Claws, Tails and Poison. Scaledfolk Race. — ARCHIVED

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Skelegonsans
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Skelegonsans »

Because their infantry and their casters are really strong and because they have many powerful special monster units, I think we shouldn't add any heavy cavalry for them whatsoever. Since their weakness is weak cavalry and relatively slow units. So the kobold rider is pretty much enough as a cavalry, though we can add maybe an upgrade that makes it slightly stronger just to make it a bit more combat-useful.

Also, we still need an anti-archery unit for scaledfolk. Probably a kobold skirmisher and a lizardman headhunter (these guys would be like human skirmisher and troll headhunter, respectively). I have ideas for stats, we'd just need images if someone would be willing to make them. :)

Kobold Skirmisher (Cost: 2)
Hp 10
Attack 4
Range 3
Armor/P.Armor 1/6
Sight 5
Speed 3
(Has the same bonuses as the human Skirmisher - I believe it was 200% against archers? Correct me if I'm wrong)
Description: These kobolds wear big shields to block enemy projectiles and are trained specifically to kill archers, but are pretty much useless against any other unit.

Armored Kobold Skirmisher Upgrade
Hp changes: from 10 to 14.
Attack changes: from 4 to 5.
Range changes: from 3 to 4.
Armor/P.Armor changes: from 1/6 to 2/7.

Lizardman Headhunter (Cost: 3)
Hp 20
Attack 4
Range 4
Armor/P.Armor 2/6
Sight 5
Speed 3
Actions 2/2
(Has the exact same bonuses as troll headhunter. However it is not vulnerable to fire as the headhunter, obviously)
Description: These lizardmen are especially powerful against archer units. Even a small group of these can take on pretty much any number of archers on their own!

Armored Lizardman Headhunter Upgrade
Hp changes: from 20 to 22.
Attack changes: from 4 to 6.
Armor/P.Armor changes: from 2/6 to 3/7.

Tell me what you think of these. Also if someone can make images for those (if they are accepted) it'll be great.
That one guy that disappears for 6 months then comes back and keeps doing it over and over. :lol:
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
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LordOfAles
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by LordOfAles »

But infantry doesn't counter infantry. Every race must have a good cavalry (some have better some worse), and kobold horseman ain't cutting it.
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General Brave
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave »

Skirmishers?
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godOfKings
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by godOfKings »

so a 4 turn cost 4 speed lizrdman rider as heavy cavalry?
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave »

Sounds good to me, it would be a dangerous foe to face.
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godOfKings
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by godOfKings »

give me the stats of some of the 4 (or 5) turn cost cavalry of other races so i can think up a balanced stats, since it is riding komodo it would have high hp and high armor
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General Brave
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave »

Master boar rider

Cost 4
Hp 46/46
Attack power 24
Range 1
Armor 4
Pierce Armor 4
Speed 5
Sight 7
Action /turn 1/1
Spell resistance 50%

Imperial knight

Cost 8
Hp 70/70
Attack power 25
Range 1
Armor 6
Pierce Armor 6
Speed 6
Sight 7
Action /turn 1/1
Spell resistance 50%
Death Knight

Cost 8
Hp 50/50
Attack power 20
Range 1
Armor 3
Pierce Armor 6
Speed 6
Sight 7
Action /turn 1/1
Power range 2
Spell resistance 100%
Also make a upgraded version.
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godOfKings
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by godOfKings »

Lizardman rider
cost 4
hp 34
Atk 11
range 1
armor 3
p armor 3
speed 4
sight 6
spell resist 0
Bonus 50% (infantry, archers, siege)
Armored L. rider
cost 4
hp 38
Atk 15
range 1
armor 4
p armor 4
speed 4
sight 6
spell resist 0
Bonus 50% ( infantry, archers, siege )
(+ might get regen abilities for lizards like thick scales etc. )
also i will add here images once they r done
Last edited by godOfKings on Sat Jul 14, 2018 6:45 am, edited 5 times in total.
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me

For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
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General Brave
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave »

Anyways how is the Phantom pack?
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave »

godOfKings wrote: Fri Jul 13, 2018 3:22 am Lizardman rider
cost 4
hp 40
Atk 20
range 1
armor 5
p armor 2
speed 4
sight 5
spell resist 50%

Armored L. rider
cost 4
hp 43
Atk 22
range 1
armor 6
p armor 3
speed 4
sight 5
spell resist 50%

(+ might get regen abilities for lizards like thick scales etc. )
also i will add here images once they r done
This seems fine by me.
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makazuwr32
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by makazuwr32 »

No it isn't
Human Cavalry has AoS stats and i recommend next stats:
Lizardman rider
cost 4
hp 36 (-4)
Atk 12 (same as orc's Wolf Raider, -8)
range 1
armor 3 (-2)
p armor 3
speed 4
sight 6
spell resist 25% (halved)
Armored L. rider
cost 4
hp 40
Atk 17
range 1
armor 4
p armor 4
speed 4
sight 6
spell resist 40%
This will be better balanced.
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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godOfKings
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by godOfKings »

Thanks, I knew stats felt a little off :p
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me

For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
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General Brave
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave »

Now we need the images.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Stratego (dev) »

MightyGuy wrote: Sun Jul 08, 2018 6:22 am ==> "Hello im back again, sorry I was gone for a long time, because of the unexplained reason... I forgot so many things I should do here, I lost some time to do it, sorry..." <===

btw, the dragon image is cool, nice work.

about the scaledfolk race icon, These are the old icons discussed before... I dont know why it wasnt chosen before implementation of this race

nice icon, i just put this race icon in.
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Skelegonsans
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Skelegonsans »

makazuwr32 wrote: Fri Jul 13, 2018 10:47 am No it isn't
Human Cavalry has AoS stats and i recommend next stats:
Lizardman rider
cost 4
hp 36 (-4)
Atk 12 (same as orc's Wolf Raider, -8)
range 1
armor 3 (-2)
p armor 3
speed 4
sight 6
spell resist 25% (halved)
Armored L. rider
cost 4
hp 40
Atk 17
range 1
armor 4
p armor 4
speed 4
sight 6
spell resist 40%
This will be better balanced.
Heavy cavalry with 4 attack? :geek: (because 12 - 8 = 4)
Also it needs less armor and HP. Otherwise it will be a very powerful cavalry (even if a bit slow) and scaledfolk are not supposed have such powerful cavalry. Right now it looks like a wolf raider (which is a strong unit especially if upgraded) but with less attack and more resilience.
That one guy that disappears for 6 months then comes back and keeps doing it over and over. :lol:
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
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Skelegonsans
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Skelegonsans »

makazuwr32 wrote: Fri Jul 13, 2018 10:47 am No it isn't
Human Cavalry has AoS stats and i recommend next stats:
Lizardman rider
cost 4
hp 36 (-4)
Atk 12 (same as orc's Wolf Raider, -8)
range 1
armor 3 (-2)
p armor 3
speed 4
sight 6
spell resist 25% (halved)
Armored L. rider
cost 4
hp 40
Atk 17
range 1
armor 4
p armor 4
speed 4
sight 6
spell resist 40%
This will be better balanced.
Heavy cavalry with 4 attack? :geek: (because 12 - 8 = 4)
Also it needs less armor and HP. Otherwise it will be a very powerful cavalry (even if a bit slow) and scaledfolk are not supposed have such powerful cavalry. Right now it looks like a wolf raider (which is a strong unit especially if upgraded) but with less attack and more resilience.
That one guy that disappears for 6 months then comes back and keeps doing it over and over. :lol:
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
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makazuwr32
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by makazuwr32 »

No. first suggestion had for it at the base 40 hp and 20 damage in base.
i lowered damage by 8.

Also this is heavy cavalry of scaledfolk.
I think they can have increased turn cost (by 1 to 5 total) instead of lowering stats.
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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Skelegonsans
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Skelegonsans »

Then it wouldn't be worth buying.

I say we stick to the current idea of 4 turn heavy cavalry. But we should probably make it with similar stats to tier 1 human knight (the one with no upgrades) and take it from there. Since scaledfolk have less upgrades compared to humans the final upgrade of the lizardman rider would be slightly weaker than the final upgrade of the human knight which would make sense since humans are pretty much the "jack of all trades" race.

I suggest something like this.

Lizardman rider (Cost: 4)
Hp 34
Attack 11
Speed 4
Armor/P.Armor 3/3
Sight 6
Range 1
(50% bonus against infantry - that's the regular bonus for cavalry right?)
Description: The Lizardman Rider is a powerful cavalry unit. Although slow compared to other races' cavalries, it is quite resilient and can pack a punch.

Armored Lizardman rider Upgrade
Hp: 38 (added 4)
Attack: 15 (added 4)
Armor/P.Armor: 4/4 (added 1/1)

Or we can take the stats you suggested but lower the power of the armored one because it's a bit too powerful and reduce slightly the hp of the regular one.
That one guy that disappears for 6 months then comes back and keeps doing it over and over. :lol:
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
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Skelegonsans
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Skelegonsans »

Also take off spell resist, it's not a magic unit so it doesn't make much sense.
That one guy that disappears for 6 months then comes back and keeps doing it over and over. :lol:
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
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makazuwr32
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by makazuwr32 »

I think your stats are even better.
As for spell res i think we need to take off it from basic undeads and their upgrades as well (especially knights)
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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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by godOfKings »

It can b slightly stronger than human knight Cuz of 4 speed, if u guys think skele post is balanced then I will edit mine,

with tough scales and muscular komodo dragons this cavalry is supposed to b tanky but slow, as long as the stats show this, its ok
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For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave »

I do like the tank and slow idea.
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godOfKings
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by godOfKings »

so which player colour version is better
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There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me

For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
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godOfKings
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by godOfKings »

armored kobold rider
hp 28
atk 8
armor 2
p.armor 2
speed 5
sight 5
bonus 50%
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armored kobold rider.png
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There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me

For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
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Lynx Shafir
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Lynx Shafir »

Second is better for, patroid.
If only change the head angle and put there?
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
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Skelegonsans
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Skelegonsans »

Nice.
That one guy that disappears for 6 months then comes back and keeps doing it over and over. :lol:
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
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General Brave
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave »

Should I use these to replace the current image?
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Hyacintho »

General Brave, here are the resized castle images. It was a pain resizing them, but to be honest, I kind of like them better than the originals.
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General Brave
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave »

Looks nice, even though you don't think you are that great. It's great to have you here. Can you look at this. http://www.androidutils.com/forum/viewt ... 456a86681f
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General Brave
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave »

Hyacintho wrote: Wed Jul 18, 2018 2:27 am General Brave, here are the resized castle images. It was a pain resizing them, but to be honest, I kind of like them better than the originals.
Also this version seems better, putting limitations make someone be more creative.
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