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Mumakil Archers

Posted: Tue Aug 29, 2017 6:21 pm
by LordOfAles
An LOTR unit.Haradrim stole mumakils from Tauredains to use them for war.

Hp:300
Power:12
Action/turn:3
Speed:1
Range:7
Sight:8
Cost:14
Gem cost:1
Built in:Castles
Size:2x2

Re: Mumakil Archers

Posted: Tue Aug 29, 2017 6:33 pm
by LordOfAles
Image made in 2 mins lol :lol:

Re: Mumakil Archers

Posted: Tue Aug 29, 2017 7:09 pm
by Sunrise Samurai
It's an elephant archer. Why make it so big?

Re: Mumakil Archers

Posted: Tue Aug 29, 2017 7:29 pm
by LordOfAles
1.Thats a mumakil,not an elephant
2.Those r Hararim archers(yeah hard to notice them)
3.Look at 1. And 2.

Re: Mumakil Archers

Posted: Tue Aug 29, 2017 8:20 pm
by Sunrise Samurai
A 2x2 unit is awkward unless used in campaigns. 300 life is op if it actually has open space to move, as is 7 range, 3 actions, and 12 power.

Here:
Cost 8
120 life (still huge)
8 power (again, not bad)
5 range‚Äč (reasonable, not over the top)
Speed 2 (not quite as slow)
Carries 2, units inside can attack
1x1 size

It acts similar, using archers inside to give the power, while shielding them with it's bulk.

Re: Mumakil Archers

Posted: Tue Aug 29, 2017 9:39 pm
by LordOfAles
But only archer units should attack if possible,hp 140,should deal 40 dmg,trample,cost 9 or 10,thats a mumakil after all

Re: Mumakil Archers

Posted: Tue Aug 29, 2017 9:41 pm
by Puss_in_Boots
Isn't it only going to be used for campaigns, why does costs matter?

Re: Mumakil Archers

Posted: Tue Aug 29, 2017 9:47 pm
by LordOfAles
It will be used in normal game too,thats why

Re: Mumakil Archers

Posted: Tue Aug 29, 2017 9:58 pm
by Puss_in_Boots
I don't think 2x2 units should ever be producable in a regular game... :|

They are very broken in this game.

Re: Mumakil Archers

Posted: Tue Aug 29, 2017 9:58 pm
by Alexander82
They won't be

Re: Mumakil Archers

Posted: Tue Aug 29, 2017 11:27 pm
by LordOfAles
Kk we accepted 1x1 already

Re: Mumakil Archers

Posted: Wed Aug 30, 2017 12:28 am
by Sunrise Samurai
Trample at range? That's a seige weapon. I'm trying to keep it balanced here. Remember that if this is ranged, it should have less hp and power than a war elephant. I was probably being more generous than I should have been with saying 120 hp. 80 might actually be more like it, given the range. Even that is monstrous. It's only because it's meant as a carrier tank that I say 120. And 5 range, remembering that if it's human, blacksmith techs will increase it. I think it's all or nothing for who attacks from inside, sadly, otherwise I'd agree it should be only archers.

Re: Mumakil Archers

Posted: Wed Aug 30, 2017 1:03 am
by Alexander82
The upper part of the image need some serious rework.

Re: Mumakil Archers

Posted: Wed Aug 30, 2017 1:08 am
by Alexander82
Now I see those are for humans but in lord of the rings are part of the orc army.
A big no here.

Re: Mumakil Archers

Posted: Wed Aug 30, 2017 1:27 am
by Sunrise Samurai
Good point. The humans allied with orcs in lotr are under the orcs category. Can this topic be moved to orcs please? Also, I do believe that makes this a campaign only unit, which changes the balancing a lot. It needs to be balanced for the maps it will be used in.

Re: Mumakil Archers

Posted: Wed Aug 30, 2017 1:37 am
by MightyGuy
I agree

Re: Mumakil Archers

Posted: Wed Aug 30, 2017 1:52 am
by Alexander82
Me too

Re: Mumakil Archers

Posted: Wed Aug 30, 2017 2:31 am
by Sunrise Samurai
So, we can safely scrap everything we came up with :lol: any ideas for *campaign* balancing? So far it's been for random‚Äč maps.

Re: Mumakil Archers

Posted: Wed Aug 30, 2017 10:58 am
by LordOfAles
Sunrise Samurai wrote:Trample at range? That's a seige weapon. I'm trying to keep it balanced here. Remember that if this is ranged, it should have less hp and power than a war elephant. I was probably being more generous than I should have been with saying 120 hp. 80 might actually be more like it, given the range. Even that is monstrous. It's only because it's meant as a carrier tank that I say 120. And 5 range, remembering that if it's human, blacksmith techs will increase it. I think it's all or nothing for who attacks from inside, sadly, otherwise I'd agree it should be only archers.
LOL

I thought archers could shoot from it,but mumakils alone range 1

Sorry for mistake :lol:

Re: Mumakil Archers

Posted: Wed Aug 30, 2017 11:02 am
by LordOfAles
So you guys think we can keep this image(with some rework of course),and make some crazy stats for campaigns?

If so might as well as move it here
viewforum.php?f=130

Re: Mumakil Archers

Posted: Wed Aug 30, 2017 11:28 am
by patroid
The engine cant handle 2 types of attack for 1 Unit.

Make it a ranged Unit with some kind of melee spell.
Start from the elearcher stats and add a bit HP and a maybe 2 actions each turn.
Then try to figure out a spell.

My ideas:

-TRAMPLE (Catapult Area Dmg Effect) 2Turn cooldown
-THROW (Throw an adjanved unit in the sky instant killing it or removing a massive amount of hp)
(In Film elephants often throw melee soldier with their horns into the sky)
-STOMP (literally stomp an adjanced enemy unit into the ground. Deals massive dmg (2turn cd)

And similar things where an elefant uses his weigth to kill nearby enemys.


Patroid