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Mage's tower

Posted: Mon Sep 04, 2017 5:49 pm
by Sunrise Samurai
Research time: 6, at mage's hut
Upgrades mage's hut to tower with
Hp 40
Armor 2
Pierce armor 5
Power 8 (lighting weapon)
Range 6

It's still a factory, just one that can now shoot lighting bolts at enemies. It doesn't have the durability of a tower, but it can help defend your base if enemies are close enough to start looking at your factories.

Re: Mage's tower

Posted: Wed Dec 20, 2017 9:17 pm
by General Brave
I would like this as a separate building, and any human like Mages Warmage Healer should have their power increase and range of it. Like only +1 range. I think only them could use it and any other unit simply won't get power increase. And the image should be simply a tower with vines covering it, if it next to a wall it should become part of it.

Re: Mage's tower

Posted: Wed Dec 20, 2017 9:21 pm
by General Brave
It also the the defense of the Tower. (Lightning) at least hit a random unit next to the original target. That is if they are next to the Target.

Re: Mage's tower

Posted: Thu Dec 21, 2017 7:36 am
by StormSaint373
Interesting concept, i like it.

Re: Mage's tower

Posted: Thu Dec 21, 2017 6:31 pm
by General Brave
I'm thinking it should be similar to the undead Tower.

Re: Mage's tower

Posted: Mon Jul 30, 2018 5:48 pm
by Lynx Shafir
Should revive this.

As a new structure. Shoots lighting and boost mage tipe units stats in Aura.
Hight hp (200)and good armor (as magical stone or obsidian)
Carry cap 2

Re: Mage's tower

Posted: Tue Jul 31, 2018 6:33 am
by Lynx Shafir
If u would like to see in game a cool magic tower say Yes. I will make concrete stats for it.

Come on I need opinions...

Re: Mage's tower

Posted: Tue Jul 31, 2018 6:52 am
by General Brave
Seems fine enough.

Re: Mage's tower

Posted: Tue Jul 31, 2018 7:09 am
by makazuwr32
If you want i suugest some stats:

Hp - 100 (we don't need higher hp for human towers because they have Masonry tech that will increase it by 50%)
Attack - 0
Range - 0
Actions/turn - 2
Armor - 4/10
Construction Bonus: -10% (it will take 12 turns without Ambidextria to construct this tower and 9 turns with that tech)
Carry Capacity - 2
Heal Rate - 12
Abilities:
Lighting Bolt: Deals 7 magic thunder-based damage to single target in range 6. No cooldown.

Simple, deals blank 7 damage to any targets in range twice regardless of their armors.

Re: Mage's tower

Posted: Tue Jul 31, 2018 7:21 am
by Lynx Shafir
Not bad.

1)A little bit more hp (Id say 130)
Orcs and dwarf still easy take down.
2)is burnable?
3)buffing Aura (+1/1 armor to mages +2atk)
Or something like - 1cooldown to spells) range 3
4)Is lightning weapon or magic Attak?
Has stun or slow chance.

Re: Mage's tower

Posted: Tue Jul 31, 2018 7:27 am
by makazuwr32
1. It don't need more hp. After masonry research it gains 150 hp and i don't want to see any towers with higher hp than dwarven.
2. Ofc it is burnable because if it won't be burnable than 1. we need to make invurable to fire volcano of orcs (seriously, why volcano can burn?) 2. elves will have really hard time of killing this tower without fire archers.
3. This tower don't need any aura because it has better armor, better healing and better damage than Fortress tower of humans.
4. no stun or something like that because it will be too op: this is a tower = you can build them as many as you want and as place allows even with 5% chance if you have 10 towers and remembering that each has 2 actions you will have nearly 100% chance to apply effect to target EACH TURN.

Re: Mage's tower

Posted: Tue Jul 31, 2018 7:42 am
by Lynx Shafir
Fair enough..

Burning volcano XD, ya a bit caragious/funny.

Until undeads and elf get better siege is burnable. Agreed.

Now we need an image.

Re: Mage's tower

Posted: Tue Jul 31, 2018 7:50 am
by makazuwr32
Also as for burning in general i think that all building must be vurable to fire. Units can not be vurable but buildings must.

Re: Mage's tower

Posted: Tue Jul 31, 2018 8:02 am
by Lynx Shafir
They are. What buildings aren't burnable now.?
U mean fire as element or fire - as burning effect?

As for special building like volcano, may it's not logic
And those made from stone - eg. Wall should get less dmg while . wood - normal
(wall and towers what are from magic stone or rune empowered - at dwarf and human(obsidian) could be immune to fire damage )
Or a demon tower made from obsidian shout fire should not burn.
Instead weak to ice (Similar effect like burning - just frozing)
Cryomancer and ice elemental passive weapon. Idea.

Re: Mage's tower

Posted: Tue Jul 31, 2018 10:24 am
by Lynx Shafir
I tried out my artistic skills....

Re: Mage's tower

Posted: Tue Jul 31, 2018 5:18 pm
by General Brave
Pretty good, I say we use this one.

Re: Mage's tower

Posted: Tue Jul 31, 2018 5:19 pm
by General Brave
I can fix it a bit and clean up some of the mistakes.
Although, did you create this from a image or itself?

Re: Mage's tower

Posted: Tue Jul 31, 2018 5:26 pm
by Lynx Shafir
I lifted up a small building to tower hight.
The rest is my work.
I tried to put a lightning ball on top.
He he not succeed :P

Like I said firs try.

Re: Mage's tower

Posted: Tue Jul 31, 2018 5:28 pm
by General Brave
Not bad, what building you use.

Re: Mage's tower

Posted: Tue Jul 31, 2018 5:43 pm
by Lynx Shafir
A small stone building whit whit blue roof.
For matching the right stone colours.
Its not from game.

May make him slim in middle and and wigher in top.
I think the angle is wrong too.
I wanted to put rock in Base but it was too hight.

I could look for a real image if you want.

Re: Mage's tower

Posted: Tue Jul 31, 2018 5:48 pm
by General Brave
Provide a image.

Re: Mage's tower

Posted: Tue Jul 31, 2018 6:00 pm
by Lynx Shafir
Here is tree.
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letöltés (65).jpg (8.27 KiB) Viewed 3097 times

Re: Mage's tower

Posted: Tue Jul 31, 2018 6:05 pm
by General Brave
And think I will use all three of them.

Re: Mage's tower

Posted: Tue Jul 31, 2018 6:35 pm
by Lynx Shafir
Sorry,what do u mean?

Re: Mage's tower

Posted: Tue Jul 31, 2018 6:42 pm
by General Brave
I will try to blend all them in that Tower.

Re: Mage's tower

Posted: Tue Jul 31, 2018 7:04 pm
by getfreur
Maybe a burn effect on the target that is hit or a system that change the tower type of attack, like lightning, fire, water or something like it.

Re: Mage's tower

Posted: Tue Jul 31, 2018 7:04 pm
by General Brave
If no opposition is shown, I think this be all right.

Re: Mage's tower

Posted: Wed Aug 01, 2018 7:50 am
by Lynx Shafir
getfreur wrote:
Tue Jul 31, 2018 7:04 pm
Maybe a burn effect on the target that is hit or a system that change the tower type of attack, like lightning, fire, water or something like it.
I'd say yes... But not as a multiple effects -
(general said that can't put more effects in one hit(Arcan sanctum topic)-and would be too powerful -)

Good As a second upgrade or a tech.
A switch.

Anyway I want to stick at" light weapon "
(at least until elements aren't in game).

Re: Mage's tower

Posted: Wed Aug 01, 2018 8:17 am
by General Brave
No, having two passive effects wouldn't work, I tried it it didn't allow me. Perhaps we can do something about that.

Re: Mage's tower

Posted: Wed Aug 01, 2018 8:20 am
by makazuwr32
Actually i think battlemage with both lighting weapon and enchant burning skills activated could apply both lesser slowing (-1 tile) and burning effect on hit.

Also we can add "Transform" ability where tower has same stats but applies different effect on hit via its ability.