Scalefolk rework

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Alexander82
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Scalefolk rework

Post by Alexander82 »

As I told you before locking the old post, we need to remake the race since it was implemented randomly.

I'll start giving the first guidelines about that.

1) no unit upgrades

2) a lot of techs

3) the flavor must be more "primal" (that is also why no upgradesl. Also they are reptiles, not mammals, so no hair on unit images nor breasts or typical mammal features

4) we should have both general techs and subrace related techs that should improve natural traits of the various subraces. Techs wil basically act as an evolving system

5) about dragons we need to have better images and they should be mainly seen as normal units (good stats but not op). Only a few units might be actually very strong. We might have more lesser and cheaper dragons and less stronger.

6) they shouldn't rely too much on magic
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Re: Scalefolk rework

Post by makazuwr32 »

So they will be sort of wilder elves.
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: Scalefolk rework

Post by Alexander82 »

You got the point!

The concept I had was to make them the melee counterpart for elves
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Re: Scalefolk rework

Post by makazuwr32 »

I have no ideas for techs/units tho so i will wait here for other suggestions.
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: Scalefolk rework

Post by Tankhead »

Camouflage - certain lizardmen and snakemen go invisible 1 - 2 turns, moderate to high Cd

Kobolds involve into high kobold where Kobolds have wings and Can fly ( flying is an ability and has Cd )

Snakemen able to have dodge %

Lizardmen gets another tougher scales tech

Snakemen able to swim

Sturdy/durable weapons - all units get a weapon upgrade increasing attack

Enhance sight - lizard men or snakemen can see invisible units

Unlock dragon - if we are gonna increase dragons I say certain ones need unlocking ( min 2, max 4 )

Hunt - certain amount of komodo dragons around eachother other gives a speed and atk boost ( +1 sped, +3 attack )
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Re: Scalefolk rework

Post by makazuwr32 »

Tankhead wrote: Tue Mar 26, 2019 1:33 pm Kobolds involve into high kobold where Kobolds have wings and Can fly ( flying is an ability and has Cd )
Alexander82 wrote: Tue Mar 26, 2019 9:07 am 1) no unit upgrades
Tankhead wrote: Tue Mar 26, 2019 1:33 pm Sturdy/durable weapons - all units get a weapon upgrade increasing attack
Alexander82 wrote: Tue Mar 26, 2019 9:07 am 3) the flavor must be more "primal" (that is also why no upgradesl. Also they are reptiles, not mammals, so no hair on unit images nor breasts or typical mammal features
@Skelegonsans please look into this topic.
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: Scalefolk rework

Post by Tankhead »

1. Its not a unit upgrade
Its a mutation that gives you an ability:
Flight and has CD

2. Primal or not you can still upgrade primal weapons.
For example a sharp stick
You could upgrade it to where it has a sharp stone with a vine around it
Its still primal but its upgraded
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Re: Scalefolk rework

Post by Lynx Shafir »

Also can we work with shamanic and nature magic?
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Re: Scalefolk rework

Post by General Brave »

Well whatever more there is.
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Re: Scalefolk rework

Post by Alexander82 »

Lynx Shafir wrote: Sat Mar 30, 2019 10:02 am Also can we work with shamanic and nature magic?
yes but only minor for now
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Re: Scalefolk rework

Post by LordOfAles »

What would happen to current units in the game? Conjurer and Pristess for example heavily rely on magic. Is it possible to completely change unit's image and json without removing it from the game?
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Re: Scalefolk rework

Post by makazuwr32 »

Conjurer must definately be changed/replaced because it is 1. Unique (and alex doesn't want any unique units) 2. It is too powerful in terms of spells.
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: Scalefolk rework

Post by Midonik »

What should be the biggest strengths and weaknesses of this race in your opinion Alex?
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Re: Scalefolk rework

Post by makazuwr32 »

Alexander82 wrote: Tue Mar 26, 2019 11:12 am You got the point!

The concept I had was to make them the melee counterpart for elves
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: Scalefolk rework

Post by Midonik »

I shouldn't take that too literally I guess. Cause you ain't gonna give them 4 speed, dodges and low armor on close to every unit eh? Also elfs are kinda based on magic too so that out.
But like - weak cav, weak ranged (as they are melee counterpart), not very good buildings, some posion, good melee. Some slow high cost tanks. No unit upgrades, instead ones increasing stats/giving abilities. Some what nature magic. Primal. That's why they are melee elfs? + Dragons
But still - the elfs rely on speed and dodges for survabilty. I can't really see any big reptiles, maybe besides snakes (they aren't acctualy specialy fast in moving - human is faster than normal snake, but can make a fast attack so like dodge counter definitely), being so agile. Armor, at the other hand, because of scales, would make sense. Is that what we are going for?
Also do we keep water walk on everything besides kobolds (spearmen can still walk on water or its finally changed?)?
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Re: Scalefolk rework

Post by Alexander82 »

I meant as a playstile. Fast units, no upgrades and tech based
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Re: Scalefolk rework

Post by Puss_in_Boots »

i like this reworked structure, and I definitely agree scalefolk were rushed. Also I do not support lizards riding a horse like a nobleman.
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Re: Scalefolk rework

Post by Alexander82 »

I guess there are better options for them
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Re: Scalefolk rework

Post by Puss_in_Boots »

I figure if they're gonna have fast striking units, it makes more sense to have them cooperate with fast moving scaled beasts than to mount unto them. If they're going to be carried around anyway it might as well be in reptilian ways such as the mouth for crocodiles. The reason people mount on horses is because it's not going to do much on it's own, but war elephants weren't always mounted because they did well on their own.
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Re: Scalefolk rework

Post by Alexander82 »

I think it is a good approach
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Re: Scalefolk rework

Post by godOfKings »

say, will the komodo dragons and lizards riding them still stay? the lizard i drew was so well, i would b sad if it was discarded :(
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Re: Scalefolk rework

Post by makazuwr32 »

I hope they will stay. Alex also liked their look initially.
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Re: Scalefolk rework

Post by Alexander82 »

Lizard-on-a-lizard is ok
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Re: Scalefolk rework

Post by Savra »

So how exactly would the new units look?

Would they be kinda like these? (Ones a kobald, the other are lizardmen.)
Image
Image

Also, tribal society's usually made weapons from bone, stone, and even obsidian so maybe that might be an idea for weapon upgrades.
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Re: Scalefolk rework

Post by Savra »

Some ideas for weapons and some unit classes based off of Aztecs warfare:
https://en.m.wikipedia.org/wiki/Aztec_warfare
Snakemen:
http://ancientmilitary.com/egyptian-weapons.htm
Could be helpful, lots of useful stuff.


This should be all from me for now, I like the idea of scaledfolks being changed into a more primal race, but I don't know what Alexander plans for units (redesigns and all) so I'll wait till their done before I start suggesting anything more.

If I remember correctly from reading the old topic, their unit structure was kinda like orcs:

Kobalds were like lowly goblins

Lizardmen were like the basic orcs

Snakemen would be kinda like the trolls but not as heavy hitters but as specialized units

Draconians were like uruks being practically demigod because they are pretty much part Dragon

They would use reptilian creatures like elves use mystical creatures.

This new addition of playstyle pretty much mixes orcs and elves together and if lizardmen can move through water with the research of a certain tech then you can throw undead in the mix as well.

So in the end they are a blend of 3 races pretty much, all making the 1 scaledfolk race that you, and most of us originally saw before the one that seems like something out of a mod got in?

Am I correct in all this? If so then I might have plenty ideas that could work that might set it back into the original idea. Most of which would remove most of the dragons abilities and make them more like the normal dragons, we could keep most the buildings (some would need redrawing and editing to look more primal) as for units structure they could be based on how the Aztecs based the soldiers ranks (They were a warrior society after all) kobalds would be at the bottom, lizardmen and snakemen would be in between and the highest ranks would be the draconians. Priestess could be replaced with a witchdoctor. I could probably offer a better suggestion after more research on both scaledfolks topic of old, and primitive society.
Last edited by Savra on Sun Sep 01, 2019 3:53 pm, edited 1 time in total.
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Re: Scalefolk rework

Post by Savra »

An example:

Equipped with a leather shield with decorative feathers, and a Tlaximaltepoztli or basically tomahawk.

@Alexander82 would this be along the lines of what your looking for?

(It is not an upgrade but a replacement of the kobald warrior.)
Attachments
Snakemen Kopesh warrior.png
Snakemen Kopesh warrior.png (2.48 KiB) Viewed 9647 times
Lizardmen Clubber.png
Lizardmen Clubber.png (2.2 KiB) Viewed 9677 times
Lizardmen spearmen.png
Lizardmen spearmen.png (2.4 KiB) Viewed 9677 times
Komodo rider.png
Komodo rider.png (2.15 KiB) Viewed 9704 times
Lizardmen archer.png
Lizardmen archer.png (2.39 KiB) Viewed 9708 times
kobald Tlamanih.png
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Last edited by Savra on Sun Sep 01, 2019 4:17 pm, edited 4 times in total.
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Re: Scalefolk rework

Post by Puss_in_Boots »

If they're going to be Meso-American based, I want Quetzalcoatl (A god that's usually a feathered flying lizard) to be their super unit instead of all the current dragons. If not, I still want a unit based off Quetzalcoatl. :P

But honestly that's an amazing redesign.
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Re: Scalefolk rework

Post by makazuwr32 »

Quetzacoatl actually is nice idea for super unit like hydra.
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Re: Scalefolk rework

Post by Savra »

We could have the Quetzacoatl could be a mount for a lizardmen, like a Griffin rider. I'll try and do some more like that mostly what I'm looking at is something around:
Units:(42 in all)
Kobalds: (7)
Image
Kobald Tlamanih:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:


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Kobald slinger:
Desc:
Trains:
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Image
Kobald darter: (armed with a blow gun)
Desc:
Trains:
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Image
Monitor rider:
Desc:
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Kobald broodguard:
Desc:
Trains:
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ImageImage
Kobald witchdoctor: (main healer)
Desc:
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Kobald welp: (main builder)
Desc:
Trains:
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Mend:
Arm:
P.arm:
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Bonuses:

Lizardmen:(10)
Image
Lizardmen Tepoztōpīlli: (stronger spearmen)
Desc:
Trains:
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Hp:
Atk:
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Lizardmen Cuextecatl: (Shielder)
Desc:
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Komodo rider:
Desc:
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Lizardmen headhunter: (skirmisher)
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Lizardmen clubber: (mace men unit)
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Lizardmen Hunter: (archer)
Desc:
Trains:
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Lizardmen Huitznahuatl: (support)
Desc:
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Turtlemen:
Desc:
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Image
Salamander Fireslinger:
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Lizardmen tiachcahuan: (sergent like unit)
Desc:
Trains:
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Snakemen:(7)
Image
Snakemen blademaster:
Desc:
Trains:
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Snakemen Spearmen:
Desc:
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Gorgon: (offensive caster)
Desc:
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Image
Lamla: (not the spell happy one but one that just has an enchanted weapon with lifelik and made to fight mages like a hamletback sorta)
Desc:
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Image
Naga reefhunter: (main sea unit)
Desc:
Trains:
Cost:
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Image
Naga shrieker: (has scream ability)
Desc:
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Image
Acid spitter (anti building unit)
Desc:
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Gatormen: (3)

Gatormen harpoonist:
Desc:
Trains:
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Bonuses:
Abilities:

Gatormen Gutter:
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Gatormen Grappler:
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Draconian:(7)
Image
Draconian Dragon warrior: (shielder)
Desc:
Trains:
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Abilities:

Image
Draconian Javelineer:
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Draconian Papalotl: (spearmen)
Desc:
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Image
Draconian Cuachic (macemen unit)
Desc:
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Image
Draconian Dragonborn: (flying unit with sword like weapon)
Desc:
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Bonuses:
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Image
Magma drake rider: (elite cavalry)
Desc:
Trains:
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Bonuses:
Abilities:

(All draconians but the dragonborn, can't fly. They can all enchant their weapons with fire. Have low armour. [similar to uruks somewhat] Have own techs, which do require some of the lizardmens and kobalds techs first. They have good health to compensate for lack of defence.)

Dragons:(7)
Image
Black Dragon: (no auras, anti air unit like eagle.)
Desc:
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Image
Red Dragon: (has fire ball and that's it. No auras)
Desc:
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Image
Gold Dragon: (can build still)
Desc:
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Image
Devourer: (has eat corpse and lifelink passive but no aura)
Desc:
Trains:
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Abilities:

Grey dragon: (somewhat like ettin, remove all auras and spells)
Desc:
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Bonuses:

Image
Acid Dragon: (has Acid breath with same cool as dragonbreath, no and but longer range. No auras or other spells.)
Desc:
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Abilities:

Image
Sea dragon: (basically like the sea serpent.)
Desc:
Trains:
Cost:
Hp:
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Bonuses:

Other reptiles:(5)
Image
Quetzacoatl:
Desc:
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Komodo: (scout unit)
Desc:
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Image
Wyrm: (battering ram style unit that can dig)
Desc:
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Basilisk: (special)
Desc:
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Image
Hydra: (same as before)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Ships:
Raft:
Desc:
Trains:
Hp:
Atk:
Rng:
Sight:
Spd:
Cap:
Arm:
P.arm:
Res:
Bonuses:

Buildings: (14 in all)
Factories:(8)
Image
Temple: (mega, trains draconians and special reptiles)
Desc:
Produces:
Cost:
Hp:
Atk:
Rng:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Bonuses:

ImageImage
Swamp hut: (trains melee infantry and cavalry)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:

ImageImage
Snake pit: (trains snakemen)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:

Image
Dragons perch: (trains dragons)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:

Image
Draconian lair: (trains draconians)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:

Image
Hunters hut: (trains ranged units)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:

Image
Shamans circle: (trains mages and also works as a blacksmith)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:

Image
Nagas den: (trains nagas and reptilian sea monsters)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:

Fortifications:(8)
Image
Poison tower:
Desc:
Cost:
Hp:
Atk:
Rng:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Bonuses:

Image
Fire tower:
Desc:
Cost:
Hp:
Atk:
Rng:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Bonuses:

Image
Fort:
Desc:
Cost:
Hp:
Atk:
Rng:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Bonuses:

Pallisades:
Desc:
Cost:
Hp:
Sight:
M.bonus:
Arm:
P.arm:

Image
Pallisades gate:
Desc:
Cost:
Hp:
Sight:
M.bonus:
Arm:
P.arm:

Mantle:
Desc:
Cost:
Hp:
Sight:
M.bonus:
Spd:
Arm:
P.arm:
Cap:

Poison pit:
Desc:
Cost:
Atk:
Sight:
Arm:
P.arm:

Image
Punji trap:
Desc:
Cost:
Atk:
Sight:
Arm:
P.arm:

Techs:(16 in all)
Kobalds:(3)
Simple wings: they gain bat like wings and almost all kobalds gain the ability to transform but they have no bonuses and have just 3 attack. Can't capture buildings either.
Cost:

Quick lizards: gain +1 speed so they would have same speed as elves.
Cost:

Feral kobalds: Kobalds gain a attack buff if standing near another kobald.
Cost:

Lizardmen: (1)
Reptilian senses: can now see invisible units.
Cost:

Snakemen:(2)
Snakemen reflexes: 3 levels that just upgrade dodges.
Cost:

Counterstrike: snakemen do full damage on counter.
Cost:

Techs for all:(4)
ImageImageImage
Hardened scales:3 levels. Effects all lizardmen, Snakemen, Nagas, Draconian, and kobalds armour. Gives lizards +2 regeneration, and Draconians regeneration +3, both gain +1regeneration per level.
Cost:

ImageImageImage
Reptilian Ascension: 3 levels. Increases all lizardmen, Snakemen, Nagas, Draconians and kobalds attack.
Cost:

Expert hunters: 3 levels. Gives ranged units +1 range and +25% accuracy.
Cost:

Swift swimmers: requires natural swimmers tech, +1 speed in water for both lizardmen and Nagas.
Cost:

Casters:(2)
Curse: (for gorgon, unlocks basilisk)
Cost:

Poison mist: (for lizardmen Huitznahuatl)
Cost:
They need images, names aren't final, not all units were included, Just some basic ones. What does everyone think? If Makazuwr wants who could supply their stats, lizardmen would be 3 turn and higher units.

If you want I could start separating them for stats and just let everyone fill the blanks in with what looks like the original goal.
Last edited by Savra on Thu Sep 19, 2019 2:36 am, edited 70 times in total.
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Savra
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Re: Scalefolk rework

Post by Savra »

Some others...
Attachments
Kobald spearmen.png
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Kobald welp.png
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Kobald darter.png
Kobald darter.png (1.04 KiB) Viewed 9716 times
Lizardmen hunter.png
Lizardmen hunter.png (1.89 KiB) Viewed 9738 times
Lizardmen hunter.png
Lizardmen hunter.png (1.9 KiB) Viewed 9739 times
Kobald spearmen.png
Kobald spearmen.png (1.34 KiB) Viewed 9796 times
kobald witchdoctor.png
kobald witchdoctor.png (1.18 KiB) Viewed 9797 times
Savage lizardmen.png
Savage lizardmen.png (2.38 KiB) Viewed 9797 times
monitor rider.png
monitor rider.png (1.65 KiB) Viewed 9797 times
kobald slinger.png
kobald slinger.png (1.34 KiB) Viewed 9797 times
Last edited by Savra on Sat Aug 31, 2019 5:38 pm, edited 4 times in total.
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