Discussing unit and other concepts — ARCHIVED

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makazuwr32
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Re: Discussing unit and other concepts

Post by makazuwr32 »

I think gnomes up to the 1900 year but otherwise as said hyachintho.
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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Tankhead
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Re: Discussing unit and other concepts

Post by Tankhead »

Can mountain lions go with dwarves?
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makazuwr32
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Re: Discussing unit and other concepts

Post by makazuwr32 »

Ugh... i don't actually like idea of putting to dwarves without subraces anything non-dwarfish right now.

Even gnomes and their inventions are subrace.
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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Tankhead
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Re: Discussing unit and other concepts

Post by Tankhead »

Ah ok but ill bring it up another time
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Re: Discussing unit and other concepts

Post by makazuwr32 »

@Savra
About so called "anti armored units" you so suggest:
Why i don't like this idea:
1. How must anti armor unit act against drake knight? It is flying unit after all and i can't imagine how enemy with club or hammer can get that thing in the air.
2. What amount of armor makes unit "armored"?
3. Some units before unit upgrades have one amount of armor and after they have another (uruks for example). How they must be affected? Whole line or only those units who have set amount of armor?
4. We have already lots ways of dealing with armored units:
4.1. Offensive magic ignores any armor;
4.2. Disarmor spell (i want to make it to bypass spell resistance);
4.3. ALL units have their weaknesses and just use against them units with bonus damage.

That is why i don't like anti armored units (units with bonus to armored units) idea.

BUT unit which ignores enemy armor at all upon hit is different and can be discussed if explaned why that unit ignores armor.
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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Savra
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Re: Discussing unit and other concepts

Post by Savra »

I was referring to mace men and their abilities. It's probably an anti heavy infantry or something.
Last edited by Savra on Sun Oct 14, 2018 7:25 pm, edited 1 time in total.
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makazuwr32
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Re: Discussing unit and other concepts

Post by makazuwr32 »

Still no.

I would prefer armor ignoring units.
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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Savra
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Re: Discussing unit and other concepts

Post by Savra »

That's what I meant. Like mace men from Aos.
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makazuwr32
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Re: Discussing unit and other concepts

Post by makazuwr32 »

In aos only flail soldier ignores armor.
Maceman just has bonuses to wide amount of units. Mainly to infantries.
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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Savra
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Re: Discussing unit and other concepts

Post by Savra »

Hmm, then thats what I meant.
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Tankhead
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Re: Discussing unit and other concepts

Post by Tankhead »

Can we discuss

Gnomes
Dwarves
Frost fire clan

Like the pros and cons
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Re: Discussing unit and other concepts

Post by Tankhead »

Right now

Gnomes
Procs (+):
Mechanical units all are unaffected by many enemy spells;
Air units & air transport;
Superior siege units (even better in terms of damage than trebushet with higher speed and health but also with lower range);
Unique casters who can heal mechanical units and buildings, support them or instead debuff enemy buildings;

Cons (--):
All units are costly (4+ turns cost all);
Needs to be researched first;
Need separate buildings;
All units are producable only in factories/mega buildings;
All units are unaffected at all by dwarven blacksmith upgrades and they have their own line of upgrades (alas some of units are affected by gunpowder upgrades);
Mechanical units are unaffected by runes and support spells as well;
Many mechanical units are vurable to siege killers;
Some of their land units can't be transported via their zeppelin carrier.

Frostfire
Procs (+):
Powerful cavalry.
Many units will have either "Burning weapon" or "Chilling weapon" passive effect.
Offensive magic
Summons
Giants
Elementals

Cons (--):
High cost
Some units are unaffected by dwarven blacksmith upgrades
All units are unaffected by rune and glyph upgrades.
Needs to be researched first
Need separate buildings
Low armor on some units
Most units are melee and few ranged ones have low range.

Dwarves
Procs (+):
Support
Armor
Buildings

Cons (--):
Air

This is how it suppose to be in the future for now
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Savra
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Re: Discussing unit and other concepts

Post by Savra »

I think dwarves can get away with using golems if we say they are powered by ruins?
Makes sense and we can add the mithiril golem to the mithiril guard pack.
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makazuwr32
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Re: Discussing unit and other concepts

Post by makazuwr32 »

Golems are gnomish units, not dwarven ones.
Mithril golem is already part of golem pack.

But no runes for golems.
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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Savra
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Re: Discussing unit and other concepts

Post by Savra »

Fine.
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Tankhead
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Re: Discussing unit and other concepts

Post by Tankhead »

It would be nice however if dwarves had some form of golem since they can make them
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Re: Discussing unit and other concepts

Post by StormSaint373 »

Beware the calm before the Tempest. . .
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makazuwr32
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Re: Discussing unit and other concepts

Post by makazuwr32 »

Who said that? Dwarves are not so good inventors to make mechanical golem.
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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StormSaint373
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Re: Discussing unit and other concepts

Post by StormSaint373 »

You'd be surprised.

They are quite adept at crafting peculiar creations. Golems are NO exception

If they can make cannons, mortars, and guns, what stops them from making dwarves from making Golems, they aren't as technology advanced.
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makazuwr32
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Re: Discussing unit and other concepts

Post by makazuwr32 »

Alex said that they can't in our lore. They already can make guns and that is actually huge advancement.
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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StormSaint373
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Re: Discussing unit and other concepts

Post by StormSaint373 »

Would you direct me as to where to read about the lore of AoF?

I need to do so to fully understand the parameters as to what to support, suggest, or base campaigns/ skirmishes off of.
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Tankhead
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Re: Discussing unit and other concepts

Post by Tankhead »

That's still being discuss as is the world map Brave was working on

In discord
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Tankhead
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Re: Discussing unit and other concepts

Post by Tankhead »

And actually it would be nice if someone wrote a backstory for races like how brave did with Warfell
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Re: Discussing unit and other concepts

Post by StormSaint373 »

Umm, I don't have discord. Little access to WiFi.
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Tankhead
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Re: Discussing unit and other concepts

Post by Tankhead »

Regardless no one has written a backstory to them yet
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Re: Discussing unit and other concepts

Post by Tankhead »

@Savra you think Subs should be up there?

Warfell
Knighthood of Aurora Argentum
Imperials

Demons
Veil

Moon elves
Sun elves

Gnomes
Fire frost clan

Uruks

I might be missing some idk
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Re: Discussing unit and other concepts

Post by StormSaint373 »

Tankhead wrote: Tue Oct 16, 2018 5:23 pm Regardless no one has written a backstory to them yet
I have written up backstory. Didn't you put it on Instagram?

Races: Hobgoblins/ Bugbears expansion
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Lynx Shafir
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Re: Discussing unit and other concepts

Post by Lynx Shafir »



Races: Hobgoblins/ Bugbears expansion
They won't be sub!

Even they roles aren't fixed yet.
(as pure mellé between goblin and ork no needed - can't add anything what orks need - Neither logically, nor for balance shouldn't be stronger than ork-not saying trolls)
So why? Just for that to can say "we have bugbears too" -
Orks already cover that, What this cud bring in.

Even if add them just few 3-4.
For What u have a goblin u don't need a hodgegoblin"

Can go for Tavern or for bandits -
For story - "they were excelled or left their kind bcoz are half breed../
Simple didn't get along with orks
They rivalise! Don't ally up.

Expanding in troll line may be a better choice.
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Tankhead
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Re: Discussing unit and other concepts

Post by Tankhead »

@StormSaint373 Do you have a flag/shield?
I may Have missed it cause I couldn't find it
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Re: Discussing unit and other concepts

Post by StormSaint373 »

Alright, alright, ALRIGHT!!!

Sheesh, just a misunderstanding.

I thought that goblinoids were there to their own subrace, They aren't orcs you know.

Hobs and Bugbears are goblinoids, and were to be added as goblinoid combatants.

Now... Are goblins their own subrace or no?
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