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Cataphracts and Steam Tank Units Submod

Here is my first attempt to try to create new units in CoM2. These two units are Cataphracts (heavy version of horsebowmen) and Steam Tank (higher mobility and better melee version of Steam Cannon with some firepower trade-off). But now as I add more and more units and sprites, it nolonger just cataphracts and steam tanks.

https://www.mediafire.com/file/y4di3odwa...0.zip/file

Here are some unit stats change as attempt to test my own idea but in-game test still not yet done (I am terrible balancer of gameplay.)

Change in version 1.2.0
- New sprites with shield for Minotaurs and Gladiators
- New sprites for Gorgons
- New unit: Coatl (feathered serpent) replacing Water elemental as uncommon summon for sorcery which could fly, lightning breath, poison, and casting 15 mp in combat
- Water Elemental move from sorcery uncommon summon to nature combat summon replacing catapult in its role
- Water Elemental range attack reduce to 8, to-hit reduces 40%, cost of combat summon become 40
- Fire elemental to-hit increase to 40% and combat summon cost increase to 25 (as now it has fire breath, non-corperal, and immolation on its own)
- Magicians's missile immunity replacing by large shield.
- Rangers' resistance reduce to 7 and to-hit increase to 40% to switch stats from nomad to high elf
- Sea Hags's poison reduce to 2
- Catapult has been moved to new slot as now it nolonger summonable by nature spell
- Mystic Surge become rare tier spell with casting cost reduce to 20 but research cost increase to 2800
- Blazing March become uncommon tier spell with casting cost reduce to 45 and research cost reduce to 2400 (blazing march more useful when overall units are at weak beginning, if it is rare then window of usefulness would be short)

Change in version 1.1.0
- Add unit "Antlions", semi-cavalry units for Klackons (recruit with Stable)
- Add unit "Maiden Queens", unique non-range support flyer caster/healer for Klackon (recruit with Wizard's Guilds + Animist's Guilds)
- Add unit "Halfling Scout", light cavalry with minimal attack but very high movement, wide scout range, and has innate stealth for Halflings (recruit with Stable)
- Add unit "Sea Hags". unique melee/caster for Lizardmen (recruit from Wizard's Guilds in coastal city)
- Dwarves now could no longer able to build stable (due to no unit to give them from this building yet)
- Settlers now show race of origin
- All Spearmen now get +1 figures
- All Engineers now have 2 movement points
- Centaurs gain first strike
- Dark Elf Apprentices now recruit from Sage's Guilds, caster skill changes to 20 and has stats comparable to shaman
- Stag Beetle defense increase to 8
- Fire Elemental gain fire breath 4, non-corperal and immolation
- Water Elemental gain non-corperal
- Killer wasps lose non-corperal (so now vulnerable to web), to hit reduce to 30%, poison reduce to 1, defense increase to 7, and figure increase to 9

Change in version 1.0.10
- Help description on Races update to make sure they fit into scroll space and easier to read
- I compare Hoplites reduce figures to 6 but increase defend to 5 and retain large shield (historical hoplite's shield, Aspis, is very large one)
- Legionaries's thrown reduce to 1, resist reduce to 6, cost increase to 100, upkeep increase to 2, it does not have healing spell, it has healer trait instead
- Steam Cannon cost increase to 120
- Wyvern with thrown is intentional as I and Anskiy think original one is not good enough. But as you point out, I will reduce poison damage to 4 instead.
- Slingers cost increase to 70
- I give all priest resistance for all +1, as theme of High Men is that unit has special bonus, so I give them +2 as they used to have +1
- Kardakes cost increase to 85
- Mythical-wise, hydra suppose to be the most poisonous creature in greek mythology, so that is how I set insane amount of poison in the first place (intentionally higher than Great Wyrm) but I don't know that poison apply per figure so I think will reduce it to 11 instead (still higher than everything individually except Great Wyrm)
- Wasp poison will reduce to 2, I will avoid reduce number of figure than this (currently 7) due to strength of swarm is always by number and at figure 6 it look too orderly in battle.
- Behemoth lose its caster status but as you point out that it buffed too massively (I have Godzilla in mind when create this), I will increase cost to 500 instead
- Cloud Giant stat is already lower than original storm giant, but if you point out that it still too strong, I will reduce attack to 11, ranged to 13, defense to 5
- Cataphract attack reduce to 6 (it charge slower than knight but shoot/thrown before charge and higher momentum which represent by armor piercing, for it to have much higher raw attack than Elven Lord is oversight for me), thrown reduce to 3, ranged reduce to 5, defense reduce to 7 (it intent to be highest defend cavalry due to that is what historical cataphract is), cost change to 210
- Steam tank range reduce to 10, movement reduce to 2 cost reduce to 200
- Witchdoctor poison would reduce to 2 and lose regeneration 0
- Troll Chieftains (old magicians) get armor buff due to it lost missile immunity and now they are Armorer's Guild+Magic Market unit instead (troll nolonger able to access to wizard's guild in this submod), I reduce ranged to 6 as you point out.

Change in version 1.0.9
- Race's buildings and unrest reorganized along with descriptions
- Hoplites (originally Horde) now replacing Orc Halberdiers and requires only Fighter's Guilds
- Add new unit: Legionaries replace role as armorer's guild units for Orcs
- Add new unit: Witchdoctors for Gnolls which play role as offensive priests
- Sprites is replacing by Killer Wasps
- Troll lost access to wizard's guild and has troll Chieftains replacing its magicians
- All magicians movement reduce to 2
- War Mammoth movement increase to 3

Change in version 1.0.4
- Catch up to update version 1.01.0
- Change Storm Giant to Cloud Giant with reduced Attack to 13 and range attack to 15, loss missile immunity but gain flying, illusion, and illusion immunity, and lucky

Change in version 1.0.2
- New unit: Cataphracts, which is heavy horsebowmen for nomads replace ranger as armourer guild unit
- New unit: Steam Tank, higher mobility Steam Cannon with ability to attack melee (by flame thrower), more armour, and moving fire at cost of some range firepower.
- Nomad's Pikemen gain range attack 3 and unit rename to "Kardakes" (classical term for eastern heavy infantry)
- Rangers move from Nomads to High Elves and gain new sprites.
- All priests now gain Resistance for All +1, High Men version get +2
- Saint now gain Holy Bonus +1
- Horde renames to Hoplites
- Hammerhands gain Wall Crusher
- Steam Cannon to hit rate change from 30% to 50% (same value as catapult in CoM2)
- Golem now has 4 movement point and serve as cavalry replacement for Dwarves
- Jackal Riders get additional +2 defense, +1 resistance, +1 HP, pathfinding, and thrown 3, cost increase to 160
- Slingers movement increase to 3 to serve as skirmish infantry
- Javelineers movement increase to 3, and gain Thrown 4, and cost increase to 90
- Horsebowmen lose 2 (becomes 2) attack but gain +1 movement (becomes 5) and thrown 3
- Wyvern Riders gain Thrown 3 (imagine it fight by throw javelins like in Warcraft 3)
- Hydra change to have characteristic like in origianl greek myth (very poisonous water creature) by gain waterwalking and poison 28 and poison immunity
- Great Drake gain Causes Fear, Immolation, and Lightning Resist
- Great Lizard now gain characteristic of Komodo Dragon (poison) and water monitor lizards (waterwalking)
- Gorgons become caster and lair cost increase to represent this
- Behemoth lost caster ability but gain +5 attack, Stone Gaze -4, Armor Piercing, Large Shield, Wall Crusher, Immolation, and Causes Fear
- Colossus gain Lightning Resist (big lightning rod?)

@Seravy, you could take my unit sprites to CoM2 if you want to.
           
Include in submod version 1.0.9
               
Include in submod version 1.1.0
           
Reply

(June 19th, 2021, 07:58)Suppanut Wrote: Here is my first attempt to try to create new units in CoM2. These two units are Cataphracts (heavy version of horsebowmen) and Steam Tank (higher mobility and better melee version of Steam Cannon with some firepower trade-off).

Here are some unit stats change as attempt to test my own idea but in-game test still not yet done (I am terrible balancer of gameplay.)
- New unit: Cataphracts, which is heavy horsebowmen for nomads replace ranger as armourer guild unit
- New unit: Steam Tank, higher mobility Steam Cannon with ability to attack melee (by flame thrower), more armour, and moving fire at cost of some range firepower.
- Nomad's Pikemen gain range attack 3 and unit rename to "Kardakes" (classical term for eastern heavy infantry)
- Rangers move from Nomads to High Elves and gain new sprites.
- All priests now gain Resistance for All +1, High Men version get +2
- Saint now gain Holy Bonus +1
- Horde renames to Hoplites
- Hammerhands gain Wall Crusher
- Steam Cannon to hit rate change from 30% to 50% (same value as catapult in CoM2)
- Golem now has 4 movement point and serve as cavalry replacement for Dwarves
- Jackal Riders get additional +2 defense, +1 resistance, +1 HP, pathfinding, and thrown 3, cost increase to 160
- Slingers movement increase to 3 to serve as skirmish infantry
- Javelineers movement increase to 3, and gain Thrown 4, and cost increase to 90
- Horsebowmen lose 2 (becomes 2) attack but gain +1 movement (becomes 5) and thrown 3
- Wyvern Riders gain Thrown 3 (imagine it fight by throw javelins like in Warcraft 3)
- Hydra change to have characteristic like in origianl greek myth (very poisonous water creature) by gain waterwalking and poison 28 and poison immunity
- Great Drake gain Causes Fear, Immolation, and Lightning Resist
- Great Lizard now gain characteristic of Komodo Dragon (poison) and water monitor lizards (waterwalking)
- Gorgons become caster and lair cost increase to represent this
- Behemoth lost caster ability but gain +5 attack, Stone Gaze -4, Armor Piercing, Large Shield, Wall Crusher, Immolation, and Causes Fear
- Colossus gain Lightning Resist (big lightning rod?)


@Seravy, you could take my unit sprites to CoM2 if you want to.

I'm interested in the assets of MoM and I really want to see your designs.
I have downloaded them after some trouble.

I was trying to upgrade the current assets by using AI powered upscaling
Used waifu2x (udp.jp) and some other sites. 
Ever tried that?
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Outside file sharing site link has been added.
Reply

(June 20th, 2021, 03:19)Marzepain Wrote: I'm interested in the assets of MoM and I really want to see your designs.
I have downloaded them after some trouble.

I was trying to upgrade the current assets by using AI powered upscaling
Used waifu2x (udp.jp) and some other sites. 
Ever tried that?

No, I have never try it before.
Reply

(June 20th, 2021, 03:36)Suppanut Wrote:
(June 20th, 2021, 03:19)Marzepain Wrote: I'm interested in the assets of MoM and I really want to see your designs.
I have downloaded them after some trouble.

I was trying to upgrade the current assets by using AI powered upscaling
Used waifu2x (udp.jp) and some other sites. 
Ever tried that?

No, I have never try it before.

Thanks for the link.
The units look nice.

Upscaling the units doesn't really work even with ai powered upscaling.
Even I have to wonder if a few pixels are meant as an arm or a bow, lance, shovel...

For the mercenary faces and wizard portraits it does work, but it's not ideal.
This site 
Bigjpg - AI Super-Resolution-Tool zum verlustfreien Vergrößern / Hochskalieren von Bildern mithilfe des Deep Convolutional Neural Networks
could do 4x instead of waifu 2x, but I'm out of free resizes.

This one 
Online Image Enlarger
is interesting too as it shows a number of resized images.
If you input your steam cannon Bicubic seems to most crisp.
While the cavelry unit seems best with Lanczos3.

What do you, as the creator of the images think is best?
Do you think using some extra pixels improves the images or do you like the original few pixel images better?
(Personally, I have a 4k 40inch monitor so MoM is a bit blocky for me.)
Reply

I think detail is too low to upscale though. Sprites are difference from textures, too few detail to upscale into big one.
Reply

(June 20th, 2021, 04:26)Suppanut Wrote: I think detail is too low to upscale though. Sprites are difference from textures, too few detail to upscale into big one.

I read up on the topic and it turns out that it's quite common for classic games.

Image scaling - Wikipedia
The wikipedia article states under Pixel art scaling
"Specialized algorithms[9] were developed to handle pixel-art graphics, as the traditional scaling algorithms do not take perceptual cues into account.
Since a typical application is to improve the appearance of fourth-generation and earlier video games on arcade and console emulators, many are designed to run in real time for small input images at 60 frames per second.
On fast hardware, these algorithms are suitable for gaming and other real-time image processing. These algorithms provide sharp, crisp graphics, while minimizing blur. Scaling art algorithms have been implemented in a wide range of emulators such as HqMAME and DOSBox, as well as 2D game engines and game engine recreations such as ScummVM. They gained recognition with gamers, for whom these technologies encouraged a revival of 1980s and 1990s gaming experiences."

As MoM already uses DOSBox it may already use the autoscaling. 
This would mean that scaling by hand has little benefit unless you want to enhance the images by hand.

As MoM has about 12.000 images I could script a tool like ImageMagic to Magnify all the images.
ImageMagick - Wikipedia
Resizing or Scaling -- IM v6 Examples (imagemagick.org)
It's quite a lot of work to go through all those images and pick the ones that the magnification did the best and enhancing them all would be even more work.

It's interesting to see what can be done but it's not doable.

Pixel Art Scaling Algorithm - ImageMagick



Sorry that I went off topic

Hope you get your new units in the game.
Reply

Version update 1.0.4 is up along with catch up to CoM2 1.0.1.0 and change of Storm Giant to Cloud Giant after complain from Anskiy that brute force should have no place in Sorcery realm.

You could download it from the first post of this thread.
Reply

Screenshots for new units sprites I have done recently and will be include in my new submod update (1.0.9) in first post of the thread above.
   
   
   
   
Reply

There are good ideas around these new units, but many of these seem to break the balance of the races, and some of the poison rankings (per figure) are quite absurd
*Moving hordes to Fighter's Guild with no weakness to balance out (such as reducing figures to 6) is a major buff to Orcs, which is among the best economy races
*The Legendaries for 75 cost is abnormally cost effective for an economy race (Orcs), almost rivaling hammerhands with a bit of experience or buffing, yet with healing spell.
*Doesn't wyvern thrown double the poison attack?
*Steam Cannon's increased to hit (60% with magic weapons) is an extreme buff putting it as a top-tier unit but costing just 100, with nothing balanced to compensate for it (increased cost? armorer's guild requirement?)
*Golem's buff is quite significant too, but I think Dwarves are in need of some kind of improvement somewhere and this could be it.
*Jackal Riders, while a huge buff, may be ok given Gnoll's general weakness as a race.
*Slingers costing 50 (and with increased movement) is a massively powerful improvement - halfling is an economy race and allowing it to spam units better than longbowmen at same cost breaks that balance
*High Men priests granting +2 resist to all kind of nullifies High Men's needed weakness associated with resistance and acts like a unicorn otherwise, trivializing some curses and resist-based attacks as it is not tied down to a single realm of magic
*Kardakes - Armor piercing ranged attack is a very powerful trait for a 75 cost unit. This could end up being a destructive force with no major weakness or counter.
*Hydra with 28 poison means 28*9=252 poison. I hope this is not intentional
*Killer Wasks have 7X3=21 poison. That is absurdly high for a common creature. Even poison 1 would put it almost to the level of nagas.
*Behemoth was already among the best top-tier summons, these massive buffs make it near-unstoppable.
*Cloud Giant is nothing but an extremely buffed storm giant with nothing to balance it out. Unusually powerful for a rare creature of a realm that doesn't specialize in summons. It is far better than stone giant for example
*Cataphracts have stats far beyond what is expected of an arcanus (or even myrran) top tier unit and too well-rounded to be considered fair. It hits way harder than an elven lord, shoots better than rangers, is nearly as sturdy as dragon turtle, and moves like cavalry all for 180 cost.
*Steam Talk is probably fine given the very high cost, but as most additions here, seem to overpower original units with no noticeable weakness
*Witch Doctors shoot 4X3=12 poison. I'm not sure if your intention was 3 poison with full figures as otherwise the unit appears balanced.
*Why should troll magicians need such a buff in armor?

Basically, any race or realm that is associated with unit changes get a major enhancement and trivializes whatever else it may offer because the rest is comparably inferior. The ideas and graphics are great, but in the sense of how they play out, it seems like it destroys the game as much as the original version's paladin with magic immunity.

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