Scalefolk rework
Re: Scalefolk rework
Some spell techs.
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Re: Scalefolk rework
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Re: Scalefolk rework
This unit is really useful if you want to take down someone in just one hit, especially on an unkillable giant enemy.
[Description]
A notorious reptile that is hired to assassinate
someone without leaving any mark except his poisonous blade, its poison is as deadly as death. His camouflage ability can make itself invisible to the eyes. Can swim and walk on any terrain except mountains.
This unit will disapear(die) after killing an enemy.
UNIT NAME: ? Maybe Iguana Deathstalker or Poisonstalker
[STATS]
COST: 10
HP: 20
POWER: 999?
ARMOR: 1
P. ARMOR: 1
SPEED: 3
(Can swim but slow)
(Can walk on any terrain except mountains)
What do you think?
[Description]
A notorious reptile that is hired to assassinate
someone without leaving any mark except his poisonous blade, its poison is as deadly as death. His camouflage ability can make itself invisible to the eyes. Can swim and walk on any terrain except mountains.
This unit will disapear(die) after killing an enemy.
UNIT NAME: ? Maybe Iguana Deathstalker or Poisonstalker
[STATS]
COST: 10
HP: 20
POWER: 999?
ARMOR: 1
P. ARMOR: 1
SPEED: 3
(Can swim but slow)
(Can walk on any terrain except mountains)
What do you think?
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Last edited by MightyGuy on Thu Sep 03, 2020 9:25 am, edited 2 times in total.
Re: Scalefolk rework
[/quote]Savra wrote: ↑Mon Aug 31, 2020 2:36 pm This is what I and some o there have made so far. (Some I pulled out of old topics and put here.)
I'll throw that in with it too.
Savra wrote: ↑Sat Apr 04, 2020 1:40 am Updated.
Savra wrote: ↑Sat Aug 24, 2019 8:09 pm Units:(66 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.
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.
Wow, they are a lot of changes and new units, scaledfolk shall be more awesome
Re: Scalefolk rework
Why not make this a basilisk instead? But the cost might need to be reduced, but then again I was leaving the units stats for Alexander and Makazuwr to do since they have the better idea on how they want the race to act. It saves time too, being that you only need to make the images then.
Re: Scalefolk rework
Btw, magma drake rider and any further cavalry for draconians will be replaced with a different kind of draconian called a dracotaur.
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Re: Scalefolk rework
Updated.
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Re: Scalefolk rework
that's no problem. It can be a basilisk insteadSavra wrote: ↑Thu Sep 03, 2020 1:04 pm Why not make this a basilisk instead? But the cost might need to be reduced, but then again I was leaving the units stats for Alexander and Makazuwr to do since they have the better idea on how they want the race to act. It saves time too, being that you only need to make the images then.
Re: Scalefolk rework
Should I supply my version of stats for these?
I feel like it would better explain some of the units here, over simply just an image.
I'll try basing it off of what I got from the first post, were you wanted them to be like melee elves and all.
I feel like it would better explain some of the units here, over simply just an image.
I'll try basing it off of what I got from the first post, were you wanted them to be like melee elves and all.
- Alexander82
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- Joined: Thu Feb 26, 2015 8:18 pm
Re: Scalefolk rework
More than stats just provide your idea about the unit's role. Stats will be made later so there is no point in loosing time writing them now.
Age of Fantasy design leader
Re: Scalefolk rework
Alright, I supplied descriptions for the Kobalds for now, might add their roles later, but some should be fairly obvious.
Re: Scalefolk rework
Updated Saurians and Lizardmen.
Re: Scalefolk rework
I slightly changed the position of the legs of these units.
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Re: Scalefolk rework
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Re: Scalefolk rework
Troglodytes seem fine.
The draconians gold ankle bracers however shouldn't be at their knee's, as they are just decoration.
Also I removed some of the blurring on the units here.
The draconians gold ankle bracers however shouldn't be at their knee's, as they are just decoration.
Also I removed some of the blurring on the units here.
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Re: Scalefolk rework
I'm going to be spreading it out in sections as, all together it loads slowly:
Kobalds: (12)
Kobald Tlamanih:
Desc: Fierce warriors who wish to prove themselves to their dragon gods.
Trains: Kobald hut, tc
Cost:2
Hp:68
Atk:21
Rng:1
Sight:4
Spd:3
Arm:0
P.arm:2
Res:10%
Bonuses:
100% buildings, throwers, battering ram
200% fortifications
700% megas
Kobald savage:
Desc: These warriors focus on quick frenzied assaults on their chosen query.
Trains: Kobald hut, tc
Cost:3
Hp:98
Atk:21
Act:2
Rng:1
Sight:4
Spd:3
Arm:0
P.arm:0
Res:10%
Bonuses:
100% buildings, throwers, battering ram
200% fortifications
700% megas
Kobald slinger:
Desc: These fearless warriors focus their sights on much larger prey, slinging stones at remarkable speed.
Trains: Kobald hut, tc
Cost:3
Hp:46
Atk:6
Act:2
Rng:3
Sight:4
Spd:3
Arm:0
P.arm:0
Res:10%
Bonuses:
300% giants
Kobald darter: (armed with a blow gun)
Desc: Kobalds that specialize in ambushing enemies with the use of darts, they make use of various poisons to weaken their prey.
Trains: Kobald hut, tc
Cost:2
Hp:45
Atk:12
Rng:2-5
Sight:6
Spd:3
Arm:0
P.arm:0
Res:10%
Bonuses:
+50% Infantry
Abilities:
Poison weapon: requires research.
Monitor rider:
Desc: Kobald warriors atop fast monitor lizards, focus on quick assaults and scouting for new prey to hunt.
Trains: Kobald hut, tc
Cost:3
Hp:70
Atk:12
Rng:1
Sight:7
Spd:6
Arm:0
P.arm:0
Res:30%
Bonuses:
150% cavalry
Carnotaur rider:
Desc: Kobalds that have managed to tame mighty Carnotaurs, what once stalked the outer reaches of the Kobalds camps, preying on straggling hunters, now is being used to hunt down enemy cavalry.
Trains: Kobald hut
Cost:5
Hp:120
Atk:24
Rng:1
Sight:5
Spd:4
Arm:3
P.arm:3
Res:30%
Bonuses:
150% cavalry
Kobald broodguard:
Desc: Kobalds who well trained in facing large beasts, they use their stone tipped spears to help protect their kin, from whatever monstrosity that may approach.
Trains: Kobald hut, tc
Cost:2
Hp:42
Atk:12
Rng:1
Sight:4
Spd:3
Arm:0
P.arm:0
Res:10%
Bonuses:
450% cavalry
Kobald ghost warrior:
Desc: Warriors who were promised that their death would allow them to hunt alongside their dragon gods and ancestors in th afterlife, they focus on quick assaults at the cost of their own lives even.
Trains: Kobald hut, tc
Cost:1
Hp:28
Atk:8
Rng:1
Sight:4
Spd:3
Arm:0
P.arm:0
Res:10%
Bonuses:
Kobald stalker:
Desc: Kobalds who use throwing sticks to slow enemy troops advancements into their territory.
Trains: Kobald hut, tc
Cost:3
Hp:48
Atk:16 slowing weapon
Aoe:1
Rng:2
Sight:4
Spd:3
Arm:0
P.arm:2
Res:10%
Bonuses:
20% infantry
Kobald witchdoctor: (main healer)
Desc: Kobalds that have learned to channel the spirits of nature in order to aid their allies.
Trains: Kobald hut, dragons temple, tc
Cost:3
Hp:40
Atk:9
Rng:1
S.rng:4
Sight:5
Spd:3
Arm:0
P.arm:0
Res:40%
Bonuses:
Abilities:
Dragons blessings: +4 attack
Disenchant:
Dragon rend: -25% to target dragon, requires research
Draconic armour: +3/+3 to armour
Rejuvenation: 5% regeneration to unit for 3 turns.
Kobald Exuviaewalker:
Desc: Kobald shamans who have dabbled to much into the dark arts, now they are known as Exuviaewalkers, shamans who are able to transform at will to various Fierce beasts of their choosing.
Trains: Kobald hut, dragons temple
Cost:5
Hp:48
Atk:12
Rng:1
S.rng:0
Sight:4
Spd:3
Arm:0
P.arm:0
Res:40%
Bonuses:
Abilities:
Transform Velociraptor: cool:3
Transform Tyranosaur: cool:5, starting cool:3
Transform Pterosaur: cool:3
Transform Dilosaur: cool:3
Velociraptor form:
Desc: A fast form that makes use of quick, vicious attacks on their prey. Often hunts in packs.
Hp:70
Atk:20
Rng:1
S.rng:0
Sight:6
Spd:5
Arm:2
P.arm:2
Res:40%
Bonuses:
Abilities:
Transform Kobald Exuviaewalker: s.cool:3
Dilosaur form:
Desc: A form that is able to spit venom to blind and harm their toes at a considerable distance.
Hp:55
Atk:18 acid weapon
Rng:3
S.rng:0
Sight:5
Spd:4
Arm:0
P.arm:2
Res:40%
Bonuses:
50% buildings
150% fortifications
200% megas
Abilities:
Transform Kobald Exuviaewalker: cool:3
Pterosaur form:
Desc: A large flying reptile form that is able to fly above all forms of terrain.
Hp:80
Atk:24
Rng:1
S.rng:0
Sight:5
Spd:4
Arm:0
P.arm:0
Res:40%
Bonuses:
Abilities:
Transform Kobald Exuviaewalker: cool:3
Tyranosaur form:
Desc: A large reptilian form that can dispatch of enemy troops with great ease, a sight to behold.
Hp:200
Atk:45
Rng:1
S.rng:0
Sight:4
Spd:3
Arm:4
P.arm:4
Res:40%
Bonuses:
Abilities:
Transform Kobald Exuviaewalker: cool:3
Kobald welp: (main builder)
Desc: Lowly Kobalds often laboring away at their masters will. Often times they are either the runts of a brood or disgraced warriors who've lost their honour.
Trains: Kobald hut, tc
Cost:2
Hp:35
Atk:9
Rng:1
Sight:4
Spd:3
Mend:24
Arm:0
P.arm:0
Res:10%
Bonuses:
Last edited by Savra on Thu Jan 07, 2021 9:06 pm, edited 1 time in total.
Re: Scalefolk rework
We'll first start with this section first, the kobalds section. Any comments or concerns on stats?
Re: Scalefolk rework
I have concerns about a lancer in 3 moves and having 6 speeds, as I understand it is an analogue of an orc rider on a raptor, and it seems to me that the speed of both of these units should be 5 instead of 6.
Re: Scalefolk rework
Is Kobald a healer on foot or flying? Or does it have 2 forms? I should note that flying fighters (not dragons) do not have corresponding vulnerabilities from archers, making them difficult to kill. Such a fighter can be very strong in the early stages of the game.
Re: Scalefolk rework
The units are more designed for scouting then fighting like the more advanced Lancers of other races, who focus more on damage and survivability. This unit, however, is more compared to how the elves deer mount lancer will sort of look. It also does less damage then raptor riders as their damage is based on the spearman but with less bonuses.
The flying form is wip.Anchar wrote: ↑Fri Jan 01, 2021 6:05 am Is Kobald a healer on foot or flying? Or does it have 2 forms? I should note that flying fighters (not dragons) do not have corresponding vulnerabilities from archers, making them difficult to kill. Such a fighter can be very strong in the early stages of the game.
Later we will add a flying category for flyers, and put that in place of the dragon bonus for archers.
Re: Scalefolk rework
Saurian:
Saurians: (3) (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:
Desc: Winged reptilians who stalk the skies, looking for some hapless prey to spear.
Trains: Saurian Warrens
Cost:3
Hp:38
Atk:12
Rng:1
Sight:5
Spd:4 flying
Arm:0
P.arm:0
Res:10%
Bonuses:
450% cavalry
Saurian skyslasher:
Desc: Saurians who specialize in harassing enemy troops from the air, they're able to glide over any obstacle.
Trains: Saurian Warrens
Cost:3
Hp:58
Atk:21
Rng:1
Sight:5
Spd:4
Arm:0
P.arm:2
Res:10%
Bonuses:
100% buildings, throwers, battering ram
200% fortifications
700% megas
Saurian ambusher:
Desc: Saurians who use stone bolas to entangle their prey, impeding it from going any further.
Trains: Saurian Warrens
Cost:3
Hp:44
Atk:8
Rng:2
Sight:5
Spd:4
Arm:0
P.arm:0
Res:10%
Bonuses:
20% infantry
Abilities:
Bolas Throw: rng:2, disables units movement.
Last edited by Savra on Thu Jan 07, 2021 9:07 pm, edited 1 time in total.
Re: Scalefolk rework
I've already made updated images that I will be posting later for these.
Re: Scalefolk rework
May I have a small request? When writing statistics, write words in full, for example the word speed instead of spd, since the translator translates this as gibberish.
Re: Scalefolk rework
Apparently, the lizards are planning any technologies, I would like to see them when writing statistics, I'm interested in these flying lizards will be studied as a separate technology, or will they be at the start?
Judging by these statistics, without technology and kobolds and lizards look weak in my opinion, they may be able to withstand a Grade 1 Human, but they have no chance against Grade 3 Human in my opinion.
Among the cobolts, they look interesting: their transforming shaman, but he is again rather a universal, auxiliary fighter who in itself is not clear who; Lancer in 3 turns, flying healer if his flying form is cheap. From flying, the mobile spearman looks interesting.
But the flying slower, because of the low range, looks weak, it just flies into a crowd of enemies, slows down 1 enemy, and then dies from archers. Defending against him will also be of little use.
Judging by these statistics, without technology and kobolds and lizards look weak in my opinion, they may be able to withstand a Grade 1 Human, but they have no chance against Grade 3 Human in my opinion.
Among the cobolts, they look interesting: their transforming shaman, but he is again rather a universal, auxiliary fighter who in itself is not clear who; Lancer in 3 turns, flying healer if his flying form is cheap. From flying, the mobile spearman looks interesting.
But the flying slower, because of the low range, looks weak, it just flies into a crowd of enemies, slows down 1 enemy, and then dies from archers. Defending against him will also be of little use.
Re: Scalefolk rework
As for first request, it's just faster so it would be finished quicker.
Second request, they have a lot of techs going for them, I just haven't got to them yet as I'm doing these all by sub section (It's less laggy). As for Saurians they would be starting units however they would only be trained at the Saurian warrens along with other additions, one of which would be a larger carrier that can aid in combating other arials, as well as carry Saurians faster, much like ghost vessels and skeleton pirates.
Saurians aren't meant to be tough, I might raise their stats to that of the kobalds stats however as they are more like flying counterparts to the kobalds. Scaledfolks will be upgrading similar in style to elves, but unlike elves they also can get hp upgrades as well. Lizardman might end up with stats similar (but lower) to orcs, as they are in general a cost 3 unit and up. Lizardman also will have regeneration that is effected by health upgrades and they can swim. Basically they are divided into different sub races for different roles like orcs, but upgrade similar to elves.
The witchdoctor (kobalds healer) won't have a flying form, however the exuviawalker will be able to transform into many reptile forms, some require research though.
In general the race should avoid using too much spell casters as dragons will make up that difference.
We might add techs in future for Saurians to gain extra speed, as each sub group will gain unique techs that only effects that group similar to how orcs work. But aside from this the Saurians aren't meant to be tough flyers as they are rather cheap to get compared to other races flyers. Tough version's of this are best left to draconians who will get some flying types later.
Some heads up on the race though are:
Second request, they have a lot of techs going for them, I just haven't got to them yet as I'm doing these all by sub section (It's less laggy). As for Saurians they would be starting units however they would only be trained at the Saurian warrens along with other additions, one of which would be a larger carrier that can aid in combating other arials, as well as carry Saurians faster, much like ghost vessels and skeleton pirates.
Saurians aren't meant to be tough, I might raise their stats to that of the kobalds stats however as they are more like flying counterparts to the kobalds. Scaledfolks will be upgrading similar in style to elves, but unlike elves they also can get hp upgrades as well. Lizardman might end up with stats similar (but lower) to orcs, as they are in general a cost 3 unit and up. Lizardman also will have regeneration that is effected by health upgrades and they can swim. Basically they are divided into different sub races for different roles like orcs, but upgrade similar to elves.
The witchdoctor (kobalds healer) won't have a flying form, however the exuviawalker will be able to transform into many reptile forms, some require research though.
In general the race should avoid using too much spell casters as dragons will make up that difference.
We might add techs in future for Saurians to gain extra speed, as each sub group will gain unique techs that only effects that group similar to how orcs work. But aside from this the Saurians aren't meant to be tough flyers as they are rather cheap to get compared to other races flyers. Tough version's of this are best left to draconians who will get some flying types later.
Some heads up on the race though are:
- Siege: they lack mechanical siege equipment, but make up for it with strong reptiles like dragons and turtlemen.
- Ranged: they aren't specialized in the use of bows but make up for this flaw by use of dart guns and throwing weapons.
- Fortifications: they won't have very sturdy fortifications, but there towers will revolve around the use of effects like slowing, poison, burning, etc.
- Units: Kobalds will have stats closer to that of elves with slight increase in some places. There are no shield techs as the alternative is hardened schutes. Mages should be limited as dragons make up the difference.
Re: Scalefolk rework
It seemed to me that this dragon has strange legs and I changed it a little.
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Re: Scalefolk rework
That looks better, I'll add it too the dragon list in place of the original when I get there.