Conversion units - OUTDATED

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StormSaint373
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Conversion units - OUTDATED

Post by StormSaint373 »

Some races have them, some don't? This needs fixed

Suggestions/Implemented

Humans- none

Elves- Nymph

Stats

Cost: 6
Hp: 18
Attack: 4
Armor: 2/2
Speed: 4
Vision: 6
Action/Turn: 1
Dodges 20%/20%/20%
Mend rate: 10

Spells:
Summon Parapet: Range 1
Convert: 30%, Range 3
Heal: Rate 10

Dwarves- Ollam (Dwarvish for "teacher")

Cost: 5
Hp: 30
Attack: 8
Armor: 2/2
Speed: 3
Vision: 4
Action/Turn: 1

Spells:
Convert: 30%, Range 3
Exorcism: Range 3, cooldown 6

Scaledfolk- Medusa

Cost: 4
Hp: 22
Attack: 6
Range: 5
Armor: 0/0
Speed: 4
Vision: 6
Action/Turn: 1

Active Effects: Poison Weapon

Spells:

Convert: 30%, range 3
Petrify: Same as basalisk

Orcs- Slaver (Pending)

Undead- Lich (Implemented)
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Lynx Shafir
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Re: Conversion units

Post by Lynx Shafir »

Well about Nymph I'm working to expand them (offially on discord) +2 units (Dryad is a forest Nymph) also may mandragora or female satyr gets convert.

2.medusas (I prefer calling gorgos) will have diff use and higher cost.

Forget 4 cost converters.

To be fair may humans will get one too if everybody else gets.
Or just for Tavern game mode...


But for now none of them needs it.
Last edited by Lynx Shafir on Tue Oct 30, 2018 5:09 pm, edited 1 time in total.
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StormSaint373
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Re: Conversion units

Post by StormSaint373 »

Lynx Shafir wrote: Tue Oct 30, 2018 5:08 pm Well about Nymph I'm working to expand them (offially on discord) +2 units (Dryad is a forest Nymph) also may mandragora or female satyr gets convert.

2.medusas (I prefer calling gorgos) will have diff use and higher cost.

Forget 4 cost converters.

To be fair may humans will get one too if everybody else gets.
Or just for Tavern game mode...


But for now none of them needs it.
Gorgo? You mean Gorgon?

Tavern mode? You lost me!

I thought it would be "balancing" if all races had a means of conversion instead of only one.

Besides, loyalty tech is useless if not fighting undead.
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Lynx Shafir
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Re: Conversion units

Post by Lynx Shafir »

Yes I agree that loyalty is useless at all, players prepher to use imperials anyway.


But rn dosnt make any good adding converter to dwarfs/orks/SFolk. (actually have dark dragon!)

Ork slaver wud use physical resistence and not spell one..


Soon I make a post about Nymph here too.
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Savra
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Re: Conversion units

Post by Savra »

Umm, ya, about female satyrs, is that going rule now out since the satyrs originally weren't going to have them?
(Even though the image shows one. :lol: )

Oh, yes dryads already in...
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makazuwr32
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Re: Conversion units

Post by makazuwr32 »

I don't like idea of convert spell here and on units with this spell.
Exept of undeads i think none must have.
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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Savra
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Re: Conversion units

Post by Savra »

Well, orc slaver is accepted anyway but it relys on the units strength. Plus, the best part about him is he doesn't have upgrades making him a unique style unit. (Not to be confused with unique units.)
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Re: Conversion units

Post by makazuwr32 »

As for that exact unit it is on hold for now because there is no "unit strength" thing inside the game 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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Savra
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Re: Conversion units

Post by Savra »

I thought it could be the units attack maybe or something.
Maybe armour, or something but if unit strength is implemented then we could attach the abilities that aren't spells or don't involve the spell resist to be attached to this.

Plz start a topic on it and notify Stratego since I'm not entirely sure how this strength thing works?
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Savra
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Re: Conversion units

Post by Savra »

This is how it looks and I sorta understand how it works. It's judged by both this units attack and the targets attack.
Cost 5
HP 20
Attack 20
Range 2 (Whips are very long and are considered ranged/reach weapons in most of rpgs)
Armor 2
Pierce Armor 2
Speed 3
Sight 5
Action 1
Spell range 3 (converted with the menace of being hit)
Unit conversion chance % = 60+(unit attack - target attack)*2 (we might make *5 if we want strenght to be more important in the equation)
Spell resistance 50%
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Re: Conversion units

Post by StormSaint373 »

Lynx Shafir wrote: Tue Oct 30, 2018 5:27 pm Yes I agree that loyalty is useless at all, players prepher to use imperials anyway.


But rn dosnt make any good adding converter to dwarfs/orks/SFolk. (actually have dark dragon!)

Ork slaver wud use physical resistence and not spell one..


Soon I make a post about Nymph here too.
• Actually, they are removing convert from dark dragon
• Everyone should have opportunity to reconvert a lost unit
makazuwr32 wrote: Wed Oct 31, 2018 5:17 am As for that exact unit it is on hold for now because there is no "unit strength" thing inside the game yet.
Then, something needs to be done regarding that...
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Re: Conversion units

Post by StormSaint373 »

That's why scaledfolk need one.
Dwarves don't really have much in way of magic, unless there will be a rune for persuasion or something...
Elves would rather convert an enemy than kill him, elves cherish life even to spare an enemy at times.


Trying to code based upon physical strength would be difficult if not impossible, just stick with chance on hit for Slaver.

I'll think up a unit for humans (base) to have convert.
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Savra
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Re: Conversion units

Post by Savra »

You mean deals 8 damage with a 30% chance to convert? That would be easier.
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Re: Conversion units

Post by Tankhead »

Dwarves don't need one ( they are too themselves for the most part and a outsider wouldn't fit )

Elves would try to convert nature related units like animals/elementals/ certain creatures/ and some beastman cause its in a way protecting the forest.
Anything Outside of that they would rather kill than save due to the fact they are more of a threat than anything ( ELVES AREN'T GOOD NOR BAD)

Humans I can see having one adding to they're empire/ army whatever

Scalefolk Idk

Orcs would just force you so in a way they can convert
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Lynx Shafir
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Re: Conversion units

Post by Lynx Shafir »

Scalefolk may gets with snake Shaman....
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
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Re: Conversion units

Post by makazuwr32 »

Nono. At the first place i didn't like convert even for undeads.
But that was explained as "brain-washing spell" and that fits undeads actually.
But not for humans, elves, orcs, scaledfolks, dwarves.

So no for convert.
Let it be a unique trait for undeads.
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: Conversion units

Post by Tankhead »

Yup agree with Maka here
Tankhead wrote: Wed Oct 31, 2018 6:27 pm Dwarves don't need one ( they are too themselves for the most part and a outsider wouldn't fit )

Elves would try to convert nature related units like animals/elementals/ certain creatures/ and some beastman cause its in a way protecting the forest.
Anything Outside of that they would rather kill than save due to the fact they are more of a threat than anything ( ELVES AREN'T GOOD NOR BAD)

Humans I can see having one adding to they're empire/ army whatever

Scalefolk Idk

Orcs would just force you so in a way they can convert
That was me seeing how units that can convert fit but if it is a unique thing for undead than yes it should be.
Its a powerful spell to begin with depending on how you use it
Last edited by Tankhead on Wed Oct 31, 2018 8:33 pm, edited 1 time in total.
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Re: Conversion units

Post by Midonik »

Rise death an conversion should be the unique undead spell, give them some advantage instead of taking away the very few they've got.
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Re: Conversion units

Post by StormSaint373 »

But what about other effects that essentially mean the same thing for other races?

Orcs: Enslavement (forcing enemies to work for them)
Elves, Scaledfolk,and "Comely creatures": Charm (Use of physical or supernatural personality to get subjects/victims to do what they want them to do)
Humans: Convert/Diplomacy (Whether by persuasive speech, or sheer force of personality, they are able to have these subjects able to join their cause)

It simply would not be Defend the Nature of the Game if only some races got it, but others didn't.

Besides, half of all elite units are convert immune anyway...
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Re: Conversion units

Post by StormSaint373 »

You talk of conversion for just undead, but one and only one unit has it.

I don't call that much of a spell focus, whereas Raise dead is on more undead casters, thus making it more of an undead specific ablity.
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Re: Conversion units

Post by Tankhead »

Ok then lets take this from a logical view point
Liches use a spell that brain washes you into thinking your allies your enemies

No other race is capable of that and it'll take alot more than speech to win someone over to your side on a battlefield.

Not only that but other planned units soon to come will have convert aswell (undeads)
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Re: Conversion units

Post by StormSaint373 »

I would suggest different convert types, but it doesn't seem that people are even amiable to the idea...
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Re: Conversion units

Post by Midonik »

Do you realize how weak or the undeads? They are the weakest race. The conversion is an unique albitly that can let the undeads do the thing they are kinda supposed to - turn the tide of game in an unexpected, micro management way. Same goes for the rise death.
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Re: Conversion units

Post by Midonik »

What would be the difference? Ranges, conversion changes? That's same thing.
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Re: Conversion units

Post by Tankhead »

Elves if possible can only convert animals/elementals if they got a convert unit
But that's the only possibilty, other than that im against other races having it
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Re: Conversion units

Post by StormSaint373 »

Nature Spirit, Nymph: Monster Manual:3.5e main ability, Charm person/charm monster uses will power to alter subject(s) perception of allies and enemies as a means of protecting herself.

Wizard/Sorcerer: Spell Charm Person, Charm Monster, Dominate Person, Dominate Monster, Thrall, etc...

Slavers/Taskmasters: Physical punishment, threats of death in painful way (Used in history) caused people to obey out of fear.
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Re: Conversion units

Post by StormSaint373 »

Midonik wrote: Wed Oct 31, 2018 8:43 pm Do you realize how weak or the undeads? They are the weakest race. The conversion is an unique albitly that can let the undeads do the thing they are kinda supposed to - turn the tide of game in an unexpected, micro management way. Same goes for the rise death.
The thing that is supposed to set an undead apart it the fact: IT'S DEAD!

they have no anatomy that can be affected

They all should be...

Immune to poison, most elements except fire, and have no mind of their own. They never tire, they have no fear, they are supposed to be one of the most powerful, SO WHAT HAPPENED!?!
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Re: Conversion units

Post by Midonik »

StormSaint373 wrote: Wed Oct 31, 2018 8:48 pm Nature Spirit, Nymph: Monster Manual:3.5e main ability, Charm person/charm monster uses will power to alter subject(s) perception of allies and enemies as a means of protecting herself.

Wizard/Sorcerer: Spell Charm Person, Charm Monster, Dominate Person, Dominate Monster, Thrall, etc...

Slavers/Taskmasters: Physical punishment, threats of death in painful way (Used in history) caused people to obey out of fear.
I mean the difference in game play, not the explaination.
StormSaint373 wrote: Wed Oct 31, 2018 8:51 pm
Midonik wrote: Wed Oct 31, 2018 8:43 pm Do you realize how weak or the undeads? They are the weakest race. The conversion is an unique albitly that can let the undeads do the thing they are kinda supposed to - turn the tide of game in an unexpected, micro management way. Same goes for the rise death.
The thing that is supposed to set an undead apart it the fact: IT'S DEAD!

they have no anatomy that can be affected

They all should be...

Immune to poison, most elements except fire, and have no mind of their own. They never tire, they have no fear, they are supposed to be one of the most powerful, SO WHAT HAPPENED!?!
***t happens. They will be immune to that soon, it's hard to consider never tiring in game.
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Re: Conversion units

Post by StormSaint373 »

Convert Types:

Humans: standard 30%, works on humanoid creatures, NO MONSTERS, OR ANIMALS
Elves: 100%, works on animals only
Dwarves: None
Scaledfolk: 30% works on all
Undead: 100% works on all living units
Orcs: % based on health depleted, low health units are more likely to join
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Re: Conversion units

Post by StormSaint373 »

It's just a suggestion! Good grief!

If people can't see the upsides, or at least take it into consideration...

THEN SET IT AS ANSWERED!!!!!!

This constant bickering is exactly what drives people away!

So, are ALL of you in agreement that converting units are overrated for this game? If so, set as answered!

'cause I'm done trying to explain benefits every time I suggest it. It's ridiculous.
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