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 Post Posted: Sat Mar 09, 2019 8:52 am 
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Here for the 10th Anniversary Has collected at least one unit
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This is a WiP of erfworld adapted to the Master of Magic game System. So far I'll start adapting the common creatures.

For easy reference, you can visit the master of magic wiki

https://masterofmagic.fandom.com/wiki/Hero_Abilities
https://masterofmagic.fandom.com/wiki/Unit_Abilities
https://masterofmagic.fandom.com/wiki/Normal_Unit
https://masterofmagic.fandom.com/wiki/Spell_Type

So far covered up until "knight class-infantry from this page https://wiki.erfworld.com/Unit#Classes but more will come up later when I have time.

this is the basic template of the "normal" units, and it variates with Race.

-Stabber (Spearmen) [Light infantry]
8 unit stack
1 Move
1 atk x figure
2 def x figure
4 resist
1 hp x figure

-Stabber (Swordmen) [Light infantry]

6 unit stack
1 Move
3 atk x figure
2 def x figure
4 resist
1 hp x figure

*Large shield Special* (+2 def against ranged/thrown attacks)

-Pikers (halberdier) [medium infantry]
6 unit stack
1 move
4 atk x figure
3 def x figure
4 resist
1 hp x figure

-Pikers (Pikemen) [Heavy infantry] (starts with +1 exp level)
8 unit stack
1 move
5 atk x figure*
3 def x figure
5 resist*
1 hp x figure

*ignore first strike (what it says)
*armor piercing (target rolls half defense rounded down)

-Archers (bowmen) [Light infantry ranged missile]
6 unit stack (8 in erfworld)
1 move
1 atk x figure (1 ranged atk x figure)
1 def x figure
4 resist
1 hp x figure

special: 8 ammo

+Harponeers [javalineers race special/medium infantry] (starts with +1 exp level)
6 unit stack
1 move (1 ocean due seafarer)
4 atk x figure* (3 ranged atk x figure*)
3 def x figure
1 hp x figure

Special: 6 ammo

-Diggers [light infantry] (based on engineers)
6 unit stack (8 in erfworld)
1 move
1 atk x figure
1 def x figure
4 resist
1 hp x figure

*construction (fabricate) allow the creation of roads.
*Wall crusher (50% chance to destroy wall on melee, 25% on ranged) it attacks the unit behind the wall as well.

------------
Knight class (erfworld is a mess in this regard)
------------

-Knight [medium infantry] (based on cavalry)
4 unit stack
2 move
4 atk x figure
2 def x figure
4 resist
3 hp x figure

*First strike (applies dmg before enemy counterattacks, doesn't work when counterattacking)

+Valkyries (jetstone special knight) (+1 exp level)
2 unit stack
2 move/2 flying
9 atk x figure*
5 def x figure
7 resist*
10 hp x figure

*First strike (applies dmg before enemy counterattacks, doesn't work when counterattacking)
*armor piercing (target rolls half defense rounded down)

+Gladiators (jetstone special knight) (+1 level)
4 unit stack
2 move
4 atk x figure
2 def x figure
4 resist
3 hp x figure

*Large shield Special* (+2 def against ranged/thrown attacks)
*web spell (once: target cannot move until it breaks the web 12 hp, ignore multiunit bonus, stops flying until end of battle)

-Jed-eye knights [heavy infantry] (based on elven lords/paladins) (+1 exp level)
4 unit stack
2 move
5 atk x figure*
4 def x figure
9 resist*
3 hp x figure

*Magic immunity (def increased to 50 against magic attacks)
*first strike (applies dmg before enemy counterattacks, doesn't work when counterattacking)
*armor piercing (target rolls half defense rounded down)

-goyles (based on gargoyles) (transilvito special unit)
4 unit stack
2 move (flying)
4 atk x figure (3 atk magic)
8 def x figure
7 resist
4 hp x figure

*special: 4 ammo

+Skank (improved goyles transilvito special unit)
3 unit stack
2 move (flying)
6 atk x figure (5 atk magic)
9 def x figure
7 resist
6 hp x figure

*special: 4 ammo

+Archon (special charlescomm unit based on archangel, use mostly sorcery spells)
1 unit stack
4 move (flying)
15 atk x figure
10 def x figure
12 resist
18 hp per figure

*illusion immunity (This unit may make Defense rolls against Illusionary Damage, and is immune to most foolamancy spells, and enemy veils.)
*caster (40 juice)
*arcane power +1 magic ranged attack per exp level
+random skill: from following list it costs juice

dance fighting (based on haste spell only for attack and counterattack)
Dollamancy (create artifact spell)
Foolamancy (create illusion and veil [invisibility] 35 juice for this battle only)
leadership (unit + entire stack gain +1/3 atk per unit level)
shockamancy (immolation 30 juice, targeted unit gains added effect 4 fire attack splash damage [better against multiunits]
Thinkamancy (allow for vertigo spell 25 juice/Mindstorm at higher unit level)

_________________
"Retconjuration", "This is Sparta!", "It's allies about the hair.", "What the Hell!?!", "Two fer one!"<- events Closed.

Math's is in the air! <- date Open until march 1st!

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     Post Posted: Wed Mar 13, 2019 5:52 am 
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    Interesting, so you want to code this into a mod or will it be only on paper ?

    I'd kill for a modern MoM type game, no focus on multiplayer and having to restrict the builds so that it's manageable just focused on single player and giving players tons of options.

    I'm thinking about trying to convert some Erfworld stuff to GURPS.

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     Post Posted: Wed Mar 13, 2019 8:29 am 
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    Here for the 10th Anniversary Has collected at least one unit
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    Joined: Fri Nov 13, 2015 6:47 pm
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    Hero of Shadows wrote:
    Interesting, so you want to code this into a mod or will it be only on paper ?

    I'd kill for a modern MoM type game, no focus on multiplayer and having to restrict the builds so that it's manageable just focused on single player and giving players tons of options.

    I'm thinking about trying to convert some Erfworld stuff to GURPS.


    its only stats based on the simmilitude of the unit in MoM with the erfworld ones. MoM is quite awesome to play single player since there's a lot of ways to win it. too bad trying to find the erfworld units is such a pain.

    it will probably be paper only, since 2 things. Erfworld system doesn't work at all like MoM (in mom the money you get is based on population and the "signamancy" of the tiles surrounding the placement of the city. (you can create new cities in MoM while on Erfworld they are already placed) also the cash inflow in erf is absurd for a MoM (getting surplus 40 gold is OP in mom, and just 1 lvl 1 city in erf gives 1000 schmuckers) probably more like Heroes of might & magic.

    Anyway. just the exercise of looking at this project I noticed that the devs decided on "max swords and shields" on a unit, then decided how many "units" will be on a stacks.

    More units in the stack means that the "creature" will be stronger when it level ups (since swords and shields are per unit) BUT that it will reduce its potential faster when wounded (looses units in the stack). while a single unit stack equally strong doesn't benefit as much from bonuses (only 1 unit) but it will have all those benefits until it dies. which is a nice compromise.

    also, obviously that no game would be erfworld equivalent, you have the dread "channel fireball" combo on the natural allies. worse, its like summoning a "Stone giant" on master of magic (which costs mana rather than gold since its a fantastic unit) and decide that if you have Mana enough, you will summon 150 more like him in order to break any possible defence and totally ignore tactics. once you see a mechanic like that you sincerely have to think "wouldn't a pop up saying "you want to defeat charlescomm now? pay 1500$ and insert your bank account here" for insta win. >.<

    _________________
    "Retconjuration", "This is Sparta!", "It's allies about the hair.", "What the Hell!?!", "Two fer one!"<- events Closed.

    Math's is in the air! <- date Open until march 1st!

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