Skeleton Captain

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Savra
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Skeleton Captain

Post by Savra » Tue Sep 17, 2019 5:14 am

Skeleton Corsair:
Image
Image
Desc:
Cost:5
Hp:24
Atk:16
Rng:1
Sight:4
Spd:3 (both land and water)
Arm:0
P.arm:2
Res:30%
Abilities:
Twin pistols: rng:4, dmg:8, act:2, cool:2
Aura - scourge of the seas - +1 to skeleton pirates, cutthroats, ghost vessels attack, and speed - rng:3
Bonuses: standard bonuses as skeleton fighter.

Skeleton Captain:
Image
Desc:
Cost:5
Hp:28
Atk:19
Rng:1
Sight:4
Spd:3 (both land and water)
Arm:0
P.arm:3
Res:30%
Abilities:
Twin pistols: rng:5, dmg:8, act:2, cool:2
Aura - scourge of the seas - +1 to skeleton pirates, cutthroats, ghost vessels attack, and speed - rng:4
Bonuses: standard bonuses as skeleton fighter.

Skeleton Admiral:
Image
Desc:
Cost:5
Hp:32
Atk:22
Rng:1
Sight:4
Spd:3 (both land and water)
Arm:0
P.arm:4
Res:30%
Abilities:
Twin pistols: rng:6, dmg:8, act:2, cool:2
Aura - scourge of the seas - +1 to skeleton pirates, cutthroats, ghost vessels attack, and speed - rng:5
Bonuses: standard bonuses as skeleton fighter.
Last edited by Savra on Mon Dec 30, 2019 4:13 am, edited 7 times in total.

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Savra
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Re: New skeleton pirates

Post by Savra » Tue Sep 17, 2019 5:15 am

Images.
Attachments
Golden skeleton captain.png
Golden skeleton captain.png (1.38 KiB) Viewed 1659 times
Armoured skeleton captain.png
Armoured skeleton captain.png (1.38 KiB) Viewed 1659 times
Skeleton captain.png
Skeleton captain.png (1.33 KiB) Viewed 1659 times
Golden skeleton cutthroat.png
Golden skeleton cutthroat.png (1.07 KiB) Viewed 1659 times
Armoured skeleton cutthroat.png
Armoured skeleton cutthroat.png (1.03 KiB) Viewed 1659 times
Skeleton cutthroat.png
Skeleton cutthroat.png (944 Bytes) Viewed 1659 times

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Alexander82
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Re: New skeleton pirates

Post by Alexander82 » Tue Sep 17, 2019 5:27 am

Any hints about their reanimation process?

Btw those should also be able to enter ghost ahips.
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makazuwr32
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Re: New skeleton pirates

Post by makazuwr32 » Tue Sep 17, 2019 6:42 am

Only my concern is in aura of captain.
-1 attack and -1 speed in quite wide range - 3/4/5.

How @Alexander82 missed that?...

Also what cost will have skeleton captain?

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Alexander82
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Re: New skeleton pirates

Post by Alexander82 » Tue Sep 17, 2019 7:39 am

I didn't miss that.

Before spending time planning the units I wanted to ask if he had idea how to handle reanimation of these units since we have currently a single water corpse and the only gunner units we have are in the dwarven army.

About the aura I would make the captain give a +1 speed to all skeleton pirates and maybe some attack to the same targets.
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Savra
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Re: New skeleton pirates

Post by Savra » Tue Sep 17, 2019 1:42 pm

Reanimation I'm still thinking about, I was thinking about just taking the dwarf with a rifle and give him a corpse, the unit could use that since they are using stolen guns anyway.

As for captain I plan for some corpses that are dropped by merlock leader, mermen leader, and any future amphibious/aquatic leader.

The cost I forgot but it's 5-4 turns due to stats being low. The captain has a fear aura because I figured undead could use a debuf aura unit more then a buffing aura unit. But the strength aura for just skeleton pirates is fine too. Also they were meant to enter ghost vessel.

I didn't get to the corpses yet nor the description yet because it was like 10 something at night and I didn't want this to be another 11 to 12 at night thing.

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Savra
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Re: New skeleton pirates

Post by Savra » Tue Sep 17, 2019 2:27 pm

Say should the captain be able to summon zombie sharks that have van 3 as well or give it reanimation?

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makazuwr32
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Re: New skeleton pirates

Post by makazuwr32 » Tue Sep 17, 2019 2:58 pm

Firstly cost of captain should be 4 with current stats and speed aura.
Secondly if you want any reanimation/summon than it will significantly raise cost of captain. Like up to 7-9 turns. Thus i suggest to give none of them.
Alas hp can be increased for captain a bit if cost 5.

Maybe 26 hp at base and +4 hp per tier (so max hp will be 32).

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Alexander82
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Re: New skeleton pirates

Post by Alexander82 » Tue Sep 17, 2019 3:46 pm

I think he meant how to make them reanimated.

Anyway I wanted to make a leader corpse for skeleton noble/baron (I guess the name was something similar).

Water leaders at the moment are just merlock king and the mermen king I am drawing.
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Savra
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Re: New skeleton pirates

Post by Savra » Wed Sep 18, 2019 2:41 pm

Updated stats of captain.

Say should I make a corsair too? A skeleton pirate with an anchor or double swords.

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Alexander82
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Re: New skeleton pirates

Post by Alexander82 » Wed Sep 18, 2019 4:28 pm

I talked about that with @makazuwr32 and we agreed for captain to come in and about the gunner we'll add, instead, a tech that gives a cooldowned gunshot to normal skeleton pirate and to the captain (that will have a double barrel gun with 2 indipendent shots)

The gunner might be better for a land unit, instead, and we'll make dwarven gunners drop the right corpses.
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Savra
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Re: New skeleton pirates

Post by Savra » Thu Sep 19, 2019 12:54 am

Ok, I'll update image.

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ethanking5
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Re: New skeleton pirates

Post by ethanking5 » Sun Sep 22, 2019 1:18 pm

How do these look I tried to make different weapons @Savra
Attachments
skeletal shotgun.png
skeletal shotgun.png (521 Bytes) Viewed 1541 times
skeleton smg.png
skeleton smg.png (525 Bytes) Viewed 1541 times
skeletal musket.png
skeletal musket.png (525 Bytes) Viewed 1541 times
Last edited by ethanking5 on Sun Sep 22, 2019 3:14 pm, edited 1 time in total.
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makazuwr32
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Re: New skeleton pirates

Post by makazuwr32 » Sun Sep 22, 2019 2:24 pm

They look bad.
Also smg and shotgun are too modern for this game either so don't even think about them.

Dwarves will have 3 gun types for themselves:
Musket
Rifle (elite unit)
Blunderbuss (elite unit)

Also no more gunners for undeads.

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Savra
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Re: New skeleton pirates

Post by Savra » Sun Sep 22, 2019 3:39 pm

ethanking5 wrote:
Sun Sep 22, 2019 1:18 pm
How do these look I tried to make different weapons @Savra
Try taking the skeleton cutthroat or just it's gun and equipped it to the template, then you could take the armour from the cutthroat and place it over the template too. We just need one gun.

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makazuwr32
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Re: New skeleton pirates

Post by makazuwr32 » Sun Sep 22, 2019 6:15 pm

Reminder about formula:
1 new skeleton = 1 new corpse = some units should drop them. And ofc giants can't drop smg corspe or cavalry corpse and stuff like that. Only units with same weapons can drop sufficient corpses.

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Savra
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Re: New skeleton pirates

Post by Savra » Fri Nov 15, 2019 2:48 pm

Before I forget this anymore.
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Savra
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Re: New skeleton pirates

Post by Savra » Fri Nov 15, 2019 2:50 pm

I'll make the gun ability.

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Savra
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Re: New skeleton pirates

Post by Savra » Sun Dec 29, 2019 8:51 pm

Updated.
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Skeleton corsair.png
Skeleton corsair.png (1.51 KiB) Viewed 1159 times
Skeleton captain.png
Skeleton captain.png (1.58 KiB) Viewed 1159 times
Skeleton Admiral.png
Skeleton Admiral.png (1.55 KiB) Viewed 1159 times

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Savra
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Re: New skeleton pirates

Post by Savra » Mon Dec 30, 2019 3:58 am

Updated.
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Skeleton Admiral.png
Skeleton Admiral.png (1.54 KiB) Viewed 1140 times

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Savra
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Re: New skeleton pirates

Post by Savra » Mon Dec 30, 2019 4:05 am

Btw, @Alexander82, would it be too much of we just made the kraken a summon of the skeleton captain with a research cost of course. We could remove the rage ability and just give it something more interesting which would be a vanishing +1 ability for each unit it successfully kills, the kraken itself would have vanishing and lower stats of course (similar to flesh golem). Research could be 4-5 turn. The kraken would also require a corpse to summon.

It's an interesting idea. And I plan for a few other summons to have it, but it might give us more room to expand on each races summons as well (might be interesting to see some units with a -1 vanishing ability as well).

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Savra
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Re: Skeleton Captain

Post by Savra » Sat Apr 04, 2020 9:59 pm

A little something different, I'll suggest a different set of stats later.
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Dark Corsair.png
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Savra
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Re: Skeleton Captain

Post by Savra » Sat Apr 04, 2020 10:11 pm

Dark corsair:
Image
Trains: skull cove
Cost:6
Hp:25
Atk:8
Act:2
Rng:1
Sight:4
Spd:3 water:3
Arm:2
P.arm:2
Res:50%
Abilities:
Reanimation: rng:2
Curse of the sea: rng:3, cool:1, units effected by curse of the sea have -2 to spd, and receive 4 dmg per turn, lasts 3 turns. Requires research.
Flint lock: requires research.

Auras:
Bound by the deep: rng:4, grants skeleton pirates, dark corsairs, and ghost vessels +1 spd in water.I

Bonuses:
Same as skeleton pirates.

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