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Re: Tavern/Adventurer Recruitment Hall

Posted: Sun Dec 08, 2019 3:29 pm
by Alexander82
I think they should be unique units non tiered and unaffected from smithing techs (as not all races have these)

Re: Tavern/Adventurer Recruitment Hall

Posted: Sun Dec 08, 2019 5:50 pm
by makazuwr32
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").

Re: Tavern/Adventurer Recruitment Hall

Posted: Sun Dec 08, 2019 9:22 pm
by SirLuciano
Then the units it should produce is decided then

Re: Tavern/Adventurer Recruitment Hall

Posted: Sun Dec 08, 2019 11:57 pm
by Alexander82
makazuwr32 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").
Yes,I meant they should not be units normally recruitable from any race

Re: Tavern/Adventurer Recruitment Hall

Posted: Mon Dec 09, 2019 1:15 am
by SirLuciano
Oh so its like the units are only exclusive in the building

Re: Tavern/Adventurer Recruitment Hall

Posted: Mon Dec 09, 2019 1:46 am
by SirLuciano
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

Re: Tavern/Adventurer Recruitment Hall

Posted: Sat Jan 18, 2020 7:56 pm
by General Brave
Well we already have a image or two, and a couple units to use.

Re: Tavern/Adventurer Recruitment Hall

Posted: Sat Jan 18, 2020 10:34 pm
by Alexander82
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.

Re: Tavern/Adventurer Recruitment Hall

Posted: Sun Jan 19, 2020 12:43 am
by General Brave
Understandable, make them unique and stand out.

Re: Tavern/Adventurer Recruitment Hall

Posted: Mon Jan 20, 2020 4:38 pm
by godOfKings
Like warcraft where u could buy undead hero to use in elf army

Re: Tavern/Adventurer Recruitment Hall

Posted: Tue Jan 21, 2020 2:20 am
by Alexander82
Exactly

Re: Tavern/Adventurer Recruitment Hall

Posted: Tue Jan 21, 2020 7:33 pm
by General Brave
Don't we already have a few?

Re: Tavern/Adventurer Recruitment Hall

Posted: Wed Jan 22, 2020 8:48 pm
by Alexander82
Yes, yet they are a bit old designs

Re: Tavern/Adventurer Recruitment Hall

Posted: Thu Jan 23, 2020 5:43 am
by General Brave
Let's remake them then.

Re: Tavern/Adventurer Recruitment Hall

Posted: Tue Jan 28, 2020 11:40 am
by SirLuciano
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.
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?

Re: Tavern/Adventurer Recruitment Hall

Posted: Tue Jan 28, 2020 4:24 pm
by godOfKings
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

Re: Tavern/Adventurer Recruitment Hall

Posted: Wed Jan 29, 2020 2:05 am
by Alexander82
I think that could work well for gdr maps if someone is willing to do them.

Re: Tavern/Adventurer Recruitment Hall

Posted: Wed Jan 29, 2020 4:33 am
by SirLuciano
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

Re: Tavern/Adventurer Recruitment Hall

Posted: Wed Jan 29, 2020 1:18 pm
by godOfKings
i think ranged units should need higher kill count than melee to level up

Re: Tavern/Adventurer Recruitment Hall

Posted: Thu Jan 30, 2020 3:03 am
by SirLuciano
godOfKings wrote:
Wed Jan 29, 2020 1:18 pm
i think ranged units should need higher kill count than melee to level up
I think this ranged unit should look like this



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

Re: Tavern/Adventurer Recruitment Hall

Posted: Fri Jan 31, 2020 5:41 am
by SirLuciano
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? :)

Re: Tavern/Adventurer Guild Hall

Posted: Fri Jan 31, 2020 10:25 am
by SirLuciano
changed title

Re: Tavern/Adventurer Recruitment Hall

Posted: Sat Feb 01, 2020 6:39 am
by SirLuciano
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)
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?

@Alexander82
@makazuwr32
@godOfKings
@General Brave

Re: Tavern/Adventurer Guild Hall

Posted: Sat Feb 01, 2020 2:10 pm
by godOfKings
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....

Re: Tavern/Adventurer Guild Hall

Posted: Sat Feb 01, 2020 3:51 pm
by SirLuciano
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

Re: Tavern/Adventurer Guild Hall

Posted: Sat Feb 01, 2020 3:58 pm
by SirLuciano
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

Re: Tavern/Adventurer Guild Hall

Posted: Sat Feb 01, 2020 4:53 pm
by godOfKings
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

Re: Tavern/Adventurer Guild Hall

Posted: Sat Feb 01, 2020 6:56 pm
by Savra
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.

Re: Tavern/Adventurer Guild Hall

Posted: Sun Feb 02, 2020 2:30 am
by SirLuciano
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
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)


Also are these adventurers gonna have only 1 look? Or are these asventurers gonna have different and randomized equipment like the peasants in AOS?

Re: Tavern/Adventurer Guild Hall

Posted: Sun Feb 02, 2020 6:17 am
by makazuwr32
One additional thing:
We wanted this guild to require for production money couriers and unable to produce units on its own.