Scalefolk rework

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Savra
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Re: Scalefolk rework

Post by Savra »

Updated.
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Last edited by Savra on Mon Sep 02, 2019 4:43 pm, edited 1 time in total.
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makazuwr32
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Re: Scalefolk rework

Post by makazuwr32 »

I would prefer for nagas to be sort of merlocks - high speed in water and low speed (1 or at max 2) on land, also inability to move through forests.

Lizardmen should be sort of skeleton pirates but with a bit lower speed in water than on land.

That is my idea alas.
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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Alexander82
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Re: Scalefolk rework

Post by Alexander82 »

Btw all images should be oriented facing the right side.

Noe they will flip when moving
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Savra
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Re: Scalefolk rework

Post by Savra »

All the images I posted or just the draconians?

Because I did them all just in case.
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Kobald spearmen.png
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kobald witchdoctor.png
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monitor rider.png
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Draconian shielder.png
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Last edited by Savra on Mon Sep 02, 2019 11:46 pm, edited 1 time in total.
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Re: Scalefolk rework

Post by Puss_in_Boots »

Every nonbuilding unit ever must now face right by default.
OLÉ
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Savra
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Re: Scalefolk rework

Post by Savra »

So set them all to face right.
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Lizardmen archer.png
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Komodo rider.png
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Fire salamander.png
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Savra
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Re: Scalefolk rework

Post by Savra »

Dragonborn.
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Re: Scalefolk rework

Post by Savra »

Btw, if anyone still wants the drake peak to keep its ability to summon a random drake, (if you don't know what I'm talking about read the drake peak topic) Its up for debates. Since it was originally supposed to be built only by the golden dragons.

There are about 5 drakes that the tower was able to summon similar to the grave digger summon corpse ability.
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Alexander82
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Re: Scalefolk rework

Post by Alexander82 »

Please no random summoning of powerful units
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Re: Scalefolk rework

Post by Savra »

Drakes aren't actually powerful, their attack is low like the wolf and have no bonuses, the only thing that's special is that they fly, they have vanishing too. Some have special abilities and the silver one is still debatable.

Their original stats are here:http://www.ageofstrategy.net/viewtopic.php?f=119&t=5064

Actually their weaker then wolves.
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Re: Scalefolk rework

Post by makazuwr32 »

Actually can't say that they are weaker than wolves:
1. Same hp and attack as wolves have;
2. Have flying;
3. Most of them exept basic one have some sort of ability;
4. Vanishing 6.
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: Scalefolk rework

Post by Savra »

True, but you could kill them with archers as fast as wolves, besides that the gold Dragon is only able to build the drake peak, and we are going to rebalance them anyway too. If anything, I only added the brown one anyway to the list of units so we can just simply scratch the rest out and stick with that and worry about it later when the race gets their new stats.
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Re: Scalefolk rework

Post by Alexander82 »

In general I don't like that concept.

I prefer to leave vanishing only for no-sacrifice summons of spellcasters.

Any kind of building that make drakes or dragons should actually produce them.
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Re: Scalefolk rework

Post by Savra »

Hm, noted. How about the lizardmen priest unit? Give him the drake summon ability? (Brown drake only.)

The drake peak was originally designed to act like the scaledfolk version of the wolfden since their towers aren't actually the best. It seemed to be fine considering you wanted them to be somewhat like elves but the melee counterpart.

Updated wings on this guy a bit.
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Re: Scalefolk rework

Post by Alexander82 »

There is no need for a dragon summoning spell when you have multiple dragon units.

Also no specific dragon is now approved (I will decide after dwarven implementation) so you can propose various options and I'll check them one by one.
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Re: Scalefolk rework

Post by Savra »

Ok.
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Re: Scalefolk rework

Post by Puss_in_Boots »

Quetzal is definitely not going in for dwarves, and as a flying serpent it is technically dragon enough to be "this race's dragon." :)

Please?
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Re: Scalefolk rework

Post by Savra »

Wait what? For dwarves? That's absurd, they would have no use for it.

Btw, I plan to change the monitor rider and the welp over to the amphibious kobalds and give the monitor rider a spear instead of a stone axe. Reason being is because I don't want to make a Naga laborer when we can simply make a kobald welp that can swim, since they can already build some of their structures on water it just makes sense. The other reason is because I will make flying forms of all the non-amphibious kobalds and the monitor rider would not need it. Flying kobalds have low attack and can't capture buildings while in flight, it also requires research for this ability and they have No bonuses in flight form.
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Alexander82
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Re: Scalefolk rework

Post by Alexander82 »

Puss_in_Boots wrote: Thu Sep 05, 2019 1:26 am Quetzal is definitely not going in for dwarves, and as a flying serpent it is technically dragon enough to be "this race's dragon." :)

Please?
Who said that? 😂
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Re: Scalefolk rework

Post by Savra »

Tried to make it more like a megalania, but it looks more like a salamander so I'll just settle for magma drake rider.

Also reworked the monitor rider.

Plus, the Cuachic.
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Savra
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Re: Scalefolk rework

Post by Savra »

Updated.
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Re: Scalefolk rework

Post by Puss_in_Boots »

I think we have more than enough draconian melee. We should try reworking structures.
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Re: Scalefolk rework

Post by Savra »

I do have 1 more but I guess your right, (can't think of what to do with it.) The only structures I see us needing right now is the Naga den, Dragons perch, Shamans circle, and Draconian lair. I think scaledfolk should use a lot of traps, since their defences are poor. I'll see what I can do, plus I'll finish up the other units too.
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Re: Scalefolk rework

Post by Savra »

Updated lamia.

Also added a the occupied part of the hunters hut.
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Re: Scalefolk rework

Post by makazuwr32 »

I think 1-2 traps will be enough.
Also i am thinking to give them some quite tough tower (when compared to their current ones).
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: Scalefolk rework

Post by Savra »

Dragons perch.

2 traps should be fine, poison pit and pungi trap.

Also stronger tower could simply be the fort since it looks close enough to the original design and Aztecs and other mesa-American tribes did have them in places that needed better defences. Just remove its production capabilities and it should be fine.
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Re: Scalefolk rework

Post by makazuwr32 »

Fort visually can fit. Alas stats should be revised.
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: Scalefolk rework

Post by Savra »

Yes, definitely.
Shamans circle.
Nagas den.
Draconian lair.
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Re: Scalefolk rework

Post by Savra »

Gorgon, Acid spitter, Naga Shrieker.
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Savra
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Re: Scalefolk rework

Post by Savra »

Updated.

12 more unit and building images left. (Others are already fine, the ones that don't have images that is.)
12 more tech images. (Actually theirs a bit more but I don't plan on doing them yet till I'm done with the dwarves runes and blacksmith techs.)

Added devourer, who could be brighter. Lizardmen priest, lizardmen sergeant.
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