Researched at skull cove.
2 levels
Skeleton crew 1:
Cost:5
Adds 1 capacity to the ghost vessel.
Skeleton crew 2:
Cost:7
Adds 1 capacity to the ghost vessel.
May add 3rd level maybe, but I remember it was mentioned to give the ghost vessel a capacity to enable it to act as a transport as well. Just so it could carry some pirates out to sea faster. Units can't act from it.
Can't carry wagons.
Ghost vessel tech - Skeleton crew
Ghost vessel tech - Skeleton crew
Last edited by Savra on Fri Dec 21, 2018 6:27 am, edited 1 time in total.
- makazuwr32
- Posts: 7832
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Re: Ghost vessel tech - Skeleton crew
Increase cost for both levels by 1 and it will be fine.
Can't carry wagons.
Can't carry wagons.
AoF Dev Co-Leadermakazuwr32 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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- Alexander82
- Posts: 7969
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Re: Ghost vessel tech - Skeleton crew
It was originally meant to allow only pirate skeletons inside.
I'd like to retain the concept (one additional reason to produce pirates)
I'd like to retain the concept (one additional reason to produce pirates)
Age of Fantasy design leader
- godOfKings
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Re: Ghost vessel tech - Skeleton crew
Give pirate unique category and make ghost vessel only carry this category
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
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
- Puss_in_Boots
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Re: Ghost vessel tech - Skeleton crew
Wouldn't it be easier to just put in each individual unit designations than to make an entire category of them?
OLÉ
- Alexander82
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