Tavern or mercenary post

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General Brave
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Tavern or mercenary post

Post by General Brave » Tue Dec 26, 2017 6:28 am

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Armor 0
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Size 1×1

A special building that needs money courier to create special units.
I think this is where you should buy the alchemist, werewolf, the Sacred Tracker or Monster Hunter. Whatever unit which has a certain set of skills and abilities.

Unless you don't want to use money courier. Keep it as a regular building then.
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Re: Tavern or mercenary post

Post by DoomCarrot » Wed Dec 27, 2017 10:25 pm

Interesting, but don't most people just build factories near their tcs anyways? So it isn't like the money courier thing would come into play much?
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Re: Tavern or mercenary post

Post by Sunrise Samurai » Thu Dec 28, 2017 2:45 am

Possibility:
Neutral unit that can​ be captured like tcs, holds 4 units. Can "build" certain powerful units ranging from unique neutral only units to a few race specific ones like necromancers or mages, just cloned to a independent variation. The catch is that it never counts down by turns, and must use money courier (or equivalent for other races) to pay for the production instead.

Can only be placed in map editor, but functions just fine​ in random maps.

If anyone else ever played Warcraft III, you know what I'm thinking.
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Re: Tavern or mercenary post

Post by DoomCarrot » Thu Dec 28, 2017 3:30 am

I like that more sunrise, money couriers might be relavent with that
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Re: Tavern or mercenary post

Post by makazuwr32 » Thu Dec 28, 2017 7:21 am

I like this idea but units there must be cheaper or better compared to usual units of the races because this building would be away from your TC and you can recruit money couriers in TC (for humans).
Also each human money courier costs 2 turns and he also must come to pay to this building.
Specifically for not so genious persons
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Re: Tavern or mercenary post

Post by Sunrise Samurai » Thu Dec 28, 2017 5:13 pm

makazuwr32 wrote:I like this idea but units there must be cheaper or better compared to usual units of the races because this building would be away from your TC and you can recruit money couriers in TC (for humans).
Also each human money courier costs 2 turns and he also must come to pay to this building.
The point is it would be expensive with the added difficulty of getting the money couriers there, for the benefit of things you can't normally get. Example: wandering necromancer. Exactly like a necromancer, but ANY race can recruit it here, gaining the ability to raise dead. Since it costs money couriers, it's obviously twice the price in the end, but very much worth it. If you don't mind contracting with such individuals that is.
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Re: Tavern or mercenary post

Post by General Brave » Fri Dec 29, 2017 2:35 am

It would make sense for it to be more expensive, because it will give unit that you otherwise can't produce.
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Re: Tavern or mercenary post

Post by Sunrise Samurai » Fri Dec 29, 2017 1:09 pm

Exactly
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Re: Tavern or mercenary post

Post by DoomCarrot » Fri Dec 29, 2017 10:45 pm

The units produced there should also be very useful in certain situations. They should at least have one unit that can fill each weakness in each race. To give people reason to take it.

Good ranged unit for undead.
Good heavy cavalry unit/vanguard unit for elves
Good flying unit for orcs maybe?

Not sure for humans, humans don't have many weaknesses.

But you get the idea maybe
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Re: Tavern or mercenary post

Post by General Brave » Fri Dec 29, 2017 11:07 pm

I'm pretty sure the human have weakness.

Against the orcs strength and number.

Against the elves range and speed.

Against the Undead Navy. For me at least.
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Re: Tavern or mercenary post

Post by DoomCarrot » Fri Dec 29, 2017 11:42 pm

None of those things are weaknesses though, but rather strengths of other races.

Humans have decent everything basically. Decent range, decent fortification, decent navy, decent infantry, decent cavalry, decent workers, decent flying units, etc.

However, they do not have any extreme strengths in particular, whereas each of the other races excel in at least one area.

That is why I mean it is hard to think of a unit that fills a human weakness, because they really don't have any in particular lol. Orcs have no flying units, ad therefore struggle against any sort of long range/crowd killing siege weapons. Elves have a hard time getting tough vanguard troops, because their only good ones cost many turns to get. Undead have pretty awful range and rely mostly on melee, etc
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Re: Tavern or mercenary post

Post by Sunrise Samurai » Fri Dec 29, 2017 11:57 pm

Probably the biggest "weakness" humans have is their limited access to special abilities. Yes, mages have fireball, but so do a half dozen other units in various races, even the equivalent lighting storm in elves. They can't summon or raise dead, for example.

Orcs actually have a decent flying unit, green dragon, that can fill that role. Regardless, they do tend to struggle at a distance.
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Re: Tavern or mercenary post

Post by General Brave » Sat Dec 30, 2017 3:16 am

Maybe you could get necromancer to make your army serve longer after death. Vampires, werewolves, and other whatnot that you can't get because of your race.

We could also have the hero units like the royal Hunter, the paladin, the hero knight, if you invest in a random chance choice.

This will definitely help with the weaknesses of your race and strengthen your strength.
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Re: Tavern or mercenary post

Post by Sunrise Samurai » Sat Dec 30, 2017 10:16 am

Definitely a wandering necromancer. (not lich, that's best left for undead due to 9 range and convert, so undead are the clearly better choice for raise dead still.) vampire sounds interesting. Maybe a solitary​ druid, so other races can benefit from elf druid's wolves, plus eagle eye. Without nature tech and elf archers behind it, elves still do it better. Mercenary wizard (mage) would be great, giving fireball and lifelink without needing the tech for fireball. Questing shaman (orc shaman on a vision quest) gives access to 50% heal, strengthen, and trample, but still withholds the 100% heal and summon dragon spell for orcs.

Normally unrecruitable units like heroes are a good idea too. Add in elephants (why not?) and rocs, since we've got them. This makes populating this building pretty easy, since we honestly never designed any new units for it. Just reskinned old ones.
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Re: Tavern or mercenary post

Post by Midonik » Sat Dec 30, 2017 10:22 am

Should wandering necromancer be able to summon golem? I would prefer not,this unit is too strong amd irritating to be given to all races. But I think he should have delay vashining,it will be great for elfs.
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Re: Tavern or mercenary post

Post by Sunrise Samurai » Sat Dec 30, 2017 10:38 am

Hmm. Golem is an interesting point. Given the difficulty in balancing vanishing outside undeads, I think it would be easy enough to deal with, especially when you could get more permanent benefits from just using raise dead. And more troops at the same time.
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Re: Tavern or mercenary post

Post by General Brave » Mon Jan 01, 2018 1:51 am

I'm wondering, what should count as other currency for the other race? Goblin slaves could be one because they could be sold. the elf well, http://www.ageofstrategy.net/viewtopic.php?f=83&t=5059. And Undead could be soul collector or trader.
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Re: Tavern or mercenary post

Post by General Brave » Mon Jan 01, 2018 6:32 am

http://www.ageofstrategy.net/viewtopic.php?f=84&t=5066

Seems like everyone now has currency, so what should you be able to buy?

We already agreed that we able to get a wandering necromancer. Which I suppose could have the same stats or weaker. A orc shaman the gives all the benefits. Vampire maybe. Ventures Templar. Possibility hero units. Elephants. A Fantasy version of the longbow. And whatever new units we can make up for it. And also could it give different sea units if it right next to river tile?
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Re: Tavern or mercenary post

Post by makazuwr32 » Mon Jan 01, 2018 8:08 am

Maybe amphibian Giant sea turtle?
Specifically for not so genious persons
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Re: Tavern or mercenary post

Post by General Brave » Mon Jan 01, 2018 8:11 am

Giant sea turtle? Can they carry units? I think so.
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Re: Tavern or mercenary post

Post by makazuwr32 » Mon Jan 01, 2018 4:24 pm

One or two.
Also suggest for this turtle special ability:
Spiked Shell passive: Deals additional 50% of melee attaking unit's damage as retalion damage (in addition to counter strike)
Specifically for not so genious persons
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Re: Tavern or mercenary post

Post by Sunrise Samurai » Tue Jan 02, 2018 12:28 pm

Lol makazuwr seems to have been playing Warcraft III lately. Most of his recent suggestions are from there.
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Re: Tavern or mercenary post

Post by makazuwr32 » Tue Jan 02, 2018 12:49 pm

That's my most loved game.
I'm playing into this game from the beginning...
Specifically for not so genious persons
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Re: Tavern or mercenary post

Post by General Brave » Wed Jan 03, 2018 12:05 am

Well, is that all?
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Re: Tavern or mercenary post

Post by makazuwr32 » Wed Jan 03, 2018 9:06 am

As for now we have at least 9 units for tavern:
Necromancer
Giant Sea Turtle (or if we don't use it than for naval units regular merlocks?)
Elf Druid
Mage
Orc Shaman
Elephant
Elephant archer
Vampire (but i don't like this idea because they have 2 forms, good armor and perma-lifelink in both forms)
And maybe random Hero (but firstly we need to remove techs from heroes or give them both humans and elven techs)

And more my personal suggestions:
Eagle (great scouting unit but nothing more without mounting, would be good for orcs)
Elven wagons (maybe?) but with redused capacity to 1
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
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Re: Tavern or mercenary post

Post by General Brave » Wed Jan 03, 2018 4:45 pm

Do we have to use the image we got or do we have to make new ones?
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Re: Tavern or mercenary post

Post by makazuwr32 » Wed Jan 03, 2018 7:49 pm

I think we can use images that we got exept of Sea turtle (because we haven't image for it yet)
Specifically for not so genious persons
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Re: Tavern or mercenary post

Post by General Brave » Fri Jan 05, 2018 5:31 am

Seems good, does anyone know where the JSON of the units we listed?
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Re: Tavern or mercenary post

Post by General Brave » Mon Jul 09, 2018 11:06 pm

I'm guessing we can do this now.
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Re: Tavern or mercenary post

Post by General Brave » Fri Jul 27, 2018 1:22 am

Bringing this one up.
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