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  1. #1
    Jakeford's Avatar Ducenarius
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    Default The General ability Thread.

    Everyone who has played third age total war will know that the mod has given every hero an ability, these abilities raise moral, stop roughting units, scare the enemy, increase your armies combat skills, and decrease the enemies combat still depending on what the ability is, The crusades campaign has some general abilities as well.

    These abilities can either be used only once if they are really powerful or they have a cool down, they usually last for a couple minutes and take the place of the rally horn.

    here is an example from third age Farmir- Leadership-increased combat effectiveness and locks troop moral.

    Hero's abilities should defiantly be in Hero total war, it would increase the value of your hero's, give them something special in battle, and make them cooler.

    Here are some generals I have thought of so far, feel free to post and discuss your ability ideas to, that is what I am making this thread for.

    Link-Triforce of Courage-locks troop moral, stops all fleeing units.

    Description-The Triforce on links hand starts blinking, he uses this to remind his men that he has unmatched bravery and is chosen by the Goddesses, this greatly inspires his men and makes them want to show him that they are brave to. (Hero chosen by the Gods if he doesn't have the Triforce)

    Zelda-While her different incarnations could have different abilities I am only going to name one.

    The might of the Kingdom-increases combat effectiveness, raises troop moral, scares enemy troops so they don't move, and weakens enemy moral. May only be used once.

    Descriptions-Zelda uses the fact that she is the leader of the mightiest nation in Hyrule to inspire her men and make them fight harder, enemies realize what they are fighting and cower in fear.

    Gannondorf or Gannon- either Triforce of power or Bane of Hylians-Increases unit effectiveness and hurts enemy moral

    Description-Gannon uses the tri-force of power or the fact that he is the bane of the Hylians to make his men fight harder and instill fear in the enemies hearts.

    As for the seven sages there abilities could be there medallions as special abilities, each could have a couple effects that go with what they are.

    Queen Ambi-innovation of the Regime-increases combat effectiveness and speeds up units (the Labrynna regime is all about expansion after all)


    Zant-Terror of the king of Shadows-Enemy unit moral is severly hurt, some rought, others are petrified by fear. Can only be used once.

    I will do more hero's later.
    Last edited by Jakeford; August 07, 2013 at 09:25 AM.

  2. #2

    Default Re: The General ability Thread.

    I like the idea of abilities for the hero units

  3. #3

    Default Re: The General ability Thread.

    Quote Originally Posted by Jakeford View Post
    These abilities can either be used only once if they are really powerful or they have a cool down, they usually last for a couple minutes and take the place of the rally horn.
    That... that reminds me of Advance Wars, curiously enough.

    It's a very interesting idea, but with how many heroes we have in this mod, we would be hard pressed to make them all unique.

  4. #4

    Default Re: The General ability Thread.

    Quote Originally Posted by Duke Serkol View Post
    That... that reminds me of Advance Wars, curiously enough.

    It's a very interesting idea, but with how many heroes we have in this mod, we would be hard pressed to make them all unique.
    i love advance wars, hawke was a badass CO
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  5. #5
    Jakeford's Avatar Ducenarius
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    Default Re: The General ability Thread.

    Quote Originally Posted by Duke Serkol View Post
    That... that reminds me of Advance Wars, curiously enough.

    It's a very interesting idea, but with how many heroes we have in this mod, we would be hard pressed to make them all unique.
    Thats true, however I will still try to make most of the slightly unique every hero will have his or her own ability NAME in this thread however there will probably be some who have the samw ability in terms of effect

  6. #6

    Default Re: The General ability Thread.

    Quote Originally Posted by Duke Serkol View Post
    That... that reminds me of Advance Wars, curiously enough.

    It's a very interesting idea, but with how many heroes we have in this mod, we would be hard pressed to make them all unique.
    you could use combinations of lesser abilities, either two with shorter duration or perhaps just two less effective. you could easily make many more unique permutations this way. or perhaps a guaranteed ability with chance of a second.

  7. #7

    Default Re: The General ability Thread.

    I wonder if there is a way to make the ranged weapon of a unit be the secondary weapon and the melee weapon the primary weapon. That way it could be possible to add a ranged attack to most heroes and let it be their "skill" (f. ex. ganondorf: lightning projectile simmilar to the one of zora azure wardens, just waaay stronger).

    That would give another whole bunch of possible abilities to the heroes in the game. That ability could then simply be used by pressing alt+right click.

  8. #8
    GoldenGohma's Avatar Civis
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    Default Re: The General ability Thread.

    The possibilities are interesting, but I'm not sure the engine is very. . . cooperative. I'm very unfamiliar with the engine myself, so you'd have to ask Neph, or some of the other modders on the forums, if that's even possible.

    Arise, my army!

  9. #9
    Jakeford's Avatar Ducenarius
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    Default Re: The General ability Thread.

    Quote Originally Posted by GoldenGohma View Post
    The possibilities are interesting, but I'm not sure the engine is very. . . cooperative. I'm very unfamiliar with the engine myself, so you'd have to ask Neph, or some of the other modders on the forums, if that's even possible.
    I really don't think you understand what I'm talking about. Third age total war has lots of general abilities. General abilities that take the place of the rally horn are in the engine, they were used by the creative assembly in the Crusades kingdom campaign. They are not a visual effect either, You click on the button and the effect of the ability happens to the soldiers.

  10. #10

    Default Re: The General ability Thread.

    It IS possible to do it, but it couldn't be activated like the skill. As Cryus said, it could be activated with the alt+click just like how any other ranged unit can be ordered to attack in melee this way, even if they still have ammunition. The part I'm not sure about is if one can give a ranged attack to a melee unit or if you have to give a melee attack to a ranged unit. See the difference there? But anyway, it could be worth playing around with to find out.

  11. #11
    UndyingNephalim's Avatar Primicerius
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    Default Re: The General ability Thread.

    I've had the icons for General abilities done for some time now. The problem is there are essentially only 6 possible abilities in the engine. There's technically 7, but the 7th almost always never works (it's a projectile attack that the general fires at the nearest enemy.... for some reason they just fire it at a random location nowhere near enemies more than half the time.) I decided against the abilities because of the lack of variety. If someone can figure out how to get the projectile ability to work though we'll see what happens.

  12. #12
    Jakeford's Avatar Ducenarius
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    Default Re: The General ability Thread.

    Quote Originally Posted by UndyingNephalim View Post
    I've had the icons for General abilities done for some time now. The problem is there are essentially only 6 possible abilities in the engine. There's technically 7, but the 7th almost always never works (it's a projectile attack that the general fires at the nearest enemy.... for some reason they just fire it at a random location nowhere near enemies more than half the time.) I decided against the abilities because of the lack of variety. If someone can figure out how to get the projectile ability to work though we'll see what happens.
    Well I wish you luck I have no idea myself

  13. #13

    Default Re: The General ability Thread.

    Quote Originally Posted by UndyingNephalim View Post
    If someone can figure out how to get the projectile ability to work though
    ...or change it to something different that does work, maybe?

    Interesting though: seven, just like the Sages.

  14. #14

    Default Re: The General ability Thread.

    Quote Originally Posted by UndyingNephalim View Post
    I've had the icons for General abilities done for some time now. The problem is there are essentially only 6 possible abilities in the engine. There's technically 7, but the 7th almost always never works (it's a projectile attack that the general fires at the nearest enemy.... for some reason they just fire it at a random location nowhere near enemies more than half the time.) I decided against the abilities because of the lack of variety.
    You can have more than one effect per ability, though, which means you can get a lot of mileage out of various combinations of effects and tradeoffs. For example:

    Death ground (Sheikah): Raise the moral of both armies to "impetuous" and lock it there for a long duration. Encourages a fight to the death.

    From the Shadows (Sheikah): Greatly increase the moral and combat effectiveness of an allied army. For helping the Hylians out in their battles.

    Spell of Lethargy (Wizzrobe): Temporarily greatly fatigues the enemy army, the idea is to blunt the enemy charge.

    Mob Rule (Moblin): Increase combat effectiveness and moral, own army units may succumb to infighting.

    Defensive training: Temporarily greatly lowers the combat effectiveness of both armies, can blunt a charge or let help you retreat a valuable unit.

    Great charge: Raise combat effectiveness of your army for about 5 seconds. Can be used to make a charge even more deadly.

    Forced march: alleviate fatigue but slightly decrease moral.

    At all costs: rally fleeing units and lock moral, but somewhat increase enemy combat effectiveness.

    Quote Originally Posted by UndyingNephalim View Post
    If someone can figure out how to get the projectile ability to work though we'll see what happens.
    ...So far, I've figured out how to get the projectile ability to crash my game[1]. Does that help?


    [1] Stand on a wall and use a banana bomb, if anyone cares.

  15. #15

    Default Re: The General ability Thread.

    Actually if you gave a hero a ranged "spell" as secondary weapon you could make quite diverse skillsets, for example:

    ganondorf:
    Skill1: secondary ranged attack--> hurl some kind of lighting ball
    Skill2: in place of the "horn" like they did in third age total war--> some kind of remoralizing/demoralizing skill

    but other heroes could get only a skill 1 or only a skill 2 (I'm assuming ganondorf as one of the more powerful heroes would get both).

    That would help create more variability as we have so many heroes, the only thing is the secondary attack (skill1) must be activated with alt+rightclick, but thats not so terrible.

  16. #16
    UndyingNephalim's Avatar Primicerius
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    Default Re: The General ability Thread.

    Quote Originally Posted by Cryus View Post
    Actually if you gave a hero a ranged "spell" as secondary weapon you could make quite diverse skillsets, for example:
    The problem with this is that the secondary attack would apply to every other soldier in the Hero's unit and not the hero themselves. Look at other ranged heroes for example: Runeka's bodyguards all fire their ranged attack but Runeka is unable to do so. It's a really stupid flaw with the engine.

  17. #17

    Default Re: The General ability Thread.

    Quote Originally Posted by UndyingNephalim View Post
    The problem with this is that the secondary attack would apply to every other soldier in the Hero's unit and not the hero themselves. Look at other ranged heroes for example: Runeka's bodyguards all fire their ranged attack but Runeka is unable to do so. It's a really stupid flaw with the engine.
    Damn Medieval II >.<.

    Mh... well it would be an alternative for some heroes at last, such as Veran or Sulkaris (yeah I picture her... -it- hurling Armogohma-like rays from it's eye =P).

    I wonder if there is the possibility of including two "units" in one unit selection... meaning for example: Ganondorf as a hero on the campaing map would always include--> ganondorf AND his varuganon but as two separate units, so that you get ganondorf, and are able to move him around on his own, but still have his escort as a bonus, conforming an independent squadron. That way you could give the hero ranged attacks.

    This way it would also solve the issue with other ranged heroes and allow some like Agahnim to do something besides standing around =\.

    P.D.: Either way it is hard for me to picture Ganondorf go into battle with his harem =P for me he will always be the lone...
    [IMG]http://api.ning.com/files/6WhFiAAQxfJxiJQGnly1Aor0l0*5HGquBL8G0-YosF2Fdzs2AqCKpoduX3r8tVKrXeobG7VZuNK2GWiJE4Li9yaRkHAt34uu/Ganondorf.jpg[/IMG]

  18. #18

    Default Re: The General ability Thread.

    the projectile one would be perfect for ganondorf
    I shall consume... consume everything

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