; Mythgraveyard




By SiliconDream, who writ this his own self.

Please send all suggestions, questions and rambling anecdotes to querl@uclink4.berkeley.edu. Flames and gentle mockery can be sent there too, but only after 8 PM Pacific Standard Time, when I'm too drunk to care.

Using this as your local folder will change your archers, warlocks and dwarves to these modified units. The tags for the monsters themselves are new rather than modified originals in Fear; I've just changed the "units" tags so that they'll replace the originals. Precisely which units are changed is shown below.
My main purpose in distributing these units is to illustrate a few "gimmicks" you can do with Fear to make your creations more interesting; those with more talent and creativity than I (i.e. everybody) are welcome to use my ideas in creating all-new units. This particular set of units is meant to illustrate all the neat things you can do with contrails.
I advise you to try this out on the single player levels "Tutorial" and "Redemption." The tutorial will let you play with minelayers, thermite bowmen and storm warlocks (you can actually go through the tutorial just fine with these modified units--for instance, instead of dropping a satchel charge by the dummy and blowing it up, drop a mine, get away and wait ten seconds. And try creating a thundercloud near the hawks.), while dronekeepers are the stars of "Redemption." And now, the units...
Oh, wait. I also want to make it clear that I know the proper syntax is "projectile A is promoted into projectile B". I just think "projectile A promotes into projectile B" sounds stronger and more dynamic and like that. Abhor the passive voice, my friends.



Thermite Bowmen (replace bowmen and bowman hero units):
They fire ordinary arrows, but also carry 3 thermite arrows. These do quite a bit of fire damage and set off any nearby explosives. As they fly, bits of burning thermite drop off them and ignite the ground below, forming a line of flame. Thermite bowmen wear fire-resistant (but not completely fireproof) clothing.
How it's done: pretty obvious. The arrows just use the fire drops for their contrail projectile. There's a little bit of thought involved in choosing the fire drops' inertia; if it's zero, the first drop will fall straight down onto the archer and his friends; if it's one, the drops will travel exactly the same path as the arrow and impact in one spot instead of in a line. I used an inertia value of .5, so that the fire drops lag behind the arrow and form a line, but the first drop still hits a safe distance in front of the archer.

Dwarven Dronekeepers (replace dwarven mortar and dwarven mortar hero units)
Instead of launching mortar rounds, these dwarves fire "attack drones" which chase after their target, firing energy bolts at them. If the drones kill their targets, they just head off in a straight line, shooting in front of them. After 20 seconds or so the drones deactivate and fall to the ground, where they can be picked up and reused. If a drone accidentally runs into a unit, it may lock on to and pursue it. As a special attack, dronekeepers can produce an electromagnetic pulse that deactivates all drones within a dozen yards or so; use this not only to defend against enemy drones, but also to deactivate your drones if their stray shots are hitting your units. After generating a few pulses, the mortar has to recharge; the dwarf's mana bar reflects this. Whenever dronekeepers are injured by slashing-type attacks (including drone bolts), they reflexively produce a small EMP with radius of a few feet. Dronekeepers can swing their mortar like a club at close range, but it's a pretty pathetic attack. Because each dronekeeper has a limited number of drones, you'll have to run out and retrieve them after you use them. Ghols can carry deactivated drones, so you might want to keep one near by as the dronekeeper's "caddy."
How it's done: the "attack drones" are just guided, hovering projectiles that never detonate, and yes I know they look silly. Feel free to suggest another graphic for them. As for the drone bolts, I wanted them to be well-aimed but not to change direction in flight like an ordinary guided projectile. So the drone has as its contrail a preparatory projectile which is very slow but well guided; after a split-second during which it aims itself at its target, it promotes to a fast and non-guided projectile--the bolt itself. The "electromagnetic pulse" is just a projectile which instantly explodes and does electrical damage, harmless to monsters, over a large radius. It does very little damage, but the drones are quite sensitive to electricity.

Storm Warlocks (replace warlock, warlock hero and warlock net units)
As their primary attack, these warlocks create a stationary thundercloud over their target that periodically discharges bolts of lightning at any nearby units. It will even attack its creator, although storm warlocks can't be directly hurt by their own clouds' lightning. The cloud dissipates after about thirty seconds. Their special attack is a localized (100-foot radius) windstorm that does no damage but blows airborne projectiles off course and hurls objects on the ground into the air. Fragile objects like corpses may be torn apart by the winds, plants may be uprooted, and explosives may be set off as they're battered against the ground. The direction of the wind is random and constantly changing, but is generally outward from the center of the storm. Storm warlocks use their command over the winds to hover in the air, and can float over steep terrain or deep water. Because they're not grounded, they take very little damage from electrical attacks; they also recover faster from paralysis, since their motions are governed more by the winds they control than by their own muscles.
How it's done: The warlock fires an invisible projectile at the target; when it hits, it promotes into a projectile with negative gravity, which rises into the air and then promotes into the cloud projectile group. You'll notice that the cloud fires two types of lightning, frequent small bolts and infrequent large bolts. The cloud is actually composed of two projectiles, one which appears as the darker center of the cloud and one as the lighter surrounding part; each of these has a different kind of lightning for its contrail, with "choose nearby target" checked. The attack radius of the lightning, a few yards, seems to be hardwired into the game and doesn't change if you change the "nearby target radius" box. For the windstorm effect, the warlock fires an invisible projectile which, when it hits, promotes
into a lot of projectiles which travel outward quickly (high random velocity), then promote into the final windstorm projectiles. These are stationary and detonate randomly over the next twenty seconds. Their explosions do not harm monsters and do very little damage, but have a large radius and an extremely high damage-to-velocity value. Since the detonation points are widely scattered, objects in the storm area get knocked every which way. (If you need a visual aid to see how this works, go into Fear and give the "warlock windstorm" projectile a visible detonation group, like a fireball explosion.)

Dwarven Minelayers (replace dwarf and dwarf hero units)
My favorite--I can't understand why Bungie never utilized some kind of proximity mine as a Myth weapon. Minelayers throw a bottle of neurotoxin-containing smoke (or something) that does no damage but freezes all units within a small radius for a few seconds. At close range (they don't keep their distance from enemies like ordinary dwarves) they wield an envenomed knife that both injures and paralyzes, like a ghast blow. Instead of dropping a satchel charge as his special ability, a minelayer drops a proximity mine. This is almost invisible, appearing only as a patch of shadow on the ground. It takes ten seconds to prime (during which time get your minelayer the heck away from it) and after that just sits there forever or until a unit (any unit) gets within a few feet of it and sets it off. Mines can be set off by lightning strikes or explosions, but are usually unaffected by heat (unless it's very intense). If you want to live dangerously, you can pick a mine back up before it primes. Minelayers are immune to paralysis and are dressed in camouflage colors and don't show up on the overhead map. When they die, their mines start priming where they fall, so back away from the body. Ghols can throw the knives of dead minelayers, which will paralyze their targets.
How it's done: the priming mine is just a preparatory projectile which promotes to the actual mine after 10 seconds. The mine itself works basically like the warlock's storm cloud, attacking any nearby units with a type of lightning, but the mine lightning is invisible and does no damage to units. All it does is set off nearby explosives. When a unit gets close enough, the mine gets caught in the blast from its own lightning and goes off.


This plugin created with Fear and Loathing 1998 by Bungie Software Products Corporation (BSPC). If that isn't the proper legal terminology, please be gentle when you arrest me and ship me to the gulag.


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