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

Here talk about units and structures.
IMPORTANT!: Every unit type and structure type should be in a separate topic.
So if you have a new unit idea than open a new topic for it!
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DoomCarrot
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Re: Tavern or mercenary post

Post by DoomCarrot »

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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General Brave
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Re: Tavern or mercenary post

Post by General Brave »

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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DoomCarrot
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Re: Tavern or mercenary post

Post by DoomCarrot »

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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Sunrise Samurai
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Re: Tavern or mercenary post

Post by Sunrise Samurai »

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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General Brave
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Re: Tavern or mercenary post

Post by General Brave »

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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Sunrise Samurai
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Re: Tavern or mercenary post

Post by Sunrise Samurai »

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 »

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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Sunrise Samurai
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Re: Tavern or mercenary post

Post by Sunrise Samurai »

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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General Brave
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Re: Tavern or mercenary post

Post by General Brave »

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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General Brave
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Re: Tavern or mercenary post

Post by General Brave »

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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makazuwr32
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Re: Tavern or mercenary post

Post by makazuwr32 »

Maybe amphibian Giant sea turtle?
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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General Brave
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Re: Tavern or mercenary post

Post by General Brave »

Giant sea turtle? Can they carry units? I think so.
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makazuwr32
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Re: Tavern or mercenary post

Post by makazuwr32 »

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)
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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Sunrise Samurai
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Re: Tavern or mercenary post

Post by Sunrise Samurai »

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 »

That's my most loved game.
I'm playing into this game from the beginning...
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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General Brave
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Re: Tavern or mercenary post

Post by General Brave »

Well, is that all?
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makazuwr32
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Re: Tavern or mercenary post

Post by makazuwr32 »

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
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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General Brave
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Re: Tavern or mercenary post

Post by General Brave »

Do we have to use the image we got or do we have to make new ones?
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makazuwr32
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Re: Tavern or mercenary post

Post by makazuwr32 »

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

Post by General Brave »

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 »

I'm guessing we can do this now.
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Re: New TC like Structure

Post by General Brave »

Something else.
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Re: Tavern or mercenary post

Post by General Brave »

Bringing this one up.
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Re: New TC like Structure

Post by General Brave »

Definitely want this back.
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Alexander82
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Re: New TC like Structure

Post by Alexander82 »

Since i've been reading about mercenary I've searched for this old topic
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General Brave
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Re: New TC like Structure

Post by General Brave »

Definitely need these.
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SirLuciano
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Tavern/Adventurer Guild Hall

Post by SirLuciano »

I am a new player :) and I'm a big fan of your work devs,also I have suggested a historical unit on AoS forums and now I will suggest in this AoF forums

Tavern/Adventurer Recruitment Hall/Guild House
(Any more name suggestions for a structure that can spawns random human,elf,dwarf units/adventurers)
So this structure is like the taverb in some RPG games where you can recruit adventurers and it has a questboard that makes adventurers serve the kingdom something like that

Stats
Hp:(I'm not good at stats so it'll be really nice if anyone can suggest the Hp for this strutcure)
Summons:(any tier 1-2 ground melee/range unit for humans,dwarves,and elves for 2 turns)

It is a structure that summons units without any command like you cannot choose what unit to produce because it is randomized

Its ok to say if it is a good or bad idea
Last edited by SirLuciano on Fri Jan 31, 2020 10:25 am, edited 1 time in total.
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makazuwr32
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Re: Tavern/Adventurer Recruitment Hall

Post by makazuwr32 »

We already have similar idea somewhere but not with randomized recruitment and instead with preset pack of trainable various units from all races (availible for all factions). Alas still did not decided whom add into that building and cost for them.

Building itself would be placable on the map and capturable like ruined fortress.
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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SirLuciano
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Re: Tavern/Adventurer Recruitment Hall

Post by SirLuciano »

What kind of various units like new units or the same base units? Because if its gonna be the same base units it should be tier 1-2 because tier 3 seems OP :) also I would like to see what the building looks like
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makazuwr32
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Re: Tavern/Adventurer Recruitment Hall

Post by makazuwr32 »

We did not decided yet - new ones or existing.
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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