Black Corsair
Black Corsair
Skeleton Corsair:
Desc:
Cost:5
Hp:24
Atk:16
Rng:1
Sight:4
Spd:3 (both land and water)
Arm:0
P.arm:2
Res:30%
Abilities:
Twin pistols: rng:4, dmg:8, act:2, cool:2
Aura - scourge of the seas - +1 to skeleton pirates, cutthroats, ghost vessels attack, and speed - rng:3
Bonuses: standard bonuses as skeleton fighter.
Skeleton Captain:
Desc:
Cost:5
Hp:28
Atk:19
Rng:1
Sight:4
Spd:3 (both land and water)
Arm:0
P.arm:3
Res:30%
Abilities:
Twin pistols: rng:5, dmg:8, act:2, cool:2
Aura - scourge of the seas - +1 to skeleton pirates, cutthroats, ghost vessels attack, and speed - rng:4
Bonuses: standard bonuses as skeleton fighter.
Skeleton Admiral:
Desc:
Cost:5
Hp:32
Atk:22
Rng:1
Sight:4
Spd:3 (both land and water)
Arm:0
P.arm:4
Res:30%
Abilities:
Twin pistols: rng:6, dmg:8, act:2, cool:2
Aura - scourge of the seas - +1 to skeleton pirates, cutthroats, ghost vessels attack, and speed - rng:5
Bonuses: standard bonuses as skeleton fighter.
Desc:
Cost:5
Hp:24
Atk:16
Rng:1
Sight:4
Spd:3 (both land and water)
Arm:0
P.arm:2
Res:30%
Abilities:
Twin pistols: rng:4, dmg:8, act:2, cool:2
Aura - scourge of the seas - +1 to skeleton pirates, cutthroats, ghost vessels attack, and speed - rng:3
Bonuses: standard bonuses as skeleton fighter.
Skeleton Captain:
Desc:
Cost:5
Hp:28
Atk:19
Rng:1
Sight:4
Spd:3 (both land and water)
Arm:0
P.arm:3
Res:30%
Abilities:
Twin pistols: rng:5, dmg:8, act:2, cool:2
Aura - scourge of the seas - +1 to skeleton pirates, cutthroats, ghost vessels attack, and speed - rng:4
Bonuses: standard bonuses as skeleton fighter.
Skeleton Admiral:
Desc:
Cost:5
Hp:32
Atk:22
Rng:1
Sight:4
Spd:3 (both land and water)
Arm:0
P.arm:4
Res:30%
Abilities:
Twin pistols: rng:6, dmg:8, act:2, cool:2
Aura - scourge of the seas - +1 to skeleton pirates, cutthroats, ghost vessels attack, and speed - rng:5
Bonuses: standard bonuses as skeleton fighter.
Last edited by Savra on Sat Sep 12, 2020 4:36 pm, edited 8 times in total.
Re: New skeleton pirates
Images.
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- Golden skeleton captain.png (1.38 KiB) Viewed 3581 times
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- Armoured skeleton captain.png (1.38 KiB) Viewed 3581 times
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- Skeleton captain.png (1.33 KiB) Viewed 3581 times
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- Golden skeleton cutthroat.png (1.07 KiB) Viewed 3581 times
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- Armoured skeleton cutthroat.png (1.03 KiB) Viewed 3581 times
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- Skeleton cutthroat.png (944 Bytes) Viewed 3581 times
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: New skeleton pirates
Any hints about their reanimation process?
Btw those should also be able to enter ghost ahips.
Btw those should also be able to enter ghost ahips.
Age of Fantasy design leader
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: New skeleton pirates
Only my concern is in aura of captain.
-1 attack and -1 speed in quite wide range - 3/4/5.
How @Alexander82 missed that?...
Also what cost will have skeleton captain?
-1 attack and -1 speed in quite wide range - 3/4/5.
How @Alexander82 missed that?...
Also what cost will have skeleton captain?
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™.
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: New skeleton pirates
I didn't miss that.
Before spending time planning the units I wanted to ask if he had idea how to handle reanimation of these units since we have currently a single water corpse and the only gunner units we have are in the dwarven army.
About the aura I would make the captain give a +1 speed to all skeleton pirates and maybe some attack to the same targets.
Before spending time planning the units I wanted to ask if he had idea how to handle reanimation of these units since we have currently a single water corpse and the only gunner units we have are in the dwarven army.
About the aura I would make the captain give a +1 speed to all skeleton pirates and maybe some attack to the same targets.
Age of Fantasy design leader
Re: New skeleton pirates
Reanimation I'm still thinking about, I was thinking about just taking the dwarf with a rifle and give him a corpse, the unit could use that since they are using stolen guns anyway.
As for captain I plan for some corpses that are dropped by merlock leader, mermen leader, and any future amphibious/aquatic leader.
The cost I forgot but it's 5-4 turns due to stats being low. The captain has a fear aura because I figured undead could use a debuf aura unit more then a buffing aura unit. But the strength aura for just skeleton pirates is fine too. Also they were meant to enter ghost vessel.
I didn't get to the corpses yet nor the description yet because it was like 10 something at night and I didn't want this to be another 11 to 12 at night thing.
As for captain I plan for some corpses that are dropped by merlock leader, mermen leader, and any future amphibious/aquatic leader.
The cost I forgot but it's 5-4 turns due to stats being low. The captain has a fear aura because I figured undead could use a debuf aura unit more then a buffing aura unit. But the strength aura for just skeleton pirates is fine too. Also they were meant to enter ghost vessel.
I didn't get to the corpses yet nor the description yet because it was like 10 something at night and I didn't want this to be another 11 to 12 at night thing.
Re: New skeleton pirates
Say should the captain be able to summon zombie sharks that have van 3 as well or give it reanimation?
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: New skeleton pirates
Firstly cost of captain should be 4 with current stats and speed aura.
Secondly if you want any reanimation/summon than it will significantly raise cost of captain. Like up to 7-9 turns. Thus i suggest to give none of them.
Alas hp can be increased for captain a bit if cost 5.
Maybe 26 hp at base and +4 hp per tier (so max hp will be 32).
Secondly if you want any reanimation/summon than it will significantly raise cost of captain. Like up to 7-9 turns. Thus i suggest to give none of them.
Alas hp can be increased for captain a bit if cost 5.
Maybe 26 hp at base and +4 hp per tier (so max hp will be 32).
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™.
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: New skeleton pirates
I think he meant how to make them reanimated.
Anyway I wanted to make a leader corpse for skeleton noble/baron (I guess the name was something similar).
Water leaders at the moment are just merlock king and the mermen king I am drawing.
Anyway I wanted to make a leader corpse for skeleton noble/baron (I guess the name was something similar).
Water leaders at the moment are just merlock king and the mermen king I am drawing.
Age of Fantasy design leader
Re: New skeleton pirates
Updated stats of captain.
Say should I make a corsair too? A skeleton pirate with an anchor or double swords.
Say should I make a corsair too? A skeleton pirate with an anchor or double swords.
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: New skeleton pirates
I talked about that with @makazuwr32 and we agreed for captain to come in and about the gunner we'll add, instead, a tech that gives a cooldowned gunshot to normal skeleton pirate and to the captain (that will have a double barrel gun with 2 indipendent shots)
The gunner might be better for a land unit, instead, and we'll make dwarven gunners drop the right corpses.
The gunner might be better for a land unit, instead, and we'll make dwarven gunners drop the right corpses.
Age of Fantasy design leader
Re: New skeleton pirates
Ok, I'll update image.
- ethanking5
- Posts: 120
- Joined: Sun Jul 28, 2019 1:25 pm
Re: New skeleton pirates
How do these look I tried to make different weapons @Savra
- Attachments
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- skeletal shotgun.png (521 Bytes) Viewed 3463 times
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- skeleton smg.png (525 Bytes) Viewed 3463 times
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- skeletal musket.png (525 Bytes) Viewed 3463 times
Last edited by ethanking5 on Sun Sep 22, 2019 3:14 pm, edited 1 time in total.
Embrace the darkness
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: New skeleton pirates
They look bad.
Also smg and shotgun are too modern for this game either so don't even think about them.
Dwarves will have 3 gun types for themselves:
Musket
Rifle (elite unit)
Blunderbuss (elite unit)
Also no more gunners for undeads.
Also smg and shotgun are too modern for this game either so don't even think about them.
Dwarves will have 3 gun types for themselves:
Musket
Rifle (elite unit)
Blunderbuss (elite unit)
Also no more gunners for undeads.
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™.
Re: New skeleton pirates
Try taking the skeleton cutthroat or just it's gun and equipped it to the template, then you could take the armour from the cutthroat and place it over the template too. We just need one gun.ethanking5 wrote: ↑Sun Sep 22, 2019 1:18 pm How do these look I tried to make different weapons @Savra
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: New skeleton pirates
Reminder about formula:
1 new skeleton = 1 new corpse = some units should drop them. And ofc giants can't drop smg corspe or cavalry corpse and stuff like that. Only units with same weapons can drop sufficient corpses.
1 new skeleton = 1 new corpse = some units should drop them. And ofc giants can't drop smg corspe or cavalry corpse and stuff like that. Only units with same weapons can drop sufficient corpses.
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™.
Re: New skeleton pirates
Before I forget this anymore.
- Attachments
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- Dead captain.png (850 Bytes) Viewed 3284 times
Re: New skeleton pirates
I'll make the gun ability.
Re: New skeleton pirates
Updated.
- Attachments
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- Skeleton corsair.png (1.51 KiB) Viewed 3081 times
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- Skeleton captain.png (1.58 KiB) Viewed 3081 times
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- Skeleton Admiral.png (1.55 KiB) Viewed 3081 times
Re: New skeleton pirates
Updated.
- Attachments
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- Skeleton captain.png (1.58 KiB) Viewed 3062 times
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- Skeleton Admiral.png (1.54 KiB) Viewed 3062 times
Re: New skeleton pirates
Btw, @Alexander82, would it be too much of we just made the kraken a summon of the skeleton captain with a research cost of course. We could remove the rage ability and just give it something more interesting which would be a vanishing +1 ability for each unit it successfully kills, the kraken itself would have vanishing and lower stats of course (similar to flesh golem). Research could be 4-5 turn. The kraken would also require a corpse to summon.
It's an interesting idea. And I plan for a few other summons to have it, but it might give us more room to expand on each races summons as well (might be interesting to see some units with a -1 vanishing ability as well).
It's an interesting idea. And I plan for a few other summons to have it, but it might give us more room to expand on each races summons as well (might be interesting to see some units with a -1 vanishing ability as well).
Re: Skeleton Captain
A little something different, I'll suggest a different set of stats later.
- Attachments
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- Dark Corsair.png (2.23 KiB) Viewed 2540 times
Re: Skeleton Captain
Dark corsair:
Trains: skull cove
Desc: Former captains who've practiced in the dark arts, now they roam the sea harassing wandering vessels. They use dark magics to raise new servants to serve as their crew.
Cost:6
Hp:25
Atk:8
Act:2
Rng:1
Sight:4
Spd:3 water:3
Dge:C:50%/M:10%/R:10%
Arm:0
P.arm:1
Res:50%
Abilities:
Reanimation: rng:2
Curse of the sea: rng:3, cool:1, units effected by curse of the sea have -2 to spd, and receive 4 dmg per turn, lasts 3 turns. Requires research.
Eat corpse
Flint lock
Auras:
Shroud of the sea: rng:1, grants allies +10% to dodges.
Bonuses:
Same as skeleton pirates.
Trains: skull cove
Desc: Former captains who've practiced in the dark arts, now they roam the sea harassing wandering vessels. They use dark magics to raise new servants to serve as their crew.
Cost:6
Hp:25
Atk:8
Act:2
Rng:1
Sight:4
Spd:3 water:3
Dge:C:50%/M:10%/R:10%
Arm:0
P.arm:1
Res:50%
Abilities:
Reanimation: rng:2
Curse of the sea: rng:3, cool:1, units effected by curse of the sea have -2 to spd, and receive 4 dmg per turn, lasts 3 turns. Requires research.
Eat corpse
Flint lock
Auras:
Shroud of the sea: rng:1, grants allies +10% to dodges.
Bonuses:
Same as skeleton pirates.
Last edited by Savra on Sat Sep 12, 2020 5:58 pm, edited 1 time in total.
Re: Skeleton Captain
Here's one that needs some reworking of stats. It's actually Black corsair, not skeleton captain anymore.