Zombie Rebalancing - Vote

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Alexander82
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Re: Zombie Rebalancing - Vote

Post by Alexander82 » Tue Sep 04, 2018 7:30 pm

Technically zombies swarm in masses. Even in pop culture they aren't strong at all. The problem with them is that they spread the infection. We might add a tech that reduce their cost instead of increasing their stats

We might call it plague or epidemic trasmission and has the effect to reduce zombie cost by 1
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StormSaint373
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Re: Zombie Rebalancing - Vote

Post by StormSaint373 » Tue Sep 04, 2018 7:39 pm

Yes, but it was also well known that in popular movies that those who were bitten died and joined their ranks.

Such movies include but are not limited to:

The walking dead
Shaun of the dead
Resident Evil 1-7
Night of the living dead
Dawn of the Dead
World War Z

And many many more. . .
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Re: Zombie Rebalancing - Vote

Post by makazuwr32 » Tue Sep 04, 2018 7:41 pm

Plants vs zombies as well.
Specifically for not so genious persons
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StormSaint373
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Re: Zombie Rebalancing - Vote

Post by StormSaint373 » Tue Sep 04, 2018 7:45 pm

Yeah, and pvz 2

And not to mention all the VIDEO GAMES with zombies in it! :lol: :lol: :lol: :lol: :lol:

Including this one. :lol:
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Alexander82
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Re: Zombie Rebalancing - Vote

Post by Alexander82 » Tue Sep 04, 2018 10:40 pm

I agree for both anyway
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StormSaint373
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Re: Zombie Rebalancing - Vote

Post by StormSaint373 » Wed Sep 05, 2018 12:45 pm

I am in agreement for both!

Make it a tech that makes zombies cost 1, and turn units killed by them into new zombies 100%

Would make them kinda scary.
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Puss_in_Boots
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Re: Zombie Rebalancing - Vote

Post by Puss_in_Boots » Sun Sep 09, 2018 4:03 am

Nah, zombies are too capable (early game) to balance a 1 turn cost. It's either one way or the other, and personally, I prefer transmission over production.
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Re: Zombie Rebalancing - Vote

Post by Tankhead » Sun Sep 09, 2018 4:20 am

Puss_in_Boots wrote:
Sun Sep 09, 2018 4:03 am
Nah, zombies are too capable (early game) to balance a 1 turn cost. It's either one way or the other, and personally, I prefer transmission over production.
Agreed, the transmission does alot on its own, really doesn't need a 1 turn cost
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Re: Zombie Rebalancing - Vote

Post by makazuwr32 » Sun Sep 09, 2018 4:50 am

But tech can require some other techs and maybe even have few levels.
Specifically for not so genious persons
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Alexander82
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Re: Zombie Rebalancing - Vote

Post by Alexander82 » Sun Sep 09, 2018 2:42 pm

Puss_in_Boots wrote:
Sun Sep 09, 2018 4:03 am
Nah, zombies are too capable (early game) to balance a 1 turn cost. It's either one way or the other, and personally, I prefer transmission over production.
Yeah. I agree for the early game. That can be part of a tech tree that makes this cost lowering balanced (e.g. after poisonus bit and with a 10 turn tech)
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Re: Zombie Rebalancing - Vote

Post by Puss_in_Boots » Sun Sep 09, 2018 2:49 pm

Okay, There are many OP things (especially in orc faction) in AoF that can deal with TCs pumping out zombies in later stages of the game. I can agree on a swarming tech tree.
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Alexander82
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Re: Zombie Rebalancing - Vote

Post by Alexander82 » Sun Sep 09, 2018 2:56 pm

Puss_in_Boots wrote:
Sun Sep 09, 2018 2:49 pm
Okay, There are many OP things (especially in orc faction) in AoF
There will be more in all factions :lol:
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Lawrence
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Re: Zombie Rebalancing - Vote

Post by Lawrence » Thu Nov 29, 2018 9:26 am

If you kill something, you can already zombifie their corpses with reaper? I dont see the point in this
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Re: Zombie Rebalancing - Vote

Post by Savra » Thu Nov 29, 2018 4:31 pm

It makes it so that all zombies can infect. The dealer is getting a revamp to make it stronger and it will no longer need corpses to make a simple zombie but it will need them when using its other ability.
Remember to check the unit ready list for AOF to see for any changes.
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Lawrence
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Re: Zombie Rebalancing - Vote

Post by Lawrence » Thu Jan 10, 2019 9:39 am

I like this idea, but maybe make a new, weaker zombie unit for it (e.g. Infected) for this, because it might get too OP
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Re: Zombie Rebalancing - Vote

Post by General Brave » Sat Jan 12, 2019 7:15 pm

So what's going on.
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Re: Zombie Rebalancing - Vote

Post by Lynx Shafir » Sat Jan 12, 2019 8:16 pm

I liked the idea of cheap zombies rot away slowly (6 turn vanishing)
And need sand clock in early stage to keep alive
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Re: Zombie Rebalancing - Vote

Post by DoomsdayDragonfire » Mon Jan 21, 2019 12:16 am

Ok, i agreed that it should be allowed to spread the pain since the beggining... Btw, can someone explain me how would it work? Like, zombie atk a flesh unit, this unit would get the "infected" status, no matter how is the spell resist, then:

a) Countdown (in turns obviously) to a transformation that can be reverted. That when ends the timer, the unit is forced to become a zombie.
b) If the unit dies with the status, instead of the corpse, a zombie from the agressor would rise.
c) Both because we have skilled devs.
d) None because there is another idea or you didn't understand it well.
Breaking the barrier of "work for the job" to "put the job to work for you" is a thing that i want to reach someday aswell... Probably i should make some notes about it...
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Re: Zombie Rebalancing - Vote

Post by Tankhead » Mon Jan 21, 2019 3:43 am

Not sure what's going on but zombies Infecting should be low chance when they attack a unit, otherwise would be too Op to handle
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Re: Zombie Rebalancing - Vote

Post by godOfKings » Mon Jan 21, 2019 6:00 am

it wont b op, if the time taken is long, and effect can b gotten rid of by healing, for example inside a tower/tc or by a healer unit (like how poison status disappears wen inside a tc
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Re: Zombie Rebalancing - Vote

Post by Tankhead » Mon Jan 21, 2019 7:32 am

Well I hope so, otherwise it would be too annoying to handle and why you may ask?

A 1 turn cost unit with you hit affecting every living thing or even 2 cost still hurts.
And how long the count down?
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Re: Zombie Rebalancing - Vote

Post by Typhoon » Mon Jan 21, 2019 12:30 pm

Sadly zombie countdown or even converting by poison can be countered by killing your units and moving another one on its place so most of the time it will not work anyway, unless player will let this happen or your playing with AI,
because why wouldnt you if unit will be no longer yours next turn for example
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godOfKings
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Re: Zombie Rebalancing - Vote

Post by godOfKings » Mon Jan 21, 2019 4:28 pm

Actually it will also automatically turn into zombie if it is killed, no other way out but curing it b4 countdown


That is how u create a MASS APOCALYPSE OF ZOMBIES, first infect, then kill, then infect with new zombie and continue, but u will also need damage dealing units that can actually kill strong infected units
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Alexander82
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Re: Zombie Rebalancing - Vote

Post by Alexander82 » Tue Apr 30, 2019 9:55 am

@Stratego (dev) can we implement this?
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lordofdeath234
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Re: Zombie Rebalancing - Vote

Post by lordofdeath234 » Tue May 14, 2019 8:24 pm

i say 100%

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Re: Zombie Rebalancing - Vote

Post by Stratego (dev) » Tue May 14, 2019 9:41 pm

what is the final requested logic to implment?

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Alexander82
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Re: Zombie Rebalancing - Vote

Post by Alexander82 » Tue May 14, 2019 10:23 pm

@Stratego (dev)

If possible: anytime a zombie inflict more than one damage to a unit (1 damage means that the unit armor wasn't bypassed and thus the zombie can't spread infection) that unit gets the "infected" status. That status can be removed by using a healing spell or potion (not lembas i'd say, since it is food)
Whenever a unit affected by that status dies, it immediately spawn a zombie under the control of the player who inflicted the status instead of dropping a corpse.

that might bring a problem if more players use zombies and hit the same unit so inflicting again the infection should override the previous one.

if first option is not possible or too long to make:
anytime a zombie inflict the finishing blow to a unit, that unit rises as a zombie under the control of the players who owns the original zombie.
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Re: Zombie Rebalancing - Vote

Post by Stratego (dev) » Wed May 15, 2019 5:16 am

I see, my suggestion is this:

we can make an effect (like "poisoning" works) that will be applied to the target unit on hit
and we can define how many turns to turn it to a zombie
and on timeout the effect will do 2 things, transites the unit to zombie form and converts it to the attacker's side.

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Alexander82
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Re: Zombie Rebalancing - Vote

Post by Alexander82 » Wed May 15, 2019 10:02 am

@Stratego (dev) Would it be possible to implement 2 effects?

1) raise zombie on killing blow (always active)
2) the one you suggested (unlocked researching a tech).

So zombies can have intantly new zombies on kill and can infect after researching the tech.

Also it should be possible to remove the effect via potions and healing magic (not lembas or other kind of healing that aren't an actual heal)
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Re: Zombie Rebalancing - Vote

Post by Stratego (dev) » Wed May 15, 2019 3:48 pm

what about an effect that is a "when killed will turn to zombie" like effect
this way
- last blow (even if it is the first) will make it zombie
- if player kills it by button will be again a zombie
- on first (not killing hit) it will only get the effect that does nothing - only waits for being killed to come turning to zombie.

and the effect will be a general one, so not only zombie but any other thing can be set for other units eg: elf mage can cast it on enemy to make it to turn to a "dog" when dies or something.

or a scaledfolk mage an put it to turn enemy to a snake when dies and so on

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