undead siege

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patroid
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undead siege

Post by patroid » Sun Nov 23, 2014 8:18 am

Hi
We need a undead siege unit.

Please post ideas images and stats here.

Patroid

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patroid
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Re: undead siege

Post by patroid » Sun Nov 23, 2014 8:19 am

Hi
I think we dont need any new unit for siege.
Undead arent these great builders.
I think we should use mummy as siege.

The design is there i think mummy should shoot fireballs to burn
Down buildings. Itbalready has a red stuff and is still unused in battles..

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Re: undead siege

Post by Stratego (dev) » Fri Jan 02, 2015 3:20 pm

the mummy fireball idea is not bad - should they?

and i made an undead siege sample image - i twisted my mind to get this becasuse i had no good idea.

it is called: "skull spitter" :)
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Re: undead siege

Post by patroid » Fri Jan 02, 2015 7:06 pm

Looks funny.

What about a vote between

1.something like a catapult
2.the mummy variant

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draakjee
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Re: undead siege

Post by draakjee » Fri Jan 02, 2015 7:56 pm

no one is using mummy now, so i also think it would be better that mummy will be siege

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balint
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Re: undead siege

Post by balint » Sat Jan 03, 2015 12:00 am

Daniel's image can be used too!

Flying skull!

the undead air force!
:)
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Re: undead siege

Post by Stratego (dev) » Wed Jan 21, 2015 8:13 pm

ok, i had an idea how undead could have siege weapon, in the case they basically should not have (according to my friend who knows much about it) :)
i had a tricky solution:
- undead will not have a special siege unit ever! (or only some units with considerable bonus against structures)
- but undead will have a special spell that INACTIVATES the building for a few turns - called "Curse", the building will not be able to produce and attack!
what do you think?
i have the new spell on the mummy

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balint
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Re: undead siege - IMPLEMENTED

Post by balint » Wed Jan 21, 2015 9:48 pm

I think this is a good idea, but it would be good, if some units were kmmune for this.
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Re: undead siege - IMPLEMENTED

Post by Stratego (dev) » Wed Jan 21, 2015 9:55 pm

such as?
or making it a non 100% probability spell?

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Re: undead siege - IMPLEMENTED

Post by balint » Wed Jan 21, 2015 9:58 pm

non 100% spell...

sorry my bad
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Re: undead siege - IMPLEMENTED

Post by patroid » Sun Mar 22, 2015 2:59 pm

Hi
Whyever Daniel removed the fire spell of
Mummy, so they have no siege.

Here a SkullRam or however it could be named.
(Its without details cause im still not allowed to use
My phone much)

I would be happy if someone complete (if daniel accept it)

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Re: undead siege - IMPLEMENTED

Post by Stratego (dev) » Sun Mar 22, 2015 10:07 pm

i like the image concept, however i am not decided to give a mechanical vehicle to undeads - they are not so good mechs.
lets try thinking into other directions, a spell or a ghost like unit that can pass tru walls and towers and can do something inside, or with the towers... i am not sure.

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Re: undead siege - IMPLEMENTED

Post by patroid » Mon Aug 08, 2016 11:03 pm

Hi!
We rlly need a Siege.
Im playin a match with doomcarrot and 2 others.
Ive overrun The Elf Army in a few turns and am now with orcs against Humans.

The Problem[quote][/quote] is he has made a castle wich prevent my
Units to come thruh. He has catapults shooting Form behind. But even if i use all my Undeads against the Castle... The worker repair fast er then my Units are damaging it. Means he has a Undestroyable Wall killin my Undeads. On the other Hand i cant pass thruh the Castle or cant convert enemys there caus they are not in range.

Summary... I cant beat the Human.

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Re: undead siege - IMPLEMENTED

Post by DoomCarrot » Tue Aug 09, 2016 2:52 am

Patorid is right. He has twice my production capability, and is basically swarming my defenses, but he is completely unable to get through my castle with ambidextrious workers to repair it.

As of now, undead's bane is fortifications of any kind.
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Re: undead siege

Post by Stratego (dev) » Tue Aug 09, 2016 4:23 am

ok, than i reopen the topic and we need a siege unit here.

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Re: undead siege

Post by Hardeep » Tue Aug 09, 2016 5:48 pm

New tech upgrade for bone wagon
Name: ? Golem wagon?
Effect once researched: gets a transform into golem wagon upgrade, only 2 carry capacity, -1 speed. Only effects wagon used to research (which means only one at a time)
Golem is very effective against fortifications but very slow
Is this Idea good?
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Re: undead siege

Post by Stratego (dev) » Tue Aug 09, 2016 6:07 pm

nice idea, but i dont understand this part:
Effect once researched: gets a transform into golem wagon upgrade, only 2 carry capacity, -1 speed. Only effects wagon used to research (which means only one at a time)

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Re: undead siege

Post by Hardeep » Tue Aug 09, 2016 6:36 pm

Same as church to cathedral
To be clear, the golem wagon is able to Transform into a golem
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Re: undead siege

Post by Stratego (dev) » Tue Aug 09, 2016 6:42 pm

i see, so:
- the current undead wagon
- has a "tech research" button in it
- and that button can "upgrade" the wagon to a new wagon type that can transform itself to a golem?

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Re: undead siege

Post by DoomCarrot » Tue Aug 09, 2016 6:52 pm

This is way to complicated imo. I like the skull splitter, and a bone battering ram would be good. :)
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Re: undead siege

Post by patroid » Wed Aug 10, 2016 6:01 pm

Hi,

my solution : a Gargoyle

Hes made of Stone and a Undeead Magic Fantasy Creature.
He can yust fly against walls and break them.

Hes slow in flying since hes made of STone.

Open new topic for it.

patroid

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Alexander82
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Re: undead siege

Post by Alexander82 » Sun Aug 14, 2016 5:42 pm

I made this flesh golem some times ago. What about something likethat as a siege unit?
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Re: undead siege

Post by Stratego (dev) » Sun Aug 14, 2016 7:32 pm

cool! - but how it is casted?/produced?

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Re: undead siege

Post by Stratego (dev) » Sun Aug 14, 2016 7:42 pm

idea1: what about all these golems be siege kind units? so bone golem would also get +4-500% percent on buildigns?
idea2: also these golems might all get timeout like bone golem has - so what about a spell for eg. monk, that can extend the "vanish" time of golems (like the moneyman does in AOS).

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Re: undead siege

Post by Alexander82 » Sun Aug 14, 2016 7:46 pm

We might make bone golem raised from corpses with a more powerful spell, or we might make it a normal unit made in a factory
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Re: undead siege

Post by Stratego (dev) » Sun Aug 14, 2016 8:25 pm

I try go avoid removing existing tricks like transforming a tower to golem.

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Re: undead siege

Post by Alexander82 » Mon Aug 15, 2016 1:22 am

I meant flesh golem xD
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Re: undead siege

Post by Alexander82 » Tue Aug 16, 2016 3:48 pm

I think that a flesh golem should be made on purpose by a necromancer, or at least a special unit that tailor together different corpses pieces (we might take as an example frankenstein). what if we make a unit called "gravedigger" or "mad scientist/doctor" that can build permanent (without vanishing) flesh and bone golems like a worker would do with ballistas or carts?
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Re: undead siege

Post by Stratego (dev) » Wed Aug 17, 2016 5:37 am

ok! we can do that.

it can work like this:
- instead of current summoning it "summons" an "under summon" thing using a new action,
- and every turn it can
a) "heal" or
b) we can make an other action: "summon more" that increases summon status and finally if HP is full it is ready (like when constructing)

If you like it, i suggest opening a new unit suggestion that is a necromancer, and putting this concept there, AND we need at least 1 extra spell for the necromancer (maybe the current "animation"?) so it will not be the "i can only summon golems, that is all" unit.

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Re: undead siege

Post by Typhoon » Tue Jul 31, 2018 8:06 pm

first drawing called skull spitter sounds like interesting idea imho
that could help undead dealing with volcano towers and fortresses
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