Scalefolk rework

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SirLuciano
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Re: Scalefolk rework

Post by SirLuciano »

Alexander82 wrote: Sun Feb 02, 2020 4:40 pm for hobgoblins I was considering to change the skrill rider to a serpentine dragon-like creature
So just remove the feet of the skrill and add fangs
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Alexander82
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Re: Scalefolk rework

Post by Alexander82 »

I have something in mind already :D
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Re: Scalefolk rework

Post by General Brave »

Wondering what do we need or missing.
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Savra
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Re: Scalefolk rework

Post by Savra »

Merchant or "hunter", plus some unit images.
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Last edited by Savra on Mon Aug 31, 2020 2:40 pm, edited 1 time in total.
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General Brave
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Re: Scalefolk rework

Post by General Brave »

Very well.
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Savra
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Re: Scalefolk rework

Post by Savra »

Still working on the other forms but here's 2.
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SirLuciano
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Re: Scalefolk rework

Post by SirLuciano »

Noice
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Re: Scalefolk rework

Post by General Brave »

The shift shifter I assume.
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Savra
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Re: Scalefolk rework

Post by Savra »

Yes, I might add another form to the list too.
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Re: Scalefolk rework

Post by Savra »

Dilo form.
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Savra
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Re: Scalefolk rework

Post by Savra »

This new form.
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Puss_in_Boots
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Re: Scalefolk rework

Post by Puss_in_Boots »

The rex needs a size increase (nicely done with the quills). The rest need to shrink down a bit.
OLÉ
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Savra
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Re: Scalefolk rework

Post by Savra »

Btw, I'm updating the lizardmens images so that they aren't so big. Plus somewhat of a design change too.
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Re: Scalefolk rework

Post by Savra »

This is just one of them, but this is the general new look.

I decided to fuse the shielder and spearmen of the lizardmen together to make it more flavorful, also I believe that instead of having 2 range for scaledfolk spearmen, they could have a tech that costs 6-8 turns that enables them to throw their spears, with bonuses (possibly halved though) with 3 rng. But a cool of 3-2 turns. Could require a ranged tech. (being that most their ranged units have improvised ranged weapons we could just pair it with that.)
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Savra
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Re: Scalefolk rework

Post by Savra »

Updated. Moved shield.

Also we could make lizardmen shielders have the same defence as elves or just a tad bit higher.
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Alexander82
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Re: Scalefolk rework

Post by Alexander82 »

This one wouldn't be a anti cavalry unut but a normal infantry though.
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Re: Scalefolk rework

Post by Savra »

Hmm, that could work.
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Re: Scalefolk rework

Post by Savra »

Alexander82 wrote: Sat Mar 14, 2020 9:36 am This one wouldn't be a anti cavalry unut but a normal infantry though.
Course we could also just give it less bonuses toward cavalry, I noticed that the spearmen in game do have a difference in bonuses from eachother, so we could give it 8 attack but with like 50% bonus to cavalry. Making it more of a shielder then an anti cavalry unit.

Anyway, here's some more. I also changed the kobalds eyes to black being that some reptiles do have all black eyes.
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Kobald savage.png
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Kobald darter.png
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Kobald ghost warrior.png
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kobald slinger.png
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Kobald spearmen.png
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Kobald Stalker.png
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Kobald welp.png
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kobald witchdoctor.png
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monitor rider.png
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Komodo rider 2.png
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Last edited by Savra on Sun Mar 15, 2020 3:50 am, edited 1 time in total.
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Alexander82
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Re: Scalefolk rework

Post by Alexander82 »

I'm already planning different roles for spears, pikes and halberds, that might mean that some units might require some weapon change (or they might just need a new unit to take up a certain role)

in general I'd like more variety of bonuses based on weapon choice
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Savra
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Re: Scalefolk rework

Post by Savra »

That sounds good.

Anyway, here's the new look for the draconians, at least some of them.

Also some others.
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kobald Tlamanih.png
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Lizardmen Hunter 2.png
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Draconian Shielder 2.png
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Draconian General 2.png
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Ragnar
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Re: Scalefolk rework

Post by Ragnar »

Savra wrote: Sun Mar 15, 2020 3:51 am That sounds good.

Anyway, here's the new look for the draconians, at least some of them.

Also some others.
as I understand it, the gnomes are almost complete and you are engaged in undead, but can we hope that a new balance of lizards will be introduced before the end of summer?
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Re: Scalefolk rework

Post by Savra »

Hopefully, but I wouldn't know, it depends on how long the dwarves will take, they still are getting units and techs figured out and they still need a proper navy plus siege equipment. Scaledfolks are the last on the list to be done, but I'll probably have a majority of the images here ready when the time comes for them to pick and choose what's getting in for them.
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Re: Scalefolk rework

Post by makazuwr32 »

Ragnar wrote: Sun Mar 15, 2020 5:34 am
Savra wrote: Sun Mar 15, 2020 3:51 am That sounds good.

Anyway, here's the new look for the draconians, at least some of them.

Also some others.
as I understand it, the gnomes are almost complete and you are engaged in undead, but can we hope that a new balance of lizards will be introduced before the end of summer?
probably no, sorry.
For dwarves we need next things to do:
1. Casters
2. Siege
3. Air (at least 1-2 units)
4. Defenders (sub)
5. Slayers (sub)
6. Gnomes (sub)
And we are waiting for implementation of next things:
1. runes for dwarves (we will need to discuss later runes for defenders and slayers subs)
2. Gold mines - special building that will increase production speed and produce money couriers.

Also we are working at the same time on undeads. We need for undeads next things:
1. The Veil (sub)
2. New mechanic for raising dead (upgradable "raise dead" spell that will allow to raise more powerful skeletons - armored and golden variants)
3. Monster skeletons - alternate variant for all corpse skeletons, probably on the same level as golden skeletons but with different function
4. Proper siege for undeads. Currently they have no actual siege units.
5. Some balance after implementation of all things above.

And after that we are going to work on big global update for Buildings/construction.
currently it is rather unbalanced when one race (undeads) have for their mega building 500 hp while others (humans, dwarves) have 2250/2000 hp. Same for factories and other buildings.
Another problem that we see is that factories are easily destroyed by regular infantries. it is not realistic that swordman can in 1-2 hits destroy huge building like barracks or tower.
This update also will make walls and siege much more useful.

Alex also wants to change mechanic of infantry melee units (i do not like this idea for now). Under discussion.

and only after that i think we will begin working on scalefolks.
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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Ragnar
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Re: Scalefolk rework

Post by Ragnar »

makazuwr32 wrote: Sun Mar 15, 2020 8:04 am
Ragnar wrote: Sun Mar 15, 2020 5:34 am
Savra wrote: Sun Mar 15, 2020 3:51 am That sounds good.

Anyway, here's the new look for the draconians, at least some of them.

Also some others.
as I understand it, the gnomes are almost complete and you are engaged in undead, but can we hope that a new balance of lizards will be introduced before the end of summer?
probably no, sorry.
For dwarves we need next things to do:
1. Casters
2. Siege
3. Air (at least 1-2 units)
4. Defenders (sub)
5. Slayers (sub)
6. Gnomes (sub)
And we are waiting for implementation of next things:
1. runes for dwarves (we will need to discuss later runes for defenders and slayers subs)
2. Gold mines - special building that will increase production speed and produce money couriers.

Also we are working at the same time on undeads. We need for undeads next things:
1. The Veil (sub)
2. New mechanic for raising dead (upgradable "raise dead" spell that will allow to raise more powerful skeletons - armored and golden variants)
3. Monster skeletons - alternate variant for all corpse skeletons, probably on the same level as golden skeletons but with different function
4. Proper siege for undeads. Currently they have no actual siege units.
5. Some balance after implementation of all things above.

And after that we are going to work on big global update for Buildings/construction.
currently it is rather unbalanced when one race (undeads) have for their mega building 500 hp while others (humans, dwarves) have 2250/2000 hp. Same for factories and other buildings.
Another problem that we see is that factories are easily destroyed by regular infantries. it is not realistic that swordman can in 1-2 hits destroy huge building like barracks or tower.
This update also will make walls and siege much more useful.

Alex also wants to change mechanic of infantry melee units (i do not like this idea for now). Under discussion.

and only after that i think we will begin working on scalefolks.
that is, Alexander completely wants to change the entire mechanics of the infantry, and thanks for explaining how the updates are going, I wish good luck to all of you
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Savra
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Re: Scalefolk rework

Post by Savra »

Another redesign.
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Savra
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Re: Scalefolk rework

Post by Savra »

Updated.
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Squirrel5555
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Re: Scalefolk rework

Post by Squirrel5555 »

Draconian general looks more elaborate than the emperor :lol:
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Savra
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Re: Scalefolk rework

Post by Savra »

Hmm, maybe I should go for something less generic, say @Alexander82 would an armoured lizardmen and draconian work in place of simple shielders? Then we can just paid their upgrade up with the turtlemens ones and call it either hardened scutes or something.

Btw, by armoured I mean natural armour similar to an anklysaur.
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Savra
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Re: Scalefolk rework

Post by Savra »

These basically.
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Savra
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Re: Scalefolk rework

Post by Savra »

Updated.
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