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Re: Scalefolk rework
Posted: Sun Sep 15, 2019 3:18 pm
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.
Re: Scalefolk rework
Posted: Mon Sep 16, 2019 5:41 am
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.
Re: Scalefolk rework
Posted: Mon Sep 16, 2019 10:33 am
by Alexander82
Some subraces will have hp upgrades too
Others, like snakes, will have dodge
Re: Scalefolk rework
Posted: Mon Sep 16, 2019 2:32 pm
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.
Re: Scalefolk rework
Posted: Mon Sep 16, 2019 2:36 pm
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
Re: Scalefolk rework
Posted: Mon Sep 16, 2019 2:44 pm
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.
Re: Scalefolk rework
Posted: Mon Sep 16, 2019 3:00 pm
by Alexander82
All dragons in game will be able to get buffs (if you meant enchantments)
Re: Scalefolk rework
Posted: Mon Sep 16, 2019 4:07 pm
by makazuwr32
No he means some tech similar to oak and sequoia toughness for ents.
Re: Scalefolk rework
Posted: Mon Sep 16, 2019 5:46 pm
by Alexander82
Of course. I think they could be affected by most of other techs and have other exclusive techs
Re: Scalefolk rework
Posted: Wed Sep 18, 2019 5:42 am
by Savra
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.
Re: Scalefolk rework
Posted: Wed Sep 18, 2019 5:45 am
by makazuwr32
Until we will revamp all buildings definately we will not put into the game any new "mini-megas".
Re: Scalefolk rework
Posted: Wed Sep 18, 2019 10:31 pm
by ethanking5
http://www.ageofstrategy.net/viewtopic.php?f=119&t=7335 I'd like to recommend this to the skaledfolk sorry no images
Re: Scalefolk rework
Posted: Thu Sep 19, 2019 12:59 am
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.
Re: Scalefolk rework
Posted: Thu Sep 19, 2019 2:03 am
by ethanking5
I'd say the Gators could go either way so whichever way you think would work best.
Re: Scalefolk rework
Posted: Thu Sep 19, 2019 2:30 am
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.
Re: Scalefolk rework
Posted: Thu Sep 19, 2019 4:04 am
by Savra
How's this for starts.
Re: Scalefolk rework
Posted: Thu Sep 19, 2019 4:48 am
by Alexander82
Gators, along with some turtle, might be the real deal in terms of amphibious units.
Re: Scalefolk rework
Posted: Thu Sep 19, 2019 5:14 am
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.
Re: Scalefolk rework
Posted: Thu Sep 19, 2019 11:17 am
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).
Re: Scalefolk rework
Posted: Thu Sep 19, 2019 2:21 pm
by Savra
Yes, I know about those ones, tortoisemen.
Re: Scalefolk rework
Posted: Thu Sep 19, 2019 7:30 pm
by ethanking5
So question when can we expect to see these changes in aof?
Re: Scalefolk rework
Posted: Thu Sep 19, 2019 7:51 pm
by makazuwr32
Afelter we will finish dwarves and buff undeads.
Re: Scalefolk rework
Posted: Thu Sep 19, 2019 11:33 pm
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.
Re: Scalefolk rework
Posted: Thu Sep 19, 2019 11:34 pm
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
Re: Scalefolk rework
Posted: Fri Sep 20, 2019 6:15 am
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.
Re: Scalefolk rework
Posted: Fri Sep 20, 2019 7:36 am
by Alexander82
I'd rather make turtles be melee siege. They will be shielded from arrows
Re: Scalefolk rework
Posted: Fri Sep 20, 2019 2:44 pm
by Savra
Ok, leave the ranged siege to acid spitters?
Re: Scalefolk rework
Posted: Mon Sep 23, 2019 2:55 am
by Savra
This is a template but is this the right size you wanted @Alexander82?
Re: Scalefolk rework
Posted: Mon Sep 23, 2019 3:32 am
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.
Re: Scalefolk rework
Posted: Mon Sep 23, 2019 3:56 am
by Savra
The other one with some edits.