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Re: Beastclans
Posted: Sun Sep 02, 2018 6:50 pm
by Midonik
They can be minotaur like.
Re: Beastclans
Posted: Sun Sep 02, 2018 6:57 pm
by General Brave
Fast, Powerful and mighty.
I'm guessing we should have thought out what's the starting units.
Re: Beastclans
Posted: Sun Sep 02, 2018 7:04 pm
by Savra
Savra wrote: ↑Sun Sep 02, 2018 6:25 pm
To focus on starting races we should do this:
Razormain- main workers, melee based troops.
Lupin - archers and healers.
Pandaren - monks
Thuskars- Spearmen, skirmishers
Ahrahnid- cav
Avian- main flyers
Ratkin- assassins, stealth based.
Sharkfolk- fast amphibious units
Lagomorphs- Scout based units.
How's this for this races minotaur replacement?
Ursurs: Strong warriors could count as giants. Here's some pics for inspiration:
These could be.
Savra wrote: ↑Sun Sep 02, 2018 6:16 pm
I was.just thinking of something what if we give the player a basic race to start but give them 2 paths to choose from? E.g.:
1st) canis branch: which focuses on strength and pack based techs (meaning techs that only affect canines.)
Races that be unlocked:
Gnolls- elites
Lupin: melee based
Foxfolk or some other name: ranged, and magic based.
2nd)Noble branch: focuses on Leonin, maenades, and other cat variants. Focus on supporting the other races.arm
Races that be unlocked:
Leonin: elites, have auras
Tigerfolk: based on melee.
Maenadas: ranged and support mages.arm
Every other race will be the starting even vulpa, but the vulpa can benefit from canine techs.
These could be the elite branches
Re: Beastclans
Posted: Sun Sep 02, 2018 9:51 pm
by General Brave
Why would I imagine the foxes to be gypsies.
Re: Beastclans
Posted: Sun Sep 02, 2018 10:01 pm
by Savra
General Brave wrote: ↑Sun Sep 02, 2018 9:51 pm
Why would I imagine the foxes to be gypsies.
?
Re: Beastclans
Posted: Sun Sep 02, 2018 10:05 pm
by General Brave
That's what they remind me of.
Re: Beastclans
Posted: Sun Sep 02, 2018 10:37 pm
by Savra
Oh. They looked like average hunters and mages in Fox form to me. Btw the solution to the heavy armoured avian should be a phoinex blademen. The answer is in the name for light weight strong armour.
Re: Beastclans
Posted: Sun Sep 02, 2018 10:44 pm
by General Brave
The only powerful ones that will wear armor would be like eagles or any type of bigger stronger Birds.
Re: Beastclans
Posted: Mon Sep 03, 2018 5:25 am
by Savra
So we set on Sub races? I removed a few that could be added to mercenaries.
Re: Beastclans
Posted: Mon Sep 03, 2018 5:45 am
by Savra
Umm, @Lynx Shafir vulpin are strictly foxes apparently. Vulpa is some kind of furry apparently too. We.should probably change the name Vulterdai. It's a mix between the deer genis name and the Fox genis name and seems to match perfectly with your race. Sorry for the mishap, this will provide less of a problem I even looked it up to make sure it's fine.
Re: Beastclans
Posted: Mon Sep 03, 2018 6:04 am
by Savra
We could change sharkfolks name to Salachiians don't worry I looked it up and it's fine. I made it through one of the sharks groups that they are in which is Salachii. Here's A image but the others too large.
https://img.4plebs.org/boards/tg/image/ ... 471258.png
Re: Beastclans
Posted: Mon Sep 03, 2018 6:28 am
by Savra
Hmm, by the looks of it maehnadas don't appear cat like at all. They all seem human to me. So we might have to set them aside and maybe just add them to mercenaries instead. We 'll replace with something else of course.
New name for tiger folk: Tigarin
As for an alternative to the Maehnadas, how's the Tabaxi sound?
Re: The Beastlike race or Beastclans.
Posted: Mon Sep 03, 2018 6:41 am
by Lynx Shafir
makazuwr32 wrote: ↑Thu Jul 26, 2018 7:06 am
Thuskarrs and needlemanes are basic units of race:
Needlemane explorer - basic worker, can be used as weak archer.
Needlemane fighter - basic fighter
Needlemane overlord - basic aura buffer unit, has thorns aura thay increases damage on counter by 25% (if no bonus than to 75%, if has bonus than to 125%)
Needlemane shaman - basic caster
Thuskarr hunter - basic archer, has bonus to dragons
Thuskarr healer - basic caster
Thuskarr warrior - advanced basic warrior
Thuskarr pikeman - basic pike unit
Thuskarr worker - worker, cost gems, has different building list (both workers have same cost and mend rate but difference is in their build lists and stats – needlemane builds for more wild units things, while thuskarr for more civil ones)
Tritons are basic naval units of race, trainable at arena and hunting range:
Triton warrior - 3 turn cost warrior that has same speed in water as on land
Triton archer - 3 turn cost archer that has same speed in water as on land
Triton sea warlock - buyable amphibious caster
No basic cavalry
Stats will be later a bit.
Buildings:
Arena (Igloo barracks as its counterpart buildable with lower cost by thuskarr workers only, unlocked normally with buying of thuskarr worker), trains melee units, basic, buildable by needlemane explorers only
Hunting range - trains ranged units, basic (has igloo counterpart as well with lower cost), buildable by needlemane explorers only
Harpy's nests - buyable, trains flying units, buildable by needlemane explorers only
Totem of power - buyable, mega building without attack but instead has aura (i am thinking about it, size 2x3) buildably by both type of workers
Runestone - trains casters (land only), buyable by both type of workers
Dark cave - trains cave monsters (special building, specifically for arachnids and troglodytes, chimeras and manticores, ratkin), buyable, mega building (2x2), buildable by needlemane explorers only
Leonin fortress - trains lamias (centaur-like half womans half lions, count as cavalry), leonins, maenadas, buyable, buildable by thuskarr workers only
Pandaren convent - trains pandaren, buyable, buildable by thuskarr workers only
Leonin's forge - blacksmith-type building, has upgrades fof leonin, thuskarrs, lamias, maenadas, pandaren, buildable by thuskarr workers only.
No dock-like buildings.
For each subrace that i have some ideas i will post them here (in this post) later.
Same with stats for current units and for upcoming ones.
As i think leonin, thuskarrs, lamias will have blacksmith-like upgrades only, pandaren and lamias both blacksmith-like and unit upgrades and other clans will have only unit upgrades (not all though: needlemanes will not have one for example, also all unit upgrades will affect only one specific clan)
We should merge the 2 ideas.
@Savra
Unfortunately Mak has no time nor mood to help.
Re: Beastclans
Posted: Mon Sep 03, 2018 6:44 am
by Lynx Shafir
And may change volpa - group name, but have not to change all race names eg Sharkman and Maenadas are fine.
Re: Beastclans
Posted: Mon Sep 03, 2018 12:42 pm
by Alexander82
makazuwr32 wrote: ↑Sun Sep 02, 2018 3:29 pm
Try to convince alex.
Even if i couldn't...
No they are never going to be a race so please stop planning that kind of things.
If you really want them you should work about those units as part of subraces (which will be expanded beyond what they are currently)
If you want to make them as a race for other AoS variants you are free to do it
Maybe an age of nature with all beasts, insects, mushrooms and plants ideas
Re: Beastclans
Posted: Mon Sep 03, 2018 2:56 pm
by Savra

Some of these units were always in fantasy games. You could disprove most but still keep a few and still get your own race.
Re: Beastclans
Posted: Mon Sep 03, 2018 3:16 pm
by Alexander82
It depends on the setting and, as I already said, some can be used as a subrace.
Re: Beastclans - ANSWERED
Posted: Mon Sep 03, 2018 3:22 pm
by General Brave
Well the setting is a bit confusing sense its kind of all over the place.
Re: Beastclans - ANSWERED
Posted: Mon Sep 03, 2018 3:39 pm
by Savra
So transfer some of these over to mercenaries, hostile ai, other races? If like to see Gnolls at least be hostile ai that way you have something their.
Re: Beastclans - ANSWERED
Posted: Mon Sep 03, 2018 3:41 pm
by General Brave
I want my hostile al.
Re: Beastclans - ANSWERED
Posted: Mon Sep 03, 2018 3:42 pm
by Alexander82
I think we might make more hostiles from all races (human bandits, clanless orcs, elven renegades, Dwarven brigands, savage kobolds). So why not, we can have wandering gnoll bands for sure.
Re: Beastclans - ANSWERED
Posted: Mon Sep 03, 2018 3:44 pm
by General Brave
Yes.
Re: Beastclans - ANSWERED
Posted: Mon Sep 03, 2018 3:49 pm
by Savra
Splendid.

Re: Beastclans - ANSWERED
Posted: Mon Sep 03, 2018 3:53 pm
by Savra
Where should I post the topic and what is acceptable that they can do?
Can they:
Produce units
Build
Have at least 15 units.
Have some buildings at least for decor reasons
Re: Beastclans - ANSWERED
Posted: Mon Sep 03, 2018 3:55 pm
by Lynx Shafir
If we ever make a new race, this could be that one...
a cool one.
Once will need new ones, won't Alexander?
This is just an urge solution,
How could volpa, leonin, tusker a avians and any subgroup get place as Ai !?
Just some wild one.
I guess better than noting.
Re: Beastclans - ANSWERED
Posted: Mon Sep 03, 2018 4:25 pm
by Savra
Savra wrote: ↑Mon Sep 03, 2018 3:53 pm
Where should I post the topic and what is acceptable that they can do?
Can they:
Produce units
Build
Have at least 15 units.
Have some buildings at least for decor reasons
Also should they be affected by upgrades?
If so:
We could make it like sunrises idea with the vetraning effect were they kill 3 units and the unit upgrades but maxes at tier 2.
They upgrade as a whole after a while.
They just have vetraning.
Re: Beastclans - ANSWERED
Posted: Mon Sep 03, 2018 4:53 pm
by Lynx Shafir
Ya I would like, some Sharkman, volpa and Ratkin as map editor units.
Re: Beastclans - ANSWERED
Posted: Tue Sep 04, 2018 12:31 pm
by samuelch
For the volpas, add it as a group of hostile neutral as well. Some of the volpas live in the desert and call themselves as "Desert Fox".

They are just bunch of bandits and grave robbers. Likes to trick people by making fake base full of explosive, but when actually found a real one it contains bounties.
Re: Beastclans - ANSWERED
Posted: Wed Feb 06, 2019 4:44 am
by Tankhead
*Cries*
Re: Beastclans - ANSWERED
Posted: Thu Feb 07, 2019 9:08 am
by Alexander82
Since it has been answered I think we can close this topic.