Undead coastal defence

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Savra
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Re: Undead coastal defence

Post by Savra » Wed Sep 19, 2018 2:39 am

This?
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Savra
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Re: Undead coastal defence

Post by Savra » Wed Sep 19, 2018 5:48 am

Maybe I should make a different wall? Or just edit that string Stratego gave me on dwarf wall topic and just make it dark and ruined looking. Maybe use it to make human coastal wall too.

Btw I'll be getting rid of dark vortex ability and just make this tower a aquatic summoner. It spawns zombie sharks as its main without the need for corpses and summons a ghost ship from the shipwrecks. Unless you want it to be able to utilize all corpses in the water. Then we could do something like this:

Summon Zombie shark: rng: 6- requires water corpse- no cool (we could make it work like reanimation spell too so it spawns a mass of undead sharks if their was a massive battle their 8-) .)

Summon ghost ship: rng:6 requires shipwreck-no cool (this way they can spawn a ranged ship to guard the undead shores with the zombie sharks taking care of those who get too close.

And if you want we could either give this tower a delay vanishing aura or vanishing spell or just add a aquatic version of the spirit tower I don't mind but this is only if the building requires corpses to work which is preferable since elves should remain best summoners so they don't require sacrifice of extra cost like undead and orcs should.

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Lynx Shafir
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Re: Undead coastal defence

Post by Lynx Shafir » Wed Sep 19, 2018 6:38 am

Shark summon with CD 1 (not burnable unit )
And ghost ship from wreck. Range 5-6
NO Aura is needed.

Do u have Stats for ship/shark?
Savra wrote:
Wed Sep 19, 2018 2:39 am
This?


U r getting closer.
For naturally blood will be of kind
Drawn-to blood, where he may it find.

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Savra
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Re: Undead coastal defence

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

Hmm, maybe I should make sails a more darker transparent. Btw should zombie sharks have a vanishing?

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Savra
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Re: Undead coastal defence

Post by Savra » Wed Sep 19, 2018 2:52 pm

This?
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Lynx Shafir
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Re: Undead coastal defence

Post by Lynx Shafir » Wed Sep 19, 2018 2:56 pm

I prefer the white one. To not be similar with "Ghost ship" and avoid confundation.



The hull needs some shade/detail.

Shark.
Think it doesn't need vanishing, depends the stats though.
Last edited by Lynx Shafir on Wed Sep 19, 2018 3:09 pm, edited 1 time in total.
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Savra
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Re: Undead coastal defence

Post by Savra » Wed Sep 19, 2018 3:00 pm

Savra wrote:
Wed Aug 22, 2018 8:38 pm
Zombie shark it is. :D
Zombie shark:
Van:3
Hp:20
Atk:10
Rng:1
Spd:5
Sight:5
Arm:0
P.arm:4
Res:100% since zombies have this.
These are zombie sharks stats. I had no bonuses or just bonuses to infantry.

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Savra
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Re: Undead coastal defence

Post by Savra » Wed Sep 19, 2018 3:08 pm

.
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Tankhead
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Re: Undead coastal defence

Post by Tankhead » Sat Oct 06, 2018 4:55 am

You may wanna put units in separate topics
Also that ship looks well done
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Savra
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Re: Undead coastal defence

Post by Savra » Sat Oct 06, 2018 6:16 am

ghost ship and zombie shark belong here because they are summoned by the tower.

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Tankhead
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Re: Undead coastal defence

Post by Tankhead » Sat Oct 06, 2018 6:21 am

Same tower?
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"

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Savra
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Re: Undead coastal defence

Post by Savra » Sat Oct 06, 2018 6:31 am

Yes.

But I doubt I added that as its ability yet.

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Tankhead
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Re: Undead coastal defence

Post by Tankhead » Sat Oct 06, 2018 6:34 am

A tower with 2 summoning abilities doesn't seem so bad
Just requires more time when Jsoning the units
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"

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Savra
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Re: Undead coastal defence

Post by Savra » Sat Oct 06, 2018 11:12 pm

I guess we forgot to give the ship stats:

Hp:23 (It has a hard enough time being held together)
Atk:6
Rng:5
Sight:6
Spd:4
Arm:1
P.arm:3
Res:0%

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Savra
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Re: Undead coastal defence

Post by Savra » Mon Oct 29, 2018 11:14 pm

Updated first post.

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Savra
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Re: Undead coastal defence

Post by Savra » Tue Oct 30, 2018 3:32 am

Now how should I go about these walls I wonder?

Should they be simple ruins, or a crumbling wall set? Or a ruin wall with a rune on it?

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Savra
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Re: Undead coastal defence

Post by Savra » Tue Oct 30, 2018 4:19 am

Well, here's the ruins idea.
If we go with this then undead and up with a aquatic stone shelter.
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Savra
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Re: Undead coastal defence

Post by Savra » Tue Oct 30, 2018 4:52 am

I know what your thinking, that looks more like a tower but then again the stone pile works somewhat like one too so this should be fine.
My idea for of how each races aquatic defences should look is:
Undead: Garrisonable wall - since they can all move through water I figured this would give them a good twist.
Humans: Wall - simple and easy.
Orcs: barrier - the obsidian barrier will keep enemy ships at bay with the use of jagged physician spikes.
Elves: Corral reef - works like thorn bush does.
Scaledfolk: don't need one, their wall is multi-purpose.
Dwarves: Mines - I figured they could use a naval mine to keep ships at bay. Maybe give them the ability to explode in destruction as well as give them the option to explode manually. If not this then something else.

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Savra
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Re: Undead coastal defence

Post by Savra » Tue Oct 30, 2018 4:54 am

Btw, I'll be making a new Ominious tower. The old one has a golem head in it I remember.

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General Brave
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Re: Undead coastal defence

Post by General Brave » Tue Oct 30, 2018 5:05 am

That looks good, well done.
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Savra
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Re: Undead coastal defence

Post by Savra » Tue Oct 30, 2018 5:06 am

Thx, just jumbled a few things together that's all.

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Savra
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Re: Undead coastal defence

Post by Savra » Tue Oct 30, 2018 4:17 pm

Alright, time to make the Ominous tower revamp.

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Savra
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Re: Undead coastal defence

Post by Savra » Tue Oct 30, 2018 5:52 pm

How's this?
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Savra
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Re: Undead coastal defence

Post by Savra » Tue Oct 30, 2018 9:45 pm

No complaints, I guess this is ready then?

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Savra
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Re: Undead coastal defence

Post by Savra » Wed Oct 31, 2018 3:21 pm

I think my undead coastal defences were the better out of the 4. :lol:

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Savra
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Re: Undead coastal defence

Post by Savra » Sun Dec 16, 2018 8:19 am

So I ask again, does anyone think.The summon zombie sharks ability is too op? I was hoping the water corpses would get in but I might get away with the cool.

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makazuwr32
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Re: Undead coastal defence

Post by makazuwr32 » Sun Dec 16, 2018 8:42 am

If it has no vanishing than yes. If it has some than it is not.
But lower p.armor to 3 because zombies must be more vurable to arrows than skeletons.

Also image needs polishing of zombie shark.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Savra
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Re: Undead coastal defence

Post by Savra » Mon Dec 17, 2018 6:24 am

I have some additions that might make it get away with no vanishing. Can we give the zombie sharks the same ai as the hostile neutrals?

Basically it just wanders around one space at a time until an enemy is spotted and then it would go on the attack, they can't capture buildings.

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Savra
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Re: Undead coastal defence

Post by Savra » Mon Dec 17, 2018 6:26 am

Updated, this should be interesting to test.
It just works like a hostile neutral.

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makazuwr32
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Re: Undead coastal defence

Post by makazuwr32 » Mon Dec 17, 2018 7:30 am

Hm. The problem is that it can be controlled by players via waypoints.
Like green dragon.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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