Bandits: Hostile Neutral

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General Brave
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Re: Bandits: Hostile Neutral

Post by General Brave » Tue Sep 04, 2018 7:47 pm

How about a hundred percent spell resistant so you can't simply convert it or slow it down.
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makazuwr32
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Re: Bandits: Hostile Neutral

Post by makazuwr32 » Tue Sep 04, 2018 7:48 pm

Agree.
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General Brave
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Re: Bandits: Hostile Neutral

Post by General Brave » Tue Sep 04, 2018 7:49 pm

Now this would be a fun challenge, it gives them a sense of threat.
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StormSaint373
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Re: Bandits: Hostile Neutral

Post by StormSaint373 » Tue Sep 04, 2018 7:50 pm

Ok, I just thought how bad it would be if players got their hands on this Wyrm.

#GAME OVER!!!
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makazuwr32
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Re: Bandits: Hostile Neutral

Post by makazuwr32 » Tue Sep 04, 2018 7:52 pm

And you need to prepare for a fight, not to rush him with weak units.
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General Brave
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Re: Bandits: Hostile Neutral

Post by General Brave » Tue Sep 04, 2018 7:52 pm

Well they can no longer, we should focus on the normal Bandits which should it be a bit more better than regular ones since you can't survive this long without being good at your job.
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General Brave
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Re: Bandits: Hostile Neutral

Post by General Brave » Tue Sep 04, 2018 7:55 pm

Updated the thing.
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StormSaint373
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Re: Bandits: Hostile Neutral

Post by StormSaint373 » Tue Sep 04, 2018 7:57 pm

What thing?
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makazuwr32
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Re: Bandits: Hostile Neutral

Post by makazuwr32 » Tue Sep 04, 2018 7:59 pm

First post
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General Brave
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Re: Bandits: Hostile Neutral

Post by General Brave » Tue Sep 04, 2018 7:59 pm

I updated the first post.
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StormSaint373
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Re: Bandits: Hostile Neutral

Post by StormSaint373 » Tue Sep 04, 2018 8:12 pm

Oh, I see! It actually looks great. Too bad ideas can't be implemented as fast. :cry:
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General Brave
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Re: Bandits: Hostile Neutral

Post by General Brave » Tue Sep 04, 2018 8:23 pm

I'm probably missing a Healer for them or something.
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StormSaint373
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Re: Bandits: Hostile Neutral

Post by StormSaint373 » Tue Sep 04, 2018 8:26 pm

Pagan! Healer who heals but can convert, real pain in the butt! Or who can throw an Arcane bolt or fireball with 3 actions

Surprise, plot Twist! :D
Beware the calm before the Tempest, FOR THE WICKED SHALL BE SMITTEN BY THE SAINTS OF THE STORM!!!

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General Brave
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Re: Bandits: Hostile Neutral

Post by General Brave » Tue Sep 04, 2018 8:38 pm

That sounds like something to worry about.
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StormSaint373
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Re: Bandits: Hostile Neutral

Post by StormSaint373 » Tue Sep 04, 2018 9:14 pm

For bandits, that's the point.
Beware the calm before the Tempest, FOR THE WICKED SHALL BE SMITTEN BY THE SAINTS OF THE STORM!!!

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General Brave
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Re: Bandits: Hostile Neutral

Post by General Brave » Tue Sep 04, 2018 9:21 pm

So what else are we missing.
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Savra
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Re: Bandits: Hostile Neutral

Post by Savra » Tue Sep 04, 2018 9:49 pm

StormSaint373 wrote:
Tue Sep 04, 2018 8:26 pm
Pagan! Healer who heals but can convert, real pain in the butt! Or who can throw an Arcane bolt or fireball with 3 actions

Surprise, plot Twist! :D
Maybe just leave it as a healer who can convert. The arcane bolt and fireball can go to the black mage, he's got nothing so far.

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Savra
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Re: Bandits: Hostile Neutral

Post by Savra » Tue Sep 04, 2018 9:51 pm

StormSaint373 wrote:
Tue Sep 04, 2018 9:14 pm
For bandits, that's the point.
Bandits aren't actually that strong. If this was a rogue empire that was kinda like warfell then this would make sense. Probably call them something like warfell deserters or Insurgents and make them a powerful hostile ai.

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General Brave
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Re: Bandits: Hostile Neutral

Post by General Brave » Tue Sep 04, 2018 10:01 pm

We can do that except maybe a different topic.
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Savra
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Re: Bandits: Hostile Neutral

Post by Savra » Tue Sep 04, 2018 10:19 pm

Actually, now that I think of it, we could take the ogres idea from the orcs and turn it into a race. They will basically act like hostile ai hard and be kinda like stronger orcs or basically like Uruks are and higher. But before I do anything more with this idea. @Alexander82 and @Stratego (dev) what do you think of the two hostile ai topics so far before we get too far in them?

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Savra
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Re: Bandits: Hostile Neutral

Post by Savra » Sun Sep 16, 2018 3:19 am

Let's add 4 more units and this should be ready for stats.
How about:

Lizardmen cutthroat

Bandit chief

Renegade

Outcast vampire

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General Brave
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Re: Bandits: Hostile Neutral

Post by General Brave » Sun Sep 16, 2018 3:52 am

Sure I guess since you are finished with the other perhaps you can provide me some images?
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Savra
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Re: Bandits: Hostile Neutral

Post by Savra » Sun Sep 16, 2018 6:58 am

Sure. :)
But unlike the other I might need reference images.

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Lynx Shafir
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Re: Bandits: Hostile Neutral

Post by Lynx Shafir » Sun Sep 16, 2018 7:29 am

Ogre and wandering troll as hostile AI, but 1-1 unit tipe is enough.
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Savra
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Re: Bandits: Hostile Neutral

Post by Savra » Wed Sep 19, 2018 2:09 am

How's this?
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Gral.Sturnn
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Re: Bandits: Hostile Neutral

Post by Gral.Sturnn » Wed Sep 19, 2018 2:10 am

Savra wrote:
Wed Sep 19, 2018 2:09 am
How's this?
Pretty good!
~Gral.Sturnn

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Savra
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Re: Bandits: Hostile Neutral

Post by Savra » Wed Sep 19, 2018 2:14 am

Thx! :D

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General Brave
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Re: Bandits: Hostile Neutral

Post by General Brave » Wed Sep 19, 2018 2:22 pm

The head need some work, It is quite small.
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Savra
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Re: Bandits: Hostile Neutral

Post by Savra » Wed Sep 19, 2018 2:36 pm

I just have him a bandanna. I guess I can make it a little bigger.

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StormSaint373
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Re: Bandits: Hostile Neutral

Post by StormSaint373 » Wed Sep 19, 2018 2:47 pm

Nevertheless, that is an excellent start! :)
Beware the calm before the Tempest, FOR THE WICKED SHALL BE SMITTEN BY THE SAINTS OF THE STORM!!!

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