Mummies

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Lynx Shafir
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Re: Mummies

Post by Lynx Shafir » Fri Aug 10, 2018 7:55 am

Not bad but needs more work. Bandage shading etc.
Not sure about pyramid... (tomb?)

I'll try the Pharaoh. Image
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Tankhead
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Re: Mummies

Post by Tankhead » Fri Aug 10, 2018 6:13 pm

Why not the Egyptian Cat ( before the nose was broken off ) that current one looks similar to the Scalefolk temple

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General Brave
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Re: Mummies

Post by General Brave » Fri Aug 10, 2018 6:28 pm

Can the pyramid from age of strategy work?
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Savra
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Re: Mummies

Post by Savra » Fri Aug 10, 2018 6:35 pm

I guess.

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Typhoon
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Re: Mummies

Post by Typhoon » Sat Aug 11, 2018 11:55 am

Those are great images
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DoomsdayDragonfire
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Re: Mummies

Post by DoomsdayDragonfire » Sun Aug 12, 2018 1:31 am

You can use those mummies i put on discord some days ago if you want, you just need to put team colors and maybe change some details to fill what you please.
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General Brave
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Re: Mummies

Post by General Brave » Sun Aug 12, 2018 2:35 am

We can use them.
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LordOfAles
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Re: Mummies

Post by LordOfAles » Sun Aug 12, 2018 11:19 am

First of all name change. If they are going to be egypt themed i suggest "Tomb Servants". Mummy is already a caster in game and might cause confusion.
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General Brave
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Re: Mummies

Post by General Brave » Sun Aug 12, 2018 5:50 pm

Definitely a name change.
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Tankhead
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Re: Mummies

Post by Tankhead » Sun Aug 19, 2018 7:41 pm

What happened with this?

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Lynx Shafir
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Re: Mummies

Post by Lynx Shafir » Sun Aug 26, 2018 4:08 pm

Here are mummies base'
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"Souls To Revive Us
Or Rot Us Away
Want For The Weary
And Death For The Sane
Cursed Yet We Listen
For Bells Left To Toll
To Fight Back The Depths Of
Humanity's Soul "

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General Brave
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Re: Mummies

Post by General Brave » Sun Aug 26, 2018 4:12 pm

I need to find those.
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Lynx Shafir
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Re: Mummies

Post by Lynx Shafir » Sat Nov 10, 2018 9:14 am

I have some ideas for all this.

Firstly

Main building - Tomb
Can be 2x2
And will train different kind of beings not only Egyptian based.

I saw a good base smwhere for img


ForMummies
There is no need for infantry if zombies get accepted.

All vulnerable to fire.
Can't cross water.

This four.
1 common mumie infantry - summons from building /a caster. - slow
2A priest - healer, buffer
3.Pharaon.-stronger caster leader
Some ideas
-if gets hit spawns flesh eater bugs
(Snake fear Aura - special counter for SFolk.
Sandstorm - summons area dmg light lighting storm.
Group Attak 1.


4.And a special "worker"-can use dark curses and buff. - required additional tech. (eg Animation mastery 2)
Animate constructed statues and such.

I wait name suggestions.

Jackals and scarabs -cursed Statues defenders -
-Ammut - reqiures tech -" demon binding"
-Sfinx up to discussion

May move chariot and catapults here.

Other tomb units

Tomb kingA and B version.
A. Special assain
B. Big Sceletal emperor.

Wights
"Souls To Revive Us
Or Rot Us Away
Want For The Weary
And Death For The Sane
Cursed Yet We Listen
For Bells Left To Toll
To Fight Back The Depths Of
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Savra
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Re: Mummies

Post by Savra » Wed Nov 14, 2018 5:25 pm

Again, the spawning of units via hit, was supposed to be hamlet back only. That's what was discussed to make the hamlet back more unique, just give them the ability to summon them like normal and it will be fine.

If you read the giant zombie topic you'll find that Alexander mentioned how the hamlet falling was supposed to be orc unique, not a move everyone can use.

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Savra
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Re: Mummies

Post by Savra » Wed Nov 14, 2018 7:37 pm

Would this be more fitting for the mummy template?
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Savra
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Re: Mummies

Post by Savra » Thu Nov 15, 2018 4:10 am

Ok, did a quick read up on Egyptian weapons and here's what I found we can make are:
Mummy Khopash warrior
Mummy spear men
Mummy axemen
Mummy charioteer
Mummy bowman
Jackal
Pharoh
Sphinx
Mummy pharmacist

Now, their techs could be dodge techs and desert based. Plus a throwing stick, because that was the Egyptians special weapon apparently.
http://ancientmilitary.com/egyptian-weapons.htm

The spear men were their most common unit and axemen is a melee unit.

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Savra
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Re: Mummies

Post by Savra » Thu Nov 15, 2018 5:45 am

How's this for Jackal?
Btw, is jackal going to be a giant or a golem?
By that I mean is it going to have vanishing with someone being able to summon it or is it going to just cost 8 turns?
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Lynx Shafir
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Re: Mummies

Post by Lynx Shafir » Thu Nov 15, 2018 6:01 am

The jackal is very nice.
(no they get animated Statues as "giants"
May Acolytes.

For the mummies I put 2 samples for starting.


I Don't want to add normal infantry for them.
5.mummie foot unit.
1.simple - /summonned
2.worker*
3.priest
4.pharaon(I have a draft somewhere)
5.a special +I wont spoil

Also tomb will be not Egyptian only.
"Souls To Revive Us
Or Rot Us Away
Want For The Weary
And Death For The Sane
Cursed Yet We Listen
For Bells Left To Toll
To Fight Back The Depths Of
Humanity's Soul "

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Savra
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Re: Mummies

Post by Savra » Thu Nov 15, 2018 6:27 am

Those mummys styles I mentioned are based on what the actual Egyptians had as weapons.

Zombies aren't a double up of skeleton infantry because despite their weopons, none of them have bonuses except to pea shooters.

The mummys could have dodge based upgrades because they are more quicker then the average undead making them more dangerous. They can manipulate the desert sands into dangerous sandstorms and such as well as do other things.
The mummy archer could be like quick archer is, in which it has 4 range and 2 actions.

The basic soldiers could have 1 action and that's all.

Agreed on passive curses.

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Lynx Shafir
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Re: Mummies

Post by Lynx Shafir » Thu Nov 15, 2018 6:35 am

As said earlier I want not a 4th set of infantries.

They will have own techs and cursing buffs within themselves and whole race buildings.

Only .tipe of fighter - basic mummie
still have to find names for them

TOMB
They got 3 ghost warriors
Wight,Archer tipe unit, and a wraith blademan - being ghost they have dodges

Names have to fixed - just to have a idea. .
"Souls To Revive Us
Or Rot Us Away
Want For The Weary
And Death For The Sane
Cursed Yet We Listen
For Bells Left To Toll
To Fight Back The Depths Of
Humanity's Soul "

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Savra
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Re: Mummies

Post by Savra » Thu Nov 15, 2018 6:40 am

:?:
Wights been suggested already and it's a mage knight style, it is melee.
But I don't think his topic was made separate yet.
I'll put it in its separate.

This is why we need to look back through are topics and see what's been suggested and what's not.
Btw, how would a Scarrow sound?
It's basically a scorpion centaur.

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Lynx Shafir
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Re: Mummies

Post by Lynx Shafir » Thu Nov 15, 2018 6:52 am

Not for now
I want to work in "constructed soldiers"
Line and spinx(summon) as heavier units.
First

Eg. golden scarabs (have 100%spell and elemental resist (may give 1 weak element Thoug)
Can be constructed.
Lvl 2.idol making /animation mastery II - required.

I want u work on tomb (2x2)mega dosnt needs research.


As for wight their status is not stable and may vary it.

And may for map editor some scorpions
-good for nice cenarios if group gets in.
"Souls To Revive Us
Or Rot Us Away
Want For The Weary
And Death For The Sane
Cursed Yet We Listen
For Bells Left To Toll
To Fight Back The Depths Of
Humanity's Soul "

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General Brave
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Re: Mummies

Post by General Brave » Thu Nov 15, 2018 2:47 pm

Nice jackal.
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