Discussing unit and other concepts

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StormSaint373
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Re: Discussing unit and other concepts

Post by StormSaint373 » Wed Oct 17, 2018 6:58 pm

Tankhead wrote:
Wed Oct 17, 2018 6:51 pm
@StormSaint373 Do you have a flag/shield?
I may Have missed it cause I couldn't find it
Yes, the tech Icon to obtain them was their Banner Symbol. Does it need an actual flag or shield behind the symbol?
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Tankhead
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Re: Discussing unit and other concepts

Post by Tankhead » Wed Oct 17, 2018 7:04 pm

Nope
I made gnomes tech icon into a banner
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Savra
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Re: Discussing unit and other concepts

Post by Savra » Wed Oct 17, 2018 7:12 pm

Goblinoids are their own, that's final, they have enough units for it and hobgoblins and bugbears are just apart of that. When referring to them, they are just different breeds of goblins but are still the same group.
Remember to check the unit ready list for AOF to see for any changes.
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StormSaint373
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Re: Discussing unit and other concepts

Post by StormSaint373 » Wed Oct 17, 2018 7:35 pm

Here, See what you can do with this.
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Tankhead
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Re: Discussing unit and other concepts

Post by Tankhead » Wed Oct 17, 2018 7:46 pm

Ok thanks
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Savra
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Re: Discussing unit and other concepts

Post by Savra » Thu Oct 18, 2018 12:44 am

So, is Orcs Lore going to be simlified into just:
Orcs
Goblinoid
Trolls
Giants
Maybe Uruks?

That way you don't have to write so many lores for each sub race that's apart of orcs?
For example
Goblinoids:
races apart of this category are:
Goblins
Hobgoblins
Bugbears
Water Goblins

The lore talks about all the goblins in general and can have some parts that do a minor briefing on the sub groups of goblins.
Remember to check the unit ready list for AOF to see for any changes.
viewtopic.php?f=30&t=6289

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Tankhead
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Re: Discussing unit and other concepts

Post by Tankhead » Thu Oct 18, 2018 1:46 am

I always thought orcs enslaved goblins to do they're "biting" ( pun intended )
Last edited by Tankhead on Thu Oct 18, 2018 5:04 am, edited 1 time in total.
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Savra
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Re: Discussing unit and other concepts

Post by Savra » Thu Oct 18, 2018 4:48 am

Well, orcs enslave a lot of people to do their bidding, even eachother. Their is litterly a orc slave group that is made up of smaller, weaker orcs called snaga (slave)http://lotr.wikia.com/wiki/Snaga_(Orc_kind)

If you want to be accurate with orcs read up on were they originated from, Lord of the rings. That's what all the other games and orc ideas came from and were based off of since J.R. Tolkien was the one to invent the race in the first place, even though orcs are no more then mere goblins themselves. If it wasn't for a slight misinterpretation orcs would simply be just another goblin race. So if you want to be accurate as a whole you would refer to the whole Orc army as Goblinoid and only have to make:
Trolls
Giants
Goblinoid

For lore purposes. At least you'll be correct and it fits more since it would include Uruks as well and explain them better as to what they are. Goblin is the English word for Orc.
Remember to check the unit ready list for AOF to see for any changes.
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Tankhead
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Re: Discussing unit and other concepts

Post by Tankhead » Sun Oct 21, 2018 7:36 pm

What's the difference Between Gnolls and Bandits again?
Are they both Aggressive AI only?
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Savra
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Re: Discussing unit and other concepts

Post by Savra » Sun Oct 21, 2018 9:42 pm

Yes. Gnolls are fast and powerful. They have more factories and are dangerous in numbers, their main threat is the Collosus and their mini mega. Bandits have a lot of traps and have cheap units. They have 1 factory and their main threat that they bring is their dragon. Bandits are slightly stronger then their civil counterparts and are also dangerous in numbers.
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Savra
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Re: Discussing unit and other concepts

Post by Savra » Sun Oct 21, 2018 9:55 pm

Basically I modeled Gnolls as a race that could be made into a Neutral with a well defended base, bandits I believe were modeled as a force that builds up over time and becomes more difficult the longer it is left standing.
Gnolls just start out as a pain but because of the amount of buildings they have they would be limited to 1-2 bases in the map. Bandits have a small base which means they can be more numerous and the such on maps making for more hostility in the map. Both have similar bonuses as the original races.
Remember to check the unit ready list for AOF to see for any changes.
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Tankhead
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Re: Discussing unit and other concepts

Post by Tankhead » Sun Oct 21, 2018 10:48 pm

Meaning both can be put on the map at the same time in certain scenarios
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Savra
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Re: Discussing unit and other concepts

Post by Savra » Sun Oct 21, 2018 11:01 pm

Yes.
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Savra
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Re: Discussing unit and other concepts

Post by Savra » Sun Oct 21, 2018 11:06 pm

Should the humans longbow men get upgrades like the archer? That seems the only way we get them.
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makazuwr32
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Re: Discussing unit and other concepts

Post by makazuwr32 » Sun Oct 21, 2018 11:34 pm

Not yet.
Specifically for not so genious persons
makazuwr32 wrote:
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Tankhead
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Re: Discussing unit and other concepts

Post by Tankhead » Tue Oct 23, 2018 1:42 am

Where is the dwarven blacksmith topic?
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Savra
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Re: Discussing unit and other concepts

Post by Savra » Tue Oct 23, 2018 2:04 am

Tankhead wrote:
Tue Oct 23, 2018 1:42 am
Where is the dwarven blacksmith topic?
Dwarf tech treeviewtopic.php?f=131&t=5533
Remember to check the unit ready list for AOF to see for any changes.
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Savra
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Re: Discussing unit and other concepts

Post by Savra » Wed Oct 24, 2018 5:50 am

Just a thought. Should we give humans a.New unit called the Lycan that can only be trained at the arcane sanctum and can transmit Lycanthropy to those it attacks with a lasting of 3 turns and if target dies in those 3 turns or something to that effect them it is turned into the normal werewolf.

In other words:

Lycanthropy: lasts:3, dmg:4/turn, if target dies with lycanthropy then they become a werewolf. Can be cured via healing, or disenchantment. Works basically like zombie infection only with less variety.
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Lynx Shafir
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Re: Discussing unit and other concepts

Post by Lynx Shafir » Wed Oct 24, 2018 10:05 am

First make smting with werewolf, than we'll see.
(also for licanthofy we discussed on discord (few) - if new tipe of vanishing are in!!! - we return to this theme.)
..
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Savra
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Re: Discussing unit and other concepts

Post by Savra » Mon Oct 29, 2018 5:49 am

We might move this topic to the others section.

So since backstorys on races and sub races is a thing now, does this also include the hostile neutral ones too?
Or are they exempt from that?

(Just asking to see if I have to do a lot of writing to the Gnolls.)
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Tankhead
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Re: Discussing unit and other concepts

Post by Tankhead » Mon Oct 29, 2018 6:29 am

I don't think their is no need for it imo
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Tankhead
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Re: Discussing unit and other concepts

Post by Tankhead » Mon Oct 29, 2018 6:31 am

Also it would be nice to see a building being built like in aos
Alot of buildings don't have that for some reason
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Tankhead
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Re: Discussing unit and other concepts

Post by Tankhead » Wed Oct 31, 2018 7:05 pm

I wanna point out do race advantages and disadvantages really matter anymore?

The things races suppose to lack in they are getting units/structures/techs to make all races "fair' when that's not what was suppose to happen.
Soon all races will be on equal terms with little to no difference having everything all around.
That would ruin what Alex what wanted.
How is a sub suppose to make up a "weakness" when soon all main races will have none?
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StormSaint373
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Re: Discussing unit and other concepts

Post by StormSaint373 » Wed Oct 31, 2018 7:13 pm

Technologies help accentuate strengths, thus revealing their weaknesses.

Subs make it possible for main race to have a basic "make up" for what they lack, but at a high cost.
Take elves techs, their dodges and archery precision techs make them the best by far!
Dwarves will be among the most stalwart in terms of defense and some infantry.
Orcs are set up as most versitile, but revamps will re-present their weakness for short-ranged archers. And superb Melee combatants
Idk about scaledfolk, but I think they are getting a revision...
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Tankhead
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Re: Discussing unit and other concepts

Post by Tankhead » Wed Oct 31, 2018 7:35 pm

You say that but all the races concepts are slowly becoming something else
"Being all the same"

Elves with all the melee units which They were suppose to lack

Orcs has stronger defense than dwarves and will be more so with those building upgrades to orc defenses

Dwarves currently are not even the concept they are supposed to be

Scalefolks idk what they're concepts are

Undeads are swarmers with not so many powerhouses but by the looks of it that's changing

Humans the only one that makes sense to me cause they are not superior in everything but has everything
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