Neutral 'Barracks' - Mercenary - adventurer's guild MERGED
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Tavern/Adventurer Recruitment Hall
I think they should be unique units non tiered and unaffected from smithing techs (as not all races have these)
Age of Fantasy design leader
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Tavern/Adventurer Recruitment Hall
Agree that they should be non-affected by any techs but they should not be unique (i mean "unique" as "limited to 1 per player unit").
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
- SirLuciano
- Posts: 287
- Joined: Sun Dec 08, 2019 2:05 am
- Location: Batangas Province,Philippines
Re: Tavern/Adventurer Recruitment Hall
Then the units it should produce is decided then
Let the Empire of your land stay within your heart and its knights defend your soul
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Tavern/Adventurer Recruitment Hall
Yes,I meant they should not be units normally recruitable from any racemakazuwr32 wrote: ↑Sun Dec 08, 2019 5:50 pm Agree that they should be non-affected by any techs but they should not be unique (i mean "unique" as "limited to 1 per player unit").
Age of Fantasy design leader
- SirLuciano
- Posts: 287
- Joined: Sun Dec 08, 2019 2:05 am
- Location: Batangas Province,Philippines
Re: Tavern/Adventurer Recruitment Hall
Oh so its like the units are only exclusive in the building
Let the Empire of your land stay within your heart and its knights defend your soul
- SirLuciano
- Posts: 287
- Joined: Sun Dec 08, 2019 2:05 am
- Location: Batangas Province,Philippines
Re: Tavern/Adventurer Recruitment Hall
Maybe make it like the peasants in AoS where it is randomized but this time the unit is called the Adventurer but it is randomized between Warrior,Rogue,Magician,Shortbowman
Let the Empire of your land stay within your heart and its knights defend your soul
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
Re: Tavern/Adventurer Recruitment Hall
Well we already have a image or two, and a couple units to use.
Wise, Might, Loyalty. Forever stands Warfell.
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Tavern/Adventurer Recruitment Hall
About flavor I would like tavern units to stand a bit out of their races.
They might be renegades or adventurers that avoid being part of a army or units with a backstory that led them to become adventurers.
More in general no regular soldiers that could look awkward in a army made by an enemy race.
They might be renegades or adventurers that avoid being part of a army or units with a backstory that led them to become adventurers.
More in general no regular soldiers that could look awkward in a army made by an enemy race.
Age of Fantasy design leader
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
Re: Tavern/Adventurer Recruitment Hall
Understandable, make them unique and stand out.
Wise, Might, Loyalty. Forever stands Warfell.
- godOfKings
- Posts: 3302
- Joined: Fri Sep 22, 2017 4:50 pm
Re: Tavern/Adventurer Recruitment Hall
Like warcraft where u could buy undead hero to use in elf army
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me
For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
Re: Tavern/Adventurer Recruitment Hall
Don't we already have a few?
Wise, Might, Loyalty. Forever stands Warfell.
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Tavern/Adventurer Recruitment Hall
Yes, yet they are a bit old designs
Age of Fantasy design leader
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
Re: Tavern/Adventurer Recruitment Hall
Let's remake them then.
Wise, Might, Loyalty. Forever stands Warfell.
- SirLuciano
- Posts: 287
- Joined: Sun Dec 08, 2019 2:05 am
- Location: Batangas Province,Philippines
Re: Tavern/Adventurer Recruitment Hall
their backstory being that they look for glory and treasure or something like leaving their destroyed homeland that was destroyed by (any of the races) Also is the classes(warrior,magician,rogue,shortbowman) thing valid?Alexander82 wrote: ↑Sat Jan 18, 2020 10:34 pm About flavor I would like tavern units to stand a bit out of their races.
They might be renegades or adventurers that avoid being part of a army or units with a backstory that led them to become adventurers.
More in general no regular soldiers that could look awkward in a army made by an enemy race.
Let the Empire of your land stay within your heart and its knights defend your soul
- godOfKings
- Posts: 3302
- Joined: Fri Sep 22, 2017 4:50 pm
Re: Tavern/Adventurer Recruitment Hall
That reminds me, since ther is already veteraning effect that takes kill count, we couldmake a new stat called experience that increases for each kill, and spells that require exp to reach a certain threshold. For lvl up we could have permanent stat increasing spells or auras
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me
For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Tavern/Adventurer Recruitment Hall
I think that could work well for gdr maps if someone is willing to do them.
Age of Fantasy design leader
- SirLuciano
- Posts: 287
- Joined: Sun Dec 08, 2019 2:05 am
- Location: Batangas Province,Philippines
Re: Tavern/Adventurer Recruitment Hall
Oh if this is gonna be a tavern or some sort of tavern it should have a Bard for support and this Bard can't attack or defend itself
Let the Empire of your land stay within your heart and its knights defend your soul
- godOfKings
- Posts: 3302
- Joined: Fri Sep 22, 2017 4:50 pm
Re: Tavern/Adventurer Recruitment Hall
i think ranged units should need higher kill count than melee to level up
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me
For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
- SirLuciano
- Posts: 287
- Joined: Sun Dec 08, 2019 2:05 am
- Location: Batangas Province,Philippines
Re: Tavern/Adventurer Recruitment Hall
I think this ranged unit should look like thisgodOfKings wrote: ↑Wed Jan 29, 2020 1:18 pm i think ranged units should need higher kill count than melee to level up
also the other ranged unit should be magical like a mage apprentice
for the point of being like an "outcast" of their race the mage apprentice should just me like an elf
- Attachments
-
- download (22).jpeg (11.86 KiB) Viewed 2990 times
-
- download (21).jpeg (7.05 KiB) Viewed 2992 times
Let the Empire of your land stay within your heart and its knights defend your soul
- SirLuciano
- Posts: 287
- Joined: Sun Dec 08, 2019 2:05 am
- Location: Batangas Province,Philippines
Re: Tavern/Adventurer Recruitment Hall
New idea that might slighly change the concept of this building:Guilds/Alliances
These guilds produce unique units according to their respective guild and cannot be produced normally by other races
Guild of Dragonwill:warrior/knightly type adventurers(Symbol of their guild:Dragon/Fist)
Guild of Ravenshade:assassin/archer type adventurers(Symbol of their guild:a black bird/an eye of a hawk)
Guild of Elkmist:magical type adventurers(Symbol of their guild:an Elk/a runestone)
These adventurers can ONLY be recruited through the building and the player/AI can only choose 1 between the 3
These guilds are obtained like a research tech represented by their logo (its where the Symbols are used for and the symbols will not be on the unit's appearance) and a guildless tavern/guild hall can only produce Bards
How's that for a change?
These guilds produce unique units according to their respective guild and cannot be produced normally by other races
Guild of Dragonwill:warrior/knightly type adventurers(Symbol of their guild:Dragon/Fist)
Guild of Ravenshade:assassin/archer type adventurers(Symbol of their guild:a black bird/an eye of a hawk)
Guild of Elkmist:magical type adventurers(Symbol of their guild:an Elk/a runestone)
These adventurers can ONLY be recruited through the building and the player/AI can only choose 1 between the 3
These guilds are obtained like a research tech represented by their logo (its where the Symbols are used for and the symbols will not be on the unit's appearance) and a guildless tavern/guild hall can only produce Bards
How's that for a change?
Let the Empire of your land stay within your heart and its knights defend your soul
- SirLuciano
- Posts: 287
- Joined: Sun Dec 08, 2019 2:05 am
- Location: Batangas Province,Philippines
Re: Tavern/Adventurer Guild Hall
changed title
Let the Empire of your land stay within your heart and its knights defend your soul
- SirLuciano
- Posts: 287
- Joined: Sun Dec 08, 2019 2:05 am
- Location: Batangas Province,Philippines
Re: Tavern/Adventurer Recruitment Hall
So I picked some races that will fit their racial skills for each guild but first I would like to ask is this guild idea interests any of you?SirLuciano wrote: ↑Fri Jan 31, 2020 5:41 am
Guild of Dragonwill:warrior/knightly type adventurers(Symbol of their guild:Dragon/Fist)
Guild of Ravenshade:assassin/archer type adventurers(Symbol of their guild:a black bird/an eye of a hawk)
Guild of Elkmist:magical type adventurers(Symbol of their guild:an Elk/a runestone)
@Alexander82
@makazuwr32
@godOfKings
@General Brave
Let the Empire of your land stay within your heart and its knights defend your soul
- godOfKings
- Posts: 3302
- Joined: Fri Sep 22, 2017 4:50 pm
Re: Tavern/Adventurer Guild Hall
Is this building built by players or is it neutral building randomly spawns on maps like tc? Ur idea is like being able to build one of 3 buildings: barracks, archery range and magic school and recruit units from them....
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me
For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
- SirLuciano
- Posts: 287
- Joined: Sun Dec 08, 2019 2:05 am
- Location: Batangas Province,Philippines
Re: Tavern/Adventurer Guild Hall
I mean this tavern/guildplace can only be built once per player/AI and in the production it should make you choose only 1 between the 3 guilds and again it can only be built once because if you can build multiple and have access to all guilds it'd be kind of op.....for me at least
So if you build the building first it will be just an emty tavern/house/guildplace that can only produce supportive defenseless bards
Then
At the production you could choose between 3 banners which are the guilds
And then
After 3 or 4 turns the banner will be attached to the building becoming that guild's house with new appearances that fit to their liking
So if you build the building first it will be just an emty tavern/house/guildplace that can only produce supportive defenseless bards
Then
At the production you could choose between 3 banners which are the guilds
And then
After 3 or 4 turns the banner will be attached to the building becoming that guild's house with new appearances that fit to their liking
Let the Empire of your land stay within your heart and its knights defend your soul
- SirLuciano
- Posts: 287
- Joined: Sun Dec 08, 2019 2:05 am
- Location: Batangas Province,Philippines
Re: Tavern/Adventurer Guild Hall
The guilds mainly determine what their class is if its wether warrior,ranger,rogue,mage and each of their stories should be randomized every new recruitment
Let the Empire of your land stay within your heart and its knights defend your soul
- godOfKings
- Posts: 3302
- Joined: Fri Sep 22, 2017 4:50 pm
Re: Tavern/Adventurer Guild Hall
Sounds like a repeat of already existing unit roles...
Basically u make a single building that can transform into either barracks, or archery range+assassins or magic school, and there already exists similar buildings for every race including unique subraces
The idea that we have already more or less accepted is a neutral indestructible building where any race can send a money courier like unit to recruit a special unit that is more like a hero and could possibly grow stronger over time
Basically u make a single building that can transform into either barracks, or archery range+assassins or magic school, and there already exists similar buildings for every race including unique subraces
The idea that we have already more or less accepted is a neutral indestructible building where any race can send a money courier like unit to recruit a special unit that is more like a hero and could possibly grow stronger over time
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me
For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
Re: Tavern/Adventurer Guild Hall
Currently some of the neutral buildings can still be destroyed (the capturable ones) so that needs fixing. Or else this will end up in the same way probably.
- SirLuciano
- Posts: 287
- Joined: Sun Dec 08, 2019 2:05 am
- Location: Batangas Province,Philippines
Re: Tavern/Adventurer Guild Hall
Then just a tavern then....well make sure to add supportive bards to it also it could have techs that can only apply to the adventurer unit like:Potions tech,Ale(for strengthening as they are a bit drunk from it)godOfKings wrote: ↑Sat Feb 01, 2020 4:53 pm Sounds like a repeat of already existing unit roles...
Basically u make a single building that can transform into either barracks, or archery range+assassins or magic school, and there already exists similar buildings for every race including unique subraces
The idea that we have already more or less accepted is a neutral indestructible building where any race can send a money courier like unit to recruit a special unit that is more like a hero and could possibly grow stronger over time
Also are these adventurers gonna have only 1 look? Or are these asventurers gonna have different and randomized equipment like the peasants in AOS?
Let the Empire of your land stay within your heart and its knights defend your soul
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Tavern/Adventurer Guild Hall
One additional thing:
We wanted this guild to require for production money couriers and unable to produce units on its own.
We wanted this guild to require for production money couriers and unable to produce units on its own.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.