The Veil - Concept.
Re: The Veil - Concept.
Will do
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"
Re: The Veil - Concept.
The Veil is rather a shadow, sneaky faction now. Though cloudn't they have some more "visible" forces too? Warriors who join the Veil, swearing they will fanatically fight in the name of undeads (I prefer to call it Darkness, that sounds more interesting), hoping to be rewarded? I was making dark elven units, but concept changed and now they more fits this, as their were mean to serve dark gods, that I changed to Darkness (undeads). This makes sense for me, but I'm aware it's different from main concept.
Though here are some ideas:
Dark riders
Cost: 3
Hp: 16
Armor: 0/1
Attack: 5
Range: 1
Action/Turn: 2
Speed: 6
Sight: 6
Dodge counter: 5%
Spell resistance: 0%
Bonuses: 50% against infantry
Not effected by cloak cape tech
Description: Those mens and their horses sacrificed their lives to ancient ones, hoping the will be rewarded. They aren't knights, they aren't heavy armored. Though, without fear, they will charge at enemy if that's Darkness's will, blinded by their faith. Using swords for fast attacks they can strike enemy's infantry, especially archers. It's better to use them as a scout thanks to thier speed. Their horses are quite agile, what makes them able to something dogde enemy's counterattack.
Blood sister
Cost: 5
Hp: 26
Armor: 0/0
Attack: 10
Range:1
Action/Turn: 2
Speed: 3
Sight: 4
Dodge melee: 5%
Dodge counter: 10%
Spell resistance: 15%
Albitlies: Passive bloodlust (adds +1 attack after killing an enemy, like Zurgo veteran effect, but only attack), Aura: Sisterhood - adds plus two attack, effects only blood sisters, not stackable, range 4
Bonuses: 50% against infantry
Not effected by cloak cape and ancient studies techs, rest works
Description:
Blood sisters are lightly equipped (leather armors, short swords) womens, who swear to Ancient ones to fight in it's name together without fear, to the last dying breath, blindly following blood call and trusting theirselfs. Ancient ones reward them with their blessings, making them stronger with each killed enemy. The bound between them makes them even stronger if there is more of them near. Mostly to be used against infantry. Their bound with Ancient ones makes them less effected by spells. They are agile, what makes them able to dogde attacks.
They shouldn't be effected by dark cape tech I suppose, but rest works, besides ancient studies for blood sisters since they already have bloodlust.
Though here are some ideas:
Dark riders
Cost: 3
Hp: 16
Armor: 0/1
Attack: 5
Range: 1
Action/Turn: 2
Speed: 6
Sight: 6
Dodge counter: 5%
Spell resistance: 0%
Bonuses: 50% against infantry
Not effected by cloak cape tech
Description: Those mens and their horses sacrificed their lives to ancient ones, hoping the will be rewarded. They aren't knights, they aren't heavy armored. Though, without fear, they will charge at enemy if that's Darkness's will, blinded by their faith. Using swords for fast attacks they can strike enemy's infantry, especially archers. It's better to use them as a scout thanks to thier speed. Their horses are quite agile, what makes them able to something dogde enemy's counterattack.
Blood sister
Cost: 5
Hp: 26
Armor: 0/0
Attack: 10
Range:1
Action/Turn: 2
Speed: 3
Sight: 4
Dodge melee: 5%
Dodge counter: 10%
Spell resistance: 15%
Albitlies: Passive bloodlust (adds +1 attack after killing an enemy, like Zurgo veteran effect, but only attack), Aura: Sisterhood - adds plus two attack, effects only blood sisters, not stackable, range 4
Bonuses: 50% against infantry
Not effected by cloak cape and ancient studies techs, rest works
Description:
Blood sisters are lightly equipped (leather armors, short swords) womens, who swear to Ancient ones to fight in it's name together without fear, to the last dying breath, blindly following blood call and trusting theirselfs. Ancient ones reward them with their blessings, making them stronger with each killed enemy. The bound between them makes them even stronger if there is more of them near. Mostly to be used against infantry. Their bound with Ancient ones makes them less effected by spells. They are agile, what makes them able to dogde attacks.
They shouldn't be effected by dark cape tech I suppose, but rest works, besides ancient studies for blood sisters since they already have bloodlust.
Last edited by Midonik on Wed Aug 22, 2018 8:20 am, edited 1 time in total.
Support new AoS variant, Age of Galaxy: http://ageofstrategy.net/viewforum.php? ... 608408ebc8
All help will be welcome.
All help will be welcome.
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
Re: The Veil - Concept.
A few of us have discussed them as worshippers of the ancient ones, who are mostly forgotten. so the Veil seeks to restore the pantheon of old and are willing to do anyting to achieve their goal.
Wise, Might, Loyalty. Forever stands Warfell.
Re: The Veil - Concept.
Yep.General Brave wrote: ↑Tue Aug 21, 2018 12:18 pm A few of us have discussed them as worshippers of the ancient ones, who are mostly forgotten. so the Veil seeks to restore the pantheon of old and are willing to do anyting to achieve their goal.
@Midonik Those 2 might be able to enter, i just want to know, if you have images for me to use as reference to make them?
Stay Awesome!
(ノಠ益ಠ)ノ彡┻━┻
(ノಠ益ಠ)ノ彡┻━┻
Re: The Veil - Concept.
Dark riders can be created by editing light cav, and for blood sister you can use sword dancer as base. But if you mean original base, then no, I'm not pixel artist. I can bearly edit something, but no draw from zero.
Support new AoS variant, Age of Galaxy: http://ageofstrategy.net/viewforum.php? ... 608408ebc8
All help will be welcome.
All help will be welcome.
Re: The Veil - Concept.
I think we should have a special buliding for those, how about Warrior's temple, were they swear to ancient ones?
Or a huge Underground Temple or something if we want a mega buliding.
Or a huge Underground Temple or something if we want a mega buliding.
Support new AoS variant, Age of Galaxy: http://ageofstrategy.net/viewforum.php? ... 608408ebc8
All help will be welcome.
All help will be welcome.
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: The Veil - Concept.
Since every unit has special powers/spells it will require a great effort to make those
I suggest making a single topic for every unit
Also the necromancer is technically a human so it might be included in the cult too
I suggest making a single topic for every unit
Also the necromancer is technically a human so it might be included in the cult too
Age of Fantasy design leader
Re: The Veil - Concept.
He?
He doesn't look like a human imo... For me it looks he is a skeleton in one tunic...
He doesn't look like a human imo... For me it looks he is a skeleton in one tunic...
Stay Awesome!
(ノಠ益ಠ)ノ彡┻━┻
(ノಠ益ಠ)ノ彡┻━┻
Re: The Veil - Concept.
I also don't think it's a human. Unless he's a cannibal.
Re: The Veil - Concept.
Just to update what i've been working on for the veil, It did envolved from a small concept to a great amount of things and the effort for it will be big aswell, here is the list of the units atm.
For now we have this: updated 12/10
10 buildings/buildables + plenty decorations
Evil Cathedral (production)
Siclke Sindicate (production)
Alchemist Workshop (production)
The Blood Altar (production) - (must be researched on evil cathedral)
Pain Tower
Chaos Tower
Regenerator Tower
Spike Trap
Shadows Trap
Shadow Bridge
======================
Evil Cathedral - 8 units (the religious spellcasters)
Fanatics
Adept
Dark Priest
Dark Preceptor
Dark Preacher
Stalker
Harbinger
Redeemer
======================
Siclke Sindicate - 6 units (the fanatic warriors)
Siclke Warrior
The Slaves
Murderer
Blood Sister
Dark Riders
Executioner
Horned Hound
======================
Alchemy Workshop - 8 units (the crazy alchemists creations)
Flea Man
Ghoul Warrior
Goliath
Homunculus
Arch Chimera
Manticore
Midas/Gold Slime
Death Slime
======================
Blood Altar - No Unit img ready but some ideas (Underworld Creatures)
Underworld Gigas
Eurynomos
Cerberus
Hell Wyrm
Inferno Legion (swordman, spearman, archer, skirmisher and mounted knight)
For now we have this: updated 12/10
10 buildings/buildables + plenty decorations
Evil Cathedral (production)
Siclke Sindicate (production)
Alchemist Workshop (production)
The Blood Altar (production) - (must be researched on evil cathedral)
Pain Tower
Chaos Tower
Regenerator Tower
Spike Trap
Shadows Trap
Shadow Bridge
======================
Evil Cathedral - 8 units (the religious spellcasters)
Fanatics
Adept
Dark Priest
Dark Preceptor
Dark Preacher
Stalker
Harbinger
Redeemer
======================
Siclke Sindicate - 6 units (the fanatic warriors)
Siclke Warrior
The Slaves
Murderer
Blood Sister
Dark Riders
Executioner
Horned Hound
======================
Alchemy Workshop - 8 units (the crazy alchemists creations)
Flea Man
Ghoul Warrior
Goliath
Homunculus
Arch Chimera
Manticore
Midas/Gold Slime
Death Slime
======================
Blood Altar - No Unit img ready but some ideas (Underworld Creatures)
Underworld Gigas
Eurynomos
Cerberus
Hell Wyrm
Inferno Legion (swordman, spearman, archer, skirmisher and mounted knight)
Stay Awesome!
(ノಠ益ಠ)ノ彡┻━┻
(ノಠ益ಠ)ノ彡┻━┻
Re: The Veil - Concept.
Great idea great images there is nothing to complain about
Im not coming. Im impending
- StormSaint373
- Posts: 1801
- Joined: Mon Nov 27, 2017 5:35 pm
- Location: USA, East Ohio
Re: The Veil - Concept.
I have done reading on this subject...
Add the Cursed to The Veil.
They serve as enforcers of the will of the ancient ones.
viewtopic.php?f=84&t=6350&p=78442#p78442
Add the Cursed to The Veil.
They serve as enforcers of the will of the ancient ones.
viewtopic.php?f=84&t=6350&p=78442#p78442
Beware the calm before the Tempest. . .
- StormSaint373
- Posts: 1801
- Joined: Mon Nov 27, 2017 5:35 pm
- Location: USA, East Ohio
Re: The Veil - Concept.
The Cursed are the Veil units that have Successfully obtained undeath. They now seek to force all others to join them, seeing undeath as salvation.
Beware the calm before the Tempest. . .
- StormSaint373
- Posts: 1801
- Joined: Mon Nov 27, 2017 5:35 pm
- Location: USA, East Ohio
Re: The Veil - Concept.
@DoomsdayDragonfire
Eye Tyrant
Cost: 6-8
Hp: 26
Attack: 4
Armor: 2/2
Speed: 2 (Floating/Flying)
Vision: 8
Action/Turn: 4-8 (Depends on number of eye stalks)
No bonuses
Spells: note: all spells are range 5, last 3 turns unless otherwise noted
Fear: -3 att, -3/-3 armor, -1 speed
Curse: subject cannot act for 3 turns
Disenchant:
Magic arrow: damage 10, ignores armor
Slowing: -3 speed
Eye Tyrant
Cost: 6-8
Hp: 26
Attack: 4
Armor: 2/2
Speed: 2 (Floating/Flying)
Vision: 8
Action/Turn: 4-8 (Depends on number of eye stalks)
No bonuses
Spells: note: all spells are range 5, last 3 turns unless otherwise noted
Fear: -3 att, -3/-3 armor, -1 speed
Curse: subject cannot act for 3 turns
Disenchant:
Magic arrow: damage 10, ignores armor
Slowing: -3 speed
Beware the calm before the Tempest. . .
Re: The Veil - Concept.
Aye, no prob StormSaint, is this "Eye Tyrant" some sort of "beholder" creature?
Stay Awesome!
(ノಠ益ಠ)ノ彡┻━┻
(ノಠ益ಠ)ノ彡┻━┻
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: The Veil - Concept.
Ooh... I don't like this "eye tyrant" idea. It has too much actions for caster unit. Either lower amount of spells (to magic missle only, no debudding spells!!!!!!!) or lower amount of actions down to 1.
4-8 cursed units for 1 turn is tooooooooooooooooo much.
Or raise cost up to 20 turns.
4-8 cursed units for 1 turn is tooooooooooooooooo much.
Or raise cost up to 20 turns.
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.
Re: The Veil - Concept.
20 turns to curse 4 - 8 units sounds kinda worth it.
Only kinda
Only kinda
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
Re: The Veil - Concept.
You know I will go for that, if it's good then it will be worth.
Wise, Might, Loyalty. Forever stands Warfell.
Re: The Veil - Concept.
Well biggest thing is to really protect this unit if putting in 20 turns
If you can do that this unit will be killer
If you can do that this unit will be killer
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"
Re: The Veil - Concept.
Pretty much same, haven't being much on this and on aof due the "performance nuisances" from the recent versions... I die of boredom b4 the game do finish the loading, it takes like 5 min to start, so i'm more to aos and other variants that doesn't go over than 30 sec atm.
Stay Awesome!
(ノಠ益ಠ)ノ彡┻━┻
(ノಠ益ಠ)ノ彡┻━┻
-
- Site Admin
- Posts: 15741
- Joined: Fri Apr 25, 2014 9:28 pm
Re: The Veil - Concept.
what is slow? 5 minutes?
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: The Veil - Concept.
@Stratego (dev) 3ElD means that launching aof on phone (maybe not app itself but any match) takes lots of time. Sometimes even 5 minutes.
And that is too slow if compare to aos (for him).
And that is too slow if compare to aos (for him).
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™.
-
- Site Admin
- Posts: 15741
- Joined: Fri Apr 25, 2014 9:28 pm
Re: The Veil - Concept.
you mean pressing on a game tobe loaded is 5 minutes? dunno why... it is 2-8 secs on my device
can u tell me a sample map (eg. campaign map) that is slow?
can u tell me a sample map (eg. campaign map) that is slow?
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: The Veil - Concept.
On my device for example loading app itself (latest dev version) takes 68 seconds.
Loading some really big maps with lots of units and such takes sometimes up to 3 minutes.
I don't have any campain maps where i had such issue and also i am patient and can wait such low amount of time but in some random games with ai (1vs5) on biggest maps i had sometimes when unit amount of ai's was bigger than 200 (each!) it was loading 3-4 minutes and it also took at least 1.5 minutes even on highest speed for all ai's to take their moves.
Can't say same for DoomsDayDragonfire though.
Loading some really big maps with lots of units and such takes sometimes up to 3 minutes.
I don't have any campain maps where i had such issue and also i am patient and can wait such low amount of time but in some random games with ai (1vs5) on biggest maps i had sometimes when unit amount of ai's was bigger than 200 (each!) it was loading 3-4 minutes and it also took at least 1.5 minutes even on highest speed for all ai's to take their moves.
Can't say same for DoomsDayDragonfire though.
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: The Veil - Concept.
Loading screen is kinda annoying
Takes 30 to 40 Secs as that's not to bad compared to y'alls its still little annoying to happens
Im assuming cause AOF has more to load in it takes longer but this is a hypothesis
Takes 30 to 40 Secs as that's not to bad compared to y'alls its still little annoying to happens
Im assuming cause AOF has more to load in it takes longer but this is a hypothesis
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"
-
- Site Admin
- Posts: 15741
- Joined: Fri Apr 25, 2014 9:28 pm
Re: The Veil - Concept.
loading screen: i know that, that is a one time thing, if it kept in memeory it comes in in few seconds.
i am asking about maps: but ok, i will check with 4 AI against each other on a big map and see hogy it loads after 100 or so turns.
arent we off-topic here?
i am asking about maps: but ok, i will check with 4 AI against each other on a big map and see hogy it loads after 100 or so turns.
arent we off-topic here?
Re: The Veil - Concept.
Can you Implement this in?Stratego (dev) wrote: ↑Tue Jan 15, 2019 7:02 am loading screen: i know that, that is a one time thing, if it kept in memeory it comes in in few seconds.
i am asking about maps: but ok, i will check with 4 AI against each other on a big map and see hogy it loads after 100 or so turns.
arent we off-topic here?
You know how you did it Warfell having 1 building and 1 unit
Can same be done with this?
"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: The Veil - Concept.
It is too early for veil itself.
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™.
-
- Posts: 26
- Joined: Wed Jan 09, 2019 10:18 pm