tassadar920
Member!
You'll have to make custom units to create the new race. Here are a few easy steps.
1. Ok you need to pick if your going to make the race from SCRATCH, or if your going to copy one of the 4 races that came with the game and CHAGE it to fit your needs.
From Scratch:
Create a new .txt file somewhere and lay it out like this:
-Buildings
/t-Tier1
/t/t-Tier2
/t/t/t-Tier3
-Units
/t-Tier1
/t/t-Tier2
/t/t/t-Tier3
So on and so forth with, "Buildings" "Units" "Spells/Abilities" "Upgrades"
Now under each heading, add the name of the unit/building/spell/upg and next to it put all the required buildings etc for the race.
At this point you should have a race that is basically fully planned out, now you'll need "skins" If you don't know how to skin, your screwed at this point, otherwise make the skins/clicky thingy that you click on to activate spells and stuff, and have those ready in a folder off to the side.
Now the fun part, you get to put together your race, it's totally unnesseccary to have a name at this point, normally names for races (orgiinal ones anyways) come from an outside inspiritation later on, just wait if you have no ideas. Now if your not experienced in custom building, your screwed here. IF you are, replace the units models/textures, import all of the files from the folder, and put together all untis and buildings. These are the importatn parts for now, then interconnect the buildings/units by setting the different things they can build/be upgraded into, again if you have no expereince in custom units your screwed.
Now repeat the last step but doing spells/abilities. Some spells may require you to use triggers off to the side to activate them, this is totally unnessecsary, but can make cool effects sometimes.
You have your race, all thats left to do is balancing the different parts, i wont go into details because if you dont understand this, again your screwed.
If you need inspiration for a new race, just look around... a cool idea i once had for a race is a 'nomad' race, that dont have any permanent buildings. Much like the night elves that can pick up and move, but the nomads would be able to move faster, and they would have weak 'mercenary' units mainly, that would have short life spans before turning into normal peasants.
Another Idea is a race where you can get units like normal, but the untis are very powerful, and can stand in battle relitively alone. But over time like the phoenix fromt he humans, they lose their strength, though unlike the phoenix they wouldn't ONLY lose health, but also some armor, and some attack dmg. Sooner or later they would topple over and die, their souls though, would come back to your base, invisible except to detecting towers etc, and you would get part of your money back.
Yeah... the other way:
From CHANGES:
Start with 1 of the 4 prebuilt races, like from scratch plan out your race in a seperate file not just in your head. Once you have a basic idea formed, right it all down, but make sure that you can edit the units already in the prebuilt race so they fit your needs. In english:
You can only change names, dmg, spells etc to fit what you need, but with this system (unless you have experience doing custom units/spells etc) you won't want to change anything drastic. You can obviously change models etc to fit your needs. Importing models is relatively easy (import manager > import file > find your file > copy the path > use it for the model, under 'custom path - ___') then change spells etc, or copy other spells to fit your needs according to your plan.
ez enough no?
1. Ok you need to pick if your going to make the race from SCRATCH, or if your going to copy one of the 4 races that came with the game and CHAGE it to fit your needs.
From Scratch:
Create a new .txt file somewhere and lay it out like this:
-Buildings
/t-Tier1
/t/t-Tier2
/t/t/t-Tier3
-Units
/t-Tier1
/t/t-Tier2
/t/t/t-Tier3
So on and so forth with, "Buildings" "Units" "Spells/Abilities" "Upgrades"
Now under each heading, add the name of the unit/building/spell/upg and next to it put all the required buildings etc for the race.
At this point you should have a race that is basically fully planned out, now you'll need "skins" If you don't know how to skin, your screwed at this point, otherwise make the skins/clicky thingy that you click on to activate spells and stuff, and have those ready in a folder off to the side.
Now the fun part, you get to put together your race, it's totally unnesseccary to have a name at this point, normally names for races (orgiinal ones anyways) come from an outside inspiritation later on, just wait if you have no ideas. Now if your not experienced in custom building, your screwed here. IF you are, replace the units models/textures, import all of the files from the folder, and put together all untis and buildings. These are the importatn parts for now, then interconnect the buildings/units by setting the different things they can build/be upgraded into, again if you have no expereince in custom units your screwed.
Now repeat the last step but doing spells/abilities. Some spells may require you to use triggers off to the side to activate them, this is totally unnessecsary, but can make cool effects sometimes.
You have your race, all thats left to do is balancing the different parts, i wont go into details because if you dont understand this, again your screwed.
If you need inspiration for a new race, just look around... a cool idea i once had for a race is a 'nomad' race, that dont have any permanent buildings. Much like the night elves that can pick up and move, but the nomads would be able to move faster, and they would have weak 'mercenary' units mainly, that would have short life spans before turning into normal peasants.
Another Idea is a race where you can get units like normal, but the untis are very powerful, and can stand in battle relitively alone. But over time like the phoenix fromt he humans, they lose their strength, though unlike the phoenix they wouldn't ONLY lose health, but also some armor, and some attack dmg. Sooner or later they would topple over and die, their souls though, would come back to your base, invisible except to detecting towers etc, and you would get part of your money back.
Yeah... the other way:
From CHANGES:
Start with 1 of the 4 prebuilt races, like from scratch plan out your race in a seperate file not just in your head. Once you have a basic idea formed, right it all down, but make sure that you can edit the units already in the prebuilt race so they fit your needs. In english:
You can only change names, dmg, spells etc to fit what you need, but with this system (unless you have experience doing custom units/spells etc) you won't want to change anything drastic. You can obviously change models etc to fit your needs. Importing models is relatively easy (import manager > import file > find your file > copy the path > use it for the model, under 'custom path - ___') then change spells etc, or copy other spells to fit your needs according to your plan.
ez enough no?