Island turtle

Pyro
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Island turtle

Post by Pyro » Wed Nov 29, 2017 2:45 am

A small turtle that can grow up into a massive adult with an island on its shell/back that can carry many units across land and sea

Cost initial 4 turns, the 4 turns to grow up into an adult version
Hp 40
Attack 0
Range 0
Armor 8/8
Speed 3 on water, 2 on land
Sight 8
Action turn 1/1
Spell resistance. 80%
Garrison 4 units

Ability: transform, the adult turtle can hide inside its shell, reducing movement to zero, but adding 5 to both armours and being 100% resistant to spells, this form can turn into the original form as well
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Savra
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Re: Island turtle

Post by Savra » Tue Aug 21, 2018 10:14 pm

This should be for scaledfolks.
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Lynx Shafir
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Re: Island turtle

Post by Lynx Shafir » Wed Aug 22, 2018 5:22 am

Savra wrote:
Tue Aug 21, 2018 10:14 pm
This should be for scaledfolks.
They can cross water.
So for me is good for elves.
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makazuwr32
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Re: Island turtle

Post by makazuwr32 » Wed Aug 22, 2018 5:24 am

Turtle is better for elves because it is animal and elves are good at taming animals.
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Tankhead
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Re: Island turtle

Post by Tankhead » Wed Aug 22, 2018 6:04 am

This seems more Scalefolk then elves
True elves are good at taming but shouldn't this be with his other Reptile family?
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makazuwr32
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Re: Island turtle

Post by makazuwr32 » Wed Aug 22, 2018 6:07 am

Scaledfolks are intelligent.
Turtles are not.

Another "why" is that elves lack of water units.
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General Brave
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Re: Island turtle

Post by General Brave » Wed Aug 22, 2018 6:12 am

What.
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makazuwr32
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Re: Island turtle

Post by makazuwr32 » Wed Aug 22, 2018 6:13 am

Turtlemen are a bit different species.
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Tankhead
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Re: Island turtle

Post by Tankhead » Wed Aug 22, 2018 6:16 am

Well im not gonna make a big deal about considering this is just a transport unit.
Still think this fits with Scalefolk tho considering its within its own class but again no big deal.
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makazuwr32
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Re: Island turtle

Post by makazuwr32 » Wed Dec 12, 2018 8:22 pm

Requires some stats changes and image but this is what elves need - water variant of ent warriors where they can hide their archers and druids.

I'll think this week about stats.
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Savra
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Re: Island turtle

Post by Savra » Wed Dec 12, 2018 11:50 pm

I'll get the image ready.
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makazuwr32
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Re: Island turtle

Post by makazuwr32 » Thu Dec 13, 2018 9:07 am

Island turtle:
Cost - 8 turns, trainable at tc (doesn't require to be near water!), sacred spring.
Hp - 70, can't burn.
Attack - 14 (is not affected by nature upgrade)
Range - 1
Armor - 5/5
Speed - 2 (3 in water), can't move through forest tiles.
Carry capacity - 2 (can carry only same units ent warrior can)
Sight - 6
Spell resist - 50%
About bonuses i am thinking.
Abilities:
Shell on/off - transform ability: turtle gains 11/11 armor, 7 hp/turn regeneration and 100% spell resist at cost of 0 attack and 0 speed.

Additional info: all units inside instantly die if turtle dies. Regardless of place where turtle dies.
Can't enter into any transports: ships, wagons, zeppelins....

In very early game this unit will be a replacement of ent warriors
Last edited by makazuwr32 on Fri Dec 14, 2018 4:58 pm, edited 1 time in total.
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Savra
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Re: Island turtle

Post by Savra » Fri Dec 14, 2018 2:57 am

Maybe 1 speed on land since it is mainly a water unit.
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Lynx Shafir
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Re: Island turtle

Post by Lynx Shafir » Fri Dec 14, 2018 7:14 am

Savra wrote:
Fri Dec 14, 2018 2:57 am
Maybe 1 speed on land since it is mainly a water unit.
No, it's too slow
" Rumors heard
From a little black bird
The edges of a prophecy..
Said the daughter of the reaper
Has been searching for the keeper
And I fear she'll let me burn
Locked tight up in the tower on top.
That balance may return "

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makazuwr32
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Re: Island turtle

Post by makazuwr32 » Fri Dec 14, 2018 8:02 am

It has already high restrictions on land movement - it can't move through forests, it has low speed on land and in water (3 speed in water is pretty low) and for melee 8 turn cost unit 70 hp is pretty low i must say.


And yes 1 speed on land is way too slow.
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Savra
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Re: Island turtle

Post by Savra » Fri Dec 14, 2018 3:09 pm

This thing is a turtle, that's even got an island on its back, main purpose is a sea transport not a land one, it's somewhat like the war barge idea.

It would move no faster then the humans catapults and isn't restricted by gates because elves don't have those but garrison buildings. It would be fine with 1 speed on land besides the end is much better and it costs the same.
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Midonik
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Re: Island turtle

Post by Midonik » Fri Dec 14, 2018 3:17 pm

It seems fine. It's worse than an etn anyway (well not if you don't reaserch the treetop archery), especialy after getting tech that increase the etn's health. 2 speed is not much anyway, also please consider the elfs don't have wagons to transport those like humans can with their catapults.
Also the no movement of forest is a big drawback, acctualy it will make the forestwalk for elfs useful, O guess you considered it mak.
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Savra
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Re: Island turtle

Post by Savra » Fri Dec 14, 2018 3:34 pm

Elves will get wagons eventually, the turtle can't transport big units (I'm fine with this but just remember this is an island turtle, it's enormous and has trees growing on its back.) The restrictions on movement is just a small dispute but the fact remains that this units primary purpose is water transport. Elves have druids who can allow this thing to move through forests remember? And druids aren't exactly expensive.
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Midonik
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Re: Island turtle

Post by Midonik » Fri Dec 14, 2018 3:47 pm

I mentioned the forest walk.
Also I don't think elfs are getting wagons, never saw something like that to be sure. Also the turtles can move both on land and water so...
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Midonik
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Re: Island turtle

Post by Midonik » Fri Dec 14, 2018 3:52 pm

The point is that with those stats this unit is not only useful on water maps, but basicaly on all as replacement of the etn for early game (until they get treetop archery). Thanks to this the river maps will become way less burden to this, as it can just cross the water transporting the units. I don't aggre with you statement that it needs to only be a water unit. It's more a water unit, but with some ground capabilities. Well it's quite balanced that way and useful I would say, so why do we restrict it?
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Lynx Shafir
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Re: Island turtle

Post by Lynx Shafir » Fri Dec 14, 2018 4:19 pm

There's a wagon waiting to get in


But this is fine now.

Aside of the above mentioned moving stg with 1 speed is killing ur nerves.
-it's n expensive armored transport-

Also we can restrict forest walk cashable but isn't a problem..

(Also originally was the 4 turn grows up
After that is only functial transport-)

Don't push this so badly savra
" Rumors heard
From a little black bird
The edges of a prophecy..
Said the daughter of the reaper
Has been searching for the keeper
And I fear she'll let me burn
Locked tight up in the tower on top.
That balance may return "

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makazuwr32
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Re: Island turtle

Post by makazuwr32 » Fri Dec 14, 2018 4:36 pm

As for wagons it definately must not be able to enter into any sort of transport: wagons/transport ships/etc...

And yes, mid. I remember about forestwalk spell.
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Re: Island turtle

Post by Midonik » Fri Dec 14, 2018 4:38 pm

I agree.
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Re: Island turtle

Post by makazuwr32 » Fri Dec 14, 2018 4:59 pm

Added info that is must not be able to enter into any transport units.
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Savra
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Re: Island turtle

Post by Savra » Sat Dec 15, 2018 6:55 am

What kind of limbs we going with here by the way?

And btw, might up spell resist since we might have a problem with convert...

Otherwise it ability is doable whilst keeping units still in it should be agreeable.

But the limbs will determine if are argument would keep going or not, if we choose second then we just need image, if first then speed will need to go down on land due to lack of mobility. And judging by how stats are we make won't make them so big, maybe just a small island sized turtle.


Flippers:
Image

Legs:
Image
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makazuwr32
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Re: Island turtle

Post by makazuwr32 » Sat Dec 15, 2018 9:48 am

As for converting (any way of) it must be immune to it. Ent has 0% spell resist but it is immune to convert.

I prefer normal legs. If with flippers than it must have higher water speed to compencate lack of land speed which i don't want. Also remember that bridges are counting as land tiles and thus turtle will have lower speed on them as well.
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Savra
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Re: Island turtle

Post by Savra » Sun Dec 16, 2018 7:52 am

I prefer normal legs as well, also should it have a water source so to carry fish units in its back to another water source that can't be accessed by your navy? I think it should.
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makazuwr32
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Re: Island turtle

Post by makazuwr32 » Sun Dec 16, 2018 8:38 am

Uhm no. I don't like this idea.
Sea serpent (or even more 2 of them) on the back of turtle... nonono.
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Savra
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Re: Island turtle

Post by Savra » Mon Dec 17, 2018 6:20 am

I actually was referring to the mermen, electric eeels, and sirens. I didn't mean the sea serpent and them, with the new bonuses coming out this could be easily simplified as fish and sea infantry. Those ones could fit in the turtle with little problem.

So in other words:

On top of your list of units this can carry, we add sea infantry, and fish to the list, nothing bigger.
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makazuwr32
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Re: Island turtle

Post by makazuwr32 » Mon Dec 17, 2018 7:32 am

I need to think. But i want for island turtle to keep same carriable unit list as ent warrior has (at least for now).
And i see no tactical reasons for this.
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