Scalefolk rework
Re: Scalefolk rework
Updated.
- Attachments
-
- Draconian javelineer.png (2.06 KiB) Viewed 2506 times
-
- Draconian spearmen.png (2.05 KiB) Viewed 2512 times
Last edited by Savra on Mon Sep 02, 2019 4:43 pm, edited 1 time in total.
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Scalefolk rework
I would prefer for nagas to be sort of merlocks - high speed in water and low speed (1 or at max 2) on land, also inability to move through forests.
Lizardmen should be sort of skeleton pirates but with a bit lower speed in water than on land.
That is my idea alas.
Lizardmen should be sort of skeleton pirates but with a bit lower speed in water than on land.
That is my idea alas.
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™.
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Scalefolk rework
Btw all images should be oriented facing the right side.
Noe they will flip when moving
Noe they will flip when moving
Age of Fantasy design leader
Re: Scalefolk rework
All the images I posted or just the draconians?
Because I did them all just in case.
Because I did them all just in case.
- Attachments
-
- Savage lizardmen.png (2.39 KiB) Viewed 2484 times
-
- Kobald spearmen.png (1.38 KiB) Viewed 2484 times
-
- kobald witchdoctor.png (1.19 KiB) Viewed 2484 times
-
- monitor rider.png (1.65 KiB) Viewed 2484 times
-
- Draconian shielder.png (2.23 KiB) Viewed 2493 times
-
- Draconian spearmen.png (2.08 KiB) Viewed 2493 times
Last edited by Savra on Mon Sep 02, 2019 11:46 pm, edited 1 time in total.
- Puss_in_Boots
- Posts: 3209
- Joined: Fri Apr 21, 2017 1:23 am
- Location: New Jersey
Re: Scalefolk rework
So set them all to face right.
- Attachments
-
- Lizardmen hunter.png (1.89 KiB) Viewed 2485 times
-
- Kobald welp.png (1.01 KiB) Viewed 2485 times
-
- Kobald darter.png (1.04 KiB) Viewed 2485 times
-
- Lizardmen archer.png (2.39 KiB) Viewed 2485 times
-
- Komodo rider.png (2.12 KiB) Viewed 2485 times
-
- Fire salamander.png (2.64 KiB) Viewed 2485 times
-
- Lizardmen Clubber.png (2.18 KiB) Viewed 2485 times
-
- Lizardmen spearmen.png (2.4 KiB) Viewed 2485 times
-
- Naga reefhunter.png (2.06 KiB) Viewed 2485 times
Re: Scalefolk rework
Btw, if anyone still wants the drake peak to keep its ability to summon a random drake, (if you don't know what I'm talking about read the drake peak topic) Its up for debates. Since it was originally supposed to be built only by the golden dragons.
There are about 5 drakes that the tower was able to summon similar to the grave digger summon corpse ability.
There are about 5 drakes that the tower was able to summon similar to the grave digger summon corpse ability.
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Scalefolk rework
Drakes aren't actually powerful, their attack is low like the wolf and have no bonuses, the only thing that's special is that they fly, they have vanishing too. Some have special abilities and the silver one is still debatable.
Their original stats are here:http://www.ageofstrategy.net/viewtopic.php?f=119&t=5064
Actually their weaker then wolves.
Their original stats are here:http://www.ageofstrategy.net/viewtopic.php?f=119&t=5064
Actually their weaker then wolves.
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Scalefolk rework
Actually can't say that they are weaker than wolves:
1. Same hp and attack as wolves have;
2. Have flying;
3. Most of them exept basic one have some sort of ability;
4. Vanishing 6.
1. Same hp and attack as wolves have;
2. Have flying;
3. Most of them exept basic one have some sort of ability;
4. Vanishing 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™.
Re: Scalefolk rework
True, but you could kill them with archers as fast as wolves, besides that the gold Dragon is only able to build the drake peak, and we are going to rebalance them anyway too. If anything, I only added the brown one anyway to the list of units so we can just simply scratch the rest out and stick with that and worry about it later when the race gets their new stats.
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Scalefolk rework
In general I don't like that concept.
I prefer to leave vanishing only for no-sacrifice summons of spellcasters.
Any kind of building that make drakes or dragons should actually produce them.
I prefer to leave vanishing only for no-sacrifice summons of spellcasters.
Any kind of building that make drakes or dragons should actually produce them.
Age of Fantasy design leader
Re: Scalefolk rework
Hm, noted. How about the lizardmen priest unit? Give him the drake summon ability? (Brown drake only.)
The drake peak was originally designed to act like the scaledfolk version of the wolfden since their towers aren't actually the best. It seemed to be fine considering you wanted them to be somewhat like elves but the melee counterpart.
Updated wings on this guy a bit.
The drake peak was originally designed to act like the scaledfolk version of the wolfden since their towers aren't actually the best. It seemed to be fine considering you wanted them to be somewhat like elves but the melee counterpart.
Updated wings on this guy a bit.
- Attachments
-
- Draconian Dragonborn.png (2.37 KiB) Viewed 2409 times
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Scalefolk rework
There is no need for a dragon summoning spell when you have multiple dragon units.
Also no specific dragon is now approved (I will decide after dwarven implementation) so you can propose various options and I'll check them one by one.
Also no specific dragon is now approved (I will decide after dwarven implementation) so you can propose various options and I'll check them one by one.
Age of Fantasy design leader
- Puss_in_Boots
- Posts: 3209
- Joined: Fri Apr 21, 2017 1:23 am
- Location: New Jersey
Re: Scalefolk rework
Quetzal is definitely not going in for dwarves, and as a flying serpent it is technically dragon enough to be "this race's dragon."
Please?
Please?
OLÉ
Re: Scalefolk rework
Wait what? For dwarves? That's absurd, they would have no use for it.
Btw, I plan to change the monitor rider and the welp over to the amphibious kobalds and give the monitor rider a spear instead of a stone axe. Reason being is because I don't want to make a Naga laborer when we can simply make a kobald welp that can swim, since they can already build some of their structures on water it just makes sense. The other reason is because I will make flying forms of all the non-amphibious kobalds and the monitor rider would not need it. Flying kobalds have low attack and can't capture buildings while in flight, it also requires research for this ability and they have No bonuses in flight form.
Btw, I plan to change the monitor rider and the welp over to the amphibious kobalds and give the monitor rider a spear instead of a stone axe. Reason being is because I don't want to make a Naga laborer when we can simply make a kobald welp that can swim, since they can already build some of their structures on water it just makes sense. The other reason is because I will make flying forms of all the non-amphibious kobalds and the monitor rider would not need it. Flying kobalds have low attack and can't capture buildings while in flight, it also requires research for this ability and they have No bonuses in flight form.
- Attachments
-
- New monitor rider
- monitor rider.png (1.92 KiB) Viewed 2335 times
-
- New welp
- Kobald welp.png (1.02 KiB) Viewed 2336 times
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Scalefolk rework
Who said that?Puss_in_Boots wrote: ↑Thu Sep 05, 2019 1:26 am Quetzal is definitely not going in for dwarves, and as a flying serpent it is technically dragon enough to be "this race's dragon."
Please?
Age of Fantasy design leader
Re: Scalefolk rework
Tried to make it more like a megalania, but it looks more like a salamander so I'll just settle for magma drake rider.
Also reworked the monitor rider.
Plus, the Cuachic.
Also reworked the monitor rider.
Plus, the Cuachic.
- Attachments
-
- Draconian clubber.png (1.99 KiB) Viewed 2265 times
-
- monitor rider.png (1.94 KiB) Viewed 2268 times
-
- Magma drake rider.png (2.73 KiB) Viewed 2268 times
- Puss_in_Boots
- Posts: 3209
- Joined: Fri Apr 21, 2017 1:23 am
- Location: New Jersey
Re: Scalefolk rework
I think we have more than enough draconian melee. We should try reworking structures.
OLÉ
Re: Scalefolk rework
I do have 1 more but I guess your right, (can't think of what to do with it.) The only structures I see us needing right now is the Naga den, Dragons perch, Shamans circle, and Draconian lair. I think scaledfolk should use a lot of traps, since their defences are poor. I'll see what I can do, plus I'll finish up the other units too.
Re: Scalefolk rework
Updated lamia.
Also added a the occupied part of the hunters hut.
Also added a the occupied part of the hunters hut.
- Attachments
-
- Hunters hut.png (2.35 KiB) Viewed 2218 times
-
- Lamia.png (3.6 KiB) Viewed 2218 times
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Scalefolk rework
I think 1-2 traps will be enough.
Also i am thinking to give them some quite tough tower (when compared to their current ones).
Also i am thinking to give them some quite tough tower (when compared to their current ones).
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™.
Re: Scalefolk rework
Dragons perch.
2 traps should be fine, poison pit and pungi trap.
Also stronger tower could simply be the fort since it looks close enough to the original design and Aztecs and other mesa-American tribes did have them in places that needed better defences. Just remove its production capabilities and it should be fine.
2 traps should be fine, poison pit and pungi trap.
Also stronger tower could simply be the fort since it looks close enough to the original design and Aztecs and other mesa-American tribes did have them in places that needed better defences. Just remove its production capabilities and it should be fine.
- Attachments
-
- Dragons perch.png (1.63 KiB) Viewed 2209 times
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Scalefolk rework
Fort visually can fit. Alas stats should be revised.
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™.
Re: Scalefolk rework
Yes, definitely.
Shamans circle.
Nagas den.
Draconian lair.
Shamans circle.
Nagas den.
Draconian lair.
- Attachments
-
- Draconian lair.png (1.43 KiB) Viewed 2174 times
-
- Nagas den.png (1.07 KiB) Viewed 2175 times
-
- Shamans circle.png (999 Bytes) Viewed 2206 times
Re: Scalefolk rework
Gorgon, Acid spitter, Naga Shrieker.
- Attachments
-
- Gorgon.png (3.41 KiB) Viewed 2166 times
-
- Snakemen acid spitter.png (2.05 KiB) Viewed 2166 times
-
- Naga Shrieker.png (1.96 KiB) Viewed 2166 times
Re: Scalefolk rework
Updated.
12 more unit and building images left. (Others are already fine, the ones that don't have images that is.)
12 more tech images. (Actually theirs a bit more but I don't plan on doing them yet till I'm done with the dwarves runes and blacksmith techs.)
Added devourer, who could be brighter. Lizardmen priest, lizardmen sergeant.
12 more unit and building images left. (Others are already fine, the ones that don't have images that is.)
12 more tech images. (Actually theirs a bit more but I don't plan on doing them yet till I'm done with the dwarves runes and blacksmith techs.)
Added devourer, who could be brighter. Lizardmen priest, lizardmen sergeant.
- Attachments
-
- Devourer.png (1.51 KiB) Viewed 2154 times
-
- Lizardmen priest.png (2.2 KiB) Viewed 2154 times
-
- Lizardmen sergeant.png (2.47 KiB) Viewed 2154 times
-
- Naga reefhunter.png (2.05 KiB) Viewed 2164 times
-
- Naga Shrieker.png (1.96 KiB) Viewed 2164 times