Dwarves rework

Here you can discuss what kind of races should be in the game.
Post Reply
User avatar
Alexander82
Posts: 6236
Joined: Thu Feb 26, 2015 8:18 pm

Dwarves rework

Post by Alexander82 » Tue Mar 26, 2019 9:38 am

I'll give the guidelines for the dwarven race.


1) 2 upgrade levels as humans and orcs

2) unit costs should be generally higher than humans because they will end up being stronger than humans

3) only divine magic and rune magic, no offence magic since they shouldn't be able to use it

4) statwise they should be similar to humans but higher armor. Attack between humans and orcs, hp between humand and orcs (or like orcs, based on the unit).

5) smith techs better than humans

6) best gunpowder users

7) gnomes with their tecnology

8) rune tech will add magical weapon effects to unit (e.g. Fire axes, runic armors that give spell resistance and similar things).

9) beards (but not on women)

10) beer (for everyone)
Age of Fantasy design leader

User avatar
Tankhead
Posts: 1790
Joined: Fri May 18, 2018 6:46 am
Location: United states, Texas

Re: Dwarves rework

Post by Tankhead » Tue Mar 26, 2019 9:45 am

Seems like a complete rework on units.

Then Imo

Dwarven warrior
Dwarven billman
Dwarven crossbow man
And any other unit that cost 2 should be bumped to 3 with the perk tho of buff stats.

Should I make seperate topics on rework on units separately?
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"

User avatar
makazuwr32
Posts: 3954
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Dwarves rework

Post by makazuwr32 » Tue Mar 26, 2019 9:53 am

So gnomes will be like for orcs currently their giants?
Or still as a full subrace like warfell?
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
IT IS ALWAYS EASIER TO CORRECT EXISTING THINGS THAN TO MAKE SOMETHING NEW FROM SCRAP. © by Makazuwr32™.

User avatar
Alexander82
Posts: 6236
Joined: Thu Feb 26, 2015 8:18 pm

Re: Dwarves rework

Post by Alexander82 » Tue Mar 26, 2019 10:01 am

Orcs subrace and most of other subraces in game will become as warfell (subfactions unlocked with techs)

So gnomes should act mainly toward that way too
Age of Fantasy design leader

User avatar
Alexander82
Posts: 6236
Joined: Thu Feb 26, 2015 8:18 pm

Re: Dwarves rework

Post by Alexander82 » Tue Mar 26, 2019 10:02 am

Tankhead wrote:
Tue Mar 26, 2019 9:45 am
Seems like a complete rework on units.

Then Imo

Dwarven warrior
Dwarven billman
Dwarven crossbow man
And any other unit that cost 2 should be bumped to 3 with the perk tho of buff stats.

Should I make seperate topics on rework on units separately?
I think we can discuss here the army structure but singular units should be discussed in singular topics
Age of Fantasy design leader

User avatar
Tankhead
Posts: 1790
Joined: Fri May 18, 2018 6:46 am
Location: United states, Texas

Re: Dwarves rework

Post by Tankhead » Tue Mar 26, 2019 10:05 am

Ok
Well what you think bumping 2 cost units to 3 with buff stats?
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"

User avatar
Alexander82
Posts: 6236
Joined: Thu Feb 26, 2015 8:18 pm

Re: Dwarves rework

Post by Alexander82 » Tue Mar 26, 2019 10:15 am

I think they might cost 3. We might just have 1 or 2 cost 2 units but their mayn army should basically have at least a +1 cost over human units of the same kind.

I know it might slow down their start but they also have the best workers so they can afford to produce less of them in favor of more units.
Age of Fantasy design leader

User avatar
makazuwr32
Posts: 3954
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Dwarves rework

Post by makazuwr32 » Tue Mar 26, 2019 11:01 am

Alexander82 wrote:
Tue Mar 26, 2019 9:38 am
7) gnomes with their tecnology
Does this mean that gnomes will be part of dwarves normally (like currently trolls and other giants of orcs) or they must be researchable like warfell for humans?
Alexander82 wrote:
Tue Mar 26, 2019 9:38 am
10) beer (for everyone)
I wonder what will this do...
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
IT IS ALWAYS EASIER TO CORRECT EXISTING THINGS THAN TO MAKE SOMETHING NEW FROM SCRAP. © by Makazuwr32™.

User avatar
Alexander82
Posts: 6236
Joined: Thu Feb 26, 2015 8:18 pm

Re: Dwarves rework

Post by Alexander82 » Tue Mar 26, 2019 11:11 am

makazuwr32 wrote:
Tue Mar 26, 2019 11:01 am
Alexander82 wrote:
Tue Mar 26, 2019 9:38 am
7) gnomes with their tecnology
Does this mean that gnomes will be part of dwarves normally (like currently trolls and other giants of orcs) or they must be researchable like warfell for humans?
I think we might give only some basic technologic units without a contract, but i will be definitely needed for later upgrades.

It might be seen like buying projects and support from gnomes

makazuwr32 wrote:
Tue Mar 26, 2019 11:01 am
Alexander82 wrote:
Tue Mar 26, 2019 9:38 am
10) beer (for everyone)
I wonder what will this do...
I still don't know but dwarves without beers are like a starless sky :D
Age of Fantasy design leader

User avatar
makazuwr32
Posts: 3954
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Dwarves rework

Post by makazuwr32 » Tue Mar 26, 2019 11:19 am

About gnomes:
I see. I like this idea. So basically some very basic units and techs will be availible at base but more advanced must be researched like warfell.

About beer and such:
1. Beer can be like healing ability on tavern but it also gives side effect — miss chance for next 1-2 turns.
2. Beer can be like lembas with same effect.
3. It can be on Dwarven Brewer unit who can have it in 3 forms:
A. Healing (same effect, low miss chance aftereffect)
B. Drunken gaze (throws a mug into enemy and that unit gains high miss chance due to beer, dwarves themselves and undead are immune to this).
C. Fire breath - Dwarven brever takes a full mouth of beer, than spews it out right before a torch he holds.
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
IT IS ALWAYS EASIER TO CORRECT EXISTING THINGS THAN TO MAKE SOMETHING NEW FROM SCRAP. © by Makazuwr32™.

User avatar
Tankhead
Posts: 1790
Joined: Fri May 18, 2018 6:46 am
Location: United states, Texas

Re: Dwarves rework

Post by Tankhead » Tue Mar 26, 2019 12:51 pm

Miss chance???
You think they can't handle their beer???

Well anyways the heal rate better be high to give such a bad side affect
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"

User avatar
makazuwr32
Posts: 3954
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Dwarves rework

Post by makazuwr32 » Tue Mar 26, 2019 1:27 pm

Low chance, tanky. 5-10%, fixed and won't be affected by speed and other things.
Heal rate must be 15-20 i think. But for that actually we will think after changing stats for their basic units.
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
IT IS ALWAYS EASIER TO CORRECT EXISTING THINGS THAN TO MAKE SOMETHING NEW FROM SCRAP. © by Makazuwr32™.

User avatar
Tankhead
Posts: 1790
Joined: Fri May 18, 2018 6:46 am
Location: United states, Texas

Re: Dwarves rework

Post by Tankhead » Tue Mar 26, 2019 2:31 pm

Ummm
Really wish that workers, siege, and blacksmith wasn't all in one.
Not sure what fantasy you guys seen where sieges are made in the same place as a blacksmith.
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"

User avatar
makazuwr32
Posts: 3954
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Dwarves rework

Post by makazuwr32 » Tue Mar 26, 2019 2:59 pm

Only melee siege is in craftsman's guild.
Ranged siege must be in shooting stand i think.
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
IT IS ALWAYS EASIER TO CORRECT EXISTING THINGS THAN TO MAKE SOMETHING NEW FROM SCRAP. © by Makazuwr32™.

User avatar
Tankhead
Posts: 1790
Joined: Fri May 18, 2018 6:46 am
Location: United states, Texas

Re: Dwarves rework

Post by Tankhead » Tue Mar 26, 2019 3:04 pm

I know but the fact of the matter 3 different things are in one
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"

User avatar
makazuwr32
Posts: 3954
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Dwarves rework

Post by makazuwr32 » Tue Mar 26, 2019 3:20 pm

And that is actually good.
I don't like idea of giving for dwarves separate from craftsman's guild blacksmith building and making separate building for manufactured units (transport zeppelin, battering ram) separate building for now is not so good idea.

Alas i think that gunpowder techs (rifling and heavy cannons) must be researched in another building. I am thinking about tavern or shooting stand.
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
IT IS ALWAYS EASIER TO CORRECT EXISTING THINGS THAN TO MAKE SOMETHING NEW FROM SCRAP. © by Makazuwr32™.

User avatar
Tankhead
Posts: 1790
Joined: Fri May 18, 2018 6:46 am
Location: United states, Texas

Re: Dwarves rework

Post by Tankhead » Wed Mar 27, 2019 3:43 pm

Its still sketchy to me to have 3 important categories shoved in one building.
Wouldn't mind 2 but 3 imo too much. Especially seeing that the level of value for other buildings are none.
So my suggestion

I think range, and barrel techs should be researched in shooting stand.

Armor and swords in barracks

Shields in craftsmen guild

Heavy cannons in tavern

This gives value to all buildings in a equal way
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"

User avatar
makazuwr32
Posts: 3954
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Dwarves rework

Post by makazuwr32 » Wed Mar 27, 2019 5:05 pm

Barracks will have i think tech similar to human infantry for researching. But i suggest for that tech to affect allelee units instead.
Shooting stand will have similar tech as well that i hope will affect ranged units.
For cav units i think there is needed additional building and additional tech.

Also value level of other buildings is rather high actually.
Tavern: produces alchemists. Most valuable caster for now in the entire game.
Rune mansion: upgrades clerics and produces them and monks. Will later also used for researching runes.
Barracks: holds many non-tc units. I suppose that defenders will also get into barracks later.
Shooting stand: will hold ranged siege and other ranged units.

And a bit more about craftsman's guild: its main function as for me is blacksmith and after everything is researched than it can be used as additional factory for producing workers, transport zeppelins or battering rams (also battering ram is not siege actually — its main function is to transport infantry units in safety).

Just a reminder: dwarves still can produce their normal workers in tcs.

Also orcs have in their tent even more categories:
Melee
Ranged
Giant
Siege
Researching techs
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
IT IS ALWAYS EASIER TO CORRECT EXISTING THINGS THAN TO MAKE SOMETHING NEW FROM SCRAP. © by Makazuwr32™.

Post Reply

Return to “Races”