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Author Topic: Fantasy Farer - "The Trogre Wars" - (0.6a)  (Read 18043 times)

Erick Doe

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Fantasy Farer - "The Trogre Wars" - (0.6a)
« on: August 27, 2012, 01:53:08 PM »

By Erick Doe



Story
Spoiler
Year of the Cheesewedge 572

In the Year of the Cheesewedge 572, tensions run high amongst the realms of Humans, Alvermen, Goatmen and Goblins. Their bickering has even forced the less well represented races to prepare for war. Mercenary companies pop up left and right and hoofsmiths convert their tools to forging weaponry. I can hear you asking: "Why can't we all just get along?"

Well, here is why:


Year of the Nutshell 568

In the Year of the Nutshell 568, Humans, Alvermen, Goatmen and Goblins co-exist peacefully. Humans even enjoy a three-way alliance with the Goatmen and Alvermen realms. The Duchy of Cordelia, ruled by Duke Cordelia IV, prospers and stretches all the way from the Cordelian Sea in the south to the High Lake in the north and the Eastmarsh in the east. Life is good. His counts each rule one of the Human counties. The Hornmoor Goatmen under the gracious King Grazer flourish in the far east, with many nomadic tribes dwelling beyond the Hornbay, grazing peacefully on fertile plains. Alvermen enjoy their pranks and poetry on their isolated but lush island. They can often be found sunbathing on their beaches. Not a care in the world...

Until:


Year of the Yoke 569

Early in the following year, the Year of the Yoke 569, out of nowhere Goblin forces invade the county of High Lake, razing fortifications and pillaging farmsteads, pushing onward through Eastmarsh's northern border. The ill-prepared Human defenses fall swiftly. Count Soggybottom of Eastmarsh rallies what troops he can and meets up with the Goatmen of Hornmoor. Honouring their allegiance, the Goatmen of King Grazer set off on a campaign to liberate the Eastmarsh. While his army attacks from the east, Count Doe's troops push forth from the south. On the western side of the Lake, Count Esteban rallies the counties of High Ridge and Westmarsh and marches on to reclaim High Lake. The Alvermen, while too busy sunbathing to actually help, were cheering on from the sidelines. "Yay Humans! Go Goatmen!"


The joint assault quickly overwhelmed the Goblin hordes, forcing them to break rank and retreat back to Northmoor, home of the Goblin Chief-of-Chiefs, Hordechief Grabber. Following the aftermath, the Eastmarsh was gifted to King Grazer for his aid during the campaign. Count Soggybottom went to replace the count of High Lake, who fell in the initial invasion. Counts Doe and Esteban were commended for their bravery and initiative in countering the Goblin hordes. All seemed well once more...

But then:


Year of the Radish 570

The Year is 570, Year of the Radish. This is the year that the Goatmen break their allegiance by sending a warfleet to the sunbasked isle of the Alvermen. Perhaps they were sore about the Alvermen not sending help during the Goblin Invasion. Or perhaps the lush lands of the Alvermen appeal to King Grazer's notorious appetite. Whatever the case, their breaking of the treaty forced the Humans to help the naive Alvermen militarily. A decision they would soon regret. For when Duke Cordelia IV officially declared hostilities on the Hornmoor Goatmen, the enraged Goatmen quickly allied with the Goblins of Northmoor. Fighting on two fronts, the Humans swiftly lost the counties of Doe's Landing, Westmarsh and High Lake. The Alvermen managed to stop the Goatmen from making landfall on their beaches, and retained all their territories.

So:


Year of the Toenail 571

The Year of the Toenail 571. One year after the "War of Goatmen Aggression" / "War of Hoofed Vengeance". During an uneasy peace, rumours start to reach Human lands about a great threat from the north. Apparently Ogres and Trolls had interbred in the northern wastes for decades, resulting in a mysterious and aggressive race of "Trogres". These mighty abominations were said to be behind the Goblin migration and their spill into Human lands. Even the Goatmen are said to have lost their grazing lands on the eastern side of the Hornbay. Worse still, the Goblins and Goatmen seem to be preparing to push further into Human lands, as the Trogres push on.
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Races
Spoiler
Humans
Humans as a species are relatively weak. However, they more than make up for their lack of brawn with the fine armour they craft for their troops. A Human in good shape is also quite mobile and determined. All in all, Humans make well-rounded soldiers.

Human Militia


Human Footman


Human Sergeant


Human Man-at-Arms


Human Knight


Goblins
Goblins are a cowardly bunch. They love war, but only if the odds are in their favour. They scavange as much armour as they can find from the more advanced races, eager to protect themselves with kettles as helmets and coalshutes for breastplates. Despite the weight of their armour, the hulking Goblins are still quite fast on their feet and physically stronger than a Human.

Goblin Grub


Goblin Grunt


Goblin Growler


Goblin Gore Chief


Goblin Grudge Bringer


Goatmen
Goatmen are tall and muscular. They are fleet of feet and can cover great distances across the plains. They are also swift and fearless warriors in battle. Goatmen dislike the use of armour and rely on their physical stamina and coarse fur to protect them.

Goatman Hornless


Goatman Horned


Goatman Big Horn


Goatman Horn Lord


Goatman Horn Duke


Alvermen
Alvermen. What can be said for the Alvermen? Sadly, not much. Are they bearded Elves? They make poor soldiers, are easily distracted and are especially frail. Their armour is not noteworthy. Skinny and short as they are, they're physically much weaker than the other races. With practically no redeeming talents, it is a blessing that they're so eager and quick to breed. What they lack in quality they make up for in sheer numbers.

Alverman Scout


Alverman Ranger


Alverman Featherguard


Alverman Sheriff


Alverman Redcap


Mercenaries

Mercenary Giant


Mercenary Giant Warrior


Mercenary Orc


Mercenary Orc Warrior
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Heroes
Spoiler

The Yellow Knight could be considered a champion of Humankind, as he has lived to see many battles. Often while looking over his shoulder and running the opposite way.


The Redhawk is a rebellious Goblin hero who, in contrast to his brethren, refuses to shave his head. His mohawk is is soaked red in the blood of his enemies.


The Greenhorn is a Goatman warlord who loves to paint his horns with warpaint, in his tribe's colour. He is known to leave green marks on foes as he rarely waits to let the paint dry.
[close]

Equipment
Spoiler
To be added.
[close]

Quote
Both in the campaign and in the story driven missions, you will start out as a lowly hero, training with a wooden sword in a sparring field. A call to arms follows as war breaks out again. Slowly you must work your way up, first by hunting bandits and small remnants of armies. Then as you grow stronger, find better equipment, levy more troops and recruit new heroes, you get to challenge greater armies and eventually become a great general of your realm!





This total conversion mod is still under development!
« Last Edit: September 01, 2012, 07:56:04 AM by Erick Doe »
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Erick Doe

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Re: Fantasy Farer - "The Trogre Wars" - (0.6a)
« Reply #1 on: August 27, 2012, 01:53:20 PM »

reserved
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Sunfire

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Re: Fantasy Farer - "The Trogre Wars" - (0.6a)
« Reply #2 on: August 27, 2012, 02:43:55 PM »

Looking good!
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intothewildblueyonder

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Re: Fantasy Farer - "The Trogre Wars" - (0.6a)
« Reply #3 on: August 27, 2012, 02:48:11 PM »

Thanks for making another cool mod.  :D

And just a thought - you could use ships systems to give your soldiers items like shields (ie use a drone that stays in front). Altough I can probably assume that you are way ahead of me and have a whole bunch of cool stuff to add.
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Uomoz

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Re: Fantasy Farer - "The Trogre Wars" - (0.6a)
« Reply #4 on: August 27, 2012, 02:49:13 PM »

Also, some characters if not many could have secondary weapons like throwing knives or small\big magic spells.
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Sunfire

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Re: Fantasy Farer - "The Trogre Wars" - (0.6a)
« Reply #5 on: August 27, 2012, 02:51:28 PM »

I was also thinking that spears and bows would be sweet, with regular bows having a faster firing rate with lower damage, and crossbows with longer firing rate and more damage
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Erick Doe

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Re: Fantasy Farer - "The Trogre Wars" - (0.6a)
« Reply #6 on: August 27, 2012, 02:57:00 PM »

Looking good!

Thanks!  ;)


Thanks for making another cool mod.  :D

And just a thought - you could use ships systems to give your soldiers items like shields (ie use a drone that stays in front). Altough I can probably assume that you are way ahead of me and have a whole bunch of cool stuff to add.

I was going to add flux based shields. But your suggestion might actually be possible! I'll look into it.  :)


Also, some characters if not many could have secondary weapons like throwing knives or small\big magic spells.

This is going to be in the mod. Right now all we have in the demo is a number of different swords. But spells, spears, bows, etc. will also be added. One spell, will actually be a shielding spell that allows a wizard to protect nearby men. Especially useful for protecting a regiment of swordsmen against the arrows of archers.


I was also thinking that spears and bows would be sweet, with regular bows having a faster firing rate with lower damage, and crossbows with longer firing rate and more damage

This is going to be in.  :D
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Sunfire

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Re: Fantasy Farer - "The Trogre Wars" - (0.6a)
« Reply #7 on: August 27, 2012, 06:17:32 PM »

This is going to be great! Soon we shall have a campaign map!
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Psycho Society

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Re: Fantasy Farer - "The Trogre Wars" - (0.6a)
« Reply #8 on: August 27, 2012, 10:55:33 PM »

Hahaha this is great. Love it.
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armoredcookie

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Re: Fantasy Farer - "The Trogre Wars" - (0.6a)
« Reply #9 on: August 27, 2012, 11:08:12 PM »

I'm really looking forward to this :D
But question, how will this work with Starfarer physics?
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Erick Doe

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Re: Fantasy Farer - "The Trogre Wars" - (0.6a)
« Reply #10 on: August 28, 2012, 04:20:26 AM »

Have you tried the demo yet, armoredcookie?
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Cycerin

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Re: Fantasy Farer - "The Trogre Wars" - (0.6a)
« Reply #11 on: August 28, 2012, 06:09:04 AM »

This is so cute. I love it! Tell me if you need a hand with fantasy-esque spell sound effects for magic and such when that time comes.
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Sunfire

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Re: Fantasy Farer - "The Trogre Wars" - (0.6a)
« Reply #12 on: August 28, 2012, 09:37:02 AM »

Are you still gonna put in the Green Goblin as a Hero?
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armoredcookie

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Re: Fantasy Farer - "The Trogre Wars" - (0.6a)
« Reply #13 on: August 28, 2012, 09:57:48 AM »

Have you tried the demo yet, armoredcookie?

Haha just realized that was there :-/
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intothewildblueyonder

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Re: Fantasy Farer - "The Trogre Wars" - (0.6a)
« Reply #14 on: August 28, 2012, 07:03:41 PM »

May i suggest that you try things such as lowering mass and turn speed, as well as having nebulas cover the map. I believe this may help with giving the game a land battle feel.
« Last Edit: August 28, 2012, 08:17:59 PM by intothewildblueyonder »
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