Island turtle

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Savra
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Re: Island turtle

Post by Savra » Tue Dec 18, 2018 3:15 am

Mermen can throw tridents, the eventually. Plus it helps to get units like mermen and eels and sirens over land and into a waterway that would be otherwise blocked. It's useful.

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makazuwr32
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Re: Island turtle

Post by makazuwr32 » Tue Dec 18, 2018 6:08 am

1. Turtle is very slow. It will be faster to build new sacred spring than to move units via turtle through land.
2. Through tight spots there already exist way of transporting units: towers, elven craftsman, tcs.
3. And why in the first place you will choose merman with trident throwing over quick archer with higher range and 2 actions and aimed shot techs?
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Savra
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Re: Island turtle

Post by Savra » Tue Dec 18, 2018 6:22 am

The other waters could be full of enemies. So sacred spring would be destroyed easily.
Elven craftsmen can't transport units.
We don't have elven wagon. Yet...
It would be no different then transporting with an ent.
It's not that big of a difference compared to a normal infantry, no problems their.
They aren't giants.
They both are buildable in sacred spring, and their is no reason for you to have all your mermen, sirens, and eels over on one side and having land blocking your way between your next destination which has quiet a lot of enemies in it.

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makazuwr32
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Re: Island turtle

Post by makazuwr32 » Tue Dec 18, 2018 9:36 am

Elven craftsman can't transport units yes but naval units can go through it to other water scources.
Same as through towers, some buildings, tcs and wagons.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Savra
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Re: Island turtle

Post by Savra » Wed Dec 19, 2018 7:27 am

Island turtle.
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Savra
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Re: Island turtle

Post by Savra » Wed Dec 19, 2018 7:28 am

Oh yes, mermen can't pass through structures on land tiles, I tested it.

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makazuwr32
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Re: Island turtle

Post by makazuwr32 » Wed Dec 19, 2018 8:35 am

They can.
Not through all structures but through some of them they can.

Also turtle is a bit too small. Visually. Can you make is bigger?
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

Midonik
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Re: Island turtle

Post by Midonik » Wed Dec 19, 2018 1:17 pm

Maybe two tiles high?
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Savra
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Re: Island turtle

Post by Savra » Wed Dec 19, 2018 3:13 pm

You mean this big?
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Midonik
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Re: Island turtle

Post by Midonik » Wed Dec 19, 2018 3:22 pm

How would he look if you would make him from one corner to opposite one?
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Savra
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Re: Island turtle

Post by Savra » Wed Dec 19, 2018 3:57 pm

What do you mean? It's already at its limits were width is concerned.

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godOfKings
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Re: Island turtle

Post by godOfKings » Thu Dec 20, 2018 3:44 am

May b replace mountain with a grassy hill and a giant tree whose leaves reach up to the 64px height
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me

For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools

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Savra
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Re: Island turtle

Post by Savra » Sat Aug 24, 2019 4:12 am

Like this, I felt obligated to do this since I said I would...
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Puss_in_Boots
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Re: Island turtle

Post by Puss_in_Boots » Sat Aug 24, 2019 5:39 pm

Yes, I love it.
RED, WHITE and BLUE!

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StormSaint373
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Re: Island turtle

Post by StormSaint373 » Wed Aug 28, 2019 6:35 pm

This good?
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Pyro
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Re: Island turtle

Post by Pyro » Sun Oct 06, 2019 3:54 pm

Its been a while since I saw this post but its nice to see that it has developed exactly as a I hoped :) Editing the original post to reflect the discussion in the thread
"You want that on fire? Yes yes on fire. On fire it is."

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Savra
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Re: Island turtle

Post by Savra » Sat Sep 05, 2020 5:55 pm

makazuwr32 wrote:
Thu Dec 13, 2018 9:07 am
Island turtle:
Image
Image
Cost - 8 turns, trainable at tc (doesn't require to be near water!), sacred spring.
Hp - 70, can't burn.
Attack - 14 (is not affected by nature upgrade)
Range - 1
Armor - 5/5
Speed - 2 (3 in water), can't move through forest tiles.
Carry capacity - 2 (can carry only same units ent warrior can)
Sight - 6
Spell resist - 50%
Bonuses: 50% bonus to ships and other sea units.
Abilities:
Shell on/off - transform ability: turtle gains +6/+6 armor (up to 11/11), 10 hp/turn regeneration and 100% spell resist at cost of 0 attack and 0 speed.

Additional info: all units inside instantly die if turtle dies. Regardless of place where turtle dies.
Can't enter into any transports: ships, wagons, zeppelins....

In very early game this unit will be a replacement of ent warriors
Ok, never mind. For some reason I thought it could carry 4 units and had no restrictions on that.

Anyway, maybe up it carry capacity to 4, it is an island turtle after all, so you can't say it isn't big enough. (Or you could add that it's effected by tree top archery)

It should also be effected by the nature upgrades because that's it's only upgrades anyway, we could just lower the attack if people think that would make it too strong.

Aside from all this, is this unit exceptable @Alexander82?

I am kinda questioning how this would be a replacement for ent warriors in early game though but if capacity is allowed to extend to 4 then it might be interesting.

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Alexander82
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Re: Island turtle

Post by Alexander82 » Sat Sep 05, 2020 7:12 pm

I'm not sure about that unit at the moment. It might seem more like something we might consider for scalefolks but I'll think about it (in the meantime I've already got plenty of stuff I should add for elves).
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