Full scaledfolk race remade suggestion — ARCHIVED
Re: Full scaledfolk race remade suggestion
Did this remake put the kobald merchant and Kobald drummer into the builders category?
Because when you look at a buildings stat page you'll see them as builders too.
Because when you look at a buildings stat page you'll see them as builders too.
- makazuwr32
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Re: Full scaledfolk race remade suggestion
Hm. Really?
@General Brave .
@General Brave .
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...
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Re: Full scaledfolk race remade suggestion
So, is the hydra health supposed to increase on the consumption of a corpse?
If so, then we need an image, if not then we still need an image.
Don't get me wrong though, it is a pretty useful and unique ability.
If so, then we need an image, if not then we still need an image.
Don't get me wrong though, it is a pretty useful and unique ability.
- makazuwr32
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Re: Full scaledfolk race remade suggestion
It will heal itself upon eating corpse but not increase max hp.
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...
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Re: Full scaledfolk race remade suggestion
It does increase its max hp in game on eating a corpse.
One hydra I had sent from 112/112 hp, to 115/115 hp after eating 3 corpses.
One hydra I had sent from 112/112 hp, to 115/115 hp after eating 3 corpses.
- makazuwr32
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Re: Full scaledfolk race remade suggestion
Hm. That is a problem. @General Brave please look onto eat up a corpse ability of hydra.
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...
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Re: Full scaledfolk race remade suggestion
It did seem ok for now but I don't have all the scaledfolk units so I wouldn't know how bad it could be, I just figured this out through one of my "tests".
- makazuwr32
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Re: Full scaledfolk race remade suggestion
@General Brave, @Tankhead.
More changes that must be done:
1. Fixes to units and upgrades:
More changes that must be done:
1. Fixes to units and upgrades:
2. Changes to production of Buildings:1.1. Fire archer of scaledfolks must have range 6, not 8.
1.2. Kobold drummer's effect must affect armored variants of kobolds.
1.3. Suddenly disappeared somewhere komodo knight and heavy komodo knight. Please return them.
1.4. Change finally name of "Kobold cavalry" to Kobold rider (and same for heavy ones).
1.5. Please fix Highborn presence aura. It does nothing for now but it must give to normal and armored kobolds +3 attack and +1/+1 armor.
1.6. Fix Tough scales upgrade. it does nothing right now.
1.7. Increase spell range for kobold shaman by 1.
1.8. Lower spell range of Gray Dragon to 3, remove power range.
1.9. Fix all dragons not counting as "dragons".
1.10. Small ship can't carry land units but can carry dragons and ships. Fix this.]
1.11. Fix name of Snakeman Duel Swordman.
1.12. Both snakemen must have dodges. 30%/30%/60%.
1.13. Remove for now Rest spell from Kobold Priestess. Lower her Health to 16.
1.14. Change names of Armored lizardmen To Elite.
1.15. Fix white breath ability of White dragon or remove it and increase heal rate to 15.
1.16. Change Green dragon To Acid one. Can be done without implementing Acid effect for now.
1.17. Lower speed of gold dragon to 5, disable ability to begin construction for it.
1.18. Exept Gray dragon, White dragon and devourer dragon ALL dragons must count as flying units. For now they gain full damage from land units.
1.19. Increase armor of Dark Dragon to 3/3, Increase damage to 18.
1.20. Remove second action from Snakeman Spearman.
1. Swamp Barrack:
Kobold Spearman (and armored one)
Kobold Warrior (and armored one)
Kobold Rider (And Elite one)
Komodo Knight (and Elite one)
Kobold Drummer
Kobold Warden (and heavy one)
Can research Armored kobolds tech.
2. Hunter's Hut:
Keep everything as it is now.
3. Fort: This building will have all trainable lizardmen and lizardmen brutes.
Lizard Archer (and Elite one)
Lizard Blademan (and Elite one)
4. Dragon Temple:
Devourer Dragon
White Dragon
Acid Dragon
Gold Dragon
Fire Dragon
Comment: removed from this temple Gray Dragon and Dark dragon. They will be trainable along with some more dragons in Big Temple.
5. Snake Pit: Stays same.
6. Stronghold (1x1 mega):
Kobold Shaman
Kobold Priestess
Kobold Warden (and heavy one)
Kobold Lord
Kobold Drummer
Highborn Kobold Maceman
Highborn Kobold Archer
Highborn Kobold Spearman
Highborn Kobold Swordman
7. Keep: this building will become a second base for lizardmen and brutes as well as for snakemen. Also later here can be added some other more intelligent scaledfolk species.
Lizard Archer (and Elite one)
Lizard Blademan (and Elite one)
Snakeman Dual swordman
Snakeman Spearman
8. Temple: Change name to "Great Temple" to disable confuses.
Hydra
Turtleman
Gray Dragon
Dark Dragon
Fire dragon
White Dragon
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
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Re: Full scaledfolk race remade suggestion
I be almost finished.
Wise, Might, Loyalty. Forever stands Warfell.
Re: Full scaledfolk race remade suggestion
Alright, time for savra to put his two bits in.
I agree for the most part on all but Lizard men brutes part. I still think they should be temple units rather then keep units, they are a different tribe of Lizard men who are more Aztec like based and their style fits the temple. Lizard men on the other hand would be fine in redoubt because that matches more their style. Salesmen would be fine in redoubt as well. As for fort I agree on making that a lizardmen structure altogether that also includes their upgrades. At the moment though I think the scaledfolks need more tech upgrades because they seem to have the fewest of everyone.
I agree for the most part on all but Lizard men brutes part. I still think they should be temple units rather then keep units, they are a different tribe of Lizard men who are more Aztec like based and their style fits the temple. Lizard men on the other hand would be fine in redoubt because that matches more their style. Salesmen would be fine in redoubt as well. As for fort I agree on making that a lizardmen structure altogether that also includes their upgrades. At the moment though I think the scaledfolks need more tech upgrades because they seem to have the fewest of everyone.
- makazuwr32
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Re: Full scaledfolk race remade suggestion
Great temple is for biggest and most badass units of scaledfolks. For giants.
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...
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Re: Full scaledfolk race remade suggestion
Volcano contains big monsters too, but the uruks are useful because they are cheaper to get out and can defend it easier. The Lizard men brutes average out in cost at around 5 turns and can useful if it comes to the enemy getting too close for any powerful units. Even the castle and mansion of a cheap unit to choose from in these situations.
That's why I said the blue Lizard men should be apart of the temple and not the keep, also that they have a style that matches the temple style. The basic Lizard men are apart of a separate tribe and are a little more sophisticated. The brutes are more tribal and rely on their strength, which puts them on par with other elites.
Right now the average cost of the temples units is 8 and higher, the only 6 turn unit is the turtlemen. The Lizard men brutes would change that and make things much easier. It wouldn't make the others obsolete, just makes for a quicker defence or a tough structure to build up your army to take back certain areas.
Their techs would be in the fort though.
That's why I said the blue Lizard men should be apart of the temple and not the keep, also that they have a style that matches the temple style. The basic Lizard men are apart of a separate tribe and are a little more sophisticated. The brutes are more tribal and rely on their strength, which puts them on par with other elites.
Right now the average cost of the temples units is 8 and higher, the only 6 turn unit is the turtlemen. The Lizard men brutes would change that and make things much easier. It wouldn't make the others obsolete, just makes for a quicker defence or a tough structure to build up your army to take back certain areas.
Their techs would be in the fort though.
- makazuwr32
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Re: Full scaledfolk race remade suggestion
I am planning for great temple some giant type units but they will be not so costly as are current units.
Even one-two 3 turn cost ones.
Also please don't compare temple with volcano because for example undeads and elves don't have any cheap units for now to defend their megas.
We don't need a way that every race has
Even one-two 3 turn cost ones.
Also please don't compare temple with volcano because for example undeads and elves don't have any cheap units for now to defend their megas.
We don't need a way that every race has
units in their mega buildings.
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: Full scaledfolk race remade suggestion
Still, the brutes look more like a temple unit to me, despite them having 5 cost I believe. Btw just a reminder we do have some other units in the ready list, and some (Wyrm) go to the temple.
Besides that, it's the style of how the Lizard men brutes are, I mean if the dragons are the scaledfolk gods and the grey dragon is the Lord of the dragons so to speak, and if the brutes are the chosen by their gods then who better to defend their leader then a bunch of tough powerful brutes. It's like how imperials are in the castle to defend their king some come out to repel the enemies, brutes would do the same.
The temple houses both ceremonial and powerful lizards and therefore would make it their capital.
Like how elves look at the great tree as theirs, mansion for undead, volcano for orcs, kingdom under the mountain for dwarves, and the castle for humans.
That is how I see it, that is.
Besides that, it's the style of how the Lizard men brutes are, I mean if the dragons are the scaledfolk gods and the grey dragon is the Lord of the dragons so to speak, and if the brutes are the chosen by their gods then who better to defend their leader then a bunch of tough powerful brutes. It's like how imperials are in the castle to defend their king some come out to repel the enemies, brutes would do the same.
The temple houses both ceremonial and powerful lizards and therefore would make it their capital.
Like how elves look at the great tree as theirs, mansion for undead, volcano for orcs, kingdom under the mountain for dwarves, and the castle for humans.
That is how I see it, that is.
- makazuwr32
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Re: Full scaledfolk race remade suggestion
SPOILERS
I want into temple dragonians (not fully dragons but half dragons) as one of many units i've planned.
Also undeads don't have any of their elites in mansion as well as elves.
Lizardmen must be with other lizardmen. Giants must be with giants.
I want into temple dragonians (not fully dragons but half dragons) as one of many units i've planned.
Also undeads don't have any of their elites in mansion as well as elves.
Lizardmen must be with other lizardmen. Giants must be with giants.
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...
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- Lynx Shafir
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Re: Full scaledfolk race remade suggestion
We need new design for some of those buildings -may name change of Fort/Keep to smtg reflects it's lizardmen one.
may my Brutes get a separate one though I never wanted so many units for em.to require this..
Thematically the temple wud fit
What was the initial destination
*there were so many switching here I'm no longer sure this will be the final anyway*
For now @Savralet myself fight my battle"
But before adding them I want more lizards and casters in.
And exclusive "keep" units.
Than ll see.
may my Brutes get a separate one though I never wanted so many units for em.to require this..
Thematically the temple wud fit
What was the initial destination
*there were so many switching here I'm no longer sure this will be the final anyway*
For now @Savralet myself fight my battle"
But before adding them I want more lizards and casters in.
And exclusive "keep" units.
Than ll see.
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
- makazuwr32
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Re: Full scaledfolk race remade suggestion
Later we can make fort exclusive to lizardmen and keep exclusive to their brutes if you want.
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: Full scaledfolk race remade suggestion
Draconians are already a thing, they are exclusive to only the dragon temple.
They have 1 unit and have vetraning.
They have 1 unit and have vetraning.
- makazuwr32
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Re: Full scaledfolk race remade suggestion
Uhm did i miss something?
I am thinking about at least 8 different dragonian units. Not 1.
Fighter/knight
Lancer
Archer
Flame wizard
Ice wizard
Thunder caller
Earth shaman
Wind reader
Supporter
I am thinking about at least 8 different dragonian units. Not 1.
Fighter/knight
Lancer
Archer
Flame wizard
Ice wizard
Thunder caller
Earth shaman
Wind reader
Supporter
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: Full scaledfolk race remade suggestion
Supporter, really? Needs a better name but the other one was actually quite strong on its own. Unless this is supposed to be some sort of elite group idk, by the sound of it though it does seem like one.
I'd say remove ice wizard, thunder caller, and earth shaman.
Let's get creative here.
Dragonian Fire warrior
Dragonian Scourger
Dragonian Flame herald
Dragonian Flame kin
Dragonian Cinder mage
Dragonian harbringer
Dragonian Ash spike
You can decide the rest. But let's make a topic for this, we already have a decent template for them.
I'd say remove ice wizard, thunder caller, and earth shaman.
Let's get creative here.
Dragonian Fire warrior
Dragonian Scourger
Dragonian Flame herald
Dragonian Flame kin
Dragonian Cinder mage
Dragonian harbringer
Dragonian Ash spike
You can decide the rest. But let's make a topic for this, we already have a decent template for them.
- makazuwr32
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Re: Full scaledfolk race remade suggestion
Actually i just took names from one game. Names must be changed ofc but i chose these ones because they are half-dragons half-taurs and they must have some similar variants dragons of scaledfolks have.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
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Re: Full scaledfolk race remade suggestion
So in other words we have hybrids between Lizard men and dragons? When the draconian is already there but is are own unit? The reason I didn't approve of the element variants except 1 was because scaledfolk have a lot of element users for a race who is supposed to specialize in poison. (Dragons, though since they are dragons they can get away with it.)
- makazuwr32
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Re: Full scaledfolk race remade suggestion
They are not exactly lizardmen. They more like hybrids between centaurs and dragons.
And ofc that is basic concept but lancer, knight and archer will stay definately (not their names though but ideas - anti cav, anti infantry, ranged archer) as well as at least 1 offensive caster (damaging and debuffing) & 1 support caster (healing and buffing).
We can also mix elements to them: for example thunder lancer (has lighting weapon active ability like warmage has or just slowing 1 passive) or burning fighter (burning weapon passive).
And ofc that is basic concept but lancer, knight and archer will stay definately (not their names though but ideas - anti cav, anti infantry, ranged archer) as well as at least 1 offensive caster (damaging and debuffing) & 1 support caster (healing and buffing).
We can also mix elements to them: for example thunder lancer (has lighting weapon active ability like warmage has or just slowing 1 passive) or burning fighter (burning weapon passive).
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...
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Re: Full scaledfolk race remade suggestion
So 4 legged ones? Alright, the fire one could be the replacement for the conjurer since he will soon be put as a fun unit.
- makazuwr32
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Re: Full scaledfolk race remade suggestion
Four leg ones, yes. Like on the image i showed up.
Not a replacement of conjurer because fire one won't have summon abilities.
Not a replacement of conjurer because fire one won't have summon abilities.
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...
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Re: Full scaledfolk race remade suggestion
That has 2 legs.
Btw, just noticed another problem. So fort can't be built on water but has amphibious units, Snake pit is the same, the swamp barracks is the exact opposite. We have kobalds who can't swim but sit in a barracks buildable on water.
Btw, just noticed another problem. So fort can't be built on water but has amphibious units, Snake pit is the same, the swamp barracks is the exact opposite. We have kobalds who can't swim but sit in a barracks buildable on water.
- makazuwr32
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Re: Full scaledfolk race remade suggestion
Hm. But you can't build barracks in the middle of ocean. Only on shores because kobold workers can't swim and their dragon must not be able to start any buildings.
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...
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- Lynx Shafir
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Re: Full scaledfolk race remade suggestion
Despite lizard are Amphibian they live in dry land /swamps
For Fort land only is right.
Same for snake pit
As for barracks yes, change is needed.
Btw
There are some mostly water oriented old suggestions, being infantry and no dock they wud go on TC, barrack anyway.
Before working on tritons and nagas I want to see desvolting those.
For Fort land only is right.
Same for snake pit
As for barracks yes, change is needed.
Btw
There are some mostly water oriented old suggestions, being infantry and no dock they wud go on TC, barrack anyway.
Before working on tritons and nagas I want to see desvolting those.
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
Re: Full scaledfolk race remade suggestion
I didn't mean move fort and snakepit in water, just the swamp barracks needed a few additions, lurker would make this more reasonable plus we have a Naga constructor also being mentioned so we can (eventually) build further out to sea.
- makazuwr32
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Re: Full scaledfolk race remade suggestion
I don't like idea of this naga constructor. Already.
Scaledfolks already have one of the best support builder - gold dragon (2 action + high mend rate).
Scaledfolks already have one of the best support builder - gold dragon (2 action + high mend rate).
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™.