Scalefolk rework
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Scalefolk rework
It is somewhere but dwarves currently are worked not here, on forum, but in discord mainly.
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™.
- SirLuciano
- Posts: 287
- Joined: Sun Dec 08, 2019 2:05 am
- Location: Batangas Province,Philippines
Re: Scalefolk rework
I might make a discord accound once I get my new phone soon
Let the Empire of your land stay within your heart and its knights defend your soul
- Skelegonsans
- Posts: 922
- Joined: Sun Aug 14, 2016 7:52 pm
- Location: Miguel Pereira, Rio de Janeiro, Brazil
Re: Scalefolk rework
Damn, things sure have changed while I was away, lol. This rework looks super dope though.
I've recently gotten back into this game (I always seem to get back into it every now and again lol, I've always loved it ) so why not hop back in here too?
By the way - if anyone has the link to the discord I'd be glad to join that, I've recently started using it a lot, plus I wanna see what's in there
I've recently gotten back into this game (I always seem to get back into it every now and again lol, I've always loved it ) so why not hop back in here too?
By the way - if anyone has the link to the discord I'd be glad to join that, I've recently started using it a lot, plus I wanna see what's in there
That one guy that disappears for 6 months then comes back and keeps doing it over and over.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
Re: Scalefolk rework
Welcome back!
I thinks there is a link to Discord in the off topics and it works.
I thinks there is a link to Discord in the off topics and it works.
Support new AoS variant, Age of Galaxy: http://ageofstrategy.net/viewforum.php? ... 608408ebc8
All help will be welcome.
All help will be welcome.
Re: Scalefolk rework
Updated, but I didn't add everything I had planned yet here, just fixed some things.
[/quote]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:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Kobald savage:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Kobald slinger:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Kobald darter: (armed with a blow gun)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Monitor rider:
Desc:
Trains:
Cost:
Hp:
Atk:
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Res:
Bonuses:
Kobald broodguard:
Desc:
Trains:
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Atk:
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Bonuses:
Kobald ghost warrior:
Desc:
Trains:
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Atk:
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Arm:
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Res:
Bonuses:
Kobald stalker:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
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Res:
Bonuses:
Kobald witchdoctor: (main healer)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
Sight:
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Arm:
P.arm:
Res:
Bonuses:
Abilities:
Kobald Exuviaewalker:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
Sight:
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Arm:
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Bonuses:
Abilities:
Velociraptor form:
Desc:
Hp:
Atk:
Rng:
S.rng:
Sight:
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Res:
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Abilities:
Dilosaur form:
Desc:
Hp:
Atk:
Rng:
S.rng:
Sight:
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Bonuses:
Abilities:
Pterosaur form:
Desc:
Hp:
Atk:
Rng:
S.rng:
Sight:
Spd:
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Bonuses:
Abilities:
Tyranosaur form:
Desc:
Hp:
Atk:
Rng:
S.rng:
Sight:
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Arm:
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Res:
Bonuses:
Abilities:
Kobald welp: (main builder)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Mend:
Arm:
P.arm:
Res:
Bonuses:
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:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Mend:
Arm:
P.arm:
Res:
Bonuses:
Saurian skyslasher:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Mend:
Arm:
P.arm:
Res:
Bonuses:
Saurian ambusher:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Mend:
Arm:
P.arm:
Res:
Bonuses:
Abilities:
Lizardmen:(10)
Lizardmen Tepoztōpīlli: (stronger spearmen)
Desc:
Trains:
Cost:
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Atk:
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Bonuses:
Lizardmen darter:
Desc:
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Bonuses:
Lizardmen Cuextecatl: (Shielder)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
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Res:
Bonuses:
Carnotaur rider:
Desc:
Trains:
Cost:
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Atk:
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Res:
Bonuses:
Komodo rider:
Desc:
Trains:
Cost:
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Res:
Bonuses:
Lizardmen headhunter: (skirmisher)
Desc:
Trains:
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Bonuses:
Lizardmen clubber: (mace men unit)
Desc:
Trains:
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Lizardmen Hunter: (archer)
Desc:
Trains:
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Bonuses:
Lizardmen Huitznahuatl: (support)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
S.poss:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:
Salamander Fireslinger:
Desc:
Trains:
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Bonuses:
Lizardmen tlahuiztli: (sergent like unit)
Desc:
Trains:
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Hp:
Atk:
Rng:
S.rng:
Sight:
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Bonuses:
Turtlemen:
Turtlemen crusher:
Desc:
Trains:
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Turtlemen murauder:
Desc:
Trains:
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Spiked turtlemen:
Desc:
Trains:
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Bonuses:
Turtlemen breacher:
Desc:
Trains:
Cost:
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Res:
Bonuses:
Snakemen:(7)
Snakemen blademaster:
Desc:
Trains:
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Bonuses:
Snakemen Axemen:
Desc:
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Bonuses:
Snakemen Spearmen:
Desc:
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Bonuses:
Gorgon: (offensive caster)
Desc:
Trains:
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Atk:
Rng:
S.rng:
S.poss:
Sight:
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Arm:
P.arm:
Res:
Bonuses:
Abilities:
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)
Desc:
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Naga reefhunter: (main sea unit)
Desc:
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Naga shrieker: (has scream ability)
Desc:
Trains:
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S.poss:
Sight:
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Res:
Bonuses:
Abilities:
Acid spitter (anti building unit)
Desc:
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Abilities:
Naga Reeflord:
Desc:
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Abilities:
Gatormen: (3)
Gatormen harpoonist:
Desc:
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Abilities:
Gatormen:
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Abilities:
Gatormen Grappler:
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Abilities:
Draconian:(7)
Draconian Dragon warrior: (shielder)
Desc:
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Abilities:
Draconian darter:
Desc:
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Abilities:
Draconian spearhunter:
Desc:
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Bonuses:
Abilities:
Draconian Papalotl: (spearmen)
Desc:
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Abilities:
Draconian Cuachic:
Desc:
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Abilities:
Draconian Savage:
Desc:
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Abilities:
Magma drake rider: (elite cavalry)
Desc:
Trains:
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Abilities:
Draconian Tlacochcalcatl:
Desc:
Trains:
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Bonuses:
Abilities:
(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)
Desc:
Trains:
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Hp:
Atk:
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Abilities:
Skrill: (storm dragon)
Desc:
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Abilities:
Aždaha
Desc:
Trains:
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Bonuses:
Acid Dragon:
Desc:
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Abilities:
Quetzacoatl:
Desc:
Trains:
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Atk:
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Bonuses:
Other reptiles:(5)
Coatl:
Desc:
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Bonuses:
Leviathen:
Cost:
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Res:
Bonuses:
Komodo: (scout unit)
Desc:
Trains:
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Hp:
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Bonuses:
Wyrm: (battering ram style unit that can dig)
Desc:
Trains:
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Res:
Bonuses:
Basilisk: (special)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
S.poss:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:
Hydra: (same as before)
Desc:
Trains:
Cost:
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Bonuses:
Abilities:
Ships:
Raft:
Desc:
Trains:
Hp:
Atk:
Rng:
Sight:
Spd:
Cap:
Arm:
P.arm:
Res:
Bonuses:
Buildings: (14 in all)
Factories:(8)
Temple: (mega, trains draconians and special reptiles)
Desc:
Produces:
Cost:
Hp:
Atk:
Rng:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Bonuses:
Swamp hut: (trains melee infantry and cavalry)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Snake pit: (trains snakemen)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Dragons perch: (trains dragons)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Draconian dwellings: (trains draconians)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Hunters hut: (trains ranged units)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Dragon temple:
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Nagas den: (trains nagas and reptilian sea monsters)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Fortifications:(8)
Poison tower:
Desc:
Cost:
Hp:
Atk:
Rng:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Bonuses:
Fire tower:
Desc:
Cost:
Hp:
Atk:
Rng:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Bonuses:
Fort:
Desc:
Cost:
Hp:
Atk:
Rng:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Bonuses:
Pallisades:
Desc:
Cost:
Hp:
Sight:
M.bonus:
Arm:
P.arm:
Pallisades gate:
Desc:
Cost:
Hp:
Sight:
M.bonus:
Arm:
P.arm:
Mantle:
Desc:
Cost:
Hp:
Sight:
M.bonus:
Spd:
Arm:
P.arm:
Cap:
Poison pit:
Desc:
Cost:
Atk:
Sight:
Arm:
P.arm:
Punji trap:
Desc:
Cost:
Atk:
Sight:
Arm:
P.arm:
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 +1 levels. Works similar to even craftsmen upgrades.
Hardened Scales 1:
Cost:
+1 to melee armour.
Hardened Scales 2:
Cost:
+1 to pierce armour.
Hardened Scales 3:
Cost:
+1/+1 to both armours.
Draconian scales:
Cost:
+1/+1 to draconian armours.
Hardened schutes: 3 +1 levels. Increases armoured units like turtlemen, armoured draconians, and armoured lizardmens armour.
Hardened schutes 1:
Cost:
+1 to armour.
Hardened schutes 2:
Cost:
+1 to p.armour.
Hardened schutes 3:
Cost:
+1/+1 to both armours.
Draconian schutes:
Cost:
+1/+1 to both armours for Draconian Dragon warrior.
Savage weaponry: 3 levels. Increases attack.
Savage weaponry 1:
Cost:
+1 attack to units with weapons.
Savage weaponry 2:
Cost:
+1 attack to units with weapons.
Savage weaponry 3:
Cost:
+1 attack to units with weapons.
Fierce hunters: 3 levels. Effects ranged units.
Fierce hunters 1:
Cost:
+1 range, +1 attack for ranged units.
Fierce hunters 2:
Cost:
+1 range, +1 attack for ranged units.
Fierce hunters 3:
Cost:
Gives ranged units +1 range, +1 attack.
Primal savagery: 3 +1 levels increase attack.
Primal savagery 1:
Grants +1 to attack.
Cost:
Primal savagery 2:
Grants +1 to attack.
Cost:
Primal savagerery 3:
Grants +1 to attack.
Cost:
Draconian savagery:
Grants +1 to draconians attack.
Cost:
Reptilian resilience: 3 +1 levels. Increases health of units.
Reptilian resilience 1:
Grants +2 hp.
Cost:
Reptilian resilience 2:
Grants +2 to hp.
Cost:
Reptilian resilience 3:
Grants +2 to hp.
Cost:
Draconian resilience:
Grants +2 hp to draconians.
Cost:
Warriors Spirit: 3 levels
Warriors spirit 1:
Grants +5% to resistance.
Cost:
Warriors spirit 2:
Grants +5% to resistance.
Cost:
Warriors spirit 3:
Grants +5% to resistance.
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:
Draconian warband:
Cost:
Unlocks draconians
Serpentine guard:
Cost:
Unlocks snakemen
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 Sat Apr 04, 2020 1:38 am, edited 24 times in total.
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
Re: Scalefolk rework
Thanks since we have a bit more of a clearer pictures, we need to begin changing the lizardmen and kobold design and their buildings to fit more of a Aztec feel.
Wise, Might, Loyalty. Forever stands Warfell.
Re: Scalefolk rework
I'm not done adding everything yet, I keep forgetting the lurker and coatl (or whatever it's name is) here.
But for the most part everything but a couple techs are missing.
But for the most part everything but a couple techs are missing.
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
Re: Scalefolk rework
Very well, can you make a square barracks? At least I'm referring a building that would resemble Aztec architecture. which I don't know much.
Wise, Might, Loyalty. Forever stands Warfell.
Re: Scalefolk rework
Some new kobalds.
- Attachments
-
- Kobald Stalker.png (1.29 KiB) Viewed 4693 times
-
- Kobald savage.png (1.3 KiB) Viewed 4693 times
-
- Kobald ghost warrior.png (1.14 KiB) Viewed 4693 times
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
Re: Scalefolk rework
I assume the first one is a skirmisher? But what about the others.
Wise, Might, Loyalty. Forever stands Warfell.
Re: Scalefolk rework
Some saurians.
- Attachments
-
- Saurian Skyslasher.png (1.58 KiB) Viewed 4691 times
-
- Saurian skyhunter.png (1.48 KiB) Viewed 4691 times
-
- Saurian ambusher.png (1.46 KiB) Viewed 4691 times
Re: Scalefolk rework
First one just has a wooden boomerang, I don't think it fits as a skirmishes but maybe as a unit that can attack twice.General Brave wrote: ↑Sat Jan 18, 2020 7:55 pm I assume the first one is a skirmisher? But what about the others.
Re: Scalefolk rework
Oh yeah and I forgot this a while ba ck.
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- General Brave
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Re: Scalefolk rework
These would be useful once we organize them into the rightful unit, but we still need the buildings change.
Wise, Might, Loyalty. Forever stands Warfell.
- General Brave
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Re: Scalefolk rework
Definitely interesting, wouldn't mind more face facing units.
Wise, Might, Loyalty. Forever stands Warfell.
- General Brave
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Re: Scalefolk rework
Still have more to do like the dragons, turtlemen, and gatormen. The draconian general I might do some modifications to the feathers to make them stand out more, as well as maybe modifying the feathery cape too, according to how the Aztecs leadership looked the generals had more "decorative," looks to their gear. It was often more brightly colored decorative feathers and the such. Feathers on the head should be longer too.
I think the bone whip is fine though.
I think the bone whip is fine though.
Re: Scalefolk rework
@Alexander82 would a tech like "skin walkers" work for scaledfolk or a new unit like a Kobald skinwalker work? It's basically a powerful shapeshifter from native american culture's, if we go with the tech then the Kobald witchdoctor could have the ability to shapeshift similar to the druid but I was thinking something like a more prehistoric look and slightly different style, basically adding Velociraptor form (fast melee form with jump ability), Quetzalcoatlus form (flying form), and Dilophosaur form (fast form with ranged poison spit).
- General Brave
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Re: Scalefolk rework
It's an interesting idea, I would like the idea of more shift shifters. I would think about it as them shedding their formed. Probably as a different unit.
Wise, Might, Loyalty. Forever stands Warfell.
Re: Scalefolk rework
One question is whether there will soon be lizards at least at the test level (yes, I understand that there are still gnomes and undead and their sub-fractions)?General Brave wrote: ↑Thu Jan 23, 2020 3:10 am It's an interesting idea, I would like the idea of more shift shifters. I would think about it as them shedding their formed. Probably as a different unit.
- makazuwr32
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Re: Scalefolk rework
If everyting will going according to the plan probably we could begin planning them in this year.
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
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Re: Scalefolk rework
the idea seems pretty interesting... since they are reptiles what about scalewalkers or exuviaewalkers?
Age of Fantasy design leader
Re: Scalefolk rework
The second name seems interesting let's go with that. "Exuviaewalkers," should it be a tech or a separate unit though?
- Alexander82
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Re: Scalefolk rework
definitely a specific unit and his transformations will be unlocked through techs
Age of Fantasy design leader
Re: Scalefolk rework
Ok.
Now, I have some tech ideas for scaledfolk:
Brute force: effects lizardmen, gatormen, and draconians, basically works like elf fencing tech, unless we can make it so that it can ignore a portion of enemy's armour. 2-3 levels requires reptilian might.
Warriors spirit: ups kobalds, lizardmen, gatormen, saurian, and draconians resistance.
Scavengers: Basically like cannibalism tech, effects kobalds only.
Reptilian resilience: 3 levels, requires tough scales tech, increases snakemen, nagas, kobalds, saurians, lizardmen, gatormen, turtlemen, and draconians health
Brood brothers: effects kobalds only, kobalds gain a 1 range aura the grants fellow kobalds +5% dge melee and rng.
Now, I have some tech ideas for scaledfolk:
Brute force: effects lizardmen, gatormen, and draconians, basically works like elf fencing tech, unless we can make it so that it can ignore a portion of enemy's armour. 2-3 levels requires reptilian might.
Warriors spirit: ups kobalds, lizardmen, gatormen, saurian, and draconians resistance.
Scavengers: Basically like cannibalism tech, effects kobalds only.
Reptilian resilience: 3 levels, requires tough scales tech, increases snakemen, nagas, kobalds, saurians, lizardmen, gatormen, turtlemen, and draconians health
Brood brothers: effects kobalds only, kobalds gain a 1 range aura the grants fellow kobalds +5% dge melee and rng.
- General Brave
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Re: Scalefolk rework
All of them are interesting and unique ideas, as unit upgrade won't seem to be a thing for this race. Wish to try your hand at the shapeshifter? I'm sure would be quite the design. Also can you remodel quite a few of the buildings, making them either aztec or junger related.
Wise, Might, Loyalty. Forever stands Warfell.
Re: Scalefolk rework
The ones I plan to redo are the snake pit, nagas lair, swamp hut, draconian lair, and dragons perch. Everything else seems fine for the moment. I also plan to add to the factories list a hunting grounds (blacksmith area) and burrows (cavalry and creature pen).