Mage's tower

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Sunrise Samurai
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Mage's tower

Post by Sunrise Samurai » Mon Sep 04, 2017 5:49 pm

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.
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General Brave
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Re: Mage's tower

Post by General Brave » Wed Dec 20, 2017 9:17 pm

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.
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General Brave
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Re: Mage's tower

Post by General Brave » Wed Dec 20, 2017 9:21 pm

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.
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StormSaint373
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Re: Mage's tower

Post by StormSaint373 » Thu Dec 21, 2017 7:36 am

Interesting concept, i like it.
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General Brave
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Re: Mage's tower

Post by General Brave » Thu Dec 21, 2017 6:31 pm

I'm thinking it should be similar to the undead Tower.
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Lynx Shafir
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Re: Mage's tower

Post by Lynx Shafir » Mon Jul 30, 2018 5:48 pm

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
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Lynx Shafir
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Re: Mage's tower

Post by Lynx Shafir » Tue Jul 31, 2018 6:33 am

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...
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General Brave
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Re: Mage's tower

Post by General Brave » Tue Jul 31, 2018 6:52 am

Seems fine enough.
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makazuwr32
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Re: Mage's tower

Post by makazuwr32 » Tue Jul 31, 2018 7:09 am

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.

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Lynx Shafir
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Re: Mage's tower

Post by Lynx Shafir » Tue Jul 31, 2018 7:21 am

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.
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makazuwr32
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Re: Mage's tower

Post by makazuwr32 » Tue Jul 31, 2018 7:27 am

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.

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Lynx Shafir
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Re: Mage's tower

Post by Lynx Shafir » Tue Jul 31, 2018 7:42 am

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.
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makazuwr32
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Re: Mage's tower

Post by makazuwr32 » Tue Jul 31, 2018 7:50 am

Also as for burning in general i think that all building must be vurable to fire. Units can not be vurable but buildings must.

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Lynx Shafir
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Re: Mage's tower

Post by Lynx Shafir » Tue Jul 31, 2018 8:02 am

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.
Last edited by Lynx Shafir on Tue Jul 31, 2018 1:37 pm, edited 2 times in total.
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Lynx Shafir
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Re: Mage's tower

Post by Lynx Shafir » Tue Jul 31, 2018 10:24 am

I tried out my artistic skills....
Attachments
Magetower.png
Firs try..
Magetower.png (3.67 KiB) Viewed 2746 times
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General Brave
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Re: Mage's tower

Post by General Brave » Tue Jul 31, 2018 5:18 pm

Pretty good, I say we use this one.
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General Brave
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Re: Mage's tower

Post by General Brave » Tue Jul 31, 2018 5:19 pm

I can fix it a bit and clean up some of the mistakes.
Although, did you create this from a image or itself?
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Lynx Shafir
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Re: Mage's tower

Post by Lynx Shafir » Tue Jul 31, 2018 5:26 pm

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.
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General Brave
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Re: Mage's tower

Post by General Brave » Tue Jul 31, 2018 5:28 pm

Not bad, what building you use.
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Lynx Shafir
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Re: Mage's tower

Post by Lynx Shafir » Tue Jul 31, 2018 5:43 pm

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.
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General Brave
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Re: Mage's tower

Post by General Brave » Tue Jul 31, 2018 5:48 pm

Provide a image.
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Lynx Shafir
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Re: Mage's tower

Post by Lynx Shafir » Tue Jul 31, 2018 6:00 pm

Here is tree.
The attachment letöltés (62).jpg is no longer available
letöltés (62).jpg
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letöltés (65).jpg
letöltés (65).jpg (8.27 KiB) Viewed 2720 times
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General Brave
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Re: Mage's tower

Post by General Brave » Tue Jul 31, 2018 6:05 pm

And think I will use all three of them.
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Lynx Shafir
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Re: Mage's tower

Post by Lynx Shafir » Tue Jul 31, 2018 6:35 pm

Sorry,what do u mean?
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General Brave
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Re: Mage's tower

Post by General Brave » Tue Jul 31, 2018 6:42 pm

I will try to blend all them in that Tower.
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getfreur
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Re: Mage's tower

Post by getfreur » 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.
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General Brave
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Re: Mage's tower

Post by General Brave » Tue Jul 31, 2018 7:04 pm

If no opposition is shown, I think this be all right.
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Lynx Shafir
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Re: Mage's tower

Post by Lynx Shafir » Wed Aug 01, 2018 7:50 am

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).
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General Brave
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Re: Mage's tower

Post by General Brave » Wed Aug 01, 2018 8:17 am

No, having two passive effects wouldn't work, I tried it it didn't allow me. Perhaps we can do something about that.
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makazuwr32
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Re: Mage's tower

Post by makazuwr32 » Wed Aug 01, 2018 8:20 am

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.

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