12-12-2003, 03:42 AM | #363 |
They are both tests and the real thing. They are initial attempts at triggering the spells that we come up with. As we come up with better spells, I'm sure some will be replaced. Also, balance will of course be enacted when the mod starts to come together more. I imagine, though, that we will use some of those exact triggers in the final version. Oh, and I have managed to figure out my problem with the Thaumaturge, and am now working to fix it. (I wish I knew this before I UVW mapped it!) I will have it back in working order soon. I just have to fix a lot of separate parts before I can begin to animate. |
| 12-12-2003, 01:32 PM | #364 |
So thoe effects, like volcano, and divine inervention are the effects we're gonna keep for the mod? |
| 12-12-2003, 04:01 PM | #365 |
I thought of a goblin sige unit: nothing special reaaly, its just a sapper, but without the kaboom abillty, instead they plant a bomb, runs away, activates the bomb, that kills everything in the area |
| 12-12-2003, 04:36 PM | #366 |
Heh, frostigt, u ot some crazy ideas, but I think that that was already thought of before. Keep the ideas coming |
| 12-12-2003, 05:25 PM | #367 |
No, no, Runemane. We will model new effects for them. The cooler spells, though, will remain like that. |
| 12-12-2003, 06:17 PM | #368 |
I thought of a second tauren flyer! the wandrer spirit, its a spirit of a dead taurn that can be summoned by extremily skilled shamans. he dont look much like a tauren, somekind of mix-up with the shade and the wisp, simply a spirit! they, u know fly around making spells and.... u know.... stuff.... |
| 12-12-2003, 06:39 PM | #369 |
lol "uhh and stuff" I was thinking instead of a spirit tauren, we could use a spirit wyvern or something, because ti wa sonly used during the first part of the orc campaign in TFT, so it would be readily accepted.... |
| 12-12-2003, 07:16 PM | #370 |
yeah yeah... but it can still be possesed by a tauren spirit? right? |
| 12-12-2003, 09:12 PM | #371 |
TiJiL doesn't like this idea, but I think there should be a Tauren in a gondola with 2 wyverns carrying him. (Strings from wyverns to gondola, lika a baloon...) Tauren could hurl rocks or spears out of the gondola! For rocks, I think I'll just end up making them have like 100 HP instead of 500. They really need fortified armor, though. I mean... they're rocks. |
| 12-12-2003, 09:23 PM | #372 |
No, you caught me, I don't like that idea. Anyway... I think there should be a magicy wyvern as an air unit/caster. Still working on fixing my error with the Thaumaturge. *sigh* |
| 12-12-2003, 10:23 PM | #373 |
for the goblin siege unit, its a goblin with a small mechanical catapult or mortar on his back :D how cool would that be? I like Bhav's idea for the flying tauren tho, shows originality. |
| 12-13-2003, 01:12 AM | #374 |
In between my modeling work, I have been formulating a story to use for the campaign. (Really, just thinking about Bhav's story and filling in the holes.) Prologue: In the aftermath of the Battle of Mt. Hyjal, a temporary peace seemed to settle over the land. The night elves, powerless without their mighty World Tree, move off the northern coast of Kalimdor to start anew. The orcs and humans, no longer actively fighting, settle in their respective new nations. The undead kingdoms on Northrend and Lordaeron slumber restlessly or clash with one another. All in all, however, the world is peaceful. However, this façade is not to last. Remnants of the Burning Legion and their fanatical followers have become increasingly violent and brave, striking out at the infant nations. The war between the undead devastates countless races, and the last species are now being driven to extinction or migrating to safer lands. Thus begins the first part of the story. The tauren, led by Cairne Bloodhoof, have established themselves in Mulgore and in the surrounding areas, where food is plentiful and trade prospers. With their new unity and new martial practices, they are growing in strength. They strike out with amazing force at the nearby centaur, and their nation ever expands. A mere five years after the Battle of Mt. Hyjal, a new generation of courageous, valiant tauren have been born, and the powerful armies are regarded as the most fearless and powerful warriors in existence. Tauren Campaign: The Birth of a Chieftain Mission I: The Summons to Preserve The forest of Ashenvale are slowly corrupting, the Legion's influence still lies heavily over them. Native species of creatures are being wiped out by beings of evil. Sarrne Groundhoof, the mighty chieftain of a tauren village in Eastern Mulgore, has put forth a call for action to save the dying forests. He requests that the chieftains of several nearby tribes meet together in council and decide upon a plan. Interlude: The Chieftains' Accord Sarrne Groundhoof meets with four other powerful tauren to speak of what must be done. They confer long into the night, arguing over what sort of power would be needed to return the forest to its former glory. Sata Sandfist, the Chieftess of Thunderlake Oasis, suggests that the Earthborns' Totem be employed. The other chieftains are aghast and warn against the mighty power of the artifact. Hal, a young warrior, waits impatiently for their decision to come, while they continue their arguments. Mission II: The decision is made to risk using the Earthborns' Totem. The chieftains go home, and Sarrne assigns Hal to collect the artifact. He speaks of his worries that the centaur may try to stop his mission and suggests that Hal rally some warriors to his side to aid him. He knows of a tribe that is constantly in war with the centaur Khans and implores Hal to get their aid. Hal is curious as to why the artifact spoken of is so dangerous and powerful, but Sarrne refuses to tell him. Hal reluctantly accepts this and heads off. Mission III: Like Water on Rock Hal arrives in the village during a violent centaur attack. The tauren fight valiantly, but they are far outnumbered. Hal rushes to the rescue and helps the village beat the centaur back to their camps. Interlude: Nom Scaldforge Hal rallies the tauren village, telling them that their resources were limited and that the centaur would return soon. The chieftain, Keb Windrunner, pledges to follow Hal on his mission, honored by his courageous rescue. As another gift, a mystical forger resides in the village. Nom Scaldforge constructs for Hal a fine Halberd of Fire. Armed with the new weapon and a small group of tauren, Hal sets off again. Mission IV: Stockpile The village possesses many strong kodos and able warriors, but they are hungry and in need of supplies. Hal helps the other tauren prepare for a long journey and cope with moving away from their homeland. Meanwhile, the centaur attack relentlessly, only now realizing that their food providers were migrating away. Without the tauren to steal from, the centaur would have a very hard time surviving, indeed. Hal beats his way into a centaur camp and takes Khan Axus prisoner. Hal forces the Khan to destroy his own camps and then flee for his life. Mission V: Exodus Moving through the rolling Tharg foothills, the tauren group meets the satyrs for the first time. The satyrs are violent and dangerous and immediately assault Hal upon learning of his support of the orcs. They are greatly interested in learning of the intentions of so many warriors, eager to hear that some remnant of the legion may yet endure. However, their sly words and trickery do not work on the noble minds of the tauren and they resort to violence. Hal's group manages to finish them off, and then proceed to the Stonetalon peaks. Mission VI: The Stone Drakes Hal and his group meets Jurr Stonesplint and the skywatchers; pious mountain-living tauren shamans. Unfortunately, however, they also find Khan Axus and his magnataur cousins preparing to gain revenge on Hal for the shameful way he made Axus humiliate himself. The centaur have set up a massive blockade and refuse to let any creature by. Jurr suggests that the group enlist the help of the stone drakes to pass the barricade. Hal agrees, and the group sets out to meet the elusive dragons. The stone drakes agree to aid them. Hal moves to a ledge above the centaur and unleashes a mighty tremor, burying many of them in snow and rock. The giant stone creatures then drop the tauren right in the middle of the blockade, where they slaughter the centaur handily. Axus' skull is cloven in half by a powerful hit from Hal. Once the remaining centaur are running as fast as their legs can carry them, Keb bestows Hal with the last name Windstomp, honoring him as a valiant warrior. Interlude: The Earth Mother is Watching… Hal, Keb, and Jurr are dropped onto a narrow ledge by a cave that reportedly leads to the location of the Earthborns' Totem. A centaur scout, however, had followed them, and unleashes an arrow into Keb's arm. Furious, Keb and Jurr rush after the unlucky scout, leaving Hal with his weapons and the cryptic message “This is your trial. The Earth Mother is watching.� Mission VII: The Earthborns' Totem Hal enters the caverns to collect the artifact. Along the way, he must face numerous combative, spiritual, and intellectual challenges. Eventually, he reaches the end of the numbingly cold maze to see a beautiful totem floating serenely in a small dug out area. In the immediate surroundings, the environment feels ancient and warm, as if the sun is shining right there. The mud swirls slowly, and the Earth Mother's spirit hangs heavily about the artifact. With this, Hal Windstomp, became a true chieftain, and understood the power of the Earthborns' Totem. (Bum bum bum!) |
| 12-13-2003, 01:55 AM | #375 |
im back someone tell me how to get mirc to work |
