creations/creators race

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makazuwr32
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Re: creations/creators race

Post by makazuwr32 » Thu Aug 16, 2018 8:10 pm

Uniqueness is that
1. Many units immune to poison and some status effects.
2. Nearly all their construction units can be made by their workers at ofc higher cost.
3. Many spells will be oriented for buffing their inventions in some ways. Maybe even they will add abilities or completely upgrade units via spell.

Creations is a new unique to this faction unit type.
It will be much less vurable to siege (but still vurable) and will be vurable to infantries.
I think to lower specifically for them bonus from siege units to them to 50-100% at most.
Last edited by makazuwr32 on Thu Aug 16, 2018 8:14 pm, edited 1 time in total.

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Tankhead
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Re: creations/creators race

Post by Tankhead » Thu Aug 16, 2018 8:13 pm

Earth/Stone Guard

Inventors: by Elves & dwarves

(Originally a earth golem) Was once used by elves to protect Artifacts but was thrown out due to them being too dangerous having a mind of they're own. The creators decided to take this unit in and modify to they're liking. Now its a tanky killer on the battlefield.
Hp: 75/65
Atk: 12/15
Spd: 3/4
Cost: 5
Action: 1
Armor: 3/5
P Armor : ??? ( not sure if it should have it )
Abilities:
passive regeneration
Trample: cause a mini earthquake around the unit caster that does light damage and immobilizes everyone affected in it. Also immobilizes the caster.
Range 3
Cooldown 4
Screenshot_2018-08-16-15-09-35-1.png
Note: Inventors come from all races that work together to create new things
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"

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makazuwr32
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Re: creations/creators race

Post by makazuwr32 » Thu Aug 16, 2018 8:15 pm

Yep. Just like that)
P.armor it should have, i suggest for earth one — 3, for stone one — 2.

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Tankhead
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Re: creations/creators race

Post by Tankhead » Thu Aug 16, 2018 8:32 pm

makazuwr32 wrote:
Thu Aug 16, 2018 8:15 pm
Yep. Just like that)
P.armor it should have, i suggest for earth one — 3, for stone one — 2.
Hmmm how about a tech that upgrades armor and P Armor?
Armor +2
P Armor +1
Tech : Earthen ( this way you can say they start off as just stone and with this tech they obtain other earth material )
Also this unit has a weakness to fire
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"

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makazuwr32
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Re: creations/creators race

Post by makazuwr32 » Thu Aug 16, 2018 8:36 pm

Let's think about techs later, when we will have more unit ideas.

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Tankhead
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Re: creations/creators race

Post by Tankhead » Thu Aug 16, 2018 8:47 pm

Ok, and what you think about living armor units?
Inventors: undead & humans.
used as simple decorations in castles and mansions but with the help of the creators they now fight as living armor ( they used soul magic, the ability to trap a soul into something and have it come to life )
Units:
Living armor swordsman
Living armor pikeman
Living armor crossbow man
Living armor horseman
Much slower and weaker compared to human versions but have higher armor and can cross water tiles with a spd of 1 ( like undeads )
Weakness is ice ( when elements come in play)
They also should have higher hp compared to humans but with higher cost
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"

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Lynx Shafir
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Re: creations/creators race

Post by Lynx Shafir » Fri Aug 17, 2018 2:36 pm

Can add gremlins and slimes too?
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

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Tankhead
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Re: creations/creators race

Post by Tankhead » Fri Aug 17, 2018 3:56 pm

Lynx Shafir wrote:
Fri Aug 17, 2018 2:36 pm
Can add gremlins and slimes too?
Not sure if they count as creations
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"

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Lynx Shafir
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Re: creations/creators race

Post by Lynx Shafir » Fri Aug 17, 2018 5:07 pm

I think they fit.
living creatures what don't sprung by themselves only by magic or other intervention.
Where else can fit if not here.?
Even if make the creators a faction or mod. map edit.
-can have a potential in this living creations.
Eg slime can get bigger and split in more slimes.
Gremlins can sabotage mechanical units.
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

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Tankhead
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Re: creations/creators race

Post by Tankhead » Fri Aug 17, 2018 5:46 pm

Lynx Shafir wrote:
Fri Aug 17, 2018 5:07 pm
I think they fit.
living creatures what don't sprung by themselves only by magic or other intervention.
Where else can fit if not here.?
Even if make the creators a faction or mod. map edit.
-can have a potential in this living creations.
Eg slime can get bigger and split in more slimes.
Gremlins can sabotage mechanical units.
Hmmm well from me and maka prospective their is only two factions here
Creators and creations BUT a 3rd faction that can be called "Pets" the creators took in. Could this work?
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"

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makazuwr32
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Re: creations/creators race

Post by makazuwr32 » Fri Aug 17, 2018 9:13 pm

Actually i wanted to add here some failed experiments, mutants, hybrids (human with mechanical parts). ofc along with mechanical units and creations.
So current name still won't fit fully.

As for living armor and undead inventors: undeads are morking more with fesh, blood and bones and i want to keep them only with themselves.
They are not a part of this race.

Goblins themselves as well as some other units of orcish horde also won't be a part of this race. (alas i am planning a mecha-goblins who uses goblin brains for operatins. they can become alas self awareness and join your enemy's side when they are hit)

Also some mechanical units of this race will have special weakness to thunder: when they are hit by lighting they become neutral hostile and attack everyone.

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Tankhead
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Re: creations/creators race

Post by Tankhead » Fri Aug 17, 2018 9:38 pm

A "malfunction" affect for mechanical units? Sounds tough to avoid once elements and weather become a thing.

And the way I'm seeing factions now

Workers & magic casters unless you want these separate

Living armor faction

Failed experiments faction

And maybe a Anti faction that deals with common weaknesses
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"

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makazuwr32
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Re: creations/creators race

Post by makazuwr32 » Fri Aug 17, 2018 10:03 pm

I am thinking more anvanced categorisation:
Workers.
Mages.
Constructs. (living armor is part of these)
Elemental golems.
Hybrid units (semi-mechanical living units).
Failed experiments and mutants (these ones have lower than usual cost but at the beginnning of their turn they can become neutral hostile and come against their creators)
Other creations.

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Tankhead
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Re: creations/creators race

Post by Tankhead » Fri Aug 17, 2018 10:36 pm

makazuwr32 wrote:
Fri Aug 17, 2018 10:03 pm
I am thinking more anvanced categorisation:
Workers.
Mages.
Constructs. (living armor is part of these)
Elemental golems.
Hybrid units (semi-mechanical living units).
Failed experiments and mutants (these ones have lower than usual cost but at the beginnning of their turn they can become neutral hostile and come against their creators)
Other creations.
Like the concept, I guess I will think up workers which I'm assuming different ones do different things.

Human
Dwarves
Elves
Beastclan ( later on )
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"

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makazuwr32
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Re: creations/creators race

Post by makazuwr32 » Sat Aug 18, 2018 6:08 am

yep. different workers (and some mages too) can start construction of different units.

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Tankhead
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Re: creations/creators race

Post by Tankhead » Sat Aug 18, 2018 6:32 am

makazuwr32 wrote:
Sat Aug 18, 2018 6:08 am
yep. different workers (and some mages too) can start construction of different units.
By chance do you have some made as far as stats and maybe a name
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"

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makazuwr32
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Re: creations/creators race

Post by makazuwr32 » Sat Aug 18, 2018 6:35 am

Nope. for mow.
i am working on campain and in real life.

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Lynx Shafir
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Re: creations/creators race

Post by Lynx Shafir » Sat Aug 18, 2018 6:37 am

OK, Mimic, slime and such can go with
failed experiment or others.
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

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makazuwr32
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Re: creations/creators race

Post by makazuwr32 » Sat Aug 18, 2018 6:50 am

mimic is in construct (basically you take normal chest and adding into it a creature)
slime is in other (there would be failed one version)

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Tankhead
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Re: creations/creators race

Post by Tankhead » Sat Aug 18, 2018 8:16 am

Lynx Shafir wrote:
Sat Aug 18, 2018 6:37 am
OK, Mimic, slime and such can go with
failed experiment or others.
Are you getting a feel on how this race is like yet? Seems you got some ideas you wanna express later.
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"

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Lynx Shafir
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Re: creations/creators race

Post by Lynx Shafir » Sat Aug 18, 2018 8:40 am

Tankhead wrote:
Sat Aug 18, 2018 8:16 am
Lynx Shafir wrote:
Sat Aug 18, 2018 6:37 am
OK, Mimic, slime and such can go with
failed experiment or others.
Are you getting a feel on how this race is like yet? Seems you got some ideas you wanna express later.
Ideas come easy. U need to find proper role for 'em.
I just making sure that is a place for biological experiments too.
As for me I concentrate on the Demons and Beasts from new races.
When get free time I make images.
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

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makazuwr32
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Re: creations/creators race

Post by makazuwr32 » Sat Aug 18, 2018 8:51 am

Lynx Shafir wrote:
Sat Aug 18, 2018 8:40 am
I just making sure that is a place for biological experiments too.
As for me I concentrate on the Demons and Beasts from new races.
When get free time I make images.
Ofc. and because there are "failed experiments" and "other" categories.

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Tankhead
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Re: creations/creators race

Post by Tankhead » Sat Aug 18, 2018 7:19 pm

Beastclan and insects are easy to come up with as far as units, demons having kinda trouble with ( as in making one up ) so I might need help from other sources
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"

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Tankhead
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Re: creations/creators race

Post by Tankhead » Sat Aug 18, 2018 11:12 pm

Just so we are clear, All workers are able to build all of the same bulidings right? The unique thing about different workers is the units they can make?

And can this race have a navel faction?

Can bulider work on their race strong point?

Dwarves builders - melee
Elven builders - Range
Humans - Casters
Beastclan - adaptability ( animal machines )

As for navel faction can they act like the anti units
Anti Air ( infantry)
Anti air ( bulidings )
Anti ground ( infantry )
Anti ground ( bulidings )
Anti water ( infantry)
Anti water ( bulidings )
Battle ship( does moderate damage to all, ground air and water )
Transport ship
Right there makes a good faction
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"

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makazuwr32
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Re: creations/creators race

Post by makazuwr32 » Sun Aug 19, 2018 6:37 am

I am thinking about different concept what each sub can make:

Dwarves - Metallic constructs like golems but more advanced because they can use weapons.
Humans - Variety of constructs: living armor, arcane constructs and some more.
Elves - nature constructs, elemental constructs.

As for "working on their strong point" - it will be in techs. Also i want to add a tech tree where you can research only one of many ways for upgrading units: for example Dwarven armors/elven armors/human armors - dwarven ones have least time of research and most levels, at some point they will slow all non-dwarven affected units by 1; Humans have better variety of armors and they can adapt it for everything - even for arcane constructs and elementals; Elven ones have least protection but also adds dodges.

Also not all units will be producable by workers/mages: Hybrids, Failed experiments and other creations can't be produced by workers - only in special facilities.

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Tankhead
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Re: creations/creators race

Post by Tankhead » Sun Aug 19, 2018 7:00 am

makazuwr32 wrote:
Sun Aug 19, 2018 6:37 am
I am thinking about different concept what each sub can make:

Dwarves - Metallic constructs like golems but more advanced because they can use weapons.
Humans - Variety of constructs: living armor, arcane constructs and some more.
Elves - nature constructs, elemental constructs.

As for "working on their strong point" - it will be in techs. Also i want to add a tech tree where you can research only one of many ways for upgrading units: for example Dwarven armors/elven armors/human armors - dwarven ones have least time of research and most levels, at some point they will slow all non-dwarven affected units by 1; Humans have better variety of armors and they can adapt it for everything - even for arcane constructs and elementals; Elven ones have least protection but also adds dodges.

Also not all units will be producable by workers/mages: Hybrids, Failed experiments and other creations can't be produced by workers - only in special facilities.
The last part i already know, but what of that navel faction or are you telling me the builders will have they're own variety of navel units?

A tech tree for 3 different workers with several different levels of upgrade, hmmm differently gonna need some type of black smith type building.

Ill take note of the type of worker concept in detail but do you have one for Beastclan? They are sure to make it in before this race does.
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"

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makazuwr32
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Re: creations/creators race

Post by makazuwr32 » Sun Aug 19, 2018 7:04 am

not for workers, for their creations.
ofc they will have blacksmith-type one.

as for navel units i don't get what do you exactly asking: naval ones?

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Tankhead
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Re: creations/creators race

Post by Tankhead » Sun Aug 19, 2018 7:29 am

Yea I should clarify better.
A dock/workshop for just ships and some water units
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makazuwr32
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Re: creations/creators race

Post by makazuwr32 » Sun Aug 19, 2018 7:46 am

Sure they will have that. But they won't be able to build water only units (ships, some mechanical serpents), only in docks.

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Re: creations/creators race

Post by Tankhead » Sun Aug 19, 2018 7:49 am

makazuwr32 wrote:
Sun Aug 19, 2018 7:46 am
Sure they will have that. But they won't be able to build water only units (ships, some mechanical serpents), only in docks.
That's fine, tbh I only really care for the ships in that section.
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"

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