Human Subrace: Warfell.
- General Brave
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Re: Human Subrace: Warfell.
Your race has been put as ready.
- General Brave
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Re: Human Subrace: Warfell.
I have finish remaking my json, hopefully they are not missing anything or have a error. The last thing I have to do is the Embassy. Which is this thing.
Wise, Might, Loyalty. Forever stands Warfell.
Re: Human Subrace: Warfell.
Kinda out of colour?
- General Brave
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Re: Human Subrace: Warfell.
Well anyone can help making the building a bit better but it's there.
Wise, Might, Loyalty. Forever stands Warfell.
Re: Human Subrace: Warfell.
I just thought it would be a grey colour.
- Lynx Shafir
- Posts: 1563
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Re: Human Subrace: Warfell.
About canon.
Should try a new design.
Not wood and not a battering ram - it's ridiculous.
The initial problem was that should not combine em.
Should try a new design.
Not wood and not a battering ram - it's ridiculous.
The initial problem was that should not combine em.
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
-
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Re: Human Subrace: Warfell.
Agreed, make them separate units
Re: Human Subrace: Warfell.
What would be wrong with the combination? The cannon allows it to defend itself and the ram would be the main weapon. The cannon shoots magic missiles as its ammo meaning its not necessarily a cannon like the dwarves but more of a defence turret. Much like a tank would have a machine gun as a secondary. Armour could be added but the concept is ok being left as it is.
Re: Human Subrace: Warfell.
It also looks too weird for me for a cannon to be on a battering Ram.
And I don't think it should be all wood
And I don't think it should be all wood
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"
Re: Human Subrace: Warfell.
Here armour. Will edit later if need be.
- Attachments
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- unit_warfell_battering_canon.png (2.43 KiB) Viewed 3622 times
Re: Human Subrace: Warfell.
Not to me it doesn't. Cannons aren't all cannon ball shooting barrels, I'll probably edit it to look less like a normal cannon and more like a magic one.
Re: Human Subrace: Warfell.
Now it just got interesting.
- Attachments
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- unit_warfell_battering_canon.png (2.1 KiB) Viewed 3614 times
- StormSaint373
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Re: Human Subrace: Warfell.
Nice, Arcane Cannon needs to be bigger and needs to be drawn to fit on top, 'cause it looks as if it's leaning to one side.
Other that that, IT LOOKS FRIGGIN AWESOME!
Other that that, IT LOOKS FRIGGIN AWESOME!
Beware the calm before the Tempest. . .
- General Brave
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- Location: The Four Point Military Academy.
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
Re: Human Subrace: Warfell.
It seems the 1st things have been added, anyways can anyone help refine this cannon.
Wise, Might, Loyalty. Forever stands Warfell.
Re: Human Subrace: Warfell.
What does it need?
- General Brave
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Re: Human Subrace: Warfell.
Perhaps a bit more of that magical looking thing.
Wise, Might, Loyalty. Forever stands Warfell.
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
Re: Human Subrace: Warfell.
I guess that can work, until a new images provided or something. Just trying to figure out this stat.
Wise, Might, Loyalty. Forever stands Warfell.
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
Re: Human Subrace: Warfell.
I guess I start adding the rest in.
Wise, Might, Loyalty. Forever stands Warfell.
- makazuwr32
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Re: Human Subrace: Warfell.
General Brave wrote: ↑Sun Aug 19, 2018 8:03 pm
Since it seems it's going to be added as a subrace, I guess I start adding what I have here.
https://m.youtube.com/watch?v=M5lA6gGGjHQ
And also music to accompany in them.
Warfell
Backstory:
The kingdom of Warfell or The Warfell States as sometime referred, started out as a city state. The city: Clifffell was founded on the second highest Mountain on the continent. The reason being of a religious one, The Warfellons are very secretive about the creation of their Nation, only the books in the Royal Library shows the truth. What is known that a Great Cathedral was built, whom it was built for is unknown. But it marked the way how Warfell architecture will go.
As followers gather, tents begin to sprout up around the cathedral, but soon enough it began to blossom into a small town. As the town slowly grew, so did the religious leaders power and authority. Since it was no longer simply to go to worship but also place to stay, they decided that the town needed to defend itself. So the Town Guards were created. Becoming the stepping stone for Warfell Military. It mainly consisted of paladins and knights of the Cathedral.
As time continue on, the town then soon enough grew into a city as well and diplomacy and trade. Families have established themself and one family in particular rose in prominent with power and respect. House of Blackhawk. Soon enough with the help of the rest of the powerful families, they asked the cathedral to become the ruling family.
The cathedral allow them and appointed them as the Royal Family. After a few more years the city became just more that a city, other towns and Villages started to join under the banner of the hawk. But all this growth and prosperity isn't without its problems, it's attractive unwanted attention and jealousy.
After war is wage and battles were won and clifffell was burn down. A new kingdom arose victorious, claiming all of those who join the war against them. The capital was rebuilt and renamed Warfall and the new nation was called Warfell.
Culture:
The Warfellons are proud people who accept their mistakes to learn from them, how else will you learn from your greatest enemy who is yourself. They are also deeply militaristic, so when their children are considered eligible for military service. It's a honor to join, service usually last for 2 or 4 years. They are somewhat openly religious, they do allow others to worship as long as it doesn't threatened lives or against the law.
There is a distinct way that every region behave, including the capital itself. Which is split into four sections. The lower, the middle, the upper, the palace.
Each section has its own nobles as well as customs.
Page 1.Maps Only:Building:
Warfell Castle. Renamed. Tier 3.
Mega building. Removed Legendary Status
Hp - 1200
Attack - 10
Range - 8
Actions/turn - 3
Armor - 6/20
Carry Capacity - 4
Healing rate - 20
Construction Bonus - +350%
Mending bonus - +350%
Spell resist - 100%
Abilities:
Burning weapon (passive)
Trains: All Warfell units.
Description: This Fortress of safety and comfort has house the Royal Family for centuries, it's walls are like those of a mountain. It is protected by rune and other old and new protection symbols.Bastion.
Warfell Stronghold Tier 2.
Mega building.
Hp - 700
Attack - 8
Range - 6
Actions/turn - 2
Armor - 2/15
Carry capacity - 4
Healing rate - 15
Construction bonus - +350%
Mending bonus - +350%
Spell resist - 100%
Abilities:
Burning weapon (passive)
Description: A center of military and political learning, it is where most leaders have learned. It also a place where things are research and produce. Including Weapons of War and other.
Description: Temporary Fortress, it's allows a hold in the region.
Fort.
Warfell Magic Academy.(Renamed ministry of War): Tier 2
Hp - 50
Attack - 0
Armor - 0/6
Carry capacity - 2
Construction bonus - 0%
Mending bonus - 0%
Spell resist - 100%
Affected by Masonry upgrade.
Description: It's allows research and production of Siege units and casters.
Fort. Tier 1.
Hp - 80
Attack - 8
Range - 7
Actions/turn - 1
Armor - 2/8
Carry capacity - 3
Heal rate - 10
Construction rate - +20%
Mending rate - +100%
Affected by Masonry upgrade.
Trains and researches:
Description: Where are basic troops are trained.
Warfell Column. Tier 2.
Hp - 200
Attack - 8
Range - 6 (lowered range by 5, 11 range is too much.)
Actions/turn - 2
Armor - 4/15
Carry Capacity - 3
Construction bonus - 0%
Mending bonus - +50%
Affected by Masonry upgrade.
Sight - 8
Heal rate - 10
Spell range - 5
Spell resist - 100%
Abilities:
Magic missle.
Pier.
Warfell Outpost: Tier 1.
Hp - 60
Attack - 0
Armor - 1/4
Carry Capacity - 2
Construction bonus - -20%
Mending bonus - +25%
Affected by Masonry upgrade.
Spell resist - 100%
Abilities:
Aura: Vision (same as elf outpost), range 0 (only archers inside are affected.
Description: A Tower.
Description: Builds and trained anything sea related.
Healing tent. Tier 1. Counts as tower.
Hp - 15
Armor - 0/4
Heal rate - 10
Spell range - 3
Construction rate - -40%
Mend rate - 0%
Stone Bridge. Tier 1.
Hp - 15
Armor - 2/5
Construction rate - 0%
Mend rate - 0%
Unit:
Infantry:
King Limestone. On hold for some time.
Cost - 10 turns, Legendary unit (Can be trained only one at any time for whole map)
Hp - 100
Attack - 25
Range - 1
Actions/turn - 1
Armor - 5/5
Dodges - 0%/0%/100%
Speed - 5, Flying.
Sight - 8
Spell range - 5
Spell resist - 100%
50% bonus to giants and dragons.
Is not affected by Blacksmith upgrades.
Abilities:
Warfell King's Presence (Passive aura) - All affected Warfell units gain +20% spell resist and +2 to damage. Range - 5.
Fireball - range 7, doesn't require research.
Disarmor
Curse
Description: Powerful fighter and flyer.
Queen Serenity. On hold for some time.
Cost - 9 turns, Legendary unit.
Hp - 70
Attack - 18
Range - 1
Actions/turn - 2
Armor - 4/4
Dodges - 20%/20%/100%
Speed - 3
Sight - 8
Heal rate - 25
Spell range - 5
Spell resist - 100%
50% bonus to giants and dragons.
Is not affected by Blacksmith upgrades.
Abilities:
Disenchant Weapon (Passive)
Warfell Queen's Presence (Passive aura) - All affected Warfell units gain +20% spell resist and +1/+1 to armor. Range - 5.
Heal
Mass disenchant - Poison breath-like ability that applies to all (both enemy and ally) units in affected area "Disenchant" effect. Cooldown - 1 turn.
Inner Fire - Increases target's armor by +3/+3 and adds 20% hp regeneration/turn. Lasts 3 turns, Cooldown - 1 turn.
Strengthen (self)
Description: She is Queen, she will protect her people.
Crystal Dragon Tier 3.
Cost - 8 turns, Trainable at Warfell Magic Academy
Hp - 110
Armor - 6/9
Attack - 30
Range - 1
Speed - 3
Sight - 8
Spell resistance 100%
Abilities:
Shard breath: 15 magic damage breath attack, cooldown 3 turns. Range - 5, power range - 2 (same as fireball)
Light Beam Aura: deals 5 magic damage/turn to enemies, range - 2
Not flying, but not pleasant to get near either. High hp, decent armor, and more ways to cause damage than you really need. Distance armor piercing spell, area spell, passive attack for existing, and high power all in one.
Lowered hp by 10, removed magic missle, added for shard breath stats, increased armor.
Capital swordman. Tier 2.
Cost - 5 turns, Trainable at Warfell Stronghold
Hp - 50
Attack - 20
Armor - 5/7
Speed - 3
SIght - 6
Spell resist - 100%
Standart bonus to buildings.
Description: They are Veterans Swordman who protects the capital.
Capital Spearman. Tier 2.
Capital Spearman:
Cost - 4 turns, Trainable at Warfell Stronghold
Hp - 40
Attack - 14
Range - 1, affected by "Reach" upgrade.
Armor - 4/5
Speed - 3
Sight - 6
Spell resist - 100%
300% bonus to all cavalry units.
Capital Archer. Tier 2.
Cost - 4 turns, Trainable at Warfell Stronghold
Hp - 28
Attack - 8
Range - 6
Armor - 4/5
Speed - 3
Sight - 9
Spell resist - 100%
50% bonus to all infantries.
Description: They are Veterans Archer who protects the capital. Wrong Area.
Shield Guard, Tier 1.
Cost - 3 turns, Trainable at Fort
Hp - 30
Attack - 9
Armor - 3/6
Speed - 2
Sight - 5
Spell resist - 30%
Standart bonus to buildings.
Description: Heavily-Armed Maidens, or at least should be single. Since this may require them in the front lines.
Warfell spearman/Warfell elite spearman. Tier 1.
Cost - 2 turns, Trainable at Fort
Hp - 12/15
Attack - 5/7
Range - 1, affected by blacksmith "Reach" upgrade.
Armor - 1/1 for both.
Speed - 3
Sight - 4
Spell resist - 30%
450% bonus to cavalry and 600% to extremly heavy cavalry (like other basic pike units have.
Description: Use against Calvary.
Warfell footman/Warfell elite footman: Tier 1.
Cost - 2 turns, Trainable at Fort
Hp - 20/23
Attack - 9/12
Armor - 1/1 for both.
Dodges - 0%/0%/50% for elite only.
Speed - 3
Sight - 4
Spell resist - 30%
Standart bonuses to buildings.
Description: Use against Infantry and buildings.
Wardog.
Description: Have bonus against infantry and cavalry.
Range:
Arcane Flamer Tier 2.
Cost - 3 turns, Trainable at Warfell Magic Academy, Warfell Stronghold
Hp - 16
Attack - 9
Range - 5
Armor - 2/2
Speed - 3
Sight - 6
Spell resist - 30%
100% trolls, 50% skeletons, 100% ents, 100% buildings, 200% towers, walls, 700% megas.
Is not affected by blacksmith weapons or ranged. Only by armor upgrades.
Description: He shoots out flames up to for 4 tiles.
Arcane Shooter. Tier 2.
Cost - 3 turns, Trainable at Warfell Magic Academy, Warfell Stronghold
Hp - 17
Attack - 10 (melee)
Range - 5
Armor - 1/1
Speed - 3
Sight - 6
Spell resist - 30%
50% bonus to infantry.
Affected by blacksmith melee and armor upgrades.
Description: Shoots out a concentrated beam of offencive magic using arcane runes.Calvary:
Warfell Archer/Warfell Elite Archer. Tier 1.
Cost - 2 turns, Trainable at Fort
Hp - 14/17
Attack - 6/7
Range - 5/6
Armor - 1/1 for both.
Speed - 3
Sight - 7/8
Spell resist - 30%
50% bonus to infantry.
Description: Pelt them with arrows.
Warfell Marshal. Tier 2.
Cost - 6 turns, Trainable at Fort
Hp - 50
Attack - 14
Armor - 3/4
Speed - 5
Sight - 6
Spell resist - 60%
Abilities:
Marshal's presence (Aura) - affects ALL non-mounted units of warfell excluding legendary ones, Adds them +1 damage, +1/+1 armor, +1 speed.
Description: Elite anti-calvary and also bring disciplines to other men.
Warfell Captain: Tier 2.
Cost - 6 turns, Trainable at Fort
Hp - 48
Attack - 16
Armor - 3/3
Speed - 5
Sight - 6
Spell resist - 50%
Abilities:
Captain's presence (Aura) - affects all cavalry of Warfell, adds +1 to speed and +2 to damage, Range - 3. Non-stackable.
Description: Leads the calvary into the battle.
Warfell Lancer Tier 1.
Cost - 4 turns, Trainable at Fort
Hp - 32
Attack - 9
Armor - 2/4
Speed - 5
Sight - 6
Spell resist - 30%
150% bonus to all cavalry units and 250% bonus to heavy cavalry ones (imperial knight)
Description: Good against cavalry.Magic User.
Warfell Knight. Tier 1.
Cost - 4 turns, Trainable at Fort
Hp - 40
Attack - 15
Armor - 2/4
Speed - 5
Sight - 8
Spell resist - 30%
50% bonus to all infantries, siege, giants.
Description: Good against Infantry.
Warfell Sorcress Tier 2.
Cost - 5 turns, Trainable at Warfell Magic Academy
Hp - 12
Attack - 0
Armor - 0/0
Speed - 3
Sight - 6
Spell range - 4
Spell resist - 40%
Abilities:
Fear
Blinding - Increases miss chance for target unit by 20% and lowers sight range by 1. non-stackable, no cooldown, lasts 3 turns.
Magic missle (range +2 for this if compared to other spells)
Fireball (has same range as mage's one and needs same research)
Description: They are trained for War, using any type of magic if necessary.
Warfell Mage: Tier 2.
Cost - 5 turns, Trainable at Warfell Magic Academy
Hp - 18
Attack - 0
Armor - 1/1
Speed - 3
Sight - 6
Spell range - 4
Healing rate - 15
Spell resist - 30%
Abilities:
Heal
Clear vision
Trample
Disenchant
Exorcism (also needs as usual research fisrtly)
Description: Great Healers, Great Supporters.
Siege and Seas.
Warfell Warship. Tier 3.
Cost - 5 turns
Hp - 56
Attack - 12
Range - 7
Armor - 1/6
Carry capacity - 1
Speed - 5
Sight - 8
Mend bonus: 30%
Spell resistance: 100%
Description: This is loaded with cannons, and also big enough to carry some more.
Warfell Transportship Tier 3.
Cost - 6 turns
Hp - 38
Attack - 1
Range - 1
Armor - 0/6
Carry capacity - 3
Speed - 5
Sight - 6
Constr. bonus: 0%
Mend bonus: 30%
Spell resistance: 100%
Description: Can carry up to three.Worker:
Battering Cannon.
Destroyed.
Arcane Catapult. Tier 3.
Cost - 8 turns, requires "Ballistics" tech to be researched first. Vurable to fire. Trainable at Warfell Magic Academy
Hp - 40
Attack - 45; 100% accuracy (no miss chance)
Range - 8
Power range - 1 (gains +1 from "Area damage" research); Same as catapult's damage distribution: 100%/50%/25% to first target/units in range 1/units in range 2 from it.
Armor - 1
P. Armor - 8
Speed - 2
Sight - 10
Trainable at: Warfell Magic Academy, Royal Palace. CAN'T be constructed by workers.
100% bonus to towers and walls, 400% bonus to Mega buildings
Abilities:
Arcane Blast: Fireball-like ability, deals 25 damage to all affected units, no appiled effect. Range - 7, no cooldown (basically it is alnernative to normal attack)
Warfell Mason. Tier 3.
Cost: 5, trainable at Warfell Fort, Palace
Hp: 20.
Attack power: 10.
Range: 1.
Armor: 1.
Pierce Armor: 1.
Speed: 3.
Sight: 5.
Action /turn: 2/2.
Mend rate: 12.
Spell resistance: 100%.
Description: Born in the Western Northern Islands of Mistshore. He was trained to be blacksmith at a young age but soon enough he realize he could do more than instead of creating blades. Eventually he found himself under a apprenticeship of a dwarven mason in Warfell. Soon enough he became one of the best mason in Warfell.
Affected by ambidextria, armor upgrades.
Warfell Church.
Flag Bringer.
Updated.
I am still thinking about king and queen. I want to make them as Tier 3 units, non-unique.
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: Human Subrace: Warfell.
My only question should the search only remain as 2 to search warfell?
( that's how it is currently in game )
( that's how it is currently in game )
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Human Subrace: Warfell.
What?
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: Human Subrace: Warfell.
To research Warfell In game its only 2 turns
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Human Subrace: Warfell.
Ah. It is testing. Brave will add others later.
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™.
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
Re: Human Subrace: Warfell.
I have made a airship, this it's probably a weaker version of something I have planned, would be glad if someone makes this a bit more better looking.
Wise, Might, Loyalty. Forever stands Warfell.
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Human Subrace: Warfell.
Hm.
I will think later, brave, about both.
I will think later, brave, about both.
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™.