Claws, Tails and Poison. Scaledfolk Race.

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General Brave
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Fri Jul 27, 2018 5:26 pm

Ok, but not some.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by makazuwr32 » Fri Jul 27, 2018 7:05 pm

Kobold conjurer is not so op as other units and you can get only one as well so i want to keep him. I want to keep his summoning of other races' dragons but in different way (a bit) and give him for compensation some more spells (also i want to change his fireball).
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Fri Jul 27, 2018 7:09 pm

What do you want to change him.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by makazuwr32 » Fri Jul 27, 2018 7:32 pm

I want to change his spells. All.
1. Summon Dragon - summons near Conjurer RANDOMLY one dragon of 4 he can summon now. Cooldown - 5 turns, dragon is permanent.
2. Fire missle - like magic missle spell with same damage, range 4, applies burning stack on hit, no cooldown.
3. Dragon blood - gives target non-dragon unit additional 15%hp regen per turn for 3 turns.
4. Dragon skin - self-castable ability, adds +5/+5 armor for 2 turns, no cooldown.
5. Dragon's blessing - target non-dragon non-elite non-unique unit gains randomly +1 attack, +1 normal armor, +1 piercing armor, +5% regeneration/turn. Stackable, chances are: 30%, 25%, 25%, 20%, range - 1, cooldown 3 turns, effect is permanent.
Last edited by makazuwr32 on Mon Jul 30, 2018 7:29 am, edited 1 time in total.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Fri Jul 27, 2018 7:39 pm

I can do most of these, but not all. I don't know how to do the random chance.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by makazuwr32 » Fri Jul 27, 2018 7:56 pm

Same as Grave digger i think.
If it is not possible to make different chances than all must have same chance.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Fri Jul 27, 2018 8:06 pm

I think it's possible, but I don't know how.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Skelegonsans » Fri Jul 27, 2018 8:11 pm

I like those spells except for the first one. Cooldown 5 is too low. Make it 6 or 7. Other than that I liked the idea.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by makazuwr32 » Fri Jul 27, 2018 9:42 pm

5 turn cooldown is same as orcs have for summoning their green dragons on their troll shamans.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Fri Jul 27, 2018 9:48 pm

So anything else, any unit suggestions beside anti-Archer.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by godOfKings » Fri Jul 27, 2018 10:14 pm

r skirmishers supposed to b both anti archer and anti dragon according to mak's suggestion?
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Fri Jul 27, 2018 10:34 pm

Okay.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Sat Jul 28, 2018 4:16 am

Penalty on snow tile?
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Lynx Shafir » Sat Jul 28, 2018 5:55 am

I still think that Undead dragon is Only undeads privilege to create.
Conjurer, Fire ball is too much if gets the buffs.
Yes, higher cool down 6-7 for summon.
Will he get the Dwarf dragon? (I think it should not)

About snow penalty, for snakes and lizardmen. Speed and Attak decrease.
Last edited by Lynx Shafir on Sat Jul 28, 2018 7:11 pm, edited 1 time in total.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by makazuwr32 » Sat Jul 28, 2018 7:03 am

Dwarven dragons MUST be unique to dwarves because they are not exactly dragons – they are elementals who took dragon form. They will not even have "dragon" classification – only "elemental" (these units can't be affected by ANY buff or debuff apart of slowing spell and slowing weapon passive and are vurable to disenchanting - it deals 10 magic damage to them) and "giant". And they will have the hardest way of gaining them: first you need to build rune mansion, then research for 8 turns tech to train them and then for each dragon you need 9 turns of training. And you want to give these elementals (who are not dragons, they are only imitating dragons) to dragons? Why not give him than summoning of fire elementals, water elementals, earth elementals, wind elementals, arcane elementals? They are also elemental units.

5 turn cooldown for summoning is fine – you CAN'T spam him: he is unique unit and you can have only one. Unlike for example liches and troll shamans (these ones have also 5 turn cooldown for green dragon summon now but you can get 2/10/700 troll shamans and only one conjurer).
As for skeleton dragon it is fine for summoning it because conjurer (as i see) talks with spirits of dragons for their summoning and ofc with spirits of dead ones too.

Fire missle must not have any bonuses and is single target magic missle like spell that applies stack of burning on hit if possible. And definately not a fireball with area damage.

And please no penalties from tiles apart of movement.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Sat Jul 28, 2018 6:45 pm

So fire missiles with burning effects.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Sat Jul 28, 2018 9:46 pm

Should the Highborn be built like Romans unit where they spawn randomly.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Skelegonsans » Sat Jul 28, 2018 11:45 pm

I for one see highborns as more effective kobold soldiers. They have better stats and the same cost as kobolds so why get kobolds if I can get highborns? I think highborns should have cost 3 instead of 2.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Sun Jul 29, 2018 1:04 am

I might as well make it.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Sun Jul 29, 2018 1:06 am

Should they be able to be built somewhere else also?
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Typhoon » Sun Jul 29, 2018 1:13 am

Megabuilding would do fine
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Sun Jul 29, 2018 1:18 am

They already do, unless you mean the temple also.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Tankhead » Sun Jul 29, 2018 2:06 am

Finally got done playing against AI with scalefolk race and you guys are not joking when you say they are too op right now. Some of them didn't even make sense why they are with Scalefolk race. If this was coded into AI they would have mope everything in sight

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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Sun Jul 29, 2018 5:19 am

I can see.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Sun Jul 29, 2018 7:42 am

Okay I fixed the lady accidental powerful Dodge and change the effects of the gray and dark dragons, I also increase the range of the Kobold archers.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Skelegonsans » Sun Jul 29, 2018 2:53 pm

Nice! That's a bit better.

Now I think you should raise the red and white dragons' costs to 7. Or if you want to keep them at cost 5, remove one of the fire dragon's breath attacks and remove the white dragon's aura so it can only heal with the breath. Though I think it's better to just raise their costs to 7.

Also don't forget to add Lizardman Blademan, Lizardman Archer, Kobold Cavalry, Komodo Rider and Kobold Shaman to recruit in TCs. Cuz every race has a light cavalry, heavy cavalry, basic spellcaster etc. available in TCs but the scaledfolk only have the puny kobolds which aren't THAT useful late in the game.

Also don't forget we still need anti-archer unit. I remember I suggested stats for it earlier, here they are. Now we just need an image. Or if someone disagree with stats we can discuss them.
Skelegonsans wrote:
Thu Jul 12, 2018 5:01 pm
Also, we still need an anti-archery unit for scaledfolk. Probably a kobold skirmisher and a lizardman headhunter (these guys would be like human skirmisher and troll headhunter, respectively). I have ideas for stats, we'd just need images if someone would be willing to make them. :)

Kobold Skirmisher (Cost: 2, recruitable in TCs and archer building)
Hp 10
Attack 4
Range 3
Armor/P.Armor 1/5
Sight 5
Speed 3
(Has the same bonuses as the human Skirmisher - I believe it was 200% against archers? Correct me if I'm wrong)
Description: These kobolds wear big shields to block enemy projectiles and are trained specifically to kill archers, but are pretty much useless against any other unit.

Armored Kobold Skirmisher Upgrade
Hp changes: from 10 to 13.
Attack changes: from 4 to 5.
Range changes: from 3 to 4.
Armor/P.Armor changes: from 1/5 to 2/6.

Lizardman Headhunter (Cost: 3, recruitable in the archer building only)
Hp 20
Attack 4
Range 4
Armor/P.Armor 2/6
Sight 5
Speed 3
Actions 2/2
(Has the exact same bonuses as troll headhunter. However it is not vulnerable to fire as the headhunter, obviously)
Description: These lizardmen are especially powerful against archer units. Even a small group of these can take on pretty much any number of archers on their own!

Armored Lizardman Headhunter Upgrade
Hp changes: from 20 to 22.
Attack changes: from 4 to 5.
Range changes: from 4 to 5.
Armor/P.Armor changes: from 2/6 to 3/7.

Tell me what you think of these. Also if someone can make images for those (if they are accepted) it'll be great.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by makazuwr32 » Sun Jul 29, 2018 2:58 pm

Tomorrow i will post here complete overhaul of WHOLE scaledfolk race and all their units.
Basic kobolds will get a buff and become just a bit less powerful than humans (same range, around same hp, a bit less attack)

Also Highborn aura will affect only normal kobolds and will not stack but will be more powerful.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Skelegonsans » Sun Jul 29, 2018 2:59 pm

I don't think General will want to go through ALL the units all over again and change all of them them around though. That's a lot of units. :lol:
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Sun Jul 29, 2018 3:01 pm

Already did, it's about 72 I think and more coming.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by makazuwr32 » Sun Jul 29, 2018 3:03 pm

Their buildings will not be affected by themselves, only units they can train.
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