Island turtle

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Savra
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Re: Island turtle

Post by Savra »

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 »

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 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: Island turtle

Post by Savra »

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 »

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 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: Island turtle

Post by Savra »

Island turtle.
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Savra
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Re: Island turtle

Post by Savra »

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 »

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 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Midonik
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Re: Island turtle

Post by Midonik »

Maybe two tiles high?
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Savra
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Re: Island turtle

Post by Savra »

You mean this big?
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Midonik
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Re: Island turtle

Post by Midonik »

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 »

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 »

May b replace mountain with a grassy hill and a giant tree whose leaves reach up to the 64px height
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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 »

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 »

Yes, I love it.
OLÉ
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StormSaint373
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Re: Island turtle

Post by StormSaint373 »

This good?
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Re: Island turtle

Post by Pyro »

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
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Savra
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Re: Island turtle

Post by Savra »

makazuwr32 wrote: Thu Dec 13, 2018 9:07 am Island turtle:
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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 »

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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