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Kyir
12-22-2004, 09:49 AM
There are already guidelines to create a unit but seeing the number of threads not following them lately i desided to make a walk-through of creating a unit.

Name: the name is the least essential of the steps for a unit, it can be decided on 1st, last or anywhere in between.

Discription: not vital but adds a nice touch to a unit.

Apearance: Some unit Creators dont care about apearance and it isnt nessesary. Linking to a picture is acseptable as well as describing it in words.

Type: Dragon and Contraption are the only 2 that matter at the moment

Life: the life of a unit is the amount of damage the unit can take without dying, as a guideline spellcasters have low health. dont put the health too low without significant blocking or armor or you might end up with a unit that can be killed in 1 hit by a knight *shudders*.
I.E.
Life: 55
a unit with 55 life is probably a unit that costs 2 unit places in your set-up (see above) Life is not usually a good thing to balance out a attack or blocking with.

Armor: one of the simplest concepts in the game (in my opinion) when a unit Taken=Attackers base power - armor as a percentage
it is considdered appropiate to have 0% armor on a spell caster due to no armor is being worn.
I.E.
Armor: 25%
armor this high is usally balanced out by another attribute like costs 2 unit spots in your set-up (see above) blocking or power.

Blocking should always be the "full amount" on the front, half of that on the sides, and no unit (except wards) may block from behind. Though in rare occasions this can be changed slightly if it fits the unit.

Power: (also known as attack) the damage dealt to a unit with no armor (see armor) if a unit has armor see the calculation of damage (in Armor section)
I.E.Power: 25

Movement: an average movement for a unit is 3, the Mud Golem and the posion whisp are slight exeptions but balenced out with other things as a Rule wards have no movment. I.E.[/Code]
Stronger units should always have less movement, while swift and agile ones (which may not be a physically tough) will have more. Mages generally have 3 movement, though again, there can be exceptions to this rule.

Recovery: how long after acting a unit must wait to act again (act=attack, move, abillity) most spell casters have 3 recovery. When making a unit, state the recovery for if the unit moves and attacks/uses an ability. As a rule, recovery for moving without attacking is half of the full recovery rounded down. Recovery for attacking without moving is half of full recovery rounded up.
I.E.recovery: 3
A unit with 3 recovery would wait 3 turns if it moved and attacked, 2 turns if it attacked but didnt move, and 1 turn if it moved but didnt attack. This is true of all current mages.

Abbitlites: abilities differ with units but as an example abilities: Toughness: melee attacks deal 25% less damage, which means 50% melee armorSpecial abilities are not necessary, but are usually required to stop a unit from just being a clone of another.

Places: units all occupy 1 square, some units are so good they must be balanced out by costing 2 units worth to be placed on the feild I.E. Dragon Tyrant

The Result
counts as 2 units
Life: 55
Armor: 25%
Power: 25
Movment: 3
recovery: 2
abilities: Toughness: melee attacks deal 25% less damage, witch means 50% melee armor

apearance: a Giant hulk a metal in a golem like form, pipes running across its back are you team colors as wll as bands on its arms, when it moves stam shoots out of the pipes on its back


Last but not least :
-Present your unit tidily as shown above.
-Try to understand that just because you love your idea, not everyone else will. If people dont like it, and explain why, then instead of flaming them try to appreciate their views. This is so crucial it is in a special color.

Walrus
12-22-2004, 10:54 AM
there are already guidelines to create a unit but seeing the number of threads not following them lately i desided to make a Walk-through of creating a unit.

Name: the name is the least essential of the steps for a unit, it can be decided on 1st, last or anywhere in between

Description : Not vital, but as with appearance, adds a nice touch to the unit.

Apperance: some unit creators dont care about appearance and it isnt necessary but it adds a nice touch. Linking to a picture is acceptable, as well as describing it in words.

Type: Dragon and Contraption are the only 2 that matter at the moment

Life: the life of a unit is the amount of damage the unit can take without dying,
as a guideline spellcasters have low health. dont put the health too low without significant blocking or armor or you might end up with a unit that can be killed in 1 hit by a knight *shudders*.
I.E.
Life: 55
a unit with 55 life is probably a unit that costs 2 unit places in your setup (see above) Life is not usually a good thing to balance out a attack or blocking with.

Armor: one of the simplest concepts in the game (in my opinion) when a unit is hit Damage Taken=Attackers base power - armor as a percentage
it is considered appropiate to have 0% armor on a spell caster due to no armor is being worn.
I.E.
Armor: 25%
armor this high is usally balanced out by another attribute like costs 2 unit spots in your set-up (see above) blocking or power.

Blocking: The Percent of attacks directed at a unit which are blocked (no damage). all magic is unblockable but cannot go through Barrier Wards (exept Poison) as a rule of Thumb (no idea what that means) spell casters should have resonably low blocking. As a Rule Wards have 100% blocking.
Blocking should always be the "full amount" on the front, half of that on the sides, and no unit (except wards) may block from behind. Though in rare occasions this can be changed slightly if it fits the unit.

Power: (also known as attack) the damage dealt to a unit with no armor (see armor) if a unit has armor see the calculation of damage (in Armor section)
I.E. Power: 25

Movement: an average movement for a unit is 3, the Mud Golem and the posion whisp are slight exeptions but balenced out with other things as a Rule wards have no movment. I.E. Movment: 3
Stronger units should always have less movement, while swift and agile ones (which may not be a physically tough) will have more. Mages generally have 3 movement, though again, there can be exceptions to this rule.

Recovery: how long after acting a unit must wait to act again (act=attack, move, abillity) most spell casters have 3 recovery. When making a unit, state the recovery for if the unit moves and attacks/uses an ability. As a rule, recovery for moving without attacking is half of the full recovery rounded down. Recovery for attacking without moving is half of full recovery rounded up.
I.E. recovery: 3
A unit with 3 recovery would wait 3 turns if it moved and attacked, 2 turns if it attacked but didnt move, and 1 turn if it moved but didnt attack. This is true of all current mages.

Abbitlites: abilities differ with units but as an example Special : Magic Resistant : Unit X thas a 50% chance to block magical attacks, which are unblockable by normal troops.
Special abilities are not necessary, but are usually required to stop a unit from just being a clone of another.

Places: units all occupy 1 square, some units are so good they must be balanced out by costing 2 units worth to be placed on the feild I.E. Dragon Tyrant


The Result

Unit X
Description : Coming from the abyss of the CAU forum, Unit X is an example to all other warriors and commanders. He will show you the way.
Appearance : A burbling mass of data.
Life: 55
Armor: 25%
Power: 25
Movement: 3
recovery: 3
Specials : - Magic resistant : Unit x has a 50% chance to block magical attacks, which are unblockable by normal troops.
- Counts as 2 units




Last but not least :
-Present your unit tidily as shown above.
-Try to understand that just because you love your idea, not everyone else will. If people dont like it, and explain why, then instead of flaming them try to appreciate their views. This is so crucial it is in a special color.



Additions and corrections in red


much better now i think :)

Jeffery
12-22-2004, 10:59 AM
Correct it for proper capitilization too then.

Walrus
12-22-2004, 11:00 AM
screw you capitalist.

Spit_101
12-22-2004, 11:59 AM
Walrus + Kyir = Sticky

_Thunder_
12-22-2004, 12:25 PM
lol and congradulations on the 1'000th post there spit ;)

Bottle
12-22-2004, 03:46 PM
Walrus + Kyir = Sticky
Walrus + Kyir = no sticky, since we already have a guide for this forum which people take 0 notice of anyway.

Walrus
12-22-2004, 04:09 PM
walrus without kyir = sticky?

Serge
12-22-2004, 06:43 PM
walrus without kyir = sticky?

Nah.

Walrus
12-22-2004, 06:52 PM
but...but......but....but..

Kyir
12-22-2004, 08:49 PM
its more like Kyir=needs a hell of alot of grammer and spelling lessions
and thanks for the corections Walrus, i change all of it, this thing needs a spell check.

devast8
12-22-2004, 09:00 PM
its more like Kyir=needs a hell of alot of grammer and spelling lessions

Maybe you should spent less time playing TAO and more time in a dictionary and thesaures to make your spelling and vocabulary much more superior. ;)

Kyir
12-22-2004, 09:05 PM
you cant be more supirior DUH!!!!!!!

Serge
12-23-2004, 02:29 AM
but...but......but....but..
Dude, have you ever tried to stick a piece of paper to a fridge with a sea mammal? It doesn't work...

†Chaos†
12-23-2004, 04:57 AM
Dude, have you ever tried to stick a piece of paper to a fridge with a sea mammal? It doesn't work...

Ouch, that was a little harsh.

Kyir
12-23-2004, 07:22 AM
well i cna stick a sea mamel to a fridge with some Duck Tape
yes Duck tape, it works better on Ducks but i think itll work on a sea mamel

The Guy
12-23-2004, 10:10 AM
ohhhhhhhhhhhhh now i get it...........i never read this im an idiet and i dont care wat responce i get from that this thread is understanding

The Guy
12-23-2004, 10:10 AM
lol

sub the hendrix
12-23-2004, 05:44 PM
lol Great goin there Guy, I like how you created a whole new post to say "lol." Was there a good reason for that? (rhetorical question).

Kyir
12-24-2004, 08:29 AM
at least this thread helped one n00b

Warcow
12-24-2004, 02:43 PM
Maybe you should spent less time playing TAO and more time in a dictionary and thesaures to make your spelling and vocabulary much more superior. ;)

You shouldn't criticize people about spelling when you spell things wrong in your own post. It's a Thesaurus

Kyir
01-08-2005, 08:10 AM
no sticky yet
BUMPITY BUMPETY BUMP

Bottle
01-08-2005, 02:37 PM
That's because it doesn't deserve a sticky. :cool:

Walrus
01-08-2005, 02:42 PM
maybe ill write one. then it can be a sticky, plus it could be payback for when kyir so blatantly copied my stone wall.

Bottle
01-08-2005, 02:53 PM
then it can be a sticky
Oh can it now, Mr. I'm So Great? :p :D

Walrus
01-08-2005, 03:32 PM
yes, and i am glad you are finally using my correct title. :P :D

Kyir
01-08-2005, 04:02 PM
but my wall had attack.........oh who am i kidding *shakes head*

cs_zero
01-08-2005, 08:54 PM
no one, i knew all along you copied his wall. ;) :p

Serge
01-08-2005, 11:35 PM
maybe ill write one. then it can be a sticky, plus it could be payback for when kyir so blatantly copied my stone wall.
Nah.

sub the hendrix
01-08-2005, 11:45 PM
Why not post comments about the stone wall on the stone wall thread, hmmmm? Like yours truly did. Ok im just being nitpicky sorry.

Kyir
02-20-2005, 07:24 PM
*cough*BUMPED*Cough*

Serge
02-20-2005, 07:44 PM
There's already a sticky that serves this purpose. And the sticky doesn't need bumped.

Kyir
02-20-2005, 07:46 PM
yhea but...but...but NO IT WASNT ME *runs*

Kyir
03-29-2005, 07:26 AM
i feel a need to bump this do to the number of newbs comming on

Cross Punisher
03-29-2005, 08:55 AM
Most are in to big of a hurry to read this.

Kyir
03-29-2005, 09:03 AM
thats because everyone dosnt have the week off like i do