Mythics?

Timesless Tales is a standalone expansion for Wyrmsun.
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Andrettin
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Mythics?

Postby Andrettin » Mon Apr 14, 2014 2:15 am

What are the mythics supposed to be? My understanding is that they are the faction which we play in the Frontier Force campaign, but there isn't much else in the way of information about them.

In the old site there was information about a faction called mountain mages, perhaps they and the mythics are one and the same?
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Kyran
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Re: Mythics?

Postby Kyran » Mon Apr 14, 2014 9:26 am

Frontier Forces
Militia commissioned by the Mythics to keep the peace in the politically volatile frontier. The Frontier Forces are disadvanced in that they require large bases in order to function and must commission officers to maintain troop loyalty. The troops of this faction are conscripted from the Wilds. This is the player's faction in the current campaign.

Freemen
The Freemen are peasants who have rebelled against their Mythic Overlords. One of the factions used when playing a multiplayer game with Wargus clients. The allied team in the campaign are Freemen (although story wise they haven't yet rebelled).

Wilds/Ferals
The general enemy of all the other land factions. They even fight against themselves. This is the other faction that can be used when playing a multiplayer match with Wargus clients.

The Order
Strong, expensive and few in number; the Order is a secret society trying the diminish the power of the Mythics. The Order relies on extracting donations from peasants.

Navies
The Navy factions are water based. They move their fleet from island to island, gathering resources and building more ships.
Story coming soon!
04:27 jim4 why haven't you added wc1 support? this project sucks. i'm only going to use freecraft
05:06 jim4 finished wc1 support yet? i've been waiting for 6 years
05:10 jim4 new things scare me
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Andrettin
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Location: Vienna, Austria
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Re: Mythics?

Postby Andrettin » Mon Apr 14, 2014 4:14 pm

Kyran wrote:
Frontier Forces
Militia commissioned by the Mythics to keep the peace in the politically volatile frontier. The Frontier Forces are disadvanced in that they require large bases in order to function and must commission officers to maintain troop loyalty. The troops of this faction are conscripted from the Wilds. This is the player's faction in the current campaign.

Freemen
The Freemen are peasants who have rebelled against their Mythic Overlords. One of the factions used when playing a multiplayer game with Wargus clients. The allied team in the campaign are Freemen (although story wise they haven't yet rebelled).

Wilds/Ferals
The general enemy of all the other land factions. They even fight against themselves. This is the other faction that can be used when playing a multiplayer match with Wargus clients.

The Order
Strong, expensive and few in number; the Order is a secret society trying the diminish the power of the Mythics. The Order relies on extracting donations from peasants.

Navies
The Navy factions are water based. They move their fleet from island to island, gathering resources and building more ships.
Story coming soon!
Thanks, Kyran! I'm looking forward to the story!
Yukiko
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Re: Mythics?

Postby Yukiko » Wed Dec 30, 2015 8:37 pm

The Mythic Campaign contains three main paths; Jadeite's, Nephrite’s and Zoisite’s. Each of these paths will have three endings. A single playthrough of the campaign shouldn’t result in playing more than 15 missions.

Tutorial Missions
Being captured in any of the tutorial missions leads to Nephrite’s path. Otherwise, Nephrite only shows up in the campaign introduction, and at the end of Jadeite's losing path.

1. Seawill Forests (Escape)
2a Victory
2b Retreat
N1 Captured

2a Dunath Plains (Skirmish)

2b - Same as 2a, except 2b does not have rangers.

3. Sea Preparations (Skirmish)

Nephrite’s Path
N1 - Player is captured by the Wilds, and is rescued by Nephrite. Nephrite’s path is the only one which can result in a total Mythic victory (only if player is captured on the first mission and wins everything after). In Jadeite's and Zosite’s paths Nephrite’s Navy is spent securing Deadrock. In Nephrite’s path the Navy never assaults Deadrock, instead focusing on cutting enemy supply lines between the Wild armies, preventing them from merging together to attack Genesis Castle. The Wilds instead secure the Nimbus Isles, which would otherwise most likely be secured by the Freemen (depending on how well the player did in the tutorial missions).

Jadeite’s Path
4. Endodus (Skirmish)

5. Forward (Skirmish and FtM)

6. Defense of Genesis Castle - Three possible outcomes, Mythic Victory (very unlikely), Order Victory (portal is destroyed), Wild Victory (portal is not destroyed).

7. Hero must escape back to Mythic territory. Four players on this map. Freemen, 2x Mythic, Wilds
8a Both Mythics escape.
8b Player escapes.
9c Player captured (ally captured or escapes)

8a and 8b - (8b, the friendly AI is capturable, else Jadeite controls it) Player must defend the swamp, maintain all the buildings. Player cannot build any buildings, so their destruction is a really bad thing.
9a Win on 8a
9b Win on 8b
9c Loss

9a Destroy supply lines (Supply Lines) - You can rescue Order knights that fight with you.
10a Win
10b Lose

9d Player must save ally. If portal not destroyed, you can save Order knights.
10b Win
Z1 Lose (Zoisite's path)

9c The Mountains Base (Nightmare)
The player is left to hold off the enemy. Nightmare is similar to For the Motherland, except one side builds a base.

Orders arrive from Nephrite informing the commanders that they should maintain their position in the swamps, as a buffer to the mountain range. And that they may retreat no further than the mountain range. The Wilds are not to step one foot on the plains beyond the mountains. He doesn't care about Zoisite’s desert though.

10a Jadite wants to totally crush the Wild presence in the swamp. He thinks now is the time since the supply lines have been cut. This should be a hard one.
11a Win
11b Lose

10b The Wilds have gotten a fresh batch of supplies, while the Mythics have lost a good chunk. If coming from 9a, the Mythics will start with much less resources.
11a Win
11b Lose

11a Genesis Castle. The Mythics have pushed really hard to return here. The Order’s buildings are abandoned. If the Wilds secured the portal, there will be heaps more here. This map will be enlarged, and to the south will be the Freemen. Depending on the Freeman situation, they might attack the Mythics once they defeat the Wilds. The Freemen will have two players, one is the economy which is neutral towards everyone. The other is the freeman military which is hostile.
Mythic victory (portal intact)
Mythic victory (portal destroyed)
Freeman victory
9b Wild victory (portal intact)

11b Jadite retreats to the mountains to build defences. Player must play old 8 map alone.

11a Mythic Victory (Portal Destroyed)
With the aid of the Frontier Force, Baron Jadeite has regained Genesis Castle. With the portal destroyed, and battles still raging between Zoisite and ???’s armies along the Eastern Coast..., Jadeite is unable to call up reinforcements to retake the now rebel occupied territory. The baron however is content to sit back and watch from afar as these rebellious peasants do battle against the overwhelming Wilds.

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