Claws, Tails and Poison. Scaledfolk Race.

User avatar
Skelegonsans
Posts: 922
Joined: Sun Aug 14, 2016 7:52 pm
Location: Miguel Pereira, Rio de Janeiro, Brazil

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.
That one guy that disappears for 6 months then comes back and keeps doing it over and over. :lol:
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.

User avatar
Sunrise Samurai
Posts: 2650
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

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.
Currently residing at the local ninja academy. I'm still watching though.

User avatar
General Brave
Posts: 4644
Joined: Thu Oct 19, 2017 3:12 am
Location: The Four Point Military Academy.

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.
Wise, Might, Loyalty. Forever stands Warfell.

User avatar
Skelegonsans
Posts: 922
Joined: Sun Aug 14, 2016 7:52 pm
Location: Miguel Pereira, Rio de Janeiro, Brazil

Re: Claws, Tails and Poison. Scaledfolk Race.

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

Nice!
That one guy that disappears for 6 months then comes back and keeps doing it over and over. :lol:
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.

User avatar
General Brave
Posts: 4644
Joined: Thu Oct 19, 2017 3:12 am
Location: The Four Point Military Academy.

Re: Claws, Tails and Poison. Scaledfolk Race.

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

Give me some description.
Wise, Might, Loyalty. Forever stands Warfell.

User avatar
Skelegonsans
Posts: 922
Joined: Sun Aug 14, 2016 7:52 pm
Location: Miguel Pereira, Rio de Janeiro, Brazil

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?
That one guy that disappears for 6 months then comes back and keeps doing it over and over. :lol:
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.

User avatar
General Brave
Posts: 4644
Joined: Thu Oct 19, 2017 3:12 am
Location: The Four Point Military Academy.

Re: Claws, Tails and Poison. Scaledfolk Race.

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

Yes.
Wise, Might, Loyalty. Forever stands Warfell.

User avatar
makazuwr32
Posts: 4592
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

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.

User avatar
General Brave
Posts: 4644
Joined: Thu Oct 19, 2017 3:12 am
Location: The Four Point Military Academy.

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
Wise, Might, Loyalty. Forever stands Warfell.

User avatar
General Brave
Posts: 4644
Joined: Thu Oct 19, 2017 3:12 am
Location: The Four Point Military Academy.

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.
Wise, Might, Loyalty. Forever stands Warfell.

User avatar
makazuwr32
Posts: 4592
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

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).

User avatar
General Brave
Posts: 4644
Joined: Thu Oct 19, 2017 3:12 am
Location: The Four Point Military Academy.

Re: Claws, Tails and Poison. Scaledfolk Race.

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

A what?
Wise, Might, Loyalty. Forever stands Warfell.

User avatar
makazuwr32
Posts: 4592
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

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

User avatar
General Brave
Posts: 4644
Joined: Thu Oct 19, 2017 3:12 am
Location: The Four Point Military Academy.

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.
Wise, Might, Loyalty. Forever stands Warfell.

User avatar
makazuwr32
Posts: 4592
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

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.

User avatar
Constantin
Posts: 224
Joined: Wed Sep 14, 2016 8:30 pm
Location: Belarus

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?

User avatar
makazuwr32
Posts: 4592
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

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.
"Fly with Wyverns of the Horde!" By wyvern unit from Warcraft 3.

User avatar
godOfKings
Posts: 2223
Joined: Fri Sep 22, 2017 4:50 pm

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?
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me

For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools

User avatar
makazuwr32
Posts: 4592
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

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.

User avatar
General Brave
Posts: 4644
Joined: Thu Oct 19, 2017 3:12 am
Location: The Four Point Military Academy.

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.
Wise, Might, Loyalty. Forever stands Warfell.

User avatar
makazuwr32
Posts: 4592
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

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.

User avatar
General Brave
Posts: 4644
Joined: Thu Oct 19, 2017 3:12 am
Location: The Four Point Military Academy.

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.
Wise, Might, Loyalty. Forever stands Warfell.

User avatar
makazuwr32
Posts: 4592
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

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.

User avatar
General Brave
Posts: 4644
Joined: Thu Oct 19, 2017 3:12 am
Location: The Four Point Military Academy.

Re: Claws, Tails and Poison. Scaledfolk Race.

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

What are stats?
Wise, Might, Loyalty. Forever stands Warfell.

User avatar
makazuwr32
Posts: 4592
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

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.

User avatar
General Brave
Posts: 4644
Joined: Thu Oct 19, 2017 3:12 am
Location: The Four Point Military Academy.

Re: Claws, Tails and Poison. Scaledfolk Race.

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

Okay, highly venomous hydra.
Wise, Might, Loyalty. Forever stands Warfell.

User avatar
makazuwr32
Posts: 4592
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

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.

User avatar
General Brave
Posts: 4644
Joined: Thu Oct 19, 2017 3:12 am
Location: The Four Point Military Academy.

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.
Wise, Might, Loyalty. Forever stands Warfell.

User avatar
makazuwr32
Posts: 4592
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

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.

Midonik
Posts: 3555
Joined: Mon Sep 05, 2016 5:27 pm
Location: Poland

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.
Support new AoS variant, Age of Galaxy,its sci-fi themed: http://www.androidutils.com/forum/viewforum.php?f=135
All help will be welcome.

Fielderan Crown's Great Hetman
http://www.androidutils.com/forum/viewt ... =66&t=4729

Post Reply

Return to “Scaledfolk”