undead siege

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LordOfAles
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Re: undead siege

Post by LordOfAles » Tue Jul 31, 2018 8:08 pm

Maybe curse buildings with it.
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General Brave
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Re: undead siege

Post by General Brave » Tue Jul 31, 2018 8:14 pm

A Giant floating skull.
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Lynx Shafir
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Re: undead siege

Post by Lynx Shafir » Thu Aug 02, 2018 1:18 pm

Definitely need catapult.

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makazuwr32
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Re: undead siege

Post by makazuwr32 » Thu Aug 02, 2018 1:23 pm

i prefer a bit different one:
Image
Image

Same range as catapult, throws corpses which poisons enemy units, can store inside up to 4 corpses.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
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Lynx Shafir
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Re: undead siege

Post by Lynx Shafir » Thu Aug 02, 2018 1:34 pm

:lol: Of corse is from Warcaft 8-)

Copyright Mak copyright...
I won't draw it...

I prefer the more bone-made design.
Vote?
Last edited by Lynx Shafir on Thu Aug 02, 2018 1:49 pm, edited 1 time in total.
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getfreur
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Re: undead siege

Post by getfreur » Thu Aug 02, 2018 1:39 pm

Give a spell to necromancers that can be used in sieges, like a black tornado or something like that.
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Tankhead
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Re: undead siege

Post by Tankhead » Thu Aug 02, 2018 2:09 pm

A seige that shoots poison? Fitting for undead but thinking outta the box can't they use something else besides poison? Like idk bones that do bonus damage to infantry and maybe some mounted units?
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General Brave
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Re: undead siege

Post by General Brave » Thu Aug 02, 2018 2:18 pm

How about launching units over things.
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Lynx Shafir
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Re: undead siege

Post by Lynx Shafir » Thu Aug 02, 2018 2:28 pm

Need to worth to build it.

Still an old fashioned "I shoot stone but i crush you" catapult is the best.

The poison is too simple.
Black tornado?
How it's working to launch sby?

I'll search further ideas.
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General Brave
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Re: undead siege

Post by General Brave » Thu Aug 02, 2018 2:30 pm

Okay.
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makazuwr32
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Re: undead siege

Post by makazuwr32 » Thu Aug 02, 2018 4:03 pm

I personally like my Gargantuan Zombie idea.
Throws his fellow units into enemies for damage and with bonus against buildings (doubled standart ones)
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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General Brave
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Re: undead siege

Post by General Brave » Thu Aug 02, 2018 4:05 pm

That is someone makes a image.
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Lynx Shafir
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Re: undead siege

Post by Lynx Shafir » Sat Aug 04, 2018 10:12 am

Screaming skulls whit splash damage.
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Tankhead
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Re: undead siege

Post by Tankhead » Sun Sep 02, 2018 8:16 am

Maybe it throws bones in a area and upon hitting units anywhere that a unit isn't in a tile with the affected area it leaves corpses
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Savra
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Re: undead siege

Post by Savra » Sat Oct 12, 2019 4:00 pm

We could make the necromancer be the undeads way of getting most their siege units since most the spells and abilities suggested to it are siege spells based, e.g. Defile, skeleton ball. Why not allow it to summon a laughing skull that acts as the undeads catapult with stats like:
Laughing skull:
Image
Van:3
Requires corpse
Hp:20
Atk:8 poison weapon
Act:3
Rng:5
Sight:7
Spd:2 (can't pass through forests because it's head is too big :lol: )
Arm:0
P.arm:6
Res:0
Abilities:
Launch corpse: rng:7, cool:2, aoe:1, damage:10, poison effect, bonus to buildings, and fortifications.

Bonuses: 100% buildings, and fortifications.

(Not good with bonuses but it's a start.)

That way undead have a more unique way of gaining siege units, they would be faster to get then other races but would be a lot weaker. Might include research of 5 turns for ability though. But it would make more use of the necromancer.

I have the image ready but currently an having problems getting it to respond correctly.
Last edited by Savra on Sun Oct 13, 2019 6:31 am, edited 2 times in total.

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Savra
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Re: undead siege

Post by Savra » Sat Oct 12, 2019 4:50 pm

Here. It's an edit or @Stratego (dev)'s spitting skull.

I could probably make the skulls flaming skulls instead and leave the poison effect for the corpse launch ability.
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StormSaint373
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Re: undead siege

Post by StormSaint373 » Sun Oct 13, 2019 1:09 pm

Plz, no vanishing.

It is tedious enough to try to finagle The Spirit Towers whilst that vanishing bug is in effect.

Not to mention... The bone golem and flesh golem are more than enough for vanishing.
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Savra
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Re: undead siege

Post by Savra » Sun Oct 13, 2019 4:03 pm

I was thinking undead needed more units with vanishing, plus you could build up the units vanishing whilst their in the spirit towers range, just don't move them, put them in water or some other terrain, or put them right next to it. But if others would want this to be a normal ranged siege unit for undead then I'll replace vanishing with a corpse cost of 3-2 maybe.

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makazuwr32
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Re: undead siege

Post by makazuwr32 » Sun Oct 13, 2019 10:38 pm

Undeads are going to gain at least 2 siege units:
Ranged aka giant undead hulk thrower
And
Melee aka Giant rolling skeleton ball
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Savra
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Re: undead siege

Post by Savra » Mon Oct 14, 2019 12:30 am

Think of the giant hulk thrower as the giant marksmen and for orks and the laughing skull as a goblin cannon fodder. That's how this would work in a way.

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makazuwr32
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Re: undead siege

Post by makazuwr32 » Mon Oct 14, 2019 5:43 am

Well if alex will like this.
Alas the way it would be "trainable" will be quite surprising.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Alexander82
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Re: undead siege

Post by Alexander82 » Mon Oct 14, 2019 9:49 am

To be honest I don't really like the image.

I have a few ideas about undead sieges but they will probably be mutually exclusives (e.g. A catapult-like approach and the thrower would overlap a bit so we might consider something in the middle).

I'll stay tuned for other proposals
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Savra
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Re: undead siege

Post by Savra » Mon Oct 14, 2019 2:34 pm

Well, they do need more ranged siege options that don't require a sacrifice to use. Unless something changed on the giant zombie.

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