Scalefolk rework

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Savra
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Re: Scalefolk rework

Post by Savra »

Sea dragon.
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Savra
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Re: Scalefolk rework

Post by Savra »

Updated.
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Savra
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Re: Scalefolk rework

Post by Savra »

Red dragon.
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Savra
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Re: Scalefolk rework

Post by Savra »

Updated.
That leaves 2 left. :lol:
Acid Dragon.
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makazuwr32
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Re: Scalefolk rework

Post by makazuwr32 »

I really like design of that FEARSOME acid dragon!
Great work!
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Savra
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Re: Scalefolk rework

Post by Savra »

Thx. :D
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Re: Scalefolk rework

Post by General Brave »

You have done an amazing work on updating all the images, especially everything that I made.
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Savra
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Re: Scalefolk rework

Post by Savra »

Thx, all I need to do now are the techs, and punji trap. Maybe turtlemen but that's up for debates.
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Re: Scalefolk rework

Post by Savra »

Hmm....
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Kobald ascension 3.png
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Snakemen ascension 1.png
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Snakemen ascension 2.png
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Snakemen ascension 3.png
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Naga ascension 1.png
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Naga ascension 2.png
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Naga ascension 3.png
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Scales upgrade 2.png
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Re: Scalefolk rework

Post by Savra »

Maybe these.
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Kobald scales.png
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Kobald scales 2.png
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Kobald scales 3.png
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Lizardmen scales.png
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lizardmen scales 2.png
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Lizardmen scales 3.png
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Draconian scales.png
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Re: Scalefolk rework

Post by Savra »

Reptilian strength:
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Reptilian strength 2.png
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Reptilian strength 3.png
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Draconian Strength:
Draconian strength.png
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Draconian Strength 2.png
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Draconian Strength 3.png
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Last edited by Savra on Tue Sep 10, 2019 1:37 am, edited 1 time in total.
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Re: Scalefolk rework

Post by Savra »

Just a thought, why don't we make scaledfolk upgrades act similar to orcs but with an elf mix to it?

In other words:
Image
Kobald ascension 1: +1 to attack, +1 to armour
Cost:3

Image
Kobald ascension 2: +1 to attack, +1 to p.armour
Cost:5

Image
Kobald ascension 3: +1 to attack, +1 to both armours
Cost:7
Image
Lizardmen ascension 1: +1 to attack, +1 to armour, 2 regeneration
Cost:3

Image
Lizardmen ascension 2: +1 to attack, +1 to p.armour, +1 to regen
Cost:5

Image
Lizardmen ascension 3: +1 to attack, +1 to both armours, +1 to regen
Cost:7
Image
Snakemen ascension 1: +1 to attack, +1 to armour, +10% to dodges
Cost:3

Image
Snakemen ascension 2: +1 to attack, +1 to p.armour, +10 to dodges
Cost:5

Image
Snakemen ascension 3: +1 to attack, +1 to both armours, +10% to dodges
Cost:7
These require the above techs to work:
Image
Draconian ascension 1: +1 to attack, +1 to armour, 3 regeneration
Req: Lizardmen ascension 1
Cost:4

Image
Draconian ascension 2: +1 to attack, +1 to p.armour, +1 to regen
Req: Lizardmen ascension 2
Cost:6

Image
Draconian ascension 3: +1 to attack, +1 to both armours, +1 to regen
Req: Lizardmen ascension 3
Cost:8
Image
Naga ascension 1: +1 to attack, +1 to armour, +10% to dodges
Req: Snakemen ascension 1
Cost:4

Image
Naga ascension 2: +1 to attack, +1 to p.armour, +10% to dodges
Req: Snakemen ascension 2
Cost:6

Image
Naga ascension 3: +1 to attack, +1 to both armours, +10% to dodges
Req: Snakemen ascension 3
Cost:8
All will be researched at the shamans circle and work like elves blacksmith upgrades out combined with orcs upgrade requirements style. Since Scaledfolk are divided by sub races like orcs it kinda makes sense, plus it gives the race the mass amount of upgrades it needs. Other upgrades like lizardmen senses would simply be researched at their barracks.
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Savra
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Re: Scalefolk rework

Post by Savra »

A peak at how the flying forms of kobalds will look, any thoughts?
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Re: Scalefolk rework

Post by General Brave »

Great work and ideas, plenty of these should work. Also not bad for the witch doctor.
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Savra
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Re: Scalefolk rework

Post by Savra »

Thx, the kobald warrior, slinger, darter, and witchdoctor will all have the ability to transform into a flying form but they would be more vulnerable in that form. The welp, monitor rider, and spearmen are already amphibious so they don't need it.
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Re: Scalefolk rework

Post by Savra »

@Alexander82 what do you think of this idea?
Savra wrote: Tue Sep 10, 2019 1:23 am Just a thought, why don't we make scaledfolk upgrades act similar to orcs but with an elf mix to it?

In other words:
Image
Kobald ascension 1: +1 to attack, +1 to armour
Cost:3

Image
Kobald ascension 2: +1 to attack, +1 to p.armour
Cost:5

Image
Kobald ascension 3: +1 to attack, +1 to both armours
Cost:7
Image
Lizardmen ascension 1: +1 to attack, +1 to armour, 2 regeneration
Cost:3

Image
Lizardmen ascension 2: +1 to attack, +1 to p.armour, +1 to regen
Cost:5

Image
Lizardmen ascension 3: +1 to attack, +1 to both armours, +1 to regen
Cost:7
Image
Snakemen ascension 1: +1 to attack, +1 to armour, +10% to dodges
Cost:3

Image
Snakemen ascension 2: +1 to attack, +1 to p.armour, +10 to dodges
Cost:5

Image
Snakemen ascension 3: +1 to attack, +1 to both armours, +10% to dodges
Cost:7
These require the above techs to work:
Image
Draconian ascension 1: +1 to attack, +1 to armour, 3 regeneration
Req: Lizardmen ascension 1
Cost:4

Image
Draconian ascension 2: +1 to attack, +1 to p.armour, +1 to regen
Req: Lizardmen ascension 2
Cost:6

Image
Draconian ascension 3: +1 to attack, +1 to both armours, +1 to regen
Req: Lizardmen ascension 3
Cost:8
Image
Naga ascension 1: +1 to attack, +1 to armour, +10% to dodges
Req: Snakemen ascension 1
Cost:4

Image
Naga ascension 2: +1 to attack, +1 to p.armour, +10% to dodges
Req: Snakemen ascension 2
Cost:6

Image
Naga ascension 3: +1 to attack, +1 to both armours, +10% to dodges
Req: Snakemen ascension 3
Cost:8
All will be researched at the shamans circle and work like elves blacksmith upgrades out combined with orcs upgrade requirements style. Since Scaledfolk are divided by sub races like orcs it kinda makes sense, plus it gives the race the mass amount of upgrades it needs. Other upgrades like lizardmen senses would simply be researched at their barracks.
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Re: Scalefolk rework

Post by General Brave »

Why those three exactly, also seems good.
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Re: Scalefolk rework

Post by Alexander82 »

I prefer different techs for different values (something that affects attack, something for defense and so on)
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Re: Scalefolk rework

Post by Savra »

Well, I thought this might make things easier. I guess I'll start making the others.
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Re: Scalefolk rework

Post by Savra »

Alexander82 wrote: Tue Sep 10, 2019 11:53 pm I prefer different techs for different values (something that affects attack, something for defense and so on)
Are the techs going to effect all units?
Hardened scales effects all their armour
Ascension effects all their attacks

Snakemen reflexes effects snakemen and nagas dodges?

Also, I take it that when you said they were supposed to be melee counterpart to elves, you ment they would have 4 speed like them too?
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Re: Scalefolk rework

Post by Savra »

Alright, I've chosen 3 images for the strength techs out of the above images, here are the hardened scales upgrades.
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Re: Scalefolk rework

Post by Savra »

Expert hunters tech.
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Re: Scalefolk rework

Post by Alexander82 »

I was thinking to make some base techs affect all races while some will affect only specific subs

Kobolds, being the basic race, will have basic reptilian techs (e.g. Claws and bite for attack, better scales for defense) and those techs will affect all (or at least most) of other units

Other techs will be sub exclusives (e.g. Turtles will have extra armor that is turtle only) and will affect only that specific sub.
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Re: Scalefolk rework

Post by Savra »

So essentially,

Sharp claws 1
Rending talons 2
Peircing Talons 3

Leatherbacks 1
Hardened scales 2
Studded scales 3
Last edited by Savra on Sat Sep 14, 2019 6:37 am, edited 1 time in total.
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Re: Scalefolk rework

Post by Alexander82 »

Maybe not fetid xD
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Re: Scalefolk rework

Post by LordOfAles »

Yeah. Fetid = Smelly asf.
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
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Re: Scalefolk rework

Post by Savra »

:lol:
Just thought of something different, why would they have claw and tooth upgrades when they have weapons?

Wouldn't it make sense of they simply just made sharper stones and such for them?
Most tribes would chip rocks to make them sharper and more lethal and some people were better at it then others, it would make more sense for scaledfolk to act in a similar manner.
Last edited by Savra on Fri Sep 13, 2019 5:09 am, edited 1 time in total.
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Re: Scalefolk rework

Post by Savra »

Something like this kinda.
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Re: Scalefolk rework

Post by Puss_in_Boots »

I don't think scaledfolk need blacksmith-like techs that only upgrade one base stat at a time.
OLÉ
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Re: Scalefolk rework

Post by Savra »

Puss_in_Boots wrote: Fri Sep 13, 2019 12:58 am I don't think scaledfolk need blacksmith-like techs that only upgrade one base stat at a time.
What are you getting at?
Are we talking about my old idea?
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