Scalefolk rework
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Scalefolk rework
I agree. They should have a few dragon but not dragon based
Also making many dragons bring us to just call them with random names and give them random abilities.
Also making many dragons bring us to just call them with random names and give them random abilities.
Age of Fantasy design leader
- makazuwr32
- Posts: 7832
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Scalefolk rework
I think 3-5 dragons + this zmij counterpart will be fine.
I have ideas for 3 dragons at least:
Thunder dragon
Acid dragon
Great dragon (more powerful dragon with several abilities)
And that evil counterpart of Zmij with some backstabbing and such (smoke breath, back attack...).
I have ideas for 3 dragons at least:
Thunder dragon
Acid dragon
Great dragon (more powerful dragon with several abilities)
And that evil counterpart of Zmij with some backstabbing and such (smoke breath, back attack...).
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...
© by Makazuwr32™.
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Scalefolk rework
I think that dragons here should mostly take the role of spellcasters (which will be probably less compared to other races)
Age of Fantasy design leader
- makazuwr32
- Posts: 7832
- Joined: Tue Oct 17, 2017 9:29 am
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Re: Scalefolk rework
That is why thunder dragon - with full thunder tree and without researching.
Acid dragon i want to make as siege unit alas.
That also will be unique - no other race has siege dragons.
Acid dragon i want to make as siege unit alas.
That also will be unique - no other race has siege dragons.
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...
© by Makazuwr32™.
Re: Scalefolk rework
So, what dragons do you want?
So far I see:
Adoniji
Great Dragon
Storm Dragon
Acid Dragon
We could have the sea Dragon that could act similar to the sea serpent, but with some other abilities as well.
So far I see:
Adoniji
Great Dragon
Storm Dragon
Acid Dragon
We could have the sea Dragon that could act similar to the sea serpent, but with some other abilities as well.
- Puss_in_Boots
- Posts: 3211
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- Location: New Jersey
Re: Scalefolk rework
Well, storm dragons already exist for elves. Great dragon is already an existing unit name. I was thinking Quetzal could be the superior dragon since it is a Mexican god. Acid dragon would be great for siege imo. Sea dragon is kinda what I think blue dragon is, but does not look as good. Why not switch sea serpent's races? Elves already have merfolk that could use expansion.
OLÉ
- StormSaint373
- Posts: 1801
- Joined: Mon Nov 27, 2017 5:35 pm
- Location: USA, East Ohio
Re: Scalefolk rework
There was a Storm Dragon Img in the Argent Section.
Maybe you can use that?
Maybe you can use that?
Beware the calm before the Tempest. . .
Re: Scalefolk rework
I also have storm Dragon in scaledfolk but I never heard of it being for elves.
Sea serpent acts somewhat like the ghost vessel does for undead. Sea dragon is just a massive Dragon that has no wings, and it's limbs have developed for swimming purposes only. Great Dragon in game is the one we were referring to here. Quetzacotl will get in though either way because it matches the race perfectly.
Sea serpent acts somewhat like the ghost vessel does for undead. Sea dragon is just a massive Dragon that has no wings, and it's limbs have developed for swimming purposes only. Great Dragon in game is the one we were referring to here. Quetzacotl will get in though either way because it matches the race perfectly.
- Puss_in_Boots
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Re: Scalefolk rework
Pretty sure the elven dragon casts lighting and even flies. That's storm dragon in my opinion.
Try making sea dragon take on the body structure of mosasuar instead of a floating head to give it more character. Sea serpent really shares the most similarities with trimire (unless scalding ability is added).
And isn't Great Dragon from LoTR?
Try making sea dragon take on the body structure of mosasuar instead of a floating head to give it more character. Sea serpent really shares the most similarities with trimire (unless scalding ability is added).
And isn't Great Dragon from LoTR?
OLÉ
- makazuwr32
- Posts: 7832
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Scalefolk rework
Current elven dragon will be updated into wind dragon with wind shield, lay egg and aura of the wind active abilities (no stats update).
Also sea serpent was updated, and no longer has that insane 35-38 attack and burnable like a ship.
Also sea serpent was updated, and no longer has that insane 35-38 attack and burnable like a ship.
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...
© by Makazuwr32™.
- General Brave
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Re: Scalefolk rework
Aww man, I liked the 35-38 attack on that thing, bummer.makazuwr32 wrote: ↑Sat Oct 19, 2019 5:56 am Current elven dragon will be updated into wind dragon with wind shield, lay egg and aura of the wind active abilities (no stats update).
Also sea serpent was updated, and no longer has that insane 35-38 attack and burnable like a ship.
- General Brave
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Re: Scalefolk rework
Let's begin with the basic, which seems to be kobold. As would guess, it has the same as any other races. Warriors, spearman and such.
Wise, Might, Loyalty. Forever stands Warfell.
Re: Scalefolk rework
You mean these?
Savra wrote: ↑Sat Aug 24, 2019 8:09 pm We could have the Quetzacoatl could be a mount for a lizardmen, like a Griffin rider. I'll try and do some more like that mostly what I'm looking at is something around:
Units:(42 in all)They need images, names aren't final, not all units were included, Just some basic ones. What does everyone think? If Makazuwr wants who could supply their stats, lizardmen would be 3 turn and higher units.Kobalds: (7)
Kobald Tlamanih:
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Kobald slinger:
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Kobald darter: (armed with a blow gun)
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Monitor rider:
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Kobald broodguard:
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Kobald ghost warrior:
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Kobald witchdoctor: (main healer)
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Kobald welp: (main builder)
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Saurians: (their was actually multiple types of lizardmen one of which was the saurians [not to be confused with the dinosaurs] who were similar but for AOF I'll simply make them flying lizardmen that could have stats similar to kobalds, maybe weaker).
Saurian skyhunter:
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Saurian ambusher:
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Lizardmen:(10)
Lizardmen Tepoztōpīlli: (stronger spearmen)
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Lizardmen Cuextecatl: (Shielder)
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Komodo rider:
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Lizardmen headhunter: (skirmisher)
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Lizardmen clubber: (mace men unit)
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Lizardmen Hunter: (archer)
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Lizardmen Huitznahuatl: (support)
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Turtlemen:
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Salamander Fireslinger:
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Lizardmen tiachcahuan: (sergent like unit)
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Snakemen:(7)
Snakemen blademaster:
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Gorgon: (offensive caster)
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Lamla: (not the spell happy one but one that just has an enchanted weapon with lifelik and made to fight mages like a hamletback sorta)
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Naga reefhunter: (main sea unit)
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Naga shrieker: (has scream ability)
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Acid spitter (anti building unit)
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Gatormen: (3)
Gatormen harpoonist:
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Draconian:(7)
Draconian Dragon warrior: (shielder)
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Draconian Papalotl: (spearmen)
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Draconian Cuachic (macemen unit)
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Draconian Dragonborn: (flying unit with sword like weapon)
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Magma drake rider: (elite cavalry)
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(All draconians but the dragonborn, can't fly. They can all enchant their weapons with fire. Have low armour. [similar to uruks somewhat] Have own techs, which do require some of the lizardmens and kobalds techs first. They have good health to compensate for lack of defence.)
Dragons:(7)
Firedrake: (red dragon)
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Skrill: (storm dragon)
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Adoniji:
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Acid Dragon: (has Acid breath with same cool as dragonbreath, no and but longer range. No auras or other spells.)
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Other reptiles:(5)
Quetzacoatl:
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Komodo: (scout unit)
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Wyrm: (battering ram style unit that can dig)
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Basilisk: (special)
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Hydra: (same as before)
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Ships:
Raft:
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Buildings: (14 in all)
Factories:(8)
Temple: (mega, trains draconians and special reptiles)
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Swamp hut: (trains melee infantry and cavalry)
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Snake pit: (trains snakemen)
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Dragons perch: (trains dragons)
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Draconian lair: (trains draconians)
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Hunters hut: (trains ranged units)
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Shamans circle: (trains mages and also works as a blacksmith)
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Nagas den: (trains nagas and reptilian sea monsters)
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Fortifications:(8)
Poison tower:
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Fire tower:
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Fort:
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Pallisades:
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Pallisades gate:
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Mantle:
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Poison pit:
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Punji trap:
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Techs:(16 in all)
Kobalds:(3)
Simple wings: they gain bat like wings and almost all kobalds gain the ability to transform but they have no bonuses and have just 3 attack. Can't capture buildings either.
Cost:
Quick lizards: gain +1 speed so they would have same speed as elves.
Cost:
Feral kobalds: Kobalds gain a attack buff if standing near another kobald.
Cost:
Lizardmen: (1)
Reptilian senses: can now see invisible units.
Cost:
Snakemen:(2)
Snakemen reflexes: 3 levels that just upgrade dodges.
Cost:
Counterstrike: snakemen do full damage on counter.
Cost:
Techs for all:(4)
Hardened scales:3 levels. Works similar to even craftsmen upgrades.
Hardened scales 1:
Cost:
Hardened scales 2:
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Hardened scales 3:
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Reptilian might: 3 levels. Increases attack.I
Reptilian might 1
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Reptilian might 2:
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Reptilian might 3:
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Expert hunters: 3 levels.
Expert hunters 1:
Expert hunters 2:
Expert hunters 3:
Gives ranged units +1 range.
Cost:
Swift swimmers: requires natural swimmers tech, +1 speed in water for both lizardmen and Nagas.
Cost:
Casters:(2)
Curse: (for gorgon, unlocks basilisk)
Cost:
Poison mist: (for lizardmen Huitznahuatl)
Cost:
If you want I could start separating them for stats and just let everyone fill the blanks in with what looks like the original goal.
Last edited by Savra on Mon Jan 13, 2020 4:10 am, edited 3 times in total.
Re: Scalefolk rework
I have a lot more to add to this too. (it is a lot more, like possibly 20 more, maybe higher depending on how much of it I remember.)
Kobalds would be given more units, snakemen too, lizardmen, draconians, gatormen, a new sub group known as saurids which would be flying scaledfolk who act similar to gargoyles but also could have stats similar to that of the kobalds. More creatures, the such.
Kobalds would be given more units, snakemen too, lizardmen, draconians, gatormen, a new sub group known as saurids which would be flying scaledfolk who act similar to gargoyles but also could have stats similar to that of the kobalds. More creatures, the such.
- General Brave
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Re: Scalefolk rework
It seems great so far, also good proposal. Anyways Naga are supposedly well have Egyptian like style.
Wise, Might, Loyalty. Forever stands Warfell.
- StormSaint373
- Posts: 1801
- Joined: Mon Nov 27, 2017 5:35 pm
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Re: Scalefolk rework
would there bee more turtlemen?
I've got a couple ideas
Turtlemen Maurader (Large Building breaker)
Turtleman Adept (shamanic healer)
Ninja Turtleman (multiattack many abilities)
I've got a couple ideas
Turtlemen Maurader (Large Building breaker)
Turtleman Adept (shamanic healer)
Ninja Turtleman (multiattack many abilities)
Beware the calm before the Tempest. . .
Re: Scalefolk rework
Well, from what I remember the turtlemen were supposed to be somewhat like the cave trolls for orcs. Their was going to be more turtlemen.
Also magic was something Alexander didn't want them to have too much of considering dragons were going to be their main, tanky, spell casters. Turtlemen I believe were supposed to be like melee siege units that can carry units. Murauder could work, and do note that not all gentlemen can swim.
Some other variants could be spiked turtlemen (somewhat like thorn elemental), tourtisemen (biggest, can carry more units).
Also magic was something Alexander didn't want them to have too much of considering dragons were going to be their main, tanky, spell casters. Turtlemen I believe were supposed to be like melee siege units that can carry units. Murauder could work, and do note that not all gentlemen can swim.
Some other variants could be spiked turtlemen (somewhat like thorn elemental), tourtisemen (biggest, can carry more units).
Re: Scalefolk rework
Turtle ninja could be a fun unit xD
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All help will be welcome.
All help will be welcome.
Re: Scalefolk rework
I'll probably have to look back through to see the restrictions to the race but this is just what I remember so far.Savra wrote: ↑Mon Oct 28, 2019 2:31 pm Well, from what I remember the turtlemen were supposed to be somewhat like the cave trolls for orcs. Their was going to be more turtlemen.
Also magic was something Alexander didn't want them to have too much of considering dragons were going to be their main, tanky, spell casters. Turtlemen I believe were supposed to be like melee siege units that can carry units. Murauder could work, and do note that not all gentlemen can swim.
Some other variants could be spiked turtlemen (somewhat like thorn elemental), tourtisemen (biggest, can carry more units).
- General Brave
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Re: Scalefolk rework
We need to discuss about stats and what exactly do some of these units do and what their purpose.
Wise, Might, Loyalty. Forever stands Warfell.
- Puss_in_Boots
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Re: Scalefolk rework
Again, too many dragons. I don't want to see a pack of skittles open up when I see the list of dragon units. Taste the RAINBOW
Mainly I oppose the color prefix dragons, so uninspired.
(No gold, black, or red ok?)
Mainly I oppose the color prefix dragons, so uninspired.
(No gold, black, or red ok?)
OLÉ
Re: Scalefolk rework
The dragons are getting changed, so those ones I have are obsolete (except the acid one), they want different versions instead that aren't colour like. Like adoniji, Quetzecotl, and acid Dragon.Puss_in_Boots wrote: ↑Mon Oct 28, 2019 9:54 pm Again, too many dragons. I don't want to see a pack of skittles open up when I see the list of dragon units. Taste the RAINBOW
Mainly I oppose the color prefix dragons, so uninspired.
(No gold, black, or red ok?)
State I left for Alexander because he has a better view of how the races stats are to look, besides we're waiting on dwarves and undead first.
Re: Scalefolk rework
These ideas look really cool! Scalefolk are the only facyion i play and they seem unloved compared to other races recently.
Re: Scalefolk rework
That's because they're being remade, this style was close to what they were originally supposed to look like but more unique (less generic with the swords and bows, they come at it with a different approach), after this you should be seeing a lot more coming to aof, but first we must finish dwarves, and undeads rebalance. I have more scaledfolks coming and some buildings images I plan to revamp as well.
Some units are also getting revamped as well, since I'm not the one doing the stats this makes things a lot more faster.
Some units are also getting revamped as well, since I'm not the one doing the stats this makes things a lot more faster.
- SirLuciano
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Re: Scalefolk rework
I've just read the whole topic and it seems like its complete (at least in my eyes)
What more is missing on this rework?
What more is missing on this rework?
Let the Empire of your land stay within your heart and its knights defend your soul
Re: Scalefolk rework
Stats, Alex and Makazuwr just work on those because Alexander knows what they should be playing like, and Makazuwr is the balancer. They first need to get done with dwarves (who lack quiet a bit), and undeads rebalance.
But this is far from done, I'm just getting started.
But this is far from done, I'm just getting started.
- SirLuciano
- Posts: 287
- Joined: Sun Dec 08, 2019 2:05 am
- Location: Batangas Province,Philippines
Re: Scalefolk rework
Then what is missing for the dwarves? Full rework like scaledfolk?and what kind of rework will be done on my favourite faction (undead)?
Let the Empire of your land stay within your heart and its knights defend your soul
Re: Scalefolk rework
Dwarves lack proper siege and a lot of techs, plus units (somewhat) they also need their defenders pack and slayers pack finished and maybe gnomes too. Undead are getting phantom redesign plus a new ability for them to be reanimated so when your phantoms die on the battlefield you can just use a lich to reanimated them back to life again. Proper siege and new units and maybe sub factions will be added to them as well. (I also have a rather... Unique... Fortification for undead that might bring a new twist to them, plus enable use of some units that don't fit anywhere else).
- SirLuciano
- Posts: 287
- Joined: Sun Dec 08, 2019 2:05 am
- Location: Batangas Province,Philippines
Re: Scalefolk rework
@Savra where's the topics for the dwarves?I can't seem to find it
Let the Empire of your land stay within your heart and its knights defend your soul