Empowered necromancy

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makazuwr32
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Empowered necromancy

Post by makazuwr32 »

Researchable at crypt
Empowered necromancy 1
Requires "animation mastery" and "armored skeletons" techs, cost 6 turns:
Gives additional 25% to raise any skeleton as armored version.

Empowered necromancy 2
Requires "animation mastery", "empowered necromancy 2" and "golden skeletons" techs, cost 8 turns:
Gives additional 25% to raise any skeleton as golden version.

Original idea is taken from here:
Version 1.059

@Alexander82
Last edited by makazuwr32 on Tue Feb 19, 2019 9:48 am, edited 1 time in total.
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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Alexander82
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Re: Empowered necromancy

Post by Alexander82 »

It seems good to me.

We might raise the tech cost a bit tough
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makazuwr32
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Re: Empowered necromancy

Post by makazuwr32 »

I must admit that way of researching it is next:
1. Armored skeletons + animation mastery - 4 turns each.
2. Empowered necromancy 1 + golden skeletons.
3. Empowered necromancy 2.

But if increase cost than to what amounts?
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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Alexander82
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Re: Empowered necromancy

Post by Alexander82 »

I'd make 6/8 cost

Otherwise it is fine for me
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Re: Empowered necromancy

Post by makazuwr32 »

Updated.
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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Alexander82
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Re: Empowered necromancy

Post by Alexander82 »

I think we should define the percentages for all unit types.

I don't know the current animation mastery tough.

They might be:

Normal: 100% basic

Animation mastery: 75% basic 25% armored

Empowered necromancy 1: 25% basic 50% armored 25% gold

Empowered necromancy 2: 50% armored 50% gold
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Re: Empowered necromancy

Post by makazuwr32 »

Animation mastery gives chance to raise skeleton monster unit.
And actually i had in mind some monster units for undeads later. (Also i want for those monsters special building)

So i would prefer next:
Normal: 100% basic

Animation mastery: 70% basic 30% monster (special for each corpse type)

Empowered necromancy 1: 40% basic 30% armored 30% monster

Empowered necromancy 2: 10% basic 30% armored 30% gold 30% monster
Also i want empowered necromancy 1 to be researchable only after researching both armored skeletons and animation mastery so it can be a bit too much to give access to gold units without researching golden skeletons.
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: Empowered necromancy

Post by StormSaint373 »

Isn't skeleton monster pretty much UPd?

Stats Don't really reflect true strength.
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Re: Empowered necromancy

Post by makazuwr32 »

I want more monsters for undeads which can be risen this way. Not just current skeleton monster unit.
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: Empowered necromancy

Post by StormSaint373 »

What kinds of other monsters are there? I've only seen the skeleton...
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Re: Empowered necromancy

Post by Alexander82 »

makazuwr32 wrote: Tue Feb 19, 2019 10:56 am Animation mastery gives chance to raise skeleton monster unit.
And actually i had in mind some monster units for undeads later. (Also i want for those monsters special building)

So i would prefer next:
Normal: 100% basic

Animation mastery: 70% basic 30% monster (special for each corpse type)

Empowered necromancy 1: 40% basic 30% armored 30% monster

Empowered necromancy 2: 10% basic 30% armored 30% gold 30% monster
Also i want empowered necromancy 1 to be researchable only after researching both armored skeletons and animation mastery so it can be a bit too much to give access to gold units without researching golden skeletons.
It seems good to me
About skeleton monsters will those spawn randomly in that 30% chance?
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Alexander82
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Re: Empowered necromancy

Post by Alexander82 »

We will have to revamp the skeleton monster with the fusion tech, anyway
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Re: Empowered necromancy

Post by makazuwr32 »

I want skeleton monsters to be like other variants: from each corpse 1 specific monster.
I am prepairing their ideas right now.
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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Alexander82
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Re: Empowered necromancy

Post by Alexander82 »

I think that is a good idea. Sometimes you need a archer but it raises a monster.

I'll try making some images when I have time
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Re: Empowered necromancy

Post by makazuwr32 »

I thought something like this:

Sword corpse — giant skeleton with bone shield (like a whole shild made of bones) and bone sword, has higher hp and armor.

Pike corpse — skeleton with 2 bone pikes in place of arms, higher hp than normal swordman + a bit of dodges (more agile variant, mainly dodge counter). Can transform into ranged form (will throw those "bone pikes" and acts as skirmisher/anti-archer).

Archer corpse — raises undead elf archer with higher range, damage and precision. #betterarcherforundeads. Or just better archer unit for undeads.

Horseman corpse — raises skeleton centaur with higher speed and damage.

Basic corpse — raises current skeleton monster.

Mage corpse — raises some weird skeleton mage (don't have any ideas)

Dragon corpse — raises better version of skeleton dragon with +1 speed, 2 heads (2 actions) and bonus damage to flying. Other stats are same.


Also all these must be trainable in that monster factory building for undeads. Cost must be higher than for normal units.

Also. Almost forgot. @Alexander82 maybe add for golden variant of skeleton pikes +1 range?
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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Alexander82
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Re: Empowered necromancy

Post by Alexander82 »

I like those and for the mage I have an idea (basically a version with a bigger staff and an expanded spell list)
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Re: Empowered necromancy

Post by Alexander82 »

About the +1 range I tought it was ok for them to have not that because of the fact that they are disposable units and the extra range is mostly for survivability
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Re: Empowered necromancy

Post by StormSaint373 »

Have the mage corpse raise one of the existing mages (mummy, lich {after revision}, etc)
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Re: Empowered necromancy

Post by General Brave »

I would like more racial skeletons.
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Re: Empowered necromancy

Post by StormSaint373 »

More?

A lich is essentially a powerful skeleton mage...

Do you wish for an actual monster that casts spells?
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Re: Empowered necromancy

Post by StormSaint373 »

So, an undead Warmage 30% in place of a mage monster...

Or 30% to drop a Warmage corpse from a spell caster.
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