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[Poll] Faction Creation Competition - Quest 1: the Biography

1. Cultists of the Eternal End: Religious, one holy city, minor faction-indoctrination, holy warfare - Nosferatiel
2. The Sowers: Cybernetic, teamplay, terraform, population evolution - godman85
3. The Church of the Creators: Religious, dust-baptism, terrain-bonuses - Teslaflux
4. Azi Dahaka: Dragonoid, high population disapproval, borough approval bonus - Shoreyo
5. Viridiplantae: Plantfolk, only food/no industry, free boroughs, living cities, minor faction bonus - Wredniak2003
6. Aveos: Birdpeople, defensive, counterattack - Hunter93
7. The Maskari: Shapeshifters, guilds, espionage, camouflage - Rudest
8. Wetkin: amphibian goblins, waterbound settling, unit looting, fodder/swarming - Polymathin
9. The Forgotten Ones: Humanoid, gathers Endless relics, uses up relics for buildings/instant techs - odeboy1
10. The Shadows of the Revenant: Spiritistic/shamanistic, necromancy, shrines - Xaeltos
11. The Azuku: Humanoid, minor faction recruitment, diplomatic - chaos_rick
12. The Peacebringers: Telepaths, slavery, converting villages to cities, no disapproval - Verdian
13. Ubnud Muezzi: Elementals, minor faction bonus, fortified cities, defensive, slow expansion - _theclamps_
14. The Drifters: elvish nomads, adventurous, shared teleportation, winter-immunity - Mordius
15. The Federation: Multicultural, minor faction bonus, diplomatic - RariShyZealot
16. Auriga Fakäd: Auriga's servants/itself, no cities/mobile extractors, special techtree, winter-worsening - VieuxChat
17. Londinium: Humanoid(?), big cities, one capital, special city placement - nightbasilisk
18. Reborn: Hivemind, special buildings per minor race, telepathic domination, inciting revolts - lynxlynx
19. The Waste: Elementals, no dust, no food, endless war - Lukestyler95
20. The Earthlings: Humanoid, seasonal gameplay, minor faction bonus - Lifescayper
21. The Auri Collective: Spirits, population consumption, minor faction army, terraforming, combo combat - Quell
22. Aetherin Shadows: Demonic, winter-strengthened, new city bonus, minor faction dependent units - TruFaulken
23. The Perennial Eclipse: Humanoid, religious, militaristic, high production, minor faction vassals - SlightlyQuarky
24. Star Dreamers: Celestial, floating mobile cities, militaristic, high power/high cost - Lynx_gnt
25. MESAIMA: Parasitic, minor faction infestation, low FIDSI, infested units sicken, minor faction dependent bonuses - PANCZASU
26. Solarians: Humanoid, religious, sacrifice mechanics, minor faction indoctrination - dreamwalker
27. The Haustoria: Parasites, plantfolk, only food/no industry, hivemind - DevildogFF
28. The Ichthyodre: Amphibian, waterbound, minor faction-dependent, no city production - Vulpeculus
29. The Cognition: Humanoid, resurrection, no minor factions, infiltration, scientific - Sixthdaemonfox
30. The Sorex: Reptilians, religious, arid bonus, harsh winters, high influence - Flybert
31. The Throng: Pigs, dirt bonuses, no minor factions, high production - Buzzkillington1990
32. The Dusteaters: Religious, dust-centric, minor faction bonus, defensive - Commdor
33. The Elementals: Elementals, magic, changing elemental nature - TheMassivMan
34. CIEVERS: Fishfolk, diplomatic, scientific, waterbound, cities built land but can expand on water tiles - Ottopoika
35. The Ignis: Elementals, sacrifice minor factions, counter attack, harsh winters - Zakk_Wylde
36. Empeers: Amphibians, telepaths, upgrading minor faction bonuses, buyout with influence - mindthirst
37. The Stargazers: Plantfolk, minor faction bonus, diplomatic, scientific - Trithemius
38. The Frebbit: Amphibians, harsh winters, high dust/food, fast movement, amphibious - ZumboPrime
39. The Flayers: Cannibals, militaristic, population tribute mechanic, loot - melkathi
40. The Voyagers: Reptilian, traders, diplomatic, waterbound - wilburton
41. Squamata: Reptilian, Alliance instead of assimilation, one capital, hostile vs major factions, asymmetric warfare - ResonanceMask
42. Georifts: Elementals, winter-immune, militaristic - Worsham
43. The sons of winter: Undefined, minor faction bonus, winter bonus, low temperature tile bonus - Bibool
44. The Confederacy of Free Peoples: Multicultural, one capital, diplomatic, high influence, small outposts - Adventurer_Blitz
45. Lords from Under: Humanoid, FIS-transmutation by dust, isolationist, upgradeable units - hellstork
46. The Stasis Pirates: Multicultural, villages as watchtowers, minor faction bonuses, ocean bonuses - K__
47. Dustborns: Humanoid, dust-centric, dust-transcendence-victory, scientific, dissection of minor factions - Gnouman
48. The Elders: Demonic, slavery, minor faction sacrifice, village upgrades - EisenKreutzer
49. The Vanguard: Multicultural, settlement on villages, minor faction transformation, winter-loving - Stealth_Hawk
50. The Tluli Serenu - Elephants, delays winter, diplomatic, camouflage, minor faction bonus - Seek
51. Morphlings: Shapeshifters, high FIDS, minor faction (trade) bonus - Reagord
52. The Paunches: Parasites, limb replacement, winter-immune, population can be grown or bought - Ezumiyr
53. The Spirit Collective: Spirits, settlement on ruins, minor faction army, transcendence, science by trade/loot - Codename_Veers
54. Méèium: Elementals of dust, pop/science, F to IS conversion, I/unit, loss of S/dead unit - Marteau
55. The Ascending: Cybernetic, branched development, upgradeable units - Chr
56. The Blood Bound: Humanoid, upgradeable units, looting, minor faction bonus, militaristic - Maxfightmas7er
57. The Beckoning Pride: Canine/Feline, no village attacks, minor faction bonus, bribing villages with luxuries, luxury summon of temporary mercenaries - Larcent
58. The Covenant: Humanoid, minor faction bonus, settlement/pacification empire bonus, expansionists - iDrunk
59. The Néé Collective: Water elementals, waterbound at start, minor faction required to settle on land - todesbart
60. The Worm Cartel: Worms, enslave minor factions, slavemaster approval, slavemaster battlefield bonuses - wahnvorstellung
61. Cerberions: Werewolfs/hellhounds, free military units for military points (MP), MP for pacified villages/ sacrificed population - JusTaNooB
62. Sanjanemo: Humanoid, overtake/keep out neutral units, village pacification/revolt by influence - Wintersong
63. The Betrayed Ones: Demonic, underground cities, start bonus choice, bonus for allied/at war - Rave
64. The Hunters of Baog: Humanoid, enslave minor factions, use up minor factions for FID bonus/SI malus - T41
65. Helios: Rituals for minor faction champions/elite units, champions call for aid from villages, artifacts in ruins - uriak
66. The Nârigas: Ophidian humanoid, minor&major faction, bonus from their minor faction equivalent, can replace minor factions - Jaguar_Flemmard
67. The Lost: environmental adaptation, scientific, relies on minor faction units, placing new districts next to villages - Apathyman
68. Pheonica: traders, minor faction/mercenary military, naval bonuses - Echilon
69. Dark Ones: Telepaths, high cost per pop/unit/building, defensive, undiplomatic, ID-bonuses - warper555
70. The Faceless: Hivemind, shared FIDSI for all cities of the empire (weighted by pop), shared unit abilities in battle - katiari
71. The Woven: Amphibious shapeshifters, branching playstile/units determined by assimilated minor faction(s) - digitalcrack
72. Wisdom Singers: Multicultural, one city, region control by minor faction assimilation, empire plan affecs minor faction unit efficiency - MysteryOne
73. Tinkers: Goblinoid, industrial, replaced destroyed villages with factories, high cost/efficiency units - DesmondT.Fantabulous
74. The Shintaro: Multicultural, good/evil spirit choice, religious, upgrading minor factions - halofury36
75. The Hrrysbane: Elementals, winter-affinity, longer winters, harsh summers, village destruction bonus - CarlosDeMunyos
76. The Legion: Cybernetic scorpions, units generate science, minor faction units generate bonus science, sacrifices for influence - Sovereign
77. Scavengers: Bipedal Hyenas (Gnolls), nomadic, fast unit movement, FIDS malus on cities, loot mechanics - lynxlynx
78. The Really Big Rats (RBR): Rats, settling adjacent to villages, fast pacification, warrens (+1 tile) instead of burroughs (up to +3 tiles), cheap settlers, cheap assimilations - P5ych
79. The Oligarchy: Multicultural, no attack on villages, powerful/cheap heroes, minor faction FIDSI bonus, fast faction discovery - TapperMaiaz
80. The Warmongers: Multicultural, settlement on villages only, prestige with minor factions mechanic, asymmetric warfare - Niateph
81. The Silhens: Humanoid, winter-bonus, loot-mechanic, underground movement, militaristic - LegionQC
82. The Lacertan Empire: Humanoid, raise undead during battles, population cannot be redistributed but produces more FIDS, minor faction enslavement - Faust
83. The Rebellion: Multicultural, FI upkeep for assimilated factions, pop bonus per x rounds and village to cities, pays I to instantly turn cities - Golodion
84. The Aelli: Birdpeople, settlement close to mountains, S for discovered villages, fast unit movement, trade bonuses - Doshaburi
85. The Descendans: Elementals, S bonus on diplomatic treaties, F&happiness bonus on ruins/anomalies, malus on war, dust bonus on different terrain types settled - MrPeacemaker
86. The Vyroken: Draconides, militaristic, slow population growth, winter-hardened, minor faction bonus, attack on pacified villages = declaration of war on Vyroken - FinalStrigon
87. The Founders: Multicultural, settlement on villages, cities generate quests for trust-mechanic, minor faction army - Strawberry
88. Court of Chaos: Shapeshifters, main unit transforms to minor faction unit of choice at start of battle, can spend units to pacify villages, combat bonus, army size malus - MANoob
89. The Adventurers: Gremlins, pacified villages generate quests, city relocation, increased quest rewards, fast unit movement - Hustred
90. The Gras: Symbiotic spirits, special near-immortal spirit unit, spirit promotes villages to cities, spirit merges minor factions (double bonus), can acquire roaming neutral units - indigav
91. The Awoken: Multicultural, (tech upgrade) villages act as districts, approval bonus per assimilated faction, approval malus per destroyed village in region - Ervayne
92. Xanarpia: Multicultural, special gem resource, gems used for unit upgrades, can use gems for FIDS - SombreToy
93. The Ryukiin: Lizardmen, village bonus, harsher winters, S bonus, double minor faction assimilation bonus - Thrifty
94. The Keepers: Cybernetic insectoids, transforms conquered cities to villages, region bonus dependent on village-type, can change village-type, multicultural army bonus - EcthelionHelm
95. Kyusho: Birdpeople, low S production, S bonus on searching ruins/ruins harvested, ruins act as districts with adjacent cities, battle victory bonus - jazzmiq
96. Mal ira Naata: Multicultural, religious, indoctrinate minor factions - Ljosapaldr
97. The Protectors of (some minor faction): Multicultural, religious, religion-choice determines hostile/friendly minor factions at start of game, minor faction bonuses - lo_fabre
98. The Sidhe: Spiritistic, dual types of village upgrades determining type of empire bonus, minor faction units construction without assimilation - The-Cat-o_nine-Tales
99. The Nereides: Amphibian amazons, settlement on land or water, enslavement choice for villages, pacified villages spawn militia, no extractor resources without pacified villages - Veronica
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11 years ago
May 10, 2014, 12:26:58 PM
DevildogFF wrote:
I'm still calling shenanigans on this whole thing, but I am sorry for being so upset earlier. I do think that this was done very poorly, however.




I got just the right advice for you! smiley: smile



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11 years ago
May 10, 2014, 12:56:31 PM
ResonanceMask wrote:
I figured out that I'd probably vote Mesaima since I like parasites and have always wanted to play as faction that infests other factions' units, but the Nereid idea has really grown on me.
Yay! Thanks! smiley: biggrin If we ever meet irl, remind me to bake you a cookie!



Ottopoika wrote:
When bubonic plaque was a thing in mid 14th-century Europe, people understood that filth and unsanitary conditions were related to bubonic plaque, London for example. They however thought that evil spirits lived in that filth, making people sick. Bubonic plaque was seen as Devil's doings. They had no idea that it was caused by fleas who lived in rats, which were both living beings. People would realize the same way that Mesaima is evil and can kill you, but I doubt they would realize what causes it smiley: smile


ResonanceMask wrote:
Huh. Cool point. I think Mesaima could work in fantasy if they are build up as "spirits" that possess people while their true nature are parasites...



Kinda like how haunts are build up as ghosts while they are tooootally just crazy virtual endless smiley: stickouttongue Yeah, I'm not ever going to let go of that theory.


I'm not gonna lie, I love the idea of every other faction thinking that Mesaima are just evil spirits, even though they're actually "just" parasites smiley: sarcastic
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11 years ago
May 10, 2014, 1:27:24 PM
PANCZASU wrote:
I'm not gonna lie, I love the idea of every other faction thinking that Mesaima are just evil spirits, even though they're actually "just" parasites smiley: sarcastic




Damn, I just accidentally gave you a good idea lol, but it's okay.
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11 years ago
May 10, 2014, 1:29:10 PM
Wow, I'm still in the top 10! That is absolutely amazing!



Is this a bad place to discuss ones contributions? I'd really like to know what people think about my proposal The Elders (#48). Are the gameplay mechanics I have sketched out as solid as I think they are? I feel like my writing is good, but is there anything lacking or obviously dumb about the background and description of The Elders in my submission?
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11 years ago
May 10, 2014, 1:41:17 PM
EisenKreutzer wrote:
Wow, I'm still in the top 10! That is absolutely amazing!



Is this a bad place to discuss ones contributions? I'd really like to know what people think about my proposal The Elders (#48). Are the gameplay mechanics I have sketched out as solid as I think they are? I feel like my writing is good, but is there anything lacking or obviously dumb about the background and description of The Elders in my submission?




I do believe that it's a better place than any other, right now.



I'm always in for Lovecraftian horrors, but the fusion between H.P. Lovecraft and the EL/DotE/ES-universe has some cracking points. Since Endless remains are more or less whatever the Virtuals and Concrete managed to not destroy in their quest of mutual annihilation, there's no "forbidden lore" or "ancient scripture" in the Endless lore to date. We do not even know how the Endless actually preserved data or texts, maybe by infusing dust with the knowledge and the dust directly binding to brain synapses of the "reader".

Furthermore, if they have been imprisoned, why are they awakened?

How did they survive out of maybe cryostasis (and who would have imprisoned them that conveniently?) without sustenance of any kind?

Why did they forget all their knowledge that let them invade from the stars, in the first place?

Or is it the same as with the cultists: They know high-tech, but they don't know low-tech?



I like the elaboration of the lore and the basic enslavement gameplay, but overall I'm left with more questions than I'm provided with answers. smiley: wink
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11 years ago
May 10, 2014, 1:48:37 PM
To all the Legion Nummer 76 voters thank you so far.



Keep on voting the Legion but make sure u also vote for PANCZASU Mesaima despite being somewhere in the upper middle of the list. (Nummer 25)
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11 years ago
May 10, 2014, 1:58:04 PM
Nosferatiel wrote:
I do believe that it's a better place than any other, right now.



I'm always in for Lovecraftian horrors, but the fusion between H.P. Lovecraft and the EL/DotE/ES-universe has some cracking points. Since Endless remains are more or less whatever the Virtuals and Concrete managed to not destroy in their quest of mutual annihilation, there's no "forbidden lore" or "ancient scripture" in the Endless lore to date. We do not even know how the Endless actually preserved data or texts, maybe by infusing dust with the knowledge and the dust directly binding to brain synapses of the "reader".

Furthermore, if they have been imprisoned, why are they awakened?

How did they survive out of maybe cryostasis (and who would have imprisoned them that conveniently?) without sustenance of any kind?

Why did they forget all their knowledge that let them invade from the stars, in the first place?

Or is it the same as with the cultists: They know high-tech, but they don't know low-tech?



I like the elaboration of the lore and the basic enslavement gameplay, but overall I'm left with more questions than I'm provided with answers. smiley: wink




The Elders are a powerfully psionic race, and are very resilient. They can hibernate for indefinite periods of time without sustenance. This is a bit contrived, but it fits with the whole "that is kot dead which can eternal lie" thing, and is meant to evoke Cthulhu slumbering beneath the ocean.



As for their imprisonment, they were attacked by the Endless with a weapon that blocked their psionic abilities and suspended them in stasis. Maybe the Endless were feeling particularly mercifull that day, or maybe the Elders are just a pain in the behind to kill when they are at their full power. Divine Emperor Pw'll'eth decrees the latter.



As for Lovecraftian horror fitting in to the Endless universe, I think theres a place for it. It does not have to be the Mythos proper, but certain elements, especially those of forbidden knowledge and ancient, evil mysteries fit quite nicely IMO.



I'm very new to game design and stuff, so I'm particularly interested in any comments on my gameplay sketch. I just had this idea about enslavement and devouring villages, and ran with it. Most of it was a sort of inspired spur of the moment thing. Do you thnk the mechanics as I have sketched them out could actually work?
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11 years ago
May 10, 2014, 2:14:08 PM
EisenKreutzer wrote:
I'm very new to game design and stuff, so I'm particularly interested in any comments on my gameplay sketch. I just had this idea about enslavement and devouring villages, and ran with it. Most of it was a sort of inspired spur of the moment thing. Do you thnk the mechanics as I have sketched them out could actually work?




The numbers are a bit too powerful (+20 science, permanently/village, if someone enslaves every village, would outdo everyone and anyone), but that mechanic should work out, if tweaked to more reasonable proportions.



I always like it, when people specify vulnerabilities for their faction. Your faction can, ironically, become a victim of their own success. If they built a large army, enslaved everything in the vicinity or devoured it, so they have lots of troops but nothing to fight, they would consume themselves by their upkeep. They have no "gain additional dust"-mechanic to compensate. That forces them to attack in well-measured paces or have their enemies buy lots of mercenaries. smiley: stickouttongue



I'd just have wished to have got a clearer idea on what kind of improvements you'd build on enslaved or devoured villages. If they had a dust-bonus, the faction gameplay design would more or less become overpowered. Same for science, as you already get lots of that. So it'd have to be either plain (and boring) food/industry/influence or s.th. more creative, like feeding stations resetting the bloodlust-counter for one unit in the region every turn.
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11 years ago
May 10, 2014, 2:24:09 PM
Nosferatiel wrote:
The numbers are a bit too powerful (+20 science, permanently/village, if someone enslaves every village, would outdo everyone and anyone), but that mechanic should work out, if tweaked to more reasonable proportions.



I always like it, when people specify vulnerabilities for their faction. Your faction can, ironically, become a victim of their own success. If they built a large army, enslaved everything in the vicinity or devoured it, so they have lots of troops but nothing to fight, they would consume themselves by their upkeep. They have no "gain additional dust"-mechanic to compensate. That forces them to attack in well-measured paces or have their enemies buy lots of mercenaries. smiley: stickouttongue



I'd just have wished to have got a clearer idea on what kind of improvements you'd build on enslaved or devoured villages. If they had a dust-bonus, the faction gameplay design would more or less become overpowered. Same for science, as you already get lots of that. So it'd have to be either plain (and boring) food/industry/influence or s.th. more creative, like feeding stations resetting the bloodlust-counter for one unit in the region every turn.




That weakness is working as intended, yes. I'm glad you saw it.



Indeed, I should perhaps have been more specific about the special improvements the Elders would get for their Devoured or Enslaved Minor Faction villages. I never intended to give them Dust, as that would make them extremely powerful as you say. The thing is, I really hadn't thought that far ahead. I knew they needed some really cool new improvements to build on these villages, and the only idea I had was for them to recieve special units, in effect making them the only faction with more than three units. I also thought up some pretty bland Industry / + Science stuff, but I never felt satisfied with that. So I intentionally left it blank as something to work out later, should my submission win.
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11 years ago
May 10, 2014, 2:51:00 PM
I think I can safely +1 Nos on everything he said about Elders, my feelings are more or less similar smiley: smile

One of the things that I was not a big fan of was the fact that Elders have no access to minor faction’s units. Which is kinda bad from variety standpoint. I think that, indeed, you should have went with your idea of Elders having access to more units then other factions to make up for it. But then again, this would not make up for the loss of variaty caused by removal of minor faction’s units. Maybe it would have been much cooler if you had access to all of those units as usual but with a "mind slave" trait or something, making them horribly inefficient (or even capable of rebelling) without a hero in the army they're in.

But that would probably disencourage players from making any minor units at all... hm, yeah, I leave that problem to you ^_^



Sovereign wrote:
To all the Legion Nummer 76 voters thank you so far.



Keep on voting the Legion but make sure u also vote for PANCZASU Mesaima despite being somewhere in the upper middle of the list. (Nummer 25)
Oh wow, you're awesome! smiley: biggrin Thank you!
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11 years ago
May 10, 2014, 3:31:49 PM
ResonanceMask wrote:
star dreamers... They again have problem of not really being fantasy race. I mean, they have guns and canons while others have swords and bows...




B-b-but Dreamers also use bows and halberds smiley: embarassement , just look in the original message. In the original concept they are half-magic (floating cities, levitation, magic capable units) and half-technician (fusils, alchemy) race.

A bit more advanced faction, but without tanks, robots or cyborgs.

And about



ResonanceMask wrote:
Thats like using nukes agaisnt bows and arrows.




I've tried to make them more suitable for fantasy based game, and balanced in compare to other units (fusils - longer range (~2-5), small damage. Bows - medium range (~1-3), medium damage).

When i start imagine the fusil equpped soldier, i have this in my head:

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11 years ago
May 10, 2014, 4:40:35 PM
The silence in here is eerie...



Guess everyone has put their tools down and gone to dinner smiley: biggrin
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11 years ago
May 10, 2014, 4:47:28 PM
Wow 99 propositions, I have to say this is a very creative community.



It is obvious however that someone cannot possible sit down and read all 99 posts.



Many thanks to the people that voted for the Ascending, you guys are the best. I also support the Star Dreamers and the Legion for their very interesting gameplay.



Just so that I can motivate more of you to vote for the Ascending I want to speak briefly about their "branched development", a characteristic that doesn't appear anywhere else, almost.

(Sorry, I'm not being modest here but I'm rather proud of that fact smiley: stickouttongue:coolsmiley: smile



The idea is that the Ascending possess a small number of units that can be given different upgrades and become very heavily specialized, as the game progresses thus making every playthrough unique and increasing the replayability of this faction.



(I know that this idea might be hard or impossible to implement as it seems that the devs are oriented on few customizable units in the same path as Endless Space.)

An example of how their unit "tree" may look like is this:



Example Unit tree[/SIZE]







And from this tree players will be able to unlock 2 or 3 units for every playthrough.



If I have piqued your curiosity feel free to check the Ascending post and by all means feel free to give me feedback.

The good thing about feedback is that there can never be bad feedback.

The Ascending: /#/endless-legend/forum/7-archives/thread/3573-faction-creation-competition
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11 years ago
May 10, 2014, 4:50:44 PM
Chr wrote:
It is obvious however that someone cannot possible sit down and read all 99 posts.


The poll last various days. And some people surely read more than that in forum posts equivalent. smiley: stickouttongue



But yeah, many won't actually do that.
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11 years ago
May 10, 2014, 4:52:12 PM
indigav wrote:
The silence in here is eerie...



Guess everyone has put their tools down and gone to dinner smiley: biggrin
Well, I don't want to advertise and there's nothing to comment on so I have no reason to post anything. There are also currently no questions related to Mesaima, so I cannot answe them either. I imagine it's the same for others ^_^
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11 years ago
May 10, 2014, 4:58:41 PM
PANCZASU wrote:
Well, I don't want to advertise and there's nothing to comment on so I have no reason to post anything. There are also currently no questions related to Mesaima, so I cannot answe them either. I imagine it's the same for others ^_^


It sounds like if you are stalking this thread waiting for some prey...oO' And here I was wild walking my way against five AIs while watching some TV.smiley: stickouttongue
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11 years ago
May 10, 2014, 5:13:15 PM
@Chr I liked your idea (mostly because I love diversity and replayability) but the problem that I, personally, had with it was that you didn't talk about gameplay at all aside from branching unit tree and starting +-20% to F/S. Moreover (and that's a much bigger issue), I didn't see anything related to minor factions in your submission at all... and that was supposed to be the theme of this competition.



Wintersong wrote:
It sounds like if you are stalking this thread waiting for some prey...oO' And here I was wild walking my way against five AIs while watching some TV.smiley: stickouttongue
Oh, sh**, I've been exposed!
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11 years ago
May 10, 2014, 5:31:14 PM
Lynx_gnt wrote:
B-b-but Dreamers also use bows and halberds smiley: embarassement , just look in the original message. In the original concept they are half-magic (floating cities, levitation, magic capable units) and half-technician (fusils, alchemy) race.

A bit more advanced faction, but without tanks, robots or cyborgs.

And about







I've tried to make them more suitable for fantasy based game, and balanced in compare to other units (fusils - longer range (~2-5), small damage. Bows - medium range (~1-3), medium damage).

When i start imagine the fusil equpped soldier, i have this in my head:





I did actually read the original post <_< I don't know why but I'm reminded of L[censoredformakesofthefilmdidn'trealizename'smeaninginspanish]a: Castle in the sky. Which is actually totally cool.... Either way, sorry but I'd call it taste differences ^_^; All of winning ideas are highly awesome, but we all are going to eventually only vote one of them, so... Yeah.



Anyway, I've been trying to campaign my idea, but my self esteem is striking in my way and I'm too afraid to talk about my idea to new people 'cause I feel like I'm intruding and being obnoxious or something so I'm failing at raising my idea's public profile
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11 years ago
May 10, 2014, 6:28:13 PM
Man, this voting is just so darn even. I'm not sure at all which 3 will go to the final round.



I would also like to thank everyone who has voted my suggestion. I appreciate it a lot smiley: smile
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