Neutral 'Barracks' - Mercenary - adventurer's guild MERGED

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Alexander82
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Re: Neutral 'Barracks'

Post by Alexander82 »

I added some transparency to make the blade looks more pointed and sharp on the tip
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Alexander82
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Re: Neutral 'Barracks'

Post by Alexander82 »

A barbarian with a golden axe ;)

He should have high HP and Attack, and also a whirlwind attack skill
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Last edited by Alexander82 on Sun Sep 06, 2015 3:03 pm, edited 1 time in total.
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Re: Neutral 'Barracks'

Post by TheBluePhoenix »

Now these are some nice editions to the fantasy version once dev gives the signal i am redy to make their stats
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Alexander82
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Re: Neutral 'Barracks'

Post by Alexander82 »

This is my old viking. It might become a good merc
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TheBluePhoenix
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Re: Neutral 'Barracks'

Post by TheBluePhoenix »

Hiw about cyxlops and monsters?
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Alexander82
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Re: Neutral 'Barracks'

Post by Alexander82 »

I can make as many as we want but we need to know daniel's opinion. He also need to adjust the engin to allow more images. AoF needs many more than AoS.
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TheBluePhoenix
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Re: Neutral 'Barracks'

Post by TheBluePhoenix »

Ok
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balint
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Re: Neutral 'Barracks'

Post by balint »

And what about hostile neutrals in game too? Similar random spawning factories/units who attack everyone in sight, making it harder to establish bases, leave TCs without garrison.
What do you think?
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Alpha
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Mercenary's

Post by Alpha »

I believe there should a new race/units where you can hire at special TC's that are premade in game's. For example a mercenary Orc for the Elves or a Elf Archer for the Humans. This will not effect Undead however.
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Re: Mercenary's

Post by Midonik »

It will give races units they lack. I agree,undeds got convert,so they musnt got it. I like this idea,but I not sure how it will work.
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Re: Mercenary's

Post by Yugrath »

Yes I agree very good idea. I think there can be some NPCs like mercenaries, pirates etc.
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Alexander82
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Re: Neutral 'Barracks' - Mercenary MERGED

Post by Alexander82 »

That have been proposed
I've merged this topic with the old one
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Re: Neutral 'Barracks' - Mercenary MERGED

Post by Alpha »

Nioce! also I simply just reopened this from the dusty file because I thought this should deserve a another chance. :)
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Alexander82
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Re: Neutral 'Barracks' - Mercenary MERGED

Post by Alexander82 »

The units might just be variants of units already in game.

We can surely find many interesting concepts
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Re: Neutral 'Barracks' - Mercenary MERGED

Post by Alpha »

Cool! Also I don't know how to add images :|
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New TC like Structure

Post by Hardeep »

I suggest we add a new TC like structure for Aos.
It would be something like a Tavern or a camp.
Generates randomly on the map and you can set how many Taverns/camps are on the map in the game settings. (On random maps) with either the (few/many system or just set numbers) maybe with many each player would start close to one
You would have to research a tech that costs maybe about 5 to be able to build any of the race specific units.
The units would be unique to the Tavern/camp and would include, but not be limited to, campaign units that are really cool, and improved 'special' units, like a more powerful ranger for example. It would supplement races with firepower in areas where they may be lacking
It would add more strategic value to the Tavern/camp locations as you can get exclusive powerful units from it. To balance maybe you can't have more than a set number of Tavern/camp units
What do you think?
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Alexander82
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Re: New TC like Structure

Post by Alexander82 »

There is already a topic about taerns and mercs (special unitsthat you can recruit regardless of your race if you control a tavern).
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Re: New TC like Structure

Post by Hardeep »

Where?
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Alexander82
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Re: New TC like Structure

Post by Alexander82 »

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Hardeep
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Re: Neutral 'Barracks' - Mercenary MERGED

Post by Hardeep »

Add campaign units in a race specific fashion too :)
Also great Idea!!!!!
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Re: New TC like Structure

Post by Hardeep »

Thanks!
More or less the same idea, but old...
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Alexander82
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Re: New TC like Structure

Post by Alexander82 »

Merged
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Tavern or mercenary post

Post by General Brave »

Hp 20/20
Attack 0
Range 0
Armor 0
Pierce armor 4-5
Speed 0
Sight 3
Action 1
Carry capacity 2-3
Constr. bonus 0%
Healing 4-5
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 »

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 »

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 »

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

Post by makazuwr32 »

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.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Tavern or mercenary post

Post by Sunrise Samurai »

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 »

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 »

Exactly
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