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Re: Mummies
Posted: Fri Aug 10, 2018 7:55 am
by Lynx Shafir
Not bad but needs more work. Bandage shading etc.
Not sure about pyramid... (tomb?)
I'll try the Pharaoh. Image
Re: Mummies
Posted: Fri Aug 10, 2018 6:13 pm
by Tankhead
Why not the Egyptian Cat ( before the nose was broken off ) that current one looks similar to the Scalefolk temple
Re: Mummies
Posted: Fri Aug 10, 2018 6:28 pm
by General Brave
Can the pyramid from age of strategy work?
Re: Mummies
Posted: Fri Aug 10, 2018 6:35 pm
by Savra
I guess.
Re: Mummies
Posted: Sat Aug 11, 2018 11:55 am
by Typhoon
Those are great images
Re: Mummies
Posted: Sun Aug 12, 2018 1:31 am
by Dagravian
You can use those mummies i put on discord some days ago if you want, you just need to put team colors and maybe change some details to fill what you please.
Re: Mummies
Posted: Sun Aug 12, 2018 2:35 am
by General Brave
We can use them.
Re: Mummies
Posted: Sun Aug 12, 2018 11:19 am
by LordOfAles
First of all name change. If they are going to be egypt themed i suggest "Tomb Servants". Mummy is already a caster in game and might cause confusion.
Re: Mummies
Posted: Sun Aug 12, 2018 5:50 pm
by General Brave
Definitely a name change.
Re: Mummies
Posted: Sun Aug 19, 2018 7:41 pm
by Tankhead
What happened with this?
Re: Mummies
Posted: Sun Aug 26, 2018 4:08 pm
by Lynx Shafir
Here are mummies base'
Re: Mummies
Posted: Sun Aug 26, 2018 4:12 pm
by General Brave
I need to find those.
Re: Mummies
Posted: Sat Nov 10, 2018 9:14 am
by Lynx Shafir
I have some ideas for all this.
Firstly
Main building - Tomb
Can be 2x2
And will train different kind of beings not only Egyptian based.
I saw a good base smwhere for img
ForMummies
There is no need for infantry if zombies get accepted.
All vulnerable to fire.
Can't cross water.
This four.
1 common mumie infantry - summons from building /a caster. - slow
2A priest - healer, buffer
3.Pharaon.-stronger caster leader
Some ideas
-if gets hit spawns flesh eater bugs
(Snake fear Aura - special counter for SFolk.
Sandstorm - summons area dmg light lighting storm.
Group Attak 1.
4.And a special "worker"-can use dark curses and buff. - required additional tech. (eg Animation mastery 2)
Animate constructed statues and such.
I wait name suggestions.
Jackals and scarabs -cursed Statues defenders -
-Ammut - reqiures tech -" demon binding"
-Sfinx up to discussion
May move chariot and catapults here.
Other tomb units
Tomb kingA and B version.
A. Special assain
B. Big Sceletal emperor.
Wights
Re: Mummies
Posted: Wed Nov 14, 2018 5:25 pm
by Savra
Again, the spawning of units via hit, was supposed to be hamlet back only. That's what was discussed to make the hamlet back more unique, just give them the ability to summon them like normal and it will be fine.
If you read the giant zombie topic you'll find that Alexander mentioned how the hamlet falling was supposed to be orc unique, not a move everyone can use.
Re: Mummies
Posted: Wed Nov 14, 2018 7:37 pm
by Savra
Would this be more fitting for the mummy template?
Re: Mummies
Posted: Thu Nov 15, 2018 4:10 am
by Savra
Ok, did a quick read up on Egyptian weapons and here's what I found we can make are:
Mummy Khopash warrior
Mummy spear men
Mummy axemen
Mummy charioteer
Mummy bowman
Jackal
Pharoh
Sphinx
Mummy pharmacist
Now, their techs could be dodge techs and desert based. Plus a throwing stick, because that was the Egyptians special weapon apparently.
http://ancientmilitary.com/egyptian-weapons.htm
The spear men were their most common unit and axemen is a melee unit.
Re: Mummies
Posted: Thu Nov 15, 2018 5:45 am
by Savra
How's this for Jackal?
Btw, is jackal going to be a giant or a golem?
By that I mean is it going to have vanishing with someone being able to summon it or is it going to just cost 8 turns?
Re: Mummies
Posted: Thu Nov 15, 2018 6:01 am
by Lynx Shafir
The jackal is very nice.
(no they get animated Statues as "giants"
May Acolytes.
For the mummies I put 2 samples for starting.
I Don't want to add normal infantry for them.
5.mummie foot unit.
1.simple - /summonned - no wwpon
2.worker*-curser
3.priest
4.pharaon(I have a draft somewhere)
5.a special +I wont spoil
6.guardians with copesh /naginata
Also tomb will be not Egyptian only.
Yet sandwraith
And 2 abomination
Re: Mummies
Posted: Thu Nov 15, 2018 6:27 am
by Savra
Those mummys styles I mentioned are based on what the actual Egyptians had as weapons.
Zombies aren't a double up of skeleton infantry because despite their weopons, none of them have bonuses except to pea shooters.
The mummys could have dodge based upgrades because they are more quicker then the average undead making them more dangerous. They can manipulate the desert sands into dangerous sandstorms and such as well as do other things.
The mummy archer could be like quick archer is, in which it has 4 range and 2 actions.
The basic soldiers could have 1 action and that's all.
Agreed on passive curses.
Re: Mummies
Posted: Thu Nov 15, 2018 6:35 am
by Lynx Shafir
As said earlier I want not a 4th set of infantries.
They will have own techs and cursing buffs within themselves and whole race buildings.
Only .tipe of fighter - basic mummie
still have to find names for them
TOMB
They got 3 ghost warriors
Wight,Archer tipe unit, and a wraith blademan - being ghost they have dodges
Names have to fixed - just to have a idea. .
Re: Mummies
Posted: Thu Nov 15, 2018 6:40 am
by Savra
Wights been suggested already and it's a mage knight style, it is melee.
But I don't think his topic was made separate yet.
I'll put it in its separate.
This is why we need to look back through are topics and see what's been suggested and what's not.
Btw, how would a Scarrow sound?
It's basically a scorpion centaur.
Re: Mummies
Posted: Thu Nov 15, 2018 6:52 am
by Lynx Shafir
Not for now
I want to work in "constructed soldiers"
Line and spinx(summon) as heavier units.
First
Eg. golden scarabs (have 100%spell and elemental resist (may give 1 weak element Thoug)
Can be constructed.
Lvl 2.idol making /animation mastery II - required.
I want u work on tomb (2x2)mega dosnt needs research.
As for wight their status is not stable and may vary it.
And may for map editor some scorpions
-good for nice cenarios if group gets in.
Re: Mummies
Posted: Thu Nov 15, 2018 2:47 pm
by General Brave
Nice jackal.
Re: Mummies
Posted: Mon Dec 31, 2018 9:43 am
by Lynx Shafir
L.
Some more r coming soon
Re: Mummies
Posted: Thu Jan 10, 2019 3:28 pm
by Savra
Nice, we finally seem to be getting somewhere.
I should leave for a while more often.
Figure out any new units or abilities yet for these?
Re: Mummies
Posted: Sat Jan 12, 2019 1:51 pm
by Stratego (dev)
awesome again! if someone could make a json i can put it right in! thanks!
Re: Mummies
Posted: Sat Jan 12, 2019 6:58 pm
by General Brave
Need stats and abilities and it should be good.
Re: Mummies
Posted: Sat Jan 12, 2019 7:42 pm
by Lynx Shafir
Stratego (dev) wrote: ↑Sat Jan 12, 2019 1:51 pm
awesome again! if someone could make a json i can put it right in! thanks!
Thx
However still much to do here
Attack sprite (ex, sandstorm)
Summons
Some abilities putting together, json test
An own building
Min 8 unit
4 multi tech (ex. , stone skin, demon summon, - what are beneficial for more groups as well individual strategy line.
Etc...
Than I need to chech over again the coherent of image stiles..
Yeah, but first I need img..
'till alone that have to wait.
(and plenty of gems for all this xd)
Re: Mummies
Posted: Sat Jan 12, 2019 7:45 pm
by General Brave
Interesting.
Re: Mummies
Posted: Sat Jan 12, 2019 7:48 pm
by Lynx Shafir
General Brave wrote: ↑Sat Jan 12, 2019 6:58 pm
Need stats and abilities and it should be good.
Half of ability is "within group support"
Needs additional content
And some undead rebalance, category fix
I'll look over my list..
Now the caster what cud be put in without much truble is the WITCH !
Its ready
BRAVE, u can work on that
(ignore the polymorph spell for now
We'll add later with a tech)