sea techs for humans

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Alexander82
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sea techs for humans

Post by Alexander82 » Mon Sep 10, 2018 3:20 pm

I was thinking to make a tech tree for human ships of that kind:

Improved wood quality (2 levels) that will give bonus maxhp to human ships

protective plating (2 levels) to increase armor of human ships

Extra sheets (1 or 2 levels) +1 speed to human ships with sheets

Improved oars (1 or 2 levels) same as before but for ships with no sheets

I would also like ranged ships to benefit from the archery techs or at least make archery techs unlock a tech to increase damage/range of ranged ships)

Same for melee ships that might at least have the chance to research an improved rostrum (a sensible damage increase)

Tell me what you think
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makazuwr32
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Re: sea techs for humans

Post by makazuwr32 » Mon Sep 10, 2018 3:39 pm

Maybe add few unit upgrades for ships.
For their normal warship (ranged one) i suggest to add ballista upgrades that will add damage, 2nd action and power range 1 instead of archery (ofc in few upgrades, not in single).

Otherwise looks good.

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Lynx Shafir
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Re: sea techs for humans

Post by Lynx Shafir » Mon Sep 10, 2018 3:45 pm

Aside of ships what humans will get(unit) for sea?
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makazuwr32
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Re: sea techs for humans

Post by makazuwr32 » Mon Sep 10, 2018 3:57 pm

More ships.

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Lynx Shafir
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Re: sea techs for humans

Post by Lynx Shafir » Mon Sep 10, 2018 4:06 pm

I mean some creature what requires a tech to unlock train (if not Sharkman or rider :p)
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Alexander82
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Re: sea techs for humans

Post by Alexander82 » Mon Sep 10, 2018 4:14 pm

makazuwr32 wrote:
Mon Sep 10, 2018 3:57 pm
More ships.
I was going to answer with the same words xD
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Alexander82
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Re: sea techs for humans

Post by Alexander82 » Mon Sep 10, 2018 4:14 pm

Lynx Shafir wrote:
Mon Sep 10, 2018 4:06 pm
I mean some creature what requires a tech to unlock train (if not Sharkman or rider :p)
I don't think they fit much humans
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Lynx Shafir
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Re: sea techs for humans

Post by Lynx Shafir » Mon Sep 10, 2018 4:27 pm

It was a random idea to match the line of some living sea force.
And help fight all those merlochs.

U didn't hear the famous shark knights feared in the Seven Seas ?
:lol:
Than anything else?


(btw some similar ship techs might go in Aos shipyard upgrade - u made a pic for Alex)
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Savra
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Re: sea techs for humans

Post by Savra » Mon Sep 10, 2018 5:04 pm

That's why I suggested atlantians, but second option could be a pirate.

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StormSaint373
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Re: sea techs for humans

Post by StormSaint373 » Mon Sep 10, 2018 5:11 pm

Why not both
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Lynx Shafir
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Re: sea techs for humans

Post by Lynx Shafir » Mon Sep 10, 2018 5:21 pm

What For pirate?
Must be differ from undeads one. Nor ship.

Shark like thing could work though.
I'll check the atlantian s
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Alexander82
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Re: sea techs for humans

Post by Alexander82 » Mon Sep 10, 2018 5:23 pm

Maybe corsairs/privateers
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Savra
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Re: sea techs for humans

Post by Savra » Mon Sep 10, 2018 5:24 pm

What do you mean both? Atlantians I figured could be Atlantian, Dolphin knight (since humans and dolphins are actually quit close out at sea), and Sea mage. As for pirates I only had just a pirate with a cutless. Plus, a captain.

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StormSaint373
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Re: sea techs for humans

Post by StormSaint373 » Mon Sep 10, 2018 5:28 pm

Humans are to be the most flexible, the pirates and atlantians could complement each other. Atlantians focusing more on defense, magic, and martial warfare. While pirates have guns, cutlasses, and are more offensive (ie: hit and run)
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Alexander82
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Re: sea techs for humans

Post by Alexander82 » Mon Sep 10, 2018 5:48 pm

I don't think there is the need for atlantians right now (I don't even know what they should be) unless we leave out the warfell fleet and the planned imperial fleet (there isn't a topic yet tough) or we are going to end up with 5 different fleets. Also we are already planning an arabian/oriental flavored human subrace (they will be called sandwalkers) so we already have 3 subraces planned plus, eventually, pirates

Planning a lot of subraces at once is starting to give us a lot of work and we have also to concentrate on scalefolcks (that will need a total rework) and dwarves (that aren't ready yet)
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Savra
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Re: sea techs for humans

Post by Savra » Mon Sep 10, 2018 5:57 pm

Ok so Corsairs, privateers, Captains, and Buckeneers.

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Lynx Shafir
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Re: sea techs for humans

Post by Lynx Shafir » Mon Sep 10, 2018 6:11 pm

Sharkman or atlantian - could be done as 1-2 units No subrace.
So no problem
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Alexander82
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Re: sea techs for humans

Post by Alexander82 » Mon Sep 10, 2018 6:27 pm

Please stop going OT or i'm going to delete every post not related to the original topic
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Lynx Shafir
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Re: sea techs for humans

Post by Lynx Shafir » Mon Sep 10, 2018 7:11 pm

Ok,
Do u need tech icons?
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Alexander82
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Re: sea techs for humans

Post by Alexander82 » Mon Sep 10, 2018 7:25 pm

Sure. They are always welcome
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General Brave
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Re: sea techs for humans

Post by General Brave » Mon Sep 10, 2018 10:10 pm

We are definitely working on the human Navy.
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Lynx Shafir
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Re: sea techs for humans

Post by Lynx Shafir » Tue Sep 11, 2018 2:41 pm

May u can use this for Stg.
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Ship P 1.png
Ship P 1.png (2.24 KiB) Viewed 1381 times
Sails lv 1.png
Sails lv 1.png (1.21 KiB) Viewed 1381 times
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Alexander82
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Re: sea techs for humans

Post by Alexander82 » Tue Sep 11, 2018 3:22 pm

They need some work but you're on the right pat
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