Not only workers can buld anny more. Archers, Longbow, Skirmisher, Poison Archer and Crossbow can buld traps/ pitfall with arrows... the bulding time of 1 trap is 3 turns and it has a killing rate of 7 HP
A trap/pitfall with poison arrows will have the poison bonus too
Fire acher and acher on horses cant buld traps.
Some units are immune to pitfalls like a wagon, or a war Elephant
Scout (dogs) and Scout birts can see the Pitfall/ traps
(poison) Traps/ Pitfall - ANSWERED
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- Posts: 23
- Joined: Wed May 11, 2016 5:27 pm
(poison) Traps/ Pitfall - ANSWERED
Last edited by Lekkerhoor on Wed Jun 01, 2016 6:53 pm, edited 1 time in total.
- DoomCarrot
- Posts: 3096
- Joined: Wed Mar 18, 2015 6:04 pm
- Location: Commanding General's quarters, a tall keep above the mighty city of Carrot's Point
Re: (poison) Traps
So, how would the trap work?
P.S. I think I remember an idea like this, but I can't seem to find it anywhere
P.S. I think I remember an idea like this, but I can't seem to find it anywhere
The day is coming when a single carrot, freshly observed, will set off a revolution.
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- Posts: 23
- Joined: Wed May 11, 2016 5:27 pm
Re: (poison) Traps/ Pitfall
It is like a assassin for others, not seen, but in this case ones you stand on it, it will hurt you.
If you scout good, you wont hurt
If you see the trap becouse scout, your units from barracks can remove te traps (only if seen), if trap is visable your units from barrack can stand on it without hurt.
a Ornithopter and a Scoutbird cant hurt with the trap, but trap still stays there...
Something like this:
Pitfall (Poison Archer can help bulding):
HP 10
Attackpower 7
Range 0
Armor 0
Pierce armor 8
Sight 0
Action/ turn 1/1
Constr. bonus 0%
Med bonus 0%
Spell resistance 100%
Size 1x1
Bulders: Archers, Longbow, Skirmisher and Crossbow
Have bonus against
Trap (if seen) effect_fire_arrows
Poison pitfall (orher Archers can help bulding):
HP 10
Attackpower 7 (+5 during some turns)
Range 0
Armor 0
Pierce armor 8
Sight 0
Action/ turn 1/1
Constr. bonus 0%
Med bonus 0%
Spell resistance 100%
Size 1x1
Bulders: Poison Archer
Have bonus against
Trap (if seen) effect_fire_arrows
If you scout good, you wont hurt
If you see the trap becouse scout, your units from barracks can remove te traps (only if seen), if trap is visable your units from barrack can stand on it without hurt.
a Ornithopter and a Scoutbird cant hurt with the trap, but trap still stays there...
Something like this:
Pitfall (Poison Archer can help bulding):
HP 10
Attackpower 7
Range 0
Armor 0
Pierce armor 8
Sight 0
Action/ turn 1/1
Constr. bonus 0%
Med bonus 0%
Spell resistance 100%
Size 1x1
Bulders: Archers, Longbow, Skirmisher and Crossbow
Have bonus against
Trap (if seen) effect_fire_arrows
Poison pitfall (orher Archers can help bulding):
HP 10
Attackpower 7 (+5 during some turns)
Range 0
Armor 0
Pierce armor 8
Sight 0
Action/ turn 1/1
Constr. bonus 0%
Med bonus 0%
Spell resistance 100%
Size 1x1
Bulders: Poison Archer
Have bonus against
Trap (if seen) effect_fire_arrows
- DoomCarrot
- Posts: 3096
- Joined: Wed Mar 18, 2015 6:04 pm
- Location: Commanding General's quarters, a tall keep above the mighty city of Carrot's Point
Re: (poison) Traps/ Pitfall
I think poison archers should be the ones building poison traps.
The day is coming when a single carrot, freshly observed, will set off a revolution.
Re: (poison) Traps/ Pitfall
There are threads for traps, but I think this is different.
I don't know that it is a good idea as it might majorly unbalance the game.
I don't know that it is a good idea as it might majorly unbalance the game.
Thanks!
Josh
Josh