Scalefolk rework

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Alexander82
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Scalefolk rework

Post by Alexander82 » Tue Mar 26, 2019 9:07 am

As I told you before locking the old post, we need to remake the race since it was implemented randomly.

I'll start giving the first guidelines about that.

1) no unit upgrades

2) a lot of techs

3) the flavor must be more "primal" (that is also why no upgradesl. Also they are reptiles, not mammals, so no hair on unit images nor breasts or typical mammal features

4) we should have both general techs and subrace related techs that should improve natural traits of the various subraces. Techs wil basically act as an evolving system

5) about dragons we need to have better images and they should be mainly seen as normal units (good stats but not op). Only a few units might be actually very strong. We might have more lesser and cheaper dragons and less stronger.

6) they shouldn't rely too much on magic
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makazuwr32
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Re: Scalefolk rework

Post by makazuwr32 » Tue Mar 26, 2019 11:03 am

So they will be sort of wilder elves.
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Alexander82
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Re: Scalefolk rework

Post by Alexander82 » Tue Mar 26, 2019 11:12 am

You got the point!

The concept I had was to make them the melee counterpart for elves
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makazuwr32
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Re: Scalefolk rework

Post by makazuwr32 » Tue Mar 26, 2019 11:22 am

I have no ideas for techs/units tho so i will wait here for other suggestions.
Specifically for not so genious persons
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Tankhead
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Re: Scalefolk rework

Post by Tankhead » Tue Mar 26, 2019 1:33 pm

Camouflage - certain lizardmen and snakemen go invisible 1 - 2 turns, moderate to high Cd

Kobolds involve into high kobold where Kobolds have wings and Can fly ( flying is an ability and has Cd )

Snakemen able to have dodge %

Lizardmen gets another tougher scales tech

Snakemen able to swim

Sturdy/durable weapons - all units get a weapon upgrade increasing attack

Enhance sight - lizard men or snakemen can see invisible units

Unlock dragon - if we are gonna increase dragons I say certain ones need unlocking ( min 2, max 4 )

Hunt - certain amount of komodo dragons around eachother other gives a speed and atk boost ( +1 sped, +3 attack )
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makazuwr32
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Re: Scalefolk rework

Post by makazuwr32 » Wed Mar 27, 2019 3:01 pm

Tankhead wrote:
Tue Mar 26, 2019 1:33 pm
Kobolds involve into high kobold where Kobolds have wings and Can fly ( flying is an ability and has Cd )
Alexander82 wrote:
Tue Mar 26, 2019 9:07 am
1) no unit upgrades
Tankhead wrote:
Tue Mar 26, 2019 1:33 pm
Sturdy/durable weapons - all units get a weapon upgrade increasing attack
Alexander82 wrote:
Tue Mar 26, 2019 9:07 am
3) the flavor must be more "primal" (that is also why no upgradesl. Also they are reptiles, not mammals, so no hair on unit images nor breasts or typical mammal features
@Skelegonsans please look into this topic.
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
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Tankhead
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Re: Scalefolk rework

Post by Tankhead » Wed Mar 27, 2019 3:29 pm

1. Its not a unit upgrade
Its a mutation that gives you an ability:
Flight and has CD

2. Primal or not you can still upgrade primal weapons.
For example a sharp stick
You could upgrade it to where it has a sharp stone with a vine around it
Its still primal but its upgraded
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Lynx Shafir
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Re: Scalefolk rework

Post by Lynx Shafir » Sat Mar 30, 2019 10:02 am

Also can we work with shamanic and nature magic?
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Re: Scalefolk rework

Post by General Brave » Sat Apr 06, 2019 10:51 am

Well whatever more there is.
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Alexander82
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Re: Scalefolk rework

Post by Alexander82 » Sun Apr 07, 2019 1:15 pm

Lynx Shafir wrote:
Sat Mar 30, 2019 10:02 am
Also can we work with shamanic and nature magic?
yes but only minor for now
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Re: Scalefolk rework

Post by LordOfAles » Tue Apr 09, 2019 12:50 pm

What would happen to current units in the game? Conjurer and Pristess for example heavily rely on magic. Is it possible to completely change unit's image and json without removing it from the game?
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Re: Scalefolk rework

Post by makazuwr32 » Tue Apr 09, 2019 1:14 pm

Conjurer must definately be changed/replaced because it is 1. Unique (and alex doesn't want any unique units) 2. It is too powerful in terms of spells.
Specifically for not so genious persons
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Midonik
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Re: Scalefolk rework

Post by Midonik » Tue Apr 09, 2019 1:52 pm

What should be the biggest strengths and weaknesses of this race in your opinion Alex?
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Re: Scalefolk rework

Post by makazuwr32 » Tue Apr 09, 2019 1:53 pm

Alexander82 wrote:
Tue Mar 26, 2019 11:12 am
You got the point!

The concept I had was to make them the melee counterpart for elves
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
IT IS ALWAYS EASIER TO CORRECT EXISTING THINGS THAN TO MAKE SOMETHING NEW FROM SCRAP. © by Makazuwr32™.

Midonik
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Re: Scalefolk rework

Post by Midonik » Tue Apr 09, 2019 2:07 pm

I shouldn't take that too literally I guess. Cause you ain't gonna give them 4 speed, dodges and low armor on close to every unit eh? Also elfs are kinda based on magic too so that out.
But like - weak cav, weak ranged (as they are melee counterpart), not very good buildings, some posion, good melee. Some slow high cost tanks. No unit upgrades, instead ones increasing stats/giving abilities. Some what nature magic. Primal. That's why they are melee elfs? + Dragons
But still - the elfs rely on speed and dodges for survabilty. I can't really see any big reptiles, maybe besides snakes (they aren't acctualy specialy fast in moving - human is faster than normal snake, but can make a fast attack so like dodge counter definitely), being so agile. Armor, at the other hand, because of scales, would make sense. Is that what we are going for?
Also do we keep water walk on everything besides kobolds (spearmen can still walk on water or its finally changed?)?
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Alexander82
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Re: Scalefolk rework

Post by Alexander82 » Tue Apr 23, 2019 8:33 pm

I meant as a playstile. Fast units, no upgrades and tech based
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Puss_in_Boots
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Re: Scalefolk rework

Post by Puss_in_Boots » Fri May 24, 2019 11:54 pm

i like this reworked structure, and I definitely agree scalefolk were rushed. Also I do not support lizards riding a horse like a nobleman.
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Alexander82
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Re: Scalefolk rework

Post by Alexander82 » Sat May 25, 2019 2:10 pm

I guess there are better options for them
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Puss_in_Boots
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Re: Scalefolk rework

Post by Puss_in_Boots » Sat May 25, 2019 2:21 pm

I figure if they're gonna have fast striking units, it makes more sense to have them cooperate with fast moving scaled beasts than to mount unto them. If they're going to be carried around anyway it might as well be in reptilian ways such as the mouth for crocodiles. The reason people mount on horses is because it's not going to do much on it's own, but war elephants weren't always mounted because they did well on their own.
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Alexander82
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Re: Scalefolk rework

Post by Alexander82 » Tue Jun 04, 2019 11:48 pm

I think it is a good approach
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godOfKings
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Re: Scalefolk rework

Post by godOfKings » Tue Jun 11, 2019 6:45 pm

say, will the komodo dragons and lizards riding them still stay? the lizard i drew was so well, i would b sad if it was discarded :(
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makazuwr32
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Re: Scalefolk rework

Post by makazuwr32 » Tue Jun 11, 2019 7:28 pm

I hope they will stay. Alex also liked their look initially.
Specifically for not so genious persons
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Alexander82
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Re: Scalefolk rework

Post by Alexander82 » Tue Jun 11, 2019 8:06 pm

Lizard-on-a-lizard is ok
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