Page 3 of 15
Re: Claws, Tails and Poison. Scaledfolk Race.
Posted: Tue Jun 12, 2018 7:44 pm
by General Brave
makazuwr32 wrote:Right now it is more defencive unit. Because of regeneration. But it is not so good as offencive unit. Especially as unit for 8 turns from mega building.
New stats?
Re: Claws, Tails and Poison. Scaledfolk Race.
Posted: Tue Jun 12, 2018 7:56 pm
by General Brave
Midonik wrote:Why does both lizardmen and cobol archer have bonus against buildings? I can somehow understand that for slinger and spearmen, but for archers it makes no sense.
?.
Re: Claws, Tails and Poison. Scaledfolk Race.
Posted: Tue Jun 12, 2018 8:09 pm
by Midonik
Cobol and lizardmen archer have bonus against buildings. That makes no sense, so I propose to remove it.
Re: Claws, Tails and Poison. Scaledfolk Race.
Posted: Tue Jun 12, 2018 8:15 pm
by General Brave
Who say yes.
Re: Claws, Tails and Poison. Scaledfolk Race.
Posted: Wed Jun 13, 2018 5:47 am
by makazuwr32
New stats of hydra are:
Cost 8 turns (same)
Hp 78 (same)
Attack 11 (+3)
Actions/turn 4 (same)
Armor/p.armor 2/2 (same)
Speed 3
Sight 6
Spell resistance 60%
Buildable at Temple
Active effects:
Troll regeneration
Hydra venom - deals each turn 10 damage for 3 turns (30 damage total)
Abilities:
Eat up a corpse (it needs research for that - needs to be removed this bug, so hydra will be able to eat without research.)
Re: Claws, Tails and Poison. Scaledfolk Race.
Posted: Wed Jun 13, 2018 1:51 pm
by General Brave
Seems good enough.
Re: Claws, Tails and Poison. Scaledfolk Race.
Posted: Wed Jun 13, 2018 1:59 pm
by General Brave
Can someone make a boat, or at least a raft for them.
Re: Claws, Tails and Poison. Scaledfolk Race.
Posted: Wed Jun 13, 2018 2:55 pm
by makazuwr32
General i am working on fix list for dwarven bonuses. Could you fix that?
After dwarves i will work on same thing for scaledfolk for current units.
I mean not json but just a list of bonuses.
Re: Claws, Tails and Poison. Scaledfolk Race.
Posted: Wed Jun 13, 2018 4:11 pm
by Typhoon
Idea from past:should Hydra be vulnerable to fire?
Re: Claws, Tails and Poison. Scaledfolk Race.
Posted: Wed Jun 13, 2018 5:16 pm
by General Brave
Typhoon wrote:Idea from past:should Hydra be vulnerable to fire?
It is.
Re: Claws, Tails and Poison. Scaledfolk Race.
Posted: Wed Jun 13, 2018 5:19 pm
by General Brave
makazuwr32 wrote:General i am working on fix list for dwarven bonuses. Could you fix that?
After dwarves i will work on same thing for scaledfolk for current units.
I mean not json but just a list of bonuses.
Show me.
Re: Claws, Tails and Poison. Scaledfolk Race.
Posted: Thu Jun 14, 2018 11:17 pm
by General Brave
Re: Claws, Tails and Poison. Scaledfolk Race.
Posted: Fri Jun 15, 2018 6:18 am
by makazuwr32
1. Please look at this:
Rebalance suggestion for dwarves
2. Maybe really making lizardmen into elite units. A bit weaker than uruks but with regeneration (weaker than troll one but without vurability to fire)
I will think about their stats a bit later, after implementation of dwarven fixes in dev, alright?
As for images first image of lizardman archer and second image of warrior the ones i like.
Re: Claws, Tails and Poison. Scaledfolk Race.
Posted: Fri Jun 15, 2018 12:36 pm
by General Brave
I forgot they are lizards, makes sense if they have a bit of healing.
Re: Claws, Tails and Poison. Scaledfolk Race.
Posted: Fri Jun 15, 2018 11:58 pm
by Skelegonsans
this seems to be developing really well. I'll keep an eye on this topic as I've contributed a lot to this race and want to make sure that everything will be nice and balanced when it comes out. Nice job guys
Btw, is this race in dev version already?
Re: Claws, Tails and Poison. Scaledfolk Race.
Posted: Fri Jun 15, 2018 11:59 pm
by Skelegonsans
Also btw General, give me the empty JSON things that you need me to put the descriptions on and i'll work on them.
Re: Claws, Tails and Poison. Scaledfolk Race.
Posted: Sat Jun 16, 2018 1:33 am
by General Brave
Okay.
Re: Claws, Tails and Poison. Scaledfolk Race.
Posted: Sat Jun 16, 2018 4:35 am
by General Brave
I'm working on new units and stats.
Re: Claws, Tails and Poison. Scaledfolk Race.
Posted: Tue Jun 19, 2018 4:03 pm
by General Brave
Can someone recreate the lizards?
Re: Claws, Tails and Poison. Scaledfolk Race.
Posted: Tue Jun 19, 2018 4:06 pm
by makazuwr32
Images or their stats and such?
Re: Claws, Tails and Poison. Scaledfolk Race.
Posted: Tue Jun 19, 2018 4:11 pm
by General Brave
Images.
Re: Claws, Tails and Poison. Scaledfolk Race.
Posted: Tue Jun 19, 2018 4:13 pm
by makazuwr32
Not me.
Also did you fix bonuses for all current dwarven units?
Re: Claws, Tails and Poison. Scaledfolk Race.
Posted: Tue Jun 19, 2018 4:21 pm
by General Brave
Yes, but haven't sent it yet since I'm currently working on the the scalefolks.
Re: Claws, Tails and Poison. Scaledfolk Race.
Posted: Tue Jun 19, 2018 4:44 pm
by makazuwr32
I don't have many ideas for units themself of scaledfolk but i have plenty ideas for their abilities and passives.
Also can you send those fixes so i can balance dwarves after. I am pretty sure they need more balancing.
Re: Claws, Tails and Poison. Scaledfolk Race.
Posted: Tue Jun 19, 2018 8:27 pm
by General Brave
Ok.
Re: Claws, Tails and Poison. Scaledfolk Race.
Posted: Thu Jun 21, 2018 8:16 pm
by General Brave
Meanwhile as we can't create more lizards, perhaps we can create snakes or other things.
Re: Claws, Tails and Poison. Scaledfolk Race.
Posted: Thu Jun 21, 2018 9:13 pm
by makazuwr32
I have stats for scaledfolk's lizard units to make them fully elite units.
Also question — will scaledfolk have blacksmith-like upgrades (in similar amounts as humans or other races) or balance them in way as are uruks?
I have ready stats for both.
Re: Claws, Tails and Poison. Scaledfolk Race.
Posted: Thu Jun 21, 2018 9:53 pm
by General Brave
I'm pretty sure yeah.
Re: Claws, Tails and Poison. Scaledfolk Race.
Posted: Fri Jun 22, 2018 1:19 am
by LordOfAles
So...uruk-like or blacksmith upgrades?
Re: Claws, Tails and Poison. Scaledfolk Race.
Posted: Fri Jun 22, 2018 2:12 am
by General Brave
Probably a mixture of both.