Page 10 of 11

Re: Dwarves! Revived!

Posted: Sun Oct 09, 2016 7:48 pm
by MightyGuy
hardeep, you can now add the craftsman guild to list. Daniel said dont animated structures.

Re: Dwarves! Revived!

Posted: Wed Oct 12, 2016 1:19 am
by Hardeep
Alexander or someone with power can you move this topic to the races section :D

Re: Dwarves! Revived!

Posted: Wed Oct 12, 2016 1:29 am
by Hardeep
Attention! Requesting Assistance:
In the new Dwarven section, please make a post for all the units here with the description and image. If you can, post stats as well :D thank you all!

Re: Dwarves! Revived!

Posted: Wed Oct 12, 2016 8:30 am
by MightyGuy
After this topic transferred to the dwarf race section.

Dwarven Mortar:
New edited. Fixed face and head.

Re: Dwarves! Revived!

Posted: Wed Oct 12, 2016 8:32 am
by MightyGuy
STATS:
Cost:4
Hp:19
Attack:4
Range:3
Sight:4
Armor:0
Pierce:1
Spell Resistance:20%
Buildable at:Town Centers, Craftmansguild
Abilities: (3 Abilities)
-Regeneration Hp +3 per turn every decreased
hp.
-Poison - same to poison archer
-Stroke - cannot attack and move (2 turns)
— can train in craftmans guild because he can
invent potion and craft inventions.
Description: A Potion Researcher and Inventor. A
Dwarven that carry almost all of his equipment.

Re: Dwarves! Revived!

Posted: Wed Oct 12, 2016 1:59 pm
by Alpha
Amazing pictures!

Re: Dwarves! Revived!

Posted: Wed Oct 12, 2016 6:26 pm
by MightyGuy
thanks , btw you know how to move this on dwarf race section? could you move this topic on dwarf section?
Thank you very much ^_^ :D :mrgreen:

Its ok..if you dont know, thank you :D

Re: Dwarves

Posted: Sun Aug 27, 2017 2:04 pm
by Alexander82
Ok, now that we are back in activity i would start implementing of dwarven race.

I'll start adjusting images and making a bunch of jsons before giving more work to Daniel (and we will probably be doing only dwarves for a while once he starts working on them)

I've merged all related topics and I think we can choose the units we should implement first and their final stats.

There are many in the suggestions topic either but i believe that the most important basic units are here.

Re: Dwarves

Posted: Sun Aug 27, 2017 2:16 pm
by samuelch
My opinions for implemmentation
1.Dwarf Worker
2.Dwarf Axeman
3.Dwarf Crossbow
4.Dwarf bear rider or boar rider
5.Dwarf Monk
6.Tavern and shooting range
7.Dwarf transport
8.Dwarf Scyther

Re: Dwarves

Posted: Sun Aug 27, 2017 11:10 pm
by MightyGuy
Alright Then! This will be implemted now 8)

Re: Dwarves

Posted: Mon Aug 28, 2017 12:33 am
by Sunrise Samurai
@alexander. This is great to revive, and I'm looking forward to seeing dwarves in game, but unfortunately the 10 page topic makes for a little much to skim for the units in it. I will say this, for their introduction, dwarves need the basic units common to all:

Basic melee (I'm hoping for hammer or axe based, with higher armor than anyone​ else at basic level and the shield techs we've been discussing.)

Basic ranged (either crossbow or rifle, which would have to be a "spell" of deal 15 damage, cooldown 2)

Workers (probably better than human workers)

Transport ship

Seige (maybe cannon? Same mechanic as rifleman, for high damage, good range, but 2 cooldown and no aoe, can be built by workers)

Factories

Towers (at least one decent one, maybe with the same rifle/cannon theme)

A castle building, if possible, but it could be a later addition.

Cavalry maybe? Not sure on dwarf cavalry, so maybe foot scouts that are fast with axes to fight with, and cheap.

Mostly we want a skeleton of a race to build on. Until it gets up to speed, let it be an option on every/almost every vote, so it can get what it needs.

Re: Dwarves

Posted: Mon Aug 28, 2017 1:01 am
by Puss_in_Boots
Sunrise Samurai wrote:Mostly we want a skeleton of a race to build on. Until it gets up to speed, let it be an option on every/almost every vote, so it can get what it needs.
A few Daily Dwarfen votes could be a fun thing.

Re: Dwarves

Posted: Mon Aug 28, 2017 1:26 am
by Alexander82
There are some posts where we summarized almost everything

Re: Dwarves

Posted: Mon Aug 28, 2017 6:43 am
by LordOfAles
I think a real fantasy game cant be without dwarves :)

Re: Dwarves

Posted: Mon Aug 28, 2017 10:52 am
by samuelch

Re: Dwarves

Posted: Mon Aug 28, 2017 5:28 pm
by Alpha
MightyGuy wrote:Alright Then! This will be implemted now 8)
BAE WHERE HAVE YOU BEEN!

Re: Dwarves

Posted: Mon Aug 28, 2017 7:36 pm
by MightyGuy
Alpha wrote:
MightyGuy wrote:Alright Then! This will be implemted now 8)
BAE WHERE HAVE YOU BEEN!
Due to school and some other important things, Sorry if I been gone from past

Re: Dwarves

Posted: Tue Aug 29, 2017 12:36 am
by Alpha
MightyGuy wrote:
Alpha wrote:
MightyGuy wrote:Alright Then! This will be implemted now 8)
BAE WHERE HAVE YOU BEEN!
Due to school and some other important things, Sorry if I been gone from past
It's o I had the same problems :p

Re: Dwarves

Posted: Thu Sep 21, 2017 3:39 pm
by Sunrise Samurai
@daniel: with the change beginning towards greater forumer influence and power to shape the game, would you mind if we used the dwarves in AoF as a showcase for our first efforts as "low level designers" as you have termed us before we move into the sci-fi version to make a whole game?

Re: Dwarves

Posted: Thu Sep 21, 2017 6:37 pm
by Stratego (dev)
ok.

email me if you want ot learn unit jsoning.
currently actively only Alexander is the json master (right after me) :)

Re: Dwarves

Posted: Thu Sep 21, 2017 7:50 pm
by Alpha
Sorry if I sound rude but when will the Scaledfolk and Dwarves be implemented?

Re: Dwarves

Posted: Thu Sep 21, 2017 7:56 pm
by Puss_in_Boots
I don't think anyone can tell right now without actual data about progress.

These are my assumptions however
Dwarves, by mid December or before.
Scalefolk, sometime during next year.

Re: Dwarves

Posted: Tue Oct 10, 2017 4:32 pm
by SirThomas
Hello and dwarves should have giant machines too

Re: Dwarves

Posted: Sun Nov 12, 2017 1:14 pm
by samuelch
Let's decide dwarves race properties. This advantages and disadvantages are based from the mega post from page 5.
Dwarves
Advantages:
- most units high armored
- high HP
- workers got high mend rate
- tunneling in mountains
- add more if needed
Disadvantage:
- slow
- two mega structures to train their elite units (the kingdom under mountain and mountain stronghold. So you can only choose one in most games.)
- fewer cheap melee units
- gunpowder units need cooldown after firing
- add more if needed
I can't wait for the dwarves.

Re: Dwarves

Posted: Sun Nov 12, 2017 2:20 pm
by Alexander82
They come paired with gnomes (for most of the tech side they are the counterpart of goblins)

I'd say damage slightly higher than human but less than orcs
Armor top tier (better than humans and orcs)
Many units with shields (high p.armor)
slower cavalry (but we might still consider giving them a gnome scout)

I thinki that the kingdom is enough (no need for 2 mega buildings imho)

Shorter range for basic units (maybe higher than orcs' and undeads' basic units tough)
gunpowder deal normal damage (not pierce) and they might have different kind of ammo

agree that the cost is overall higher than other races

Re: Dwarves

Posted: Sat Nov 18, 2017 3:26 pm
by DoomCarrot
I think the dwarves should mostly be a defensive faction, one that moves slow and therefore is not a dengerous rusher early game, but very strong if built up. It should be a faction that you WANT to rush early, but one that also has the capability to reasonably defend itself in such situations.

Dwarven race?

Posted: Sun Dec 17, 2017 11:10 am
by TrustedSource
I wold suggest adding the dwarven race ingame. Dwarfs in my opinion are heavy damage dealers while having slow movement. They mainly consist of ranged weapon such as a musketeer(?) And melee one like dwarven warhammers. Would like you to have feedback and if possible, add more as fantasy warfare almost always has these race. Newcomer here:D :D

Re: Dwarven race?

Posted: Sun Dec 17, 2017 11:24 am
by Stratego (dev)
duplicate, merged

Re: Dwarves

Posted: Mon Dec 18, 2017 8:12 am
by Alexander82
Ok guys I'd avoid make infantry units slower than 3 since that would really make them almost impossible to use unless their stats are really much stronger than other races (and we already know how it is a pain to balance that).

My idea is:

Speed: 3 for infantry but max 5 for cavalry
Armor: every dwarven unit has at leat a 1/1 armor and a max armor value higher than human/orcs with an overall very high pierce
Hp: dwarves have hp more or less on par with orcs
Attack: values are in between orcs and humans
Upgrades or techs: I'd structure them with a level of upgrades and 2 levels of techs (like original humans).
Range: lower range or particular mechanics like shoot or recharge. Elite units might have higher range
Technology: they also have gnomes on their side to use technological devices
Magic: they use rune magic to obtain effects and strengthen their armies with enchanted weapons.

Re: Dwarves

Posted: Tue Dec 19, 2017 11:29 am
by TrustedSource
Umm could you make the workers stats a little bit higher thàn most races? From what ive read dwarves tend to like building and battle at the same time.