Scalefolk rework
Re: Scalefolk rework
New and updated.
- Attachments
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- Draconian General 2.png (2.38 KiB) Viewed 7698 times
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- Magma drake rider 2.png (2.87 KiB) Viewed 7698 times
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- Draconian skirmisher.png (1.88 KiB) Viewed 7698 times
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- Draconian Spearmen 2.png (1.83 KiB) Viewed 7698 times
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- Draconian darter.png (1.67 KiB) Viewed 7698 times
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- Draconian bruiser.png (1.76 KiB) Viewed 7698 times
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- Draconian Savage.png (2.29 KiB) Viewed 7698 times
Re: Scalefolk rework
Updated.
- Attachments
-
- Armoured draconian.png (1.83 KiB) Viewed 7698 times
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- Draconian bruiser.png (1.77 KiB) Viewed 7698 times
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- Draconian Savage.png (2.31 KiB) Viewed 7698 times
Re: Scalefolk rework
Now to work on the lizardmen and a few more other units, techs, and structures.
- SirLuciano
- Posts: 287
- Joined: Sun Dec 08, 2019 2:05 am
- Location: Batangas Province,Philippines
Re: Scalefolk rework
Any chance this race rework need assassin units? Maybe some glass cannon(strong attack but weak defense in case you don't know)units?
Let the Empire of your land stay within your heart and its knights defend your soul
- makazuwr32
- Posts: 7832
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Scalefolk rework
We do not know yet how actually would work this race.
They may have or may not have assasin-like units.
For now they do not need them because it is not even started.
About assasin-like unit we probably will retuin to this idea after we will implement some basic units of revamp.
They may have or may not have assasin-like units.
For now they do not need them because it is not even started.
About assasin-like unit we probably will retuin to this idea after we will implement some basic units of revamp.
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: Scalefolk rework
A look at a slightly different tech tree style.
Basically how it works is scaledfolk could have their techs that effect their natural traits like resilience, scales, schutes, strength, etc. And techs that effect their weapons.
Draconians could have a bonus tech that requires the previous techs to research first, for example draconian schutes would require hardened schutes 3. But they won't have any weapon techs, just physical ones.
When I made the draconiana I had in mind that they would start with low armour but good health and attack to compensate (not too good since they will have bonus techs to increase their attributes further.)
They also would be slightly costly due to their Dragon blood causing them to be slightly more greedy then usual.
Basically how it works is scaledfolk could have their techs that effect their natural traits like resilience, scales, schutes, strength, etc. And techs that effect their weapons.
Draconians could have a bonus tech that requires the previous techs to research first, for example draconian schutes would require hardened schutes 3. But they won't have any weapon techs, just physical ones.
When I made the draconiana I had in mind that they would start with low armour but good health and attack to compensate (not too good since they will have bonus techs to increase their attributes further.)
They also would be slightly costly due to their Dragon blood causing them to be slightly more greedy then usual.
- Attachments
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- hardened schutes 1.png (2.91 KiB) Viewed 7415 times
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- hardened schutes 2.png (2.91 KiB) Viewed 7415 times
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- Hardened schutes 3.png (2.79 KiB) Viewed 7415 times
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- Draconian schutes.png (2.79 KiB) Viewed 7415 times
Re: Scalefolk rework
Some new ones:
- Attachments
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- Kobald ascension 1.png (2.64 KiB) Viewed 7404 times
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- Draconian scales.png (3.24 KiB) Viewed 7404 times
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- Draconian savagery.png (2.59 KiB) Viewed 7404 times
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- Reptilian savagery 3.png (2.67 KiB) Viewed 7404 times
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- Draconian resilience.png (2.87 KiB) Viewed 7404 times
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- Lizardmen resilience 3.png (2.9 KiB) Viewed 7404 times
Last edited by Savra on Sat Apr 04, 2020 1:15 am, edited 2 times in total.
Re: Scalefolk rework
I'll update my suggestion list so this is less messy.
Re: Scalefolk rework
Updated.
[/quote]Savra wrote: ↑Sat Aug 24, 2019 8:09 pm Units:(42 in all)They need images, names aren't final, not all units were included, Just some basic ones. What does everyone think? If Makazuwr wants who could supply their stats, lizardmen would be 3 turn and higher units.Kobalds: (7)
Kobald Tlamanih:
Desc:
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Kobald savage:
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Kobald slinger:
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Kobald darter: (armed with a blow gun)
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Monitor rider:
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Carnotaur rider:
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Kobald broodguard:
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Kobald ghost warrior:
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Kobald stalker:
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Kobald witchdoctor: (main healer)
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Kobald Exuviaewalker:
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Velociraptor form:
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Dilosaur form:
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Pterosaur form:
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Tyranosaur form:
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Kobald welp: (main builder)
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Saurians: (their was actually multiple types of lizardmen one of which was the saurians [not to be confused with the dinosaurs] who were similar but for AOF I'll simply make them flying lizardmen that could have stats similar to kobalds, maybe weaker).
Saurian skyhunter:
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Saurian skyslasher:
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Saurian ambusher:
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Lizardmen:(10)
Lizardmen murauder:
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Lizardmen darter:
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Lizardmen Cuextecatl: (Shielder)
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Komodo rider:
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Lizardmen Stalker:
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Lizardmen headhunter: (skirmisher)
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Lizardmen Savage: (mace men unit)
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Lizardmen Hunter: (archer)
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Lizardmen Huitznahuatl: (support)
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Abilities:
Salamander Fireslinger:
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Lizardmen tlahuiztli: (sergent like unit)
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Turtlemen:
Turtlemen crusher:
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Turtlemen murauder:
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Spiked turtlemen:
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Turtlemen breacher:
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Snakemen:(7)
Snakemen blademaster:
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Snakemen Axemen:
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Snakemen Spearmen:
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Gorgon: (offensive caster)
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Lamla: (not the spell happy one but one that just has an enchanted weapon with lifelik and made to fight mages like a hamletback sorta)
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Naga reefhunter: (main sea unit)
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Naga shrieker: (has scream ability)
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Acid spitter (anti building unit)
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Naga Reeflord:
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Gatormen: (3)
Gatormen harpoonist:
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Gatormen:
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Gatormen Grappler:
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Troglodytes:
Troglodyte shield brute:
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Troglodyte claw brute:
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Draconian:(7)
Draconian Dragon warrior: (shielder)
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Draconian darter:
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Draconian spearhunter:
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Draconian Papalotl: (spearmen)
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Draconian Cuachic:
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Draconian Savage:
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Magma drake rider: (elite cavalry)
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Draconian Tlacochcalcatl:
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(All draconians but the dragonborn, can't fly. They can all enchant their weapons with fire. Have low armour. [similar to uruks somewhat] Have own techs, which do require some of the lizardmens and kobalds techs first. They have good health to compensate for lack of defence.)
Dragons:(7)
Firedrake: (red dragon)
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Skrill: (storm dragon)
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Zmiji:
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Acid Dragon:
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Xiuhcoatl:
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Quetzacoatl:
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Other reptiles:(5)
Coatl:
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Leviathen:
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Komodo: (scout unit)
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Wyrm: (battering ram style unit that can dig)
Desc:
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Basilisk: (special)
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Hydra: (same as before)
Desc:
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Ships:
Raft:
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Buildings: (14 in all)
Factories:(8)
Temple: (mega, trains draconians and special reptiles)
Desc:
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M.bonus:
Heal:
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Swamp hut: (trains melee infantry and cavalry)
Desc:
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Cost:
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Sight:
M.bonus:
Heal:
Arm:
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Snake pit: (trains snakemen)
Desc:
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Cost:
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Sight:
M.bonus:
Heal:
Arm:
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Cap:
Warriors den: (trains lizardmen units)
Desc:
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Draconian dwellings: (trains draconians)
Desc:
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Heal:
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Hunters hut: (trains kobald units)
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M.bonus:
Heal:
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Dragon temple:
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Nagas temple: (trains nagas and reptilian sea monsters)
Desc:
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Troglodyte warrens:
Desc:
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Fortifications:(8)
Poison tower:
Desc:
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Fire tower:
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Fort:
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Pallisades:
Desc:
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Arm:
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Pallisades gate:
Desc:
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Mantle:
Desc:
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Poison pit:
Desc:
Cost:
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Punji trap:
Desc:
Cost:
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P.arm:
Techs:(16 in all)
Kobalds:( 1)
Hunters instincts: grants kobalds +10% to dodges.
Researched:
Cost:
Lizardmen: (1)
Reptilian senses: can now see invisible units in range of 2.
Cost:
Snakemen:(2)
Snakemen reflexes: 3 levels that just upgrade dodges.
Researched:
Snakemen reflexes 1:
Cost:
+5% to all dodges.
Snakemen reflexes 2:
Cost:
+5% to all dodges.
Snakemen reflexes 3:
Cost:
+5% to all dodges.
Counterstrike: snakemen do full damage on counter.
Cost:
Techs for all:(9)
Hardened scales:3 +1 levels. Works similar to even craftsmen upgrades.
Researched:
Hardened Scales 1:
Cost:
+1 to melee armour.
Hardened Scales 2:
Cost:
+1 to pierce armour.
Hardened Scales 3:
Cost:
+1/+1 to both armours.
Draconian scales:
Cost:
+1/+1 to draconian armours.
Hardened schutes: 3 +1 levels. Increases armoured units like turtlemen, armoured draconians, and armoured lizardmens armour.
Researched:
Hardened schutes 1:
Cost:
+1 to armour.
Hardened schutes 2:
Cost:
+1 to p.armour.
Hardened schutes 3:
Cost:
+1/+1 to both armours.
Draconian schutes:
Cost:
+1/+1 to both armours for Draconian Dragon warrior.
Savage weaponry: 3 levels. Increases attack.
Researched:
Savage weaponry 1:
Cost:
+1 attack to units with weapons.
Savage weaponry 2:
Cost:
+1 attack to units with weapons.
Savage weaponry 3:
Cost:
+1 attack to units with weapons.
Fierce hunters: 3 levels. Effects ranged units.
Researched:
Fierce hunters 1:
Cost:
+1 range, +1 attack for ranged units.
Fierce hunters 2:
Cost:
+1 range, +1 attack for ranged units.
Fierce hunters 3:
Cost:
Gives ranged units +1 range, +1 attack.
Primal savagery: 3 +1 levels increase attack.
Researched:
Primal savagery 1:
Grants +1 to attack.
Cost:
Primal savagery 2:
Grants +1 to attack.
Cost:
Primal savagerery 3:
Grants +1 to attack.
Cost:
Draconian savagery:
Grants +1 to draconians attack.
Cost:
Reptilian resilience: 3 +1 levels. Increases health of units.
Researched:
Reptilian resilience 1:
Grants +2 hp.
Cost:
Reptilian resilience 2:
Grants +2 to hp.
Cost:
Reptilian resilience 3:
Grants +2 to hp.
Cost:
Draconian resilience:
Grants +2 hp to draconians.
Cost:
Warriors Spirit: 3 levels
Researched:
Warriors spirit 1:
Grants +5% to resistance.
Cost:
Warriors spirit 2:
Grants +5% to resistance.
Cost:
Warriors spirit 3:
Grants +5% to resistance.
Cost:
Natural swimmers: +1 speed in water for both lizardmen and Nagas.
Researched:
Cost:
Throw spear: gives spearmen the ability to throw their spears at 3 rng, with a 2 turn cool, bonuses applied, deals same damage as units attack, effected by p.armour though. Requires savage weapons 3.
Researched:
Cost:
Casters:(2)
Petrify: (for gorgon, unlocks basilisk)
Researched:
Cost:
Poison mist: (for lizardmen Huitznahuatl)
Researched:
Cost:
Sub races: (3)
Dragons guard:
Researched:
Cost:
Unlocks draconians
Serpentine guard:
Researched:
Cost:
Unlocks snakemen
Troglodyte warband:
Researched:
Cost:
Unlocks troglodytes
If you want I could start separating them for stats and just let everyone fill the blanks in with what looks like the original goal.
Last edited by Savra on Fri Aug 28, 2020 10:55 pm, edited 22 times in total.
Re: Scalefolk rework
Snakemen reflexes tech.
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- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Scalefolk rework
Yes.
If snakemen are a sub, then their dodge techs would be altogether, but more costly then elves dodge techs.
For example:
Snake like reflexes 1:
Grants all snakemen and nagas +5% to all dodges.
Cost:4-5
If snakemen are a sub, then their dodge techs would be altogether, but more costly then elves dodge techs.
For example:
Snake like reflexes 1:
Grants all snakemen and nagas +5% to all dodges.
Cost:4-5
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Scalefolk rework
I was asking cause those eyes make them look like range/sight techs so you might try something different if you don't mind
Age of Fantasy design leader
Re: Scalefolk rework
Hmm, good point.
Might save 1 for a spell for the gorgon.
Anyway I updated the list a bit.
I was thinking if for a money courier like structure and unit could we do something like this:
Dragons lair:
Van:4
Hp:40
Sight:4
Cap:2 can only carry kobalds.
Arm:3
P.arm:6
Abilities:
Summon Kobald treasurer: rng:1, cool:1
Spit fire: rng:3
The units you stick into the structure act as +1 vanishing for the structure, at the cost of the unit dying.
When vanishing is up, the lair becomes an empty lair and summons 1 neutral Dragon that is aggressive toward players. Basically it has its ups and downs. If it is destroyed then no Dragon is summoned.
Empty lairs stats would be:
Empty lair:
Hp:40
Sight:4
Cap:2
Arm:3
P.arm:6
We could also make it so that instead of a simple summon, you would need to sacrifice a Kobald to get a treasurer.
Might save 1 for a spell for the gorgon.
Anyway I updated the list a bit.
I was thinking if for a money courier like structure and unit could we do something like this:
Dragons lair:
Van:4
Hp:40
Sight:4
Cap:2 can only carry kobalds.
Arm:3
P.arm:6
Abilities:
Summon Kobald treasurer: rng:1, cool:1
Spit fire: rng:3
The units you stick into the structure act as +1 vanishing for the structure, at the cost of the unit dying.
When vanishing is up, the lair becomes an empty lair and summons 1 neutral Dragon that is aggressive toward players. Basically it has its ups and downs. If it is destroyed then no Dragon is summoned.
Empty lairs stats would be:
Empty lair:
Hp:40
Sight:4
Cap:2
Arm:3
P.arm:6
We could also make it so that instead of a simple summon, you would need to sacrifice a Kobald to get a treasurer.
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Scalefolk rework
well, a courier will be certainly needed, about the building I will check it again later when we'll have a clearer visione of the whole race
Age of Fantasy design leader
Re: Scalefolk rework
Lizardmens training area, the warriors den.
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- SirLuciano
- Posts: 287
- Joined: Sun Dec 08, 2019 2:05 am
- Location: Batangas Province,Philippines
Re: Scalefolk rework
Is there already a tech that makes their scales hard and tough for increased defence?
Let the Empire of your land stay within your heart and its knights defend your soul
Re: Scalefolk rework
Yes, except it doesn't work.SirLuciano wrote: ↑Sat Apr 11, 2020 1:28 am Is there already a tech that makes their scales hard and tough for increased defence?
Re: Scalefolk rework
Time for a few dragons. And one other.
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- SirLuciano
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Re: Scalefolk rework
Wait how exactly "doesn't work"? Like no code yet or what?Savra wrote: ↑Sat Apr 11, 2020 2:48 amYes, except it doesn't work.SirLuciano wrote: ↑Sat Apr 11, 2020 1:28 am Is there already a tech that makes their scales hard and tough for increased defence?
Let the Empire of your land stay within your heart and its knights defend your soul
Re: Scalefolk rework
Supposedly it should increase your units armour. And give lizardmen better regeneration but none of that works.
- SirLuciano
- Posts: 287
- Joined: Sun Dec 08, 2019 2:05 am
- Location: Batangas Province,Philippines
Re: Scalefolk rework
Would that affect the full release of the revamp?
Let the Empire of your land stay within your heart and its knights defend your soul
Re: Scalefolk rework
No, the reason it doesn't work currently is most likely due to the scaledfolks being put on hold till the revamp. The revamp should come with working techs.
Re: Scalefolk rework
Seriously, Once this guys got implemented, they would be the best race. Best looking race.
Re: Scalefolk rework
Alright I found a few more dragons, we could transfer some to other races too, or use their names for the other dragons:
Deleted.
Deleted.
Last edited by Savra on Fri May 15, 2020 10:46 pm, edited 1 time in total.
Re: Scalefolk rework
Tarrasque isn't a dragon, Imoogi also isn't a dragon. xD
Bahamut and Tiamat are too much powerfull to be put on a lesser category of "dragons" for the scalefolk...
None of these 4 should be used under any race. But map editor bosses...
The rest seens costly but ok.
Bahamut and Tiamat are too much powerfull to be put on a lesser category of "dragons" for the scalefolk...
None of these 4 should be used under any race. But map editor bosses...
The rest seens costly but ok.
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Re: Scalefolk rework
Ya I forgot to mention that part.
Anyway, tarrasque could be used as a battering ram like unit trainable in the temple of something similar.
Omoogi, the wyrm (which will have a name change and look change) and any other snake like monster like the leviathen will be added to the serpentine sub.
Bahamut could be a temporary summon at the cost of research and sacrifice that would work similar to the green Dragon summon. It would only be for the lizardmen priest though.
Anyway, tarrasque could be used as a battering ram like unit trainable in the temple of something similar.
Omoogi, the wyrm (which will have a name change and look change) and any other snake like monster like the leviathen will be added to the serpentine sub.
Bahamut could be a temporary summon at the cost of research and sacrifice that would work similar to the green Dragon summon. It would only be for the lizardmen priest though.