Claws, Tails and Poison. Scaledfolk Race.

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Skelegonsans
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Skelegonsans » Sun May 06, 2018 1:01 am

I know. Again I'd suggest to simply make scaledfolk poison stackable which will make it a lot more powerful already. There's not really a need to make it more complicate than that.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Sunrise Samurai » Sun May 06, 2018 11:48 am

I'd go with more variety. This should be their primary debuff power, rather than any spells. Slowing poison instead of elf slow spell, for example. Armor reducing acid instead of disarmor. Etc.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Sun May 06, 2018 8:04 pm

The Scaledfolk has been done, except they won't be added in until the Dwarf are a bit more complete.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Skelegonsans » Mon May 14, 2018 10:50 pm

Nice!
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Wed Jun 06, 2018 5:29 am

Give me some description.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Skelegonsans » Fri Jun 08, 2018 2:59 am

json descriptions? like the ones i did for dwarves?
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Fri Jun 08, 2018 3:05 am

Yes.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by makazuwr32 » Fri Jun 08, 2018 9:49 am

Tried them... I first time lost to orcs and elves on AI-Easy settings.
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Put some numbers, compare to what other races have and so on. Some real info why it must be done.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Fri Jun 08, 2018 2:00 pm

You lost, I defeated every race. Perhaps we need more stronger units
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Sat Jun 09, 2018 12:53 pm

Pretty sure we first need is a fire Archer, or at least something that burns down buildings.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by makazuwr32 » Sat Jun 09, 2018 8:17 pm

Maybe not a fire but asid?
It will affect buildings, undead and other units. Also will affect dwarven mechanical units which are not vurable to fire.
As for unit i suggest to add that to hydra or to maybe coatl (light fast ranged flying unit with weak attack and bonuses against buildings, undead and mechanical units).
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Put some numbers, compare to what other races have and so on. Some real info why it must be done.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Sat Jun 09, 2018 8:22 pm

A what?
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by makazuwr32 » Sat Jun 09, 2018 8:37 pm

Flying serpent. In warcraft 3 it was with nagas and these scaledfolks are similar a bit.

Image

Image

Image
makazuwr32 wrote:
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Put some numbers, compare to what other races have and so on. Some real info why it must be done.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Sat Jun 09, 2018 9:02 pm

That looks nice, but do we really need a different name for it.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by makazuwr32 » Sun Jun 10, 2018 5:16 am

About name we can just name it as "Flying serpent" if you want. That doesn't matter so much.
Main one is that it can have acid passive.
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Put some numbers, compare to what other races have and so on. Some real info why it must be done.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Constantin » Sun Jun 10, 2018 9:51 am

What do you think about wyvern as a flying unit?

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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by makazuwr32 » Sun Jun 10, 2018 9:55 am

I thought about wyvern as unit for orcs.
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Put some numbers, compare to what other races have and so on. Some real info why it must be done.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by godOfKings » Sun Jun 10, 2018 2:07 pm

acid affects burnable units like burning, may b a bit different like more damage for less turns, or less damage for more turns but total damage is same as burning?
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by makazuwr32 » Sun Jun 10, 2018 2:31 pm

I thought for acid more dot with less time of working and non-stackable.
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Put some numbers, compare to what other races have and so on. Some real info why it must be done.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Sun Jun 10, 2018 5:01 pm

Wyvern, sound okay. Does it attack with acid or does it spit acid.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by makazuwr32 » Sun Jun 10, 2018 10:22 pm

Wyvern no.
Even in heroes of might and magic 3 and heroes of might and magic 5 it had only poison. No acid. Also in both games it was not so tough melee unit and right now they lack of range.
Acid had Manticore in heroes 5. But it was just more powerful version of poison there and couldn't affect mechanical units and buildings as well as undead.
And also acid blood (counter attack ability) had hydra in homm 5.
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Put some numbers, compare to what other races have and so on. Some real info why it must be done.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Mon Jun 11, 2018 3:45 am

I'm guessing the blood falls unto the attacker.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by makazuwr32 » Mon Jun 11, 2018 7:25 am

Yes. But as well that is not the acid we need.
So i think "Flying Serpent" (aka Couatl) is better for acid sprayer.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Mon Jun 11, 2018 2:44 pm

What are stats?
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by makazuwr32 » Mon Jun 11, 2018 6:59 pm

I am thinking about these:
Flying Serpent - Flyine agile serpent tamed by Lizardmen.
Cost 4 turns
Trainable at Tc, Big Castle-type building (where Hydras are trained), Needs tech "Serpent taming" to be reseached first (Reseachable at hunter's hut for 5 turns)
Hp - 35
Attack - 10 (melee)
Range - 5
Actions/turn - 1
Armor - 0/0
Dodges: Melee - 20%, Ranged - 20%
Speed 5
Sight 7
Abilities:
Acid breath - Affects mechanical units, undeads and buildings; deals 50% of of damage (including bonuses) to these units for 3 turns to those targets. Non stackable.
Bonuses: standart bonuses to buildings, 100% to ALL undeads (including death knights, Spectral riders and such), 100% to all mechanical units (wagons, ships, catapults, trebushets, Dwarven zeppelins (both transport and war) and all upcoming dwarven mechanical units)
Also i suggest to change Hydra's attack - increase it to 11 damage so it can finally do some damage to high armored targets like imperials/uruk hais/sentinels/most of dwarves under buff from cleric AND change her poison - to "Hydra's Venom": works for 3 turns only but deals 10 damage per turn to target.
makazuwr32 wrote:
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Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Mon Jun 11, 2018 7:44 pm

Okay, highly venomous hydra.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by makazuwr32 » Mon Jun 11, 2018 8:01 pm

Right now hydra is really weak. Mainly due to weak poison and weak damage. And because it must be pretty tough and hard hitting unit than i suggested these changes.
Also about her venom - it must be stronger than troll's regeneration.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Mon Jun 11, 2018 10:19 pm

You do realize it can heal itself, especially when you don't use any actions.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by makazuwr32 » Tue Jun 12, 2018 6:14 am

Right now it is more defencive unit. Because of regeneration. But it is not so good as offencive unit. Especially as unit for 8 turns from mega building.
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Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Midonik » Tue Jun 12, 2018 7:24 pm

Why does both lizardmen and cobol archer have bonus against buildings? I can somehow understand that for slinger and spearmen, but for archers it makes no sense.
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