Traps

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Tankhead
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Re: Traps

Post by Tankhead » Fri Jul 27, 2018 6:25 am

I can see these traps turning the tides on the battlefield. Sounds great
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"

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General Brave
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Re: Traps

Post by General Brave » Fri Jul 27, 2018 6:27 am

Also, there's no limitation except the area the how far it can built. And maybe the only way for slow units have four or 2 spot that doesn't have traps blocking.
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Tankhead
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Re: Traps

Post by Tankhead » Fri Jul 27, 2018 6:32 am

A limitation without a limitation, like that concept
"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: Traps

Post by Lynx Shafir » Fri Jul 27, 2018 5:12 pm

Traps for humans :

Bear trap - Cost 3 forest tile
Dmg 5-7
applies crippled(New) effect, last 2(target lose 2 speed, stop moving in that turn. (basic undeads immune to it - still stops them)

Spike traps -cost 2, dmg 10,plain tile
Bonus to cavalry - stops moving one turn.

Water mine-like trap?
For ship and amphibians.

Note:don't stop flying units and can't be stepped on by ally. Can move through them.
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General Brave
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Re: Traps

Post by General Brave » Fri Aug 03, 2018 3:07 am

We definitely are adding traps, it would be great.
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Lynx Shafir
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Re: Traps

Post by Lynx Shafir » Fri Aug 03, 2018 6:18 am

undead traps (under construction)

One trap what worth to build.

"Disturbed tomb"

Cost 4 turns ground

If enemy steps on it summons 1-3 wraith
(low hp - hight dodge 30%")May leaving effect
(Have I ever told you we need more ghosts? ;) )

Can be even visible, as wall obstacle. Than.
hp 16 p.armor 6.
?
Last edited by Lynx Shafir on Fri Aug 03, 2018 6:39 am, edited 1 time in total.
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General Brave
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Re: Traps

Post by General Brave » Fri Aug 03, 2018 6:21 am

That's a good one and perhaps easy to implement.
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Lynx Shafir
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Re: Traps

Post by Lynx Shafir » Mon Sep 17, 2018 11:11 am

Arrow trap.
Last edited by Lynx Shafir on Fri Jan 18, 2019 1:47 pm, edited 1 time in total.
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General Brave
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Re: Traps

Post by General Brave » Mon Sep 17, 2018 8:04 pm

Looks like a spear traps and who is it for?
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Lynx Shafir
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Re: Traps

Post by Lynx Shafir » Tue Sep 18, 2018 11:00 am

Bear trap
Attachments
Bear trap 1.png
Bear trap 1.png (570 Bytes) Viewed 1401 times
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General Brave
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Re: Traps

Post by General Brave » Sun Sep 23, 2018 6:55 pm

Ok.
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Savra
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Re: Traps

Post by Savra » Mon Sep 24, 2018 4:06 pm

What about these?
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Pit fall.png
Pit fall.png (382 Bytes) Viewed 1356 times
Pit spikes.png
Pit spikes.png (440 Bytes) Viewed 1357 times
fire pit.png
fire pit.png (585 Bytes) Viewed 1357 times

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Lynx Shafir
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Re: Traps

Post by Lynx Shafir » Mon Sep 24, 2018 6:53 pm

Nice :)
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Savra
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Re: Traps

Post by Savra » Mon Sep 24, 2018 7:24 pm

I found them and figured you could use them. Didn't need much editing just colour adjustments.

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General Brave
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Re: Traps

Post by General Brave » Thu Sep 27, 2018 3:56 pm

Who is for who.
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Savra
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Re: Traps

Post by Savra » Thu Sep 27, 2018 4:58 pm

Idk, I looked and saw you wanted them so I got them for you. :lol:

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StormSaint373
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Re: Traps

Post by StormSaint373 » Thu Sep 27, 2018 5:30 pm

Suggestion:

Pit fall: Undead (Need intact/semi-intact corpses)
Pit of fire: Orcs (use lots of fire anyway)
Pit Spikes: Elves (pungee sticks)
Beware the calm before the Tempest. . .

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Savra
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Re: Traps

Post by Savra » Thu Sep 27, 2018 5:58 pm

Elves should have nature based traps, Orcs is fine with the fire trap, undead should have corpse traps, Humans can have spike trap, and pitfall.

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Lynx Shafir
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Re: Traps

Post by Lynx Shafir » Fri Jan 18, 2019 1:49 pm

Dwarven traps, maybe?
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makazuwr32
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Re: Traps

Post by makazuwr32 » Fri Jan 18, 2019 4:56 pm

I'll prefer traps for scaledfolks and elves.
Dwarves are bad at exactly traps (alas i am planning now few summon trap-like runes for rune mages).
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
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Tankhead
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Re: Traps

Post by Tankhead » Fri Jan 18, 2019 8:46 pm

Dwarves bad a traps??
So what of bear Trap?
( Only trap On only care about for dwarves currently )
It can have bonus damage to Mounted
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makazuwr32
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Re: Traps

Post by makazuwr32 » Fri Jan 18, 2019 9:06 pm

No leave that to elves.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Gral.Sturnn
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Re: Traps

Post by Gral.Sturnn » Fri Jan 18, 2019 9:25 pm

Dynamite? Mines? That definetly sounds dwarvish
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makazuwr32
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Re: Traps

Post by makazuwr32 » Fri Jan 18, 2019 9:32 pm

Dynamite is too modern.
Mines even more - they were invented only in the end of 19th century.

While dwarves are at most at the middle-end of 16th century.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Gral.Sturnn
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Re: Traps

Post by Gral.Sturnn » Fri Jan 18, 2019 10:31 pm

They got zeppelins mortars and cannons, dynamute as we know it was invented in th 19th century yes, but what about powder barrels or just some reimagined dynamite (not like giving them c4s or anything)
~Gral.Sturnn

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Tankhead
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Re: Traps

Post by Tankhead » Sat Jan 19, 2019 1:46 am

Bear traps Just for elves?
Doesn't feel of they're style at all.

1. Dwarves we Know kill bears for clothes alot and probably eat them and even ride them.
2. Bear traps are made of Metal, and we know dwarves have plenty of materials to make it.

Would prefer you giving elves cunning traps and or wood style traps and give dwarves The bear trap
I can think of several traps that doesn't require metal for elves but in fact the materials in the forest
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General Brave
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Re: Traps

Post by General Brave » Sat Jan 19, 2019 5:21 am

The Goblins have something that is a grenade so something resembling dynamites or a keg of powder works.
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makazuwr32
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Re: Traps

Post by makazuwr32 » Sat Jan 19, 2019 6:46 am

Gunpowder barrel can fit but it can't be "invisible".
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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General Brave
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Re: Traps

Post by General Brave » Sat Jan 19, 2019 6:33 pm

Well it could work.
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