Scalefolk rework

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Savra
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Re: Scalefolk rework

Post by Savra »

we could give a miss chance to archers of scaledfolk to make more use of archery tech. It would be nice. Also lizardmen archer would just be a longbowmen for scaledfolks essentially.
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Savra
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Re: Scalefolk rework

Post by Savra »

Are their any other techs we you would like given to them? The ones I posted I plan to remove and replace with any new ones that are accepted. Currently the only ones I have are the scales upgrade, strength upgrade, and archer upgrade.
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Alexander82
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Re: Scalefolk rework

Post by Alexander82 »

Some subraces will have hp upgrades too

Others, like snakes, will have dodge
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Savra
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Re: Scalefolk rework

Post by Savra »

🤔

Maybe for hp upgrades we give draconians and lizardmen, dodges would go for nagas and snakemen, kobalds could have a 1 rng aura that increases their attack for how many kobalds with same aura are around them as a ability. Something like a gang up bonus, since they won't be very strong I don't think.
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Alexander82
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Re: Scalefolk rework

Post by Alexander82 »

I think they should have some small hp buff (even 2/tier)

We might give % health increase or double techs (2/3 smaller hp increase techs that are shared among most of the races and some specific for certain subs or for melee fighters)

I have already in mind the structure but values might vary from here to actual development
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Savra
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Re: Scalefolk rework

Post by Savra »

Ok, now that we have base race figured, what about their creatures? Like for example a Dragon buff similar to the ents getting buffs.
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Alexander82
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Re: Scalefolk rework

Post by Alexander82 »

All dragons in game will be able to get buffs (if you meant enchantments)
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makazuwr32
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Re: Scalefolk rework

Post by makazuwr32 »

No he means some tech similar to oak and sequoia toughness for ents.
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 »

Of course. I think they could be affected by most of other techs and have other exclusive techs
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Savra
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Re: Scalefolk rework

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Might think of giving them a tech called hardwood fortifications, which would give all wooden scaledfolk fortifications a buff to health.

Also I plan to remake the mini mega that was originally known as the keep into a different mini mega known as a stronghold, strongholds were often built to keep an eye on key areas were conflict is likely to arise. The ability to be built on water would remain the same but stats would be lowered so that it is in line with other scaledfolk fortifications. I won't start this though until scaledfolks remakes are in and we have a decent amount to work with. It would be made out of wood though.
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Re: Scalefolk rework

Post by makazuwr32 »

Until we will revamp all buildings definately we will not put into the game any new "mini-megas".
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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ethanking5
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Re: Scalefolk rework

Post by ethanking5 »

http://www.ageofstrategy.net/viewtopic.php?f=119&t=7335 I'd like to recommend this to the skaledfolk sorry no images
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Savra
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Re: Scalefolk rework

Post by Savra »

It's alright, I'll make images for them. Say is the gator pack specialized in water assaults? If so then we could change the archer into a harpoonist and still keep its stats the same.
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ethanking5
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Re: Scalefolk rework

Post by ethanking5 »

I'd say the Gators could go either way so whichever way you think would work best.
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Re: Scalefolk rework

Post by Savra »

Alright I'll update list, you also have me the units needed for their mini mega in the future. For now we will stick them in swamp barracks and add them in the stronghold later as well when scaledfolks have a bit more.
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Re: Scalefolk rework

Post by Savra »

How's this for starts.
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Alexander82
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Re: Scalefolk rework

Post by Alexander82 »

Gators, along with some turtle, might be the real deal in terms of amphibious units.
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Savra
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Re: Scalefolk rework

Post by Savra »

Nagas could work as amphibious snakemen counterparts, gatormen could work like merlocks, Turtlemen could work similar to sea version of trolls.

Maybe I might update the nagas den to a different name to fit most of these, or I could leave it and we could just add more to nagas later. So essentially scaledfolks would have 2 docks (1 that is focused on faster naval units but with land restrictions, the other would have Units that act similar to skeleton pirates and merlocks.)

As for image, I need to update more, arms seem too small.
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Alexander82
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Re: Scalefolk rework

Post by Alexander82 »

About turtles they could have both pure land and amphibious unitams (after all biggest ones are land turtles that are unable to swim).
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Savra
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Re: Scalefolk rework

Post by Savra »

Yes, I know about those ones, tortoisemen.
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ethanking5
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Re: Scalefolk rework

Post by ethanking5 »

So question when can we expect to see these changes in aof?
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Re: Scalefolk rework

Post by makazuwr32 »

Afelter we will finish dwarves and buff undeads.
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 »

ethanking5 wrote: Thu Sep 19, 2019 7:30 pm So question when can we expect to see these changes in aof?
I won't lie. It will take long.

We have a lot of things to implement before and scalefolks won't be reworker unitl dwarves will be considered a fully functional race. In the meantime there are a huge amount of imlpementations we have to make to balance races and testing will require time as well.

Anyway I like the concept so unts with that flavour will be in game.
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Alexander82
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Re: Scalefolk rework

Post by Alexander82 »

Savra wrote: Thu Sep 19, 2019 4:04 am How's this for starts.
just, btw make them smaller and unarmored if not with some decorative addition
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Re: Scalefolk rework

Post by Savra »

Ok, I will do that, since they won't be going in for a while (scaledfolk race that is) should I expand some of these ideas on the list?

A few that I had in mind were:

Mandrakes - not draconians, but a race that is somewhat similar to kobalds but can fly, would work as a cheap anti air race. I had in mind 2.

Feral Kobald - sociopathic kobalds who lost their sanity due to some unknown reasons, they fight with just their claws and teeth. Cheap 1 turn unit effected by upgrades.

Turtlemen breacher - ranged turtlemen who throws stones at buildings or has a ball and chain weapon similar to the troll crusher.

Naga Reefstalker - has a sickle like weapon and rides a mantaray.

Coatl - flying acid spitter unit that's cheaper then acid Dragon a bit.

Lizardmen Stalker - assassin/sabatuor can place specialized traps

Żmij - 3 headed Dragon like creature

Lurker - specialized stealth like creature that can hatch more lurkers.
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Alexander82
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Re: Scalefolk rework

Post by Alexander82 »

I'd rather make turtles be melee siege. They will be shielded from arrows
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Savra
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Re: Scalefolk rework

Post by Savra »

Ok, leave the ranged siege to acid spitters?
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Savra
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Re: Scalefolk rework

Post by Savra »

This is a template but is this the right size you wanted @Alexander82?
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Savra
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Re: Scalefolk rework

Post by Savra »

Say btw, what should we use this guy for? It was in the introduction, and @Stratego (dev) said his friend made a while back along with another. I just edited it a bit by folding the wings and adding team colour.
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Savra
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Re: Scalefolk rework

Post by Savra »

The other one with some edits.
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