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Re: undead siege
Posted: Tue Jul 31, 2018 8:08 pm
by LordOfAles
Maybe curse buildings with it.
Re: undead siege
Posted: Tue Jul 31, 2018 8:14 pm
by General Brave
A Giant floating skull.
Re: undead siege
Posted: Thu Aug 02, 2018 1:18 pm
by Lynx Shafir
Definitely need catapult.
letöltés (67).jpg
images (66).jpg
images (67).jpg
Re: undead siege
Posted: Thu Aug 02, 2018 1:23 pm
by makazuwr32
i prefer a bit different one:
Same range as catapult, throws corpses which poisons enemy units, can store inside up to 4 corpses.
Re: undead siege
Posted: Thu Aug 02, 2018 1:34 pm
by Lynx Shafir
Of corse is from Warcaft
Copyright Mak copyright...
I won't draw it...
I prefer the more bone-made design.
Vote?
Re: undead siege
Posted: Thu Aug 02, 2018 1:39 pm
by getfreur
Give a spell to necromancers that can be used in sieges, like a black tornado or something like that.
Re: undead siege
Posted: Thu Aug 02, 2018 2:09 pm
by Tankhead
A seige that shoots poison? Fitting for undead but thinking outta the box can't they use something else besides poison? Like idk bones that do bonus damage to infantry and maybe some mounted units?
Re: undead siege
Posted: Thu Aug 02, 2018 2:18 pm
by General Brave
How about launching units over things.
Re: undead siege
Posted: Thu Aug 02, 2018 2:28 pm
by Lynx Shafir
Need to worth to build it.
Still an old fashioned "I shoot stone but i crush you" catapult is the best.
The poison is too simple.
Black tornado?
How it's working to launch sby?
I'll search further ideas.
Re: undead siege
Posted: Thu Aug 02, 2018 2:30 pm
by General Brave
Okay.
Re: undead siege
Posted: Thu Aug 02, 2018 4:03 pm
by makazuwr32
I personally like my
Gargantuan Zombie idea.
Throws his fellow units into enemies for damage and with bonus against buildings (doubled standart ones)
Re: undead siege
Posted: Thu Aug 02, 2018 4:05 pm
by General Brave
That is someone makes a image.
Re: undead siege
Posted: Sat Aug 04, 2018 10:12 am
by Lynx Shafir
Screaming skulls whit splash damage.
Re: undead siege
Posted: Sun Sep 02, 2018 8:16 am
by Tankhead
Maybe it throws bones in a area and upon hitting units anywhere that a unit isn't in a tile with the affected area it leaves corpses
Re: undead siege
Posted: Sat Oct 12, 2019 4:00 pm
by Savra
We could make the necromancer be the undeads way of getting most their siege units since most the spells and abilities suggested to it are siege spells based, e.g. Defile, skeleton ball. Why not allow it to summon a laughing skull that acts as the undeads catapult with stats like:
Laughing skull:
Van:3
Requires corpse
Hp:20
Atk:8 poison weapon
Act:3
Rng:5
Sight:7
Spd:2 (can't pass through forests because it's head is too big
)
Arm:0
P.arm:6
Res:0
Abilities:
Launch corpse: rng:7, cool:2, aoe:1, damage:10, poison effect, bonus to buildings, and fortifications.
Bonuses: 100% buildings, and fortifications.
(Not good with bonuses but it's a start.)
That way undead have a more unique way of gaining siege units, they would be faster to get then other races but would be a lot weaker. Might include research of 5 turns for ability though. But it would make more use of the necromancer.
I have the image ready but currently an having problems getting it to respond correctly.
Re: undead siege
Posted: Sat Oct 12, 2019 4:50 pm
by Savra
Here. It's an edit or @Stratego (dev)'s spitting skull.
I could probably make the skulls flaming skulls instead and leave the poison effect for the corpse launch ability.
Re: undead siege
Posted: Sun Oct 13, 2019 1:09 pm
by StormSaint373
Plz, no vanishing.
It is tedious enough to try to finagle The Spirit Towers whilst that vanishing bug is in effect.
Not to mention... The bone golem and flesh golem are more than enough for vanishing.
Re: undead siege
Posted: Sun Oct 13, 2019 4:03 pm
by Savra
I was thinking undead needed more units with vanishing, plus you could build up the units vanishing whilst their in the spirit towers range, just don't move them, put them in water or some other terrain, or put them right next to it. But if others would want this to be a normal ranged siege unit for undead then I'll replace vanishing with a corpse cost of 3-2 maybe.
Re: undead siege
Posted: Sun Oct 13, 2019 10:38 pm
by makazuwr32
Undeads are going to gain at least 2 siege units:
Ranged aka giant undead hulk thrower
And
Melee aka Giant rolling skeleton ball
Re: undead siege
Posted: Mon Oct 14, 2019 12:30 am
by Savra
Think of the giant hulk thrower as the giant marksmen and for orks and the laughing skull as a goblin cannon fodder. That's how this would work in a way.
Re: undead siege
Posted: Mon Oct 14, 2019 5:43 am
by makazuwr32
Well if alex will like this.
Alas the way it would be "trainable" will be quite surprising.
Re: undead siege
Posted: Mon Oct 14, 2019 9:49 am
by Alexander82
To be honest I don't really like the image.
I have a few ideas about undead sieges but they will probably be mutually exclusives (e.g. A catapult-like approach and the thrower would overlap a bit so we might consider something in the middle).
I'll stay tuned for other proposals
Re: undead siege
Posted: Mon Oct 14, 2019 2:34 pm
by Savra
Well, they do need more ranged siege options that don't require a sacrifice to use. Unless something changed on the giant zombie.
Re: undead siege
Posted: Mon Oct 14, 2019 4:00 pm
by makazuwr32
That giant unit will require for creation of itself some sacrifices, yes but after it works as normal ranged siege like rock thrower.
Re: undead siege
Posted: Tue Oct 15, 2019 1:44 am
by Savra
Oh, I thought you were referring to the zombie via in the zombie rebalance post.
Re: undead siege
Posted: Wed Aug 04, 2021 8:19 am
by makazuwr32
Archived