Lizard Blademan — ARCHIVED
Lizard Blademan — ARCHIVED
A basic unit (like swordman)
Cost:2
Hp:17
Attack:7
Armor:0
Pierce Armor:1
Range:1
Speed:3
Sight:4
Spell Resistance:0%
Buildable at: tcs, swamp barracks
Has bonus against Structures 250%
Description:
The Main basic unit and Offensive and Slightly Defensive.
This unit is the basic. useful unit for destroying enemy structures.
Cost:2
Hp:17
Attack:7
Armor:0
Pierce Armor:1
Range:1
Speed:3
Sight:4
Spell Resistance:0%
Buildable at: tcs, swamp barracks
Has bonus against Structures 250%
Description:
The Main basic unit and Offensive and Slightly Defensive.
This unit is the basic. useful unit for destroying enemy structures.
Re: Lizard Blademan
Lizard Blademan Image.
Blademan is the main basic unit of scaledfolks.
Blademan is the main basic unit of scaledfolks.
- Attachments
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- Lizard Blademan.png (767 Bytes) Viewed 4616 times
Re: Lizard Blademan
Maceman going to be no-basic unit?
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Re: Lizard Blademan
maceman is a basic unit best fot killing enemy infantry but so weak on building structures like walls.
Re: Lizard Blademan
maceman is a basic unit best for killing enemy infantry but so weak on building structures like walls.
Re: Lizard Blademan
Ok.
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- Skelegonsans
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Re: Lizard Blademan
Nice idea. However, the scaledfolks (at least as i see them) are slightly better close fighters than humans, so maybe change stats to:
Hp 19
Atk 8
Arm 2
P.arm 2
Others still the same.
Hp 19
Atk 8
Arm 2
P.arm 2
Others still the same.
That one guy that disappears for 6 months then comes back and keeps doing it over and over.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
- Alexander82
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Re: Lizard Blademan
I think that maces should be better than swords against buildings.
Also maces should partially ignore armor
Also maces should partially ignore armor
Age of Fantasy design leader
Re: Lizard Blademan
Agrre. But if want to make mace we will must change too much.Alexander82 wrote:I think that maces should be better than swords against buildings.
Also maces should partially ignore armor
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Re: Lizard Blademan
He was one shoot mens-at-arms. He need to be weaker.
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Re: Lizard Blademan
you got me on that, however, this is basic unit only dont raise armor and pierce it has not wearing armor only sheild and Sharp blaade.
- Skelegonsans
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Re: Lizard Blademan
Even being basic id put it with both armors at 1. I see the scaledfolk as high defensive units, but im sure that even having 1 armor and 19 hp it wont do against an orc warrior, so i guess thats ok.
That one guy that disappears for 6 months then comes back and keeps doing it over and over.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
- Alexander82
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- Joined: Thu Feb 26, 2015 8:18 pm
Re: Lizard Blademan
This is in line with the 3 turn bigger lizardmen
- Attachments
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- Lizardman Warrior.png (21.69 KiB) Viewed 4551 times
Age of Fantasy design leader
Re: Lizard Blademan
perpect image! that image i saw in sletch before scaledfolk not officially here! now i see in pixel version. goodjob! ★★★
- Skelegonsans
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Re: Lizard Blademan
Grate. Now we just need to raise stats.
That one guy that disappears for 6 months then comes back and keeps doing it over and over.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
- DoomCarrot
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Re: Lizard Blademan
Is alexander's image for the blademan, or an upgrade? I am confused. Either way, great image!
The day is coming when a single carrot, freshly observed, will set off a revolution.
- Alexander82
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- Joined: Thu Feb 26, 2015 8:18 pm
Re: Lizard Blademan
In another post we agreed to make kobolds as basic 2 turn land units and make lizardman more costly 3+ turns and bigger/stronger and amphibious.
Age of Fantasy design leader
- Skelegonsans
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- Location: Miguel Pereira, Rio de Janeiro, Brazil
Re: Lizard Blademan
New stats idea:
Cost: 4 (ground/swimming, move cost on water is 2)
Hp 28
Atk 14
Arm/p.arm 3/2
Speed 4
Sight 5
Description: A powerful lizardman fighter, with hard scales and the ability to swim.
(200% bonus agains buildings, 2200% bonus against mega buildings.)
Agreed?
Cost: 4 (ground/swimming, move cost on water is 2)
Hp 28
Atk 14
Arm/p.arm 3/2
Speed 4
Sight 5
Description: A powerful lizardman fighter, with hard scales and the ability to swim.
(200% bonus agains buildings, 2200% bonus against mega buildings.)
Agreed?
That one guy that disappears for 6 months then comes back and keeps doing it over and over.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
Re: Lizard Blademan
wait, too OP. atk 15 & bonus to mega buildin 2200% is to OP = easy to destroy buildings
this is a basic unit only. sorry
this is a basic unit only. sorry
- Skelegonsans
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- Location: Miguel Pereira, Rio de Janeiro, Brazil
Re: Lizard Blademan
No, the kobolds are basic units. And btw, 2200% bonus will result in about 300-350 atk against megas. Castle has 1500+ hp soo... i guess its good?
That one guy that disappears for 6 months then comes back and keeps doing it over and over.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
- Skelegonsans
- Posts: 922
- Joined: Sun Aug 14, 2016 7:52 pm
- Location: Miguel Pereira, Rio de Janeiro, Brazil
Re: Lizard Blademan
I think this units stats should be a bit like a knight. Just reduced hp and speed a little and increased atk and arm/p.arm a bit. And of course, it can swim.
That one guy that disappears for 6 months then comes back and keeps doing it over and over.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
Re: Lizard Blademan
sorry but its still bit OP . maybe 2000%?
- Skelegonsans
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- Joined: Sun Aug 14, 2016 7:52 pm
- Location: Miguel Pereira, Rio de Janeiro, Brazil
Re: Lizard Blademan
Ok, not MUCH difference anyway.
That one guy that disappears for 6 months then comes back and keeps doing it over and over.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
- Skelegonsans
- Posts: 922
- Joined: Sun Aug 14, 2016 7:52 pm
- Location: Miguel Pereira, Rio de Janeiro, Brazil
Re: Lizard Blademan
I have a little doubt about something... should the lizardmen be an upgrade of kobolds, or be gem upgrade units, or basic units? Imo, they should be gem upgrade units. Its just that most unit topics dont say if its basic/upgrade...
That one guy that disappears for 6 months then comes back and keeps doing it over and over.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Lizard Blademan
i think they sholdn't definitely be an upgrade for kobolds (they are different races) and they shouldn't al be gem units
Age of Fantasy design leader
- Skelegonsans
- Posts: 922
- Joined: Sun Aug 14, 2016 7:52 pm
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Re: Lizard Blademan
Ok, but is this one gem unit
That one guy that disappears for 6 months then comes back and keeps doing it over and over.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
Re: Lizard Blademan
i agree with skelegonsans, there's kobolds now that has similar to lizards but it's weaker
- Alexander82
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- Joined: Thu Feb 26, 2015 8:18 pm
Re: Lizard Blademan
kobolds are weaker and cheaper land units
lizards are stronger (almost strong as orcs) and amphibious
They are basically more versatile and strong, but also more costly
If you are on a land map you might prefer to swarmo kobolds, while in maps full of water tiles you will surely prefer going with lizardmen
for lizardman stats i suggest doing that: take the basic (non upgraded) orc unit we might refer too (for example a orc swordman), take his stats, remove 1/2 attack and add +1 armor and pierce, add +1 to cost and add waterwalking
here your lizard unit stats are ready.
This isn't obviously a fixed rule but i think we might go for it as a common direction (we also will add techs to give bonus to lizards instead of the unit upgrades that orcs have)
Needless to say, if you want a stronger unit you can go for it, but just make sure you raise the cost enough.
lizards are stronger (almost strong as orcs) and amphibious
They are basically more versatile and strong, but also more costly
If you are on a land map you might prefer to swarmo kobolds, while in maps full of water tiles you will surely prefer going with lizardmen
for lizardman stats i suggest doing that: take the basic (non upgraded) orc unit we might refer too (for example a orc swordman), take his stats, remove 1/2 attack and add +1 armor and pierce, add +1 to cost and add waterwalking
here your lizard unit stats are ready.
This isn't obviously a fixed rule but i think we might go for it as a common direction (we also will add techs to give bonus to lizards instead of the unit upgrades that orcs have)
Needless to say, if you want a stronger unit you can go for it, but just make sure you raise the cost enough.
Age of Fantasy design leader