Search found 922 matches

by Skelegonsans
Mon Dec 23, 2019 7:36 pm
Forum: Balancing discussions
Topic: Scalefolk rework
Replies: 424
Views: 66438

Re: Scalefolk rework

Damn, things sure have changed while I was away, lol. This rework looks super dope though. I've recently gotten back into this game (I always seem to get back into it every now and again lol, I've always loved it :lol: ) so why not hop back in here too? By the way - if anyone has the link to the dis...
by Skelegonsans
Mon Mar 18, 2019 2:35 am
Forum: Archived - Scalefolk Units, Buildings
Topic: Full scaledfolk race remade suggestion — ARCHIVED
Replies: 74
Views: 12257

Re: Full scaledfolk race remade suggestion

And what do you mean "how it was supposed to be"? If the Scaledfolk are the way they are now it's because everyone's ideas and merged them together to make them. So pretty much everyone's concept of what the race should be like is in the game already - balancing issues apart of course. I r...
by Skelegonsans
Mon Mar 18, 2019 2:32 am
Forum: Scaledfolk
Topic: Frost dragon
Replies: 81
Views: 12642

Re: Frost dragon

Well against elves it is op. Because if curse is disenchanted than unit can instantly act. You make your unit invurable to arrows for turn, next turn you disenchant him and he can act again. This idea acts as curse+p.armor. If unit is disenchanted from curse it can instantly act. Then just make it ...
by Skelegonsans
Mon Mar 18, 2019 2:25 am
Forum: Archived - Scalefolk Units, Buildings
Topic: Full scaledfolk race remade suggestion — ARCHIVED
Replies: 74
Views: 12257

Re: Full scaledfolk race remade suggestion

Why go through reworking the race all over again if good balancing suggestions are right here already? :lol: :lol:
by Skelegonsans
Sat Mar 02, 2019 10:42 pm
Forum: Scaledfolk
Topic: Snakeman Shaman
Replies: 26
Views: 5617

Re: Snakeman Shaman

All of the suggested effects sound fairly simple except maybe for the dodge % increase thing.
by Skelegonsans
Sat Mar 02, 2019 10:36 pm
Forum: Scaledfolk
Topic: Basilisk
Replies: 75
Views: 11673

Re: Basilisk

Great to hear it! I've been wanting to see this unit in the game for ages now. Can someone that's a bit better on the graphical part work on the head like stratego suggested? After that it's probably ready to be put into the game! (probably at the Temple and/or Keep building)
by Skelegonsans
Sat Mar 02, 2019 10:32 pm
Forum: Archived - Scalefolk Units, Buildings
Topic: Drake Peak - ANSWERED
Replies: 35
Views: 6935

Re: Drake Peak ACCEPTED

So is this gonna get implemented? it's a really cool idea.
by Skelegonsans
Sat Mar 02, 2019 10:25 pm
Forum: Archived - Scalefolk Units, Buildings
Topic: Full scaledfolk race remade suggestion — ARCHIVED
Replies: 74
Views: 12257

Re: Full scaledfolk race remade suggestion

This is looking good so far! So the balance changes for scaledfolk will FINALLY get implemented? :D
by Skelegonsans
Sat Mar 02, 2019 10:09 pm
Forum: Human Technologies
Topic: Coward's Reward
Replies: 39
Views: 6944

Re: Coward's Reward

Something like that. Or maybe something like, a soldier striking another soldier in the back with a sword (this sounds a bit complicate to fit in an icon though)
by Skelegonsans
Sat Oct 27, 2018 9:10 pm
Forum: Scaledfolk
Topic: Frost dragon
Replies: 81
Views: 12642

Re: Frost dragon

it's not overpowered at all. It simply locks one SINGLE unit, taking magic resistance into account (so stronger units / valuable targets would pretty much never get affected because of their hight magic resistance), deals a moderate damage over time and even gives it total resistance to piercig dama...
by Skelegonsans
Sat Oct 27, 2018 9:06 pm
Forum: Human
Topic: Unit: Werewolf (Humans)
Replies: 185
Views: 42655

Re: Unit: Werewolf (Humans)

Invisibility gives this unit the ability to sneak into the enemy base and wreck hablo in werewolf form, easier to code. The vetraning feels like it might have a problem with the transformations. That's why I removed it and replaced it with Howl which gives allies a +1 to attack and inflict fear on ...
by Skelegonsans
Sat Oct 27, 2018 8:42 pm
Forum: Human
Topic: Unit: Werewolf (Humans)
Replies: 185
Views: 42655

Re: Unit: Werewolf (Humans)

Not too hard Yea ok :roll: :| Its been agreed its gonna be a simple werewolf Requires new coding and No one wants to do that after 3 years of it sitting That's why the zombie virus thing is on hold ( for a long time ) I'm sorry my dude, you might want to read the first parts of the thread, everyone...
by Skelegonsans
Fri Oct 26, 2018 1:01 am
Forum: Scaledfolk
Topic: Lizardmen Brute pack
Replies: 151
Views: 24212

Re: Lizardmen Brute pack

Looks legit!
by Skelegonsans
Fri Oct 26, 2018 12:57 am
Forum: Human
Topic: Unit: Werewolf (Humans)
Replies: 185
Views: 42655

Re: Unit: Werewolf (Humans)

It would be just simpler to have the werewolf part, no necessary transformation things. if it doesn't transform it is NOT a werewolf. Lycanthropes are beings that shift from animal (or partially animal) form to human form and vice-versa. D&D's description of it is pretty much that (and we all k...
by Skelegonsans
Fri Oct 26, 2018 12:44 am
Forum: Scaledfolk
Topic: Frost dragon
Replies: 81
Views: 12642

Re: Frost dragon

It is not so complicated as you think. I was saying that 2 different and already coded in the game effects can't be applied by 1 spell - like burning and slowing or disarmor and curse. But if make new effect (and your freezing requires new effect as well) than it can do anything - damage unit, slow...
by Skelegonsans
Fri Oct 26, 2018 12:28 am
Forum: Human
Topic: Unit: Werewolf (Humans)
Replies: 185
Views: 42655

Re: Unit: Werewolf (Humans)

It would be just simpler to have the werewolf part, no necessary transformation things. if it doesn't transform it is NOT a werewolf. Lycanthropes are beings that shift from animal (or partially animal) form to human form and vice-versa. D&D's description of it is pretty much that (and we all k...
by Skelegonsans
Sun Oct 21, 2018 3:32 am
Forum: Scaledfolk
Topic: Lamia
Replies: 38
Views: 8310

Re: Lamia

The Lamia we're using actually isn't the female one, it's the dark-scaled serpent that uses magic weapons and frightens enemies :lol: there are different concepts for lamia, this one is the greek lamia, the "normal" lamia would be a medusa-like creature (that's probably the most known lami...
by Skelegonsans
Sun Oct 21, 2018 3:29 am
Forum: Scaledfolk
Topic: Frost dragon
Replies: 81
Views: 12642

Re: Frost dragon

that would make the coding complicate. I say either use a more simple effect or go back to the freezing idea. it's much more original and interesting than just an aoe damage that reduces stats.
by Skelegonsans
Wed Oct 17, 2018 6:35 pm
Forum: Archived - Scalefolk Units, Buildings
Topic: Claws, Tails and Poison. Scaledfolk Race. — ARCHIVED
Replies: 438
Views: 56427

Re: Claws, Tails and Poison. Scaledfolk Race.

Wowwww it looks even more awesome!! Love it!
by Skelegonsans
Wed Oct 17, 2018 6:33 pm
Forum: Scaledfolk
Topic: Frost dragon
Replies: 81
Views: 12642

Re: Frost dragon

After i thought a bit frost breath must be poison breath-like area attack that applies chilling effect. No initial damage. Chilling (effect): slows unit for 1 turn, damages it for 4 damage/turn and lowers damage by 4. Lasts 3 turns, can't affect undeads, demons, mechanical units, buildings (they do...
by Skelegonsans
Tue Oct 16, 2018 9:04 pm
Forum: Scaledfolk
Topic: Frost dragon
Replies: 81
Views: 12642

Re: Frost dragon

I'm confused at what exactally this frost breath does... every post says something different. What does it do again??
by Skelegonsans
Tue Oct 16, 2018 9:01 pm
Forum: Archived - Scalefolk Units, Buildings
Topic: Full scaledfolk race remade suggestion — ARCHIVED
Replies: 74
Views: 12257

Re: Full scaledfolk race remade suggestion

Yeah pretty much done. RN this is a priority so it should probably be worked on as soon as possible
by Skelegonsans
Tue Oct 16, 2018 8:54 pm
Forum: Scaledfolk
Topic: Frost dragon
Replies: 81
Views: 12642

Re: Frost dragon

So it slows, lowers stats AND damages? ok, now that sounds a bit unblanaced unless it's a single-target ability. I remember suggesting something like that in another dragon topic and a lot of people said it was unbalanced, soo...
by Skelegonsans
Tue Oct 16, 2018 8:42 pm
Forum: Archived - Scalefolk Units, Buildings
Topic: Claws, Tails and Poison. Scaledfolk Race. — ARCHIVED
Replies: 438
Views: 56427

Re: Claws, Tails and Poison. Scaledfolk Race.

Same, I like the first grey dragon best. Also white dragon looks awesome, good job.
by Skelegonsans
Tue Oct 16, 2018 8:40 pm
Forum: Scaledfolk
Topic: Frost dragon
Replies: 81
Views: 12642

Re: Frost dragon

Well, there's already a dragon that slows with its breath which is the storm dragon (it was meant to be a stun, a curse-like effect but it would be too op for an are effect so it was left as slowing). So this dragon is basically a slower, higher-cost copy of storm dragon...
by Skelegonsans
Tue Oct 16, 2018 3:04 am
Forum: Archived - Scalefolk Units, Buildings
Topic: Full scaledfolk race remade suggestion — ARCHIVED
Replies: 74
Views: 12257

Re: Full scaledfolk race remade suggestion

Love the new stats. Very balanced. Good job.
by Skelegonsans
Sun Oct 14, 2018 6:31 am
Forum: Scaledfolk
Topic: Frost dragon
Replies: 81
Views: 12642

Re: Frost dragon

I don't like yoir idea of freezing. 1. It is a bit too powerful for on-hit effect 2. I don't like idea of spell that affects both your and enemies and that also adds lots of p.armor and stops unit. Also i have already idea for freezing effect: For few turns (1-2) it will lower actions/turn by -1 an...
by Skelegonsans
Sun Oct 14, 2018 6:20 am
Forum: Human
Topic: Unit: Werewolf (Humans)
Replies: 185
Views: 42655

Re: Unit: Werewolf (Humans)

Tankhead wrote: Sun Oct 14, 2018 6:16 am A transformation on a cooldown is what in talking about.
Idk if Alex or brave could do that
THAT was what I meant with the 4 turn transformation idea. :lol: I'm pretty sure it's not that hard to do? maybe GB can do it. Stratego is probably too busy to do this
by Skelegonsans
Sun Oct 14, 2018 6:18 am
Forum: Scaledfolk
Topic: Frost dragon
Replies: 81
Views: 12642

Re: Frost dragon

Exactally. not necessarily it's a complicate thing to do. it's basically a mix of poison, curse and armor increase effect. The units is paralyzed (curse), takes 5 damage per turn (poison) and gains +999 pierce armor (armor increase) for 3 turns. The only coding required would be merging those three ...

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