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Re: Feral tribe Gnolls-hostile neutral
Posted: Mon Sep 02, 2019 5:04 am
by Savra
Aside from me needing to modify some images a bit, should we leave this topic open for more gnolls and their beasts in the future or should it end with this amount? I still have plenty more ideas for them if people want to make them into a campaign enemy as well. But if not then it's fine either way.
(I wish my Gnoll guardian didn't disappear out of the forum heroes topic because it would have been a perfect base.)
Re: Feral tribe Gnolls-hostile neutral
Posted: Mon Sep 02, 2019 6:00 am
by Alexander82
I like having more neutral options, so feel free to make more. You might even consider adding some boss-like ones with some of tge newly made special abilities.
Re: Feral tribe Gnolls-hostile neutral
Posted: Mon Sep 02, 2019 6:00 am
by Savra
Here's the updated images of a few. I'm gonna work on the encampment later.
Re: Feral tribe Gnolls-hostile neutral
Posted: Mon Sep 02, 2019 6:18 am
by Savra
Alexander82 wrote: ↑Mon Sep 02, 2019 6:00 am
I like having more neutral options, so feel free to make more. You might even consider adding some boss-like ones with some of tge newly made special abilities.
Great
Could their be options for techs? (Campaign use only maybe)
It would be nice if a neutral group could get stronger over time if left unchecked.
As for units I had in mind these:
Ravager
Siege beast (catapult strapped to back)
Flind harrasser
Bastion
Bandersnatch
Gnoll Corsair
Gnoll Myrmidon
Flind Ripper
Flind pillager
Flind Assassin
Condor rider
Dune crawler (Basically a centipede)
Night terror (some sort of insect)
Flind executioner
Gnoll war barge
Tyrant (giant),
Gnoll Storm sage
Flind warchief
Gnoll raid ship
Flind pathfinder
Flind bushwacker
Flind Vandal
Gnoll cutthroat
Buildings:
Gnoll Conclave (mega building signifying trolls have a larger hold on an area)
Flind hut (trains flind)
Titans pit (trains Titans which are basically giants)
There's a few bosses in the mix there.
Re: Feral tribe Gnolls-hostile neutral
Posted: Mon Sep 02, 2019 7:30 am
by makazuwr32
Begemoth i want for orcs.
Titan also please do not use for now cause i think this can fit either for humans or for dwarves.
And lastly "Rok" giant bird - did you mean Roc? If yes than please do not use it 'cause we are on low possible flying mounts and that one can fit for some races (elves, dwarves as example).
Re: Feral tribe Gnolls-hostile neutral
Posted: Mon Sep 02, 2019 11:18 am
by Alexander82
Techs for neutrals are not possible but neutrals wouldn't need that anyway.
Btw
I wanted Roc for sandwalkers (human arabian styled sub).
In general I'm not against variants for different factions but that was related to arabian nights so, unlike great eagles, it is more fit for that sub.
Re: Feral tribe Gnolls-hostile neutral
Posted: Mon Sep 02, 2019 1:50 pm
by Savra
Ok, but titen and behemoth are staying, the orcs don't necessarily need a behemoth and the dwarves and humans don't need titans (at least not this variant which is more giant then anything.)
As for flying mounts their are plenty for other races that haven't been mentioned yet (E.g. Lyger for elves which is basically a flying tiger.) I can let go of the roc but I think the other 2 should be fine.
Re: Feral tribe Gnolls-hostile neutral
Posted: Mon Sep 02, 2019 2:23 pm
by Alexander82
@Savra active races have priorities on npcs.
We might decide to add any npc race to actual races in any time and still leave neutral versions as a option for map makers.
As I've said you are free to make units for map editor and anyone can use those contents to make any map he wants but the fact that I allow to freely make npc units doesn't mean we have some sort of limit in future implementations.
If you are making neutral units with that in mind I suggest not to do it since you might be disappointed in the future (something I'd like to avoid, if possible).
I still appreciate your work, since i consider a good thing having more neutral units to give map makers more options but I want to make everything clear because I want to avoid misunderstandings as much as possible.
Re: Feral tribe Gnolls-hostile neutral
Posted: Mon Sep 02, 2019 2:55 pm
by Savra
I had that in mind when making these, I also had in mind people using them for campaign purposes too. (Hence some of the magic users.) But as neutral these units would wander around aimlessly and harass nearby players. If possible in the future we make them capable of being able to replenish their losses then that might be something to experiment on, but in general gnolls will be working fine with these units I mentioned, and you shouldn't have to worry about me getting disappointed. Because right now they already are exceeding what I thought they couldn't accomplish and that right there is pretty great. It would be nice if the chieftan, colossus, and gladiator were jsoned for neutral though, currently they aren't. (Course they might have now but I'm outdated by 2 updates again)
I shall remove the titan and behemoth though if you wish.
Re: Feral tribe Gnolls-hostile neutral
Posted: Mon Sep 02, 2019 3:34 pm
by Alexander82
I don't mind. You can make any unit for map editor. There might be another version in the future but we can live having 2 of them.
Re: Feral tribe Gnolls-hostile neutral
Posted: Mon Sep 02, 2019 3:48 pm
by Savra
I already changed their names, I will remove the units from first page and replace them with the new batch since the old ones are already in.
Re: Feral tribe Gnolls-hostile neutral
Posted: Mon Sep 02, 2019 4:33 pm
by makazuwr32
Begemoth is tier 7 unit i heroes of might and magic barbarians and i think it can fit great for orcs here as savage.
Re: Feral tribe Gnolls-hostile neutral
Posted: Mon Sep 02, 2019 4:40 pm
by Savra
Ya, they can have it, I changed the name to something else.
Re: Feral tribe Gnolls-hostile neutral
Posted: Mon Sep 02, 2019 10:21 pm
by General Brave
It's fine for any new units, after all it's only map only. Generally any name is fine as long as it's make sense. Because it's going to be a different things from others. Tech works as well but only in campaigns and scenario, not random maps for now. So there shouldn't be much issue with anything. Perhaps it would be better that some of the stats would be reworked, and somehow are random.
Re: Feral tribe Gnolls-hostile neutral
Posted: Mon Sep 02, 2019 11:43 pm
by Savra
Are you referring to the stats on the 1st page? Because I'm removing the units and stats altogether (or maybe just update them to what you guys balanced them out to be.) New unit I shall put there though. Techs I'll think about but they would be only for campaign purposes.
Re: Feral tribe Gnolls-hostile neutral
Posted: Sat Sep 14, 2019 4:33 am
by Savra
Updated.
Re: Feral tribe Gnolls-hostile neutral
Posted: Sat Sep 14, 2019 5:37 am
by Savra
Tyrant.
Re: Feral tribe Gnolls-hostile neutral
Posted: Fri Oct 25, 2019 7:43 pm
by General Brave
Guess we need to make them more unified I guess.
Re: Feral tribe Gnolls-hostile neutral
Posted: Sat Oct 26, 2019 4:26 am
by Savra
I should update this list. But I have updated some units images.
By the way, how does "Hi'Neevlin" sound for a sub group of gnolls? They would be the mountain Gnolls.

Re: Feral tribe Gnolls-hostile neutral
Posted: Sat Oct 26, 2019 4:46 am
by General Brave
That's a random word, it sounds to be a great idea. Imagine it being quite different look and style.
Re: Feral tribe Gnolls-hostile neutral
Posted: Sun Oct 27, 2019 3:41 am
by Savra
Basically, they would be black with white stripes on the back and bigger then average gnolls.
I also plan to add witherling gnolls who are skeletal remains of fallen gnolls who were reanimated by tricksters to fight again for the gnolls, they act like other gnolls in raids except they don't eat, leaving more food for the rest of the gnolls.

Re: Feral tribe Gnolls-hostile neutral
Posted: Mon Oct 28, 2019 2:51 am
by General Brave
Very well, proceed as you do. One thing that might be missing is perhaps some seafaring and a builder.
Re: Feral tribe Gnolls-hostile neutral
Posted: Mon Oct 28, 2019 3:54 am
by Savra
Already have the boats covered in my list to do for this. (Albeit, not completed yet.)
Savra wrote: ↑Mon Sep 02, 2019 6:18 am
Alexander82 wrote: ↑Mon Sep 02, 2019 6:00 am
I like having more neutral options, so feel free to make more. You might even consider adding some boss-like ones with some of tge newly made special abilities.
Great
Could their be options for techs? (Campaign use only maybe)
It would be nice if a neutral group could get stronger over time if left unchecked.
As for units I had in mind these:
Peyton
Slave
kryshantel
tantekurash
Jugjug bird
Jabberwocky
Ravager
Siege beast (catapult strapped to back)
Flind harrasser
Bandersnatch
Gnoll Corsair
Gnoll Myrmidon
Flind Ripper
Flind pillager
Flind Assassin
Condor rider
Dune crawler (Basically a centipede)
Night terror (some sort of insect)
Flind executioner
Gnoll war barge
Tyrant (giant),
Gnoll Storm sage
Flind warchief
Gnoll raid ship
Flind pathfinder
Flind bushwacker
Flind Vandal
Gnoll cutthroat
Buildings:
Bastion
Gnoll Conclave (mega building signifying trolls have a larger hold on an area)
Flind hut (trains flind)
Titans pit (trains Titans which are basically giants)
Slave pits
There's a few bosses in the mix there.
Re: Feral tribe Gnolls-hostile neutral
Posted: Mon Oct 28, 2019 4:36 am
by General Brave
What exactly are some of these.
Re: Feral tribe Gnolls-hostile neutral
Posted: Mon Oct 28, 2019 4:55 am
by Savra
Dune crawler and night terror are insects found in the gnoll lands.
Bandersnatch would be a abomination that was made from gnoll tricksters and their experiments on certain creatures, same with some other creatures.
Bastion will be a tower, it's in the wrong section.
The gnolls and flinds have various equipment and the such but I can't explain (not remember most as of yet) of them.
Siege beast is a long ranged siege unit.
Gnoll Conclave has a typo were trolls is actually supposed to be Gnolls.
Titans are the gnolls giants.
Re: Feral tribe Gnolls-hostile neutral
Posted: Sun Jan 19, 2020 1:04 am
by General Brave
Will be reorganized in the stats type that some of these units will be.
Re: Feral tribe Gnolls-hostile neutral
Posted: Sun Feb 23, 2020 12:05 pm
by Midonik
@Savra do you plan on changing any stats for the current gnolls?
I genuinely hope that not as I would like to use them in my campaign
Re: Feral tribe Gnolls-hostile neutral
Posted: Sun Feb 23, 2020 4:58 pm
by Savra
As far as I see it, their fine. Some might need minor adjustments but that's it.
Re: Feral tribe Gnolls-hostile neutral
Posted: Sun Feb 23, 2020 6:06 pm
by Midonik
Very well
Re: Feral tribe Gnolls-hostile neutral
Posted: Sun Feb 23, 2020 8:19 pm
by Savra
Updated first post with new units, will work out stats and images later.