Castle type buildings

Here talk about units and structures.
IMPORTANT!: Every unit type and structure type should be in a separate topic.
So if you have a new unit idea than open a new topic for it!
Post Reply
User avatar
Sunrise Samurai
Posts: 2650
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Castle type buildings

Post by Sunrise Samurai » Mon Aug 14, 2017 2:04 am

Why don't we make the races a little more at home in native terrain by allowing castle type buildings to be built on certain tiles. Since orcs can carve monster caves into mountains, why not have them extend this to the volcano? Similarly, why not have elven great trees able to be built in the forest? Give undead another option, "underwater laboratory" to let them capitalize on the fact that most of them can swim already. Humans already have a superior castle, and aren't likely to be given buildings in awkward terrain, so no changes there. This gives each race a distinct advantage in their home terrain that they don't currently have.
Currently residing at the local ninja academy. I'm still watching though.

User avatar
Alexander82
Posts: 7125
Joined: Thu Feb 26, 2015 8:18 pm

Re: Castle type buildings

Post by Alexander82 » Mon Aug 14, 2017 12:05 pm

I like the idea for elves and orc but still i'm not much on the affinity of undeads with water. We might give it another kind of bonus
Age of Fantasy design leader

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

Re: Castle type buildings

Post by Sunrise Samurai » Mon Aug 14, 2017 3:34 pm

I was short on ideas for the undead lol. How about giving the undead manor poisoned weapon, like the castle has flaming weapon.
Currently residing at the local ninja academy. I'm still watching though.

User avatar
Puss_in_Boots
Posts: 2856
Joined: Fri Apr 21, 2017 1:23 am

Re: Castle type buildings

Post by Puss_in_Boots » Mon Aug 14, 2017 4:30 pm

We could also allow it's projectile, "Bats," to drain the life force out of whatever it hits. To be transferred into the mansion allowing it to recover and increase its structure integrity.
RED, WHITE and BLUE!

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

Re: Castle type buildings

Post by Sunrise Samurai » Mon Aug 14, 2017 4:40 pm

Otherwise known as lifelink. I like that idea.
Currently residing at the local ninja academy. I'm still watching though.

Midonik
Posts: 3697
Joined: Mon Sep 05, 2016 5:27 pm
Location: Poland

Re: Castle type buildings

Post by Midonik » Mon Aug 14, 2017 5:06 pm

The mansion will be to op then,I think. It will be really hard to destroy.
Support new AoS variant, Age of Galaxy: http://www.androidutils.com/forum/viewforum.php?f=135
All help will be welcome.

User avatar
Puss_in_Boots
Posts: 2856
Joined: Fri Apr 21, 2017 1:23 am

Re: Castle type buildings

Post by Puss_in_Boots » Mon Aug 14, 2017 5:08 pm

Thats pretty much what castles should be, "hard to destroy," considering they are the weakest race it gives them more of an advantage.
RED, WHITE and BLUE!

Midonik
Posts: 3697
Joined: Mon Sep 05, 2016 5:27 pm
Location: Poland

Re: Castle type buildings

Post by Midonik » Mon Aug 14, 2017 5:16 pm

Yeah,but I still remamber as I tried to destroy vampire by Orcs-no good ranged units that can destroy him without healing him,and melle units that cannot one shot him. And mansion have way more Hp,armor and p armor,and can hit units ranged and have MULTIPLE ATTACKS. Basicaly,an eternal--lifelink units are really strong,and great bulding with it will be almost impassible to destroy,not only hard.
Last edited by Midonik on Mon Aug 14, 2017 5:46 pm, edited 1 time in total.
Support new AoS variant, Age of Galaxy: http://www.androidutils.com/forum/viewforum.php?f=135
All help will be welcome.

User avatar
Puss_in_Boots
Posts: 2856
Joined: Fri Apr 21, 2017 1:23 am

Re: Castle type buildings

Post by Puss_in_Boots » Mon Aug 14, 2017 5:30 pm

I just used map editor and found that a cave troll can one shot it... :shock:

Ettins also have a strong range attack, so you could use those to counter the vampires for the same amount of turns.
RED, WHITE and BLUE!

Midonik
Posts: 3697
Joined: Mon Sep 05, 2016 5:27 pm
Location: Poland

Re: Castle type buildings

Post by Midonik » Mon Aug 14, 2017 5:39 pm

Oh,I dont have cave troll unloced,and Im not sure did I have Etins,anyway,lets go back to the topic,mansion wont be one-shot by any units I think,and only ranged units that will be able to destroy it in bigger number in one turn are etins,catapults and probably skull throwers,and demolishers. So,we will have to had many elite units to destroy it.
If you want to add lifelink to mansion,make it have one attack.
Support new AoS variant, Age of Galaxy: http://www.androidutils.com/forum/viewforum.php?f=135
All help will be welcome.

User avatar
Puss_in_Boots
Posts: 2856
Joined: Fri Apr 21, 2017 1:23 am

Re: Castle type buildings

Post by Puss_in_Boots » Mon Aug 14, 2017 5:44 pm

Okay, but it still needs to deal damage, so that might need a bit of increase. Like it has one minion bat to strengthen the mansion.
RED, WHITE and BLUE!

Midonik
Posts: 3697
Joined: Mon Sep 05, 2016 5:27 pm
Location: Poland

Re: Castle type buildings

Post by Midonik » Mon Aug 14, 2017 5:49 pm

Well ok. But I think adding lifelink to mansion isnt best idea. Lets mayby make it able to raise corpusess?
Support new AoS variant, Age of Galaxy: http://www.androidutils.com/forum/viewforum.php?f=135
All help will be welcome.

User avatar
Alexander82
Posts: 7125
Joined: Thu Feb 26, 2015 8:18 pm

Re: Castle type buildings

Post by Alexander82 » Mon Aug 14, 2017 6:19 pm

Poison might be ok.

Another thing might be summoning a lesser ghost on kill
Age of Fantasy design leader

User avatar
DoomsdayDragonfire
Posts: 864
Joined: Tue Sep 06, 2016 6:20 am
Location: Terra - Brasil

Re: Castle type buildings

Post by DoomsdayDragonfire » Wed Aug 23, 2017 6:46 am

I think the melee attacker could have some chance to receive a fear stat or curse for 1 round that bypass the spell resists. like 10%
Stay Awesome!
(ノಠ益ಠ)ノ彡┻━┻

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

Re: Castle type buildings

Post by Sunrise Samurai » Wed Aug 23, 2017 8:59 am

Nice idea, but I think I prefer the mansion's attack to cause the effect, more than the counterattack.
Currently residing at the local ninja academy. I'm still watching though.

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

Re: Castle type buildings

Post by Sunrise Samurai » Thu Sep 07, 2017 8:20 am

On this topic, could we consider a reskin of the castle? The current image is nice, but really fits AoS more than AoF.
Currently residing at the local ninja academy. I'm still watching though.

User avatar
Alexander82
Posts: 7125
Joined: Thu Feb 26, 2015 8:18 pm

Re: Castle type buildings

Post by Alexander82 » Thu Sep 07, 2017 12:28 pm

What if we keep it but just add some details more fantasy-like? Like a dragon's nest or a mage tower.
Age of Fantasy design leader

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

Re: Castle type buildings

Post by Sunrise Samurai » Thu Sep 07, 2017 4:42 pm

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

User avatar
Puss_in_Boots
Posts: 2856
Joined: Fri Apr 21, 2017 1:23 am

Re: Castle type buildings

Post by Puss_in_Boots » Thu Sep 07, 2017 6:56 pm

Reskin the castle as well to make it the same colors of the imperial soldiers.
RED, WHITE and BLUE!

Jbail02
Posts: 18
Joined: Wed Mar 07, 2018 11:29 pm

Re: Castle type buildings

Post by Jbail02 » Mon Mar 19, 2018 11:10 am

We need more towers that are defensive.
We should add a good racial tower in to each race as well like

Undead-vnecromancer tower= raises dead in area
Humans- already have two but maybe a guard post= trains a simple footmen when hit
Elves- Hunters outpost= shoots 6 weak arrows at enemies
Orcs- earth god tower- a tower with an ability cooldown5 to throw a rock doing 50 dmg

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

Re: Castle type buildings

Post by Sunrise Samurai » Mon Mar 19, 2018 3:08 pm

We're doing pretty well on towers at this point.

Elves are getting wolf dens to summon wolves for attacking with.
Humans: maybe worth considering, but in a separate post
Orcs: stone shelter and volcano are having some new options considered to make them more useful.
Undead: already in discussion elsewhere.

Should we bring this topic back under consideration since it has been brought up? There's some good ideas here that haven't been accepted or rejected yet.
Currently residing at the local ninja academy. I'm still watching though.

Jbail02
Posts: 18
Joined: Wed Mar 07, 2018 11:29 pm

Re: Castle type buildings

Post by Jbail02 » Thu Mar 22, 2018 8:43 am

Well maybe. I think you should keep the ideas In consideration or implement some of the features into the new ones.

User avatar
Lawrence
Posts: 190
Joined: Wed Oct 25, 2017 9:46 am
Location: On my way...

Re: Castle type buildings

Post by Lawrence » Wed Apr 04, 2018 7:03 am

Or the mansion can ressurect units in a range of five or something? It is really haunted then :D
Random guy: "Lets use goblins."
Me: "GOBLINS? THIS IS LAWRENCIAAAAA!"

User avatar
Savra
Posts: 4420
Joined: Wed Aug 01, 2018 6:21 pm

Re: Castle type buildings

Post by Savra » Fri Sep 14, 2018 5:39 am

I see you want to reskin the castle? Mine if I do that for you since I have time?

Also I think race Mega damage type should be as followed:

Human-remains same.

Orcs-remains same.

Elves- add slowing effect -1 speed. Non stackable.

Undead-add fear weapon non stackable.

Dwarves- change to cannons. Seriously they have 2 cannons that only shoot fire arrows? Change projectile to cannonball that does physical damage and area damage and it should be set. The same should be done to any other cannon unit that isn't a mortar unit.

Scaledfolk-remains the same.

User avatar
Lynx Shafir
Posts: 1562
Joined: Mon May 28, 2018 4:24 am

Re: Castle type buildings

Post by Lynx Shafir » Fri Sep 14, 2018 8:23 am

No area effect for cannon(they don't do area dmg as catapult with rock projectile) and NO for basic tower with 2 action what is spammable and has hight armor!!!


For mansions may a new effect would be best or a ghost summon with leaving.
And more hp for mansion


Undeads have many tower suggestions.

As for humans I'm working on mage tower!

For elves I think should add a hight elf worker(faster than Ent workers-cost 4)
what can built more advanced structures - may related with moon or sun magic - but offensive
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

User avatar
Savra
Posts: 4420
Joined: Wed Aug 01, 2018 6:21 pm

Re: Castle type buildings

Post by Savra » Fri Sep 14, 2018 4:18 pm

Ya, I was going to change the suggestion for the cannons to single targets only. No burning though just make it have bonus to giants.

Post Reply

Return to “Units & Structures (See Races for accepted Unit Races)”