Bandits: Hostile Neutral
- General Brave
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Bandits: Hostile Neutral
Only for hostile neutral AI.
Building:
Bandit Camp:
Bandit Watchtower:
Bandit Flag, Aura.
Tripline, Trap.
Fire pit, Trap.
Units
Infantry:
Deserters Warrior:
Similar stats to a regular Warrior with a slight increase.
Cost: 2
Hp: 24/24
Attack power: 12
Range: 1
Armor: 1
Pierce Armor: 1
Speed: 3
Sight: 4
Action /turn: 1/1
Spell resistance: 0%
Size 1x1
Highwaymen:
A Cavalry that has 30% bonus is against Cavalry and Infantry. 100% against Wagons.
Thief: Invisible.
Raider: Armed with a sword and a torch to burn down buildings.
Gunman: Range Unit.
Illegal Mage.
Rogue necromancer:
has dig corpse and raise dead. Hangs close to base and takes advantage of any corpses it can come up with.
Orcish Brigand:
strong basic unit like highwayman, but higher hp and power. Gives the ai some variety, and probably behaves more aggressively than the rest.
Elvish Poacher:
basically elf archer, but give it slow spell and summon poison pit. Randomly traps the area, tangles troops in nets, and makes a nuisance of itself. Perfect for hostile A.I.
Dwarves Bomb Maker:
Throws bombs.
Air:
Brown dragon
Cost: 6
Hp: 80
Att: 22
Armor/Pierce: 2/2
Sight: 8
Speed: 4
Action/Turn: 1
Spell Resistance: 100%
Power Range/ AOE: 2
Abilities: Veteran Power.
Spells:
Fire Breath.
They could patrol the area, about 3-4 from their camp. attacking anyone who comes near. And after they build up, they will randomly attack one of a player or Al.
Last edited by General Brave on Fri Oct 05, 2018 4:35 am, edited 19 times in total.
Wise, Might, Loyalty. Forever stands Warfell.
- General Brave
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Re: Bandits: Hostile Neutral
I didn't mean to submit it early but here it is.
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Re: Bandits: Hostile Neutral
Is this going to be a mix of all races except gnolls?
- General Brave
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Re: Bandits: Hostile Neutral
I guess so, but I thought you were making them differently?
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- General Brave
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Re: Bandits: Hostile Neutral
I thought yours is basically a tribe, far more organized and a society. so I wouldn't call them Bandits.
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- General Brave
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Re: Bandits: Hostile Neutral
Anyways I need more ideas from the other races to be here.
Also Bandit or Outlaw?
Also Bandit or Outlaw?
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- Gral.Sturnn
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Re: Bandits: Hostile Neutral
Mine are, just making sure they didn't cross over. Feel free to take some classes from the Gnolls topic though, those were meant to be bandit classes.General Brave wrote: ↑Mon Sep 03, 2018 6:58 pm I thought yours is basically a tribe, far more organized and a society. so I wouldn't call them Bandits.
- General Brave
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- Sunrise Samurai
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Re: Bandits: Hostile Neutral
I see we're finally building up for hostile neutrals.
A couple suggestions
Rogue necromancer: has dig corpse and raise dead. Hangs close to base and takes advantage of any corpses it can come up with.
Orcish brigand: strong basic unit like highwayman, but higher hp and power. Gives the ai some variety, and probably behaves more aggressively than the rest.
Elvish poacher: basically elf archer, but give it slow spell and summon poison pit. Randomly traps the area, tangles troops in nets, and makes a nuisance of itself. Perfect for hostile ai
These at least give some representatives from other races.
A couple suggestions
Rogue necromancer: has dig corpse and raise dead. Hangs close to base and takes advantage of any corpses it can come up with.
Orcish brigand: strong basic unit like highwayman, but higher hp and power. Gives the ai some variety, and probably behaves more aggressively than the rest.
Elvish poacher: basically elf archer, but give it slow spell and summon poison pit. Randomly traps the area, tangles troops in nets, and makes a nuisance of itself. Perfect for hostile ai
These at least give some representatives from other races.
The glorious sun rises again
- General Brave
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- Sunrise Samurai
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Re: Bandits: Hostile Neutral
Fireling: sometimes humans with draconic ancestry are gifted an especially strong dose of the flames within. It gives them strength, but burns them as well. Their fire scarred faces are rarely accepted in society, so they often are forced to live as bandits using their abilities to survive. This, of course, gives others an excuse to justify their natural prejudices against firelings. 4 cost, melee with good hp, power, and flame weapon, plus a 2 range fire breath spell.
The glorious sun rises again
- General Brave
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- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
Re: Bandits: Hostile Neutral
Perhaps someone will help me with Arts or unit suggestions.
Wise, Might, Loyalty. Forever stands Warfell.
Re: Bandits: Hostile Neutral
Well, until I here otherwise I think we should limit the hostile neutral tribes at 5 buildings, 15 units. For now that is.
- General Brave
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Re: Bandits: Hostile Neutral
Well we can stay at that limit until otherwise.
Wise, Might, Loyalty. Forever stands Warfell.
- General Brave
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Re: Bandits: Hostile Neutral
How about a bandit stronghold?
They have set themselves up in a abandoned castle.
Mini Mega.
They have set themselves up in a abandoned castle.
Mini Mega.
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- StormSaint373
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Re: Bandits: Hostile Neutral
Maybe a dragon!
In common folklore, typical Western dragons burn down villiages and take what gold and other loot they can find back to their lairs! It uses the bandits to help it expand it's hoard instead of eating them!
Brown dragon
Cost: 6
Hp: 80
Att: 22
Armor/Pierce: 2/2
Sight: 8
Speed: 4
Action/Turn: 1
Spell Resistance: 100%
Abilities: Veteran Power, Power Range/ AOE: 2
Spells:
Fire Breath
In common folklore, typical Western dragons burn down villiages and take what gold and other loot they can find back to their lairs! It uses the bandits to help it expand it's hoard instead of eating them!
Brown dragon
Cost: 6
Hp: 80
Att: 22
Armor/Pierce: 2/2
Sight: 8
Speed: 4
Action/Turn: 1
Spell Resistance: 100%
Abilities: Veteran Power, Power Range/ AOE: 2
Spells:
Fire Breath
Last edited by StormSaint373 on Tue Sep 04, 2018 7:49 pm, edited 4 times in total.
Beware the calm before the Tempest. . .
- makazuwr32
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Re: Bandits: Hostile Neutral
225 hp?!
SERIOUSLY?!!
It is a bit WAAAAAAY too much and that armor... 10/10.
Why not 10000 hp and 100/100 armor than? It is of nearly same op level.
No.
SERIOUSLY?!!
It is a bit WAAAAAAY too much and that armor... 10/10.
Why not 10000 hp and 100/100 armor than? It is of nearly same op level.
No.
AoF Dev Co-Leadermakazuwr32 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...
© by Makazuwr32™.
- StormSaint373
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Re: Bandits: Hostile Neutral
. . . Then what are the parameters for an Orc-strength-cambatant/fire-breathing dragon?
'cause that is what I was trying to get at...
The most powerful of the dragons shouldn't belong to any player, it should be a leveling factor,
A make-you or break-you creature!
Do dragons get some kind of unseen Resistance?
225!?! I've killed dragons with 10000 hp with normal human Archers in campaigns! Yes, it took a long time, but I did it none the less!
Think I'm bluffing, See the Honor campaign.
'cause that is what I was trying to get at...
The most powerful of the dragons shouldn't belong to any player, it should be a leveling factor,
A make-you or break-you creature!
Do dragons get some kind of unseen Resistance?
225!?! I've killed dragons with 10000 hp with normal human Archers in campaigns! Yes, it took a long time, but I did it none the less!
Think I'm bluffing, See the Honor campaign.
Last edited by StormSaint373 on Tue Sep 04, 2018 7:27 pm, edited 1 time in total.
Beware the calm before the Tempest. . .
- makazuwr32
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Re: Bandits: Hostile Neutral
80 hp, 2/2 armor, 22 attack, 5 speed.
I suggest for their dragon speed 4.
The problem with campains is that there those beasts can't be produced.
This one can.
I suggest for their dragon speed 4.
The problem with campains is that there those beasts can't be produced.
This one can.
AoF Dev Co-Leadermakazuwr32 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...
© by Makazuwr32™.
- General Brave
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Re: Bandits: Hostile Neutral
Sound like you should get rid of these camps as soon as you have the troops.
Wise, Might, Loyalty. Forever stands Warfell.
- StormSaint373
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Re: Bandits: Hostile Neutral
Gotcha. Edited!makazuwr32 wrote: ↑Tue Sep 04, 2018 7:27 pm 80 hp, 2/2 armor, 22 attack, 5 speed.
I suggest for their dragon speed 4.
The problem with campains is that there those beasts can't be produced.
This one can.
Beware the calm before the Tempest. . .
- makazuwr32
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Re: Bandits: Hostile Neutral
Cost than can be lowered to 6.
AoF Dev Co-Leadermakazuwr32 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...
© by Makazuwr32™.
- StormSaint373
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Re: Bandits: Hostile Neutral
That's kinda the point.General Brave wrote: ↑Tue Sep 04, 2018 7:33 pm Sound like you should get rid of these camps as soon as you have the troops.
Beware the calm before the Tempest. . .
- StormSaint373
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- General Brave
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Re: Bandits: Hostile Neutral
Great suggestion anything else that I missing including some race.
Wise, Might, Loyalty. Forever stands Warfell.
- makazuwr32
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Re: Bandits: Hostile Neutral
Also remove fear aura. Instead put veteran power.
AoF Dev Co-Leadermakazuwr32 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...
© by Makazuwr32™.
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
- StormSaint373
- Posts: 1801
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- Location: USA, East Ohio
Re: Bandits: Hostile Neutral
That's pushing it. . . But, Ok
Done.
The most powerful dragon in the land! Literally
Done.
The most powerful dragon in the land! Literally
Last edited by StormSaint373 on Tue Sep 04, 2018 7:48 pm, edited 1 time in total.
Beware the calm before the Tempest. . .