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Re: Traps
Posted: Fri Jul 27, 2018 6:25 am
by Tankhead
I can see these traps turning the tides on the battlefield. Sounds great
Re: Traps
Posted: Fri Jul 27, 2018 6:27 am
by General Brave
Also, there's no limitation except the area the how far it can built. And maybe the only way for slow units have four or 2 spot that doesn't have traps blocking.
Re: Traps
Posted: Fri Jul 27, 2018 6:32 am
by Tankhead
A limitation without a limitation, like that concept
Re: Traps
Posted: Fri Jul 27, 2018 5:12 pm
by Lynx Shafir
Traps for humans :
Bear trap - Cost 3 forest tile
Dmg 5-7
applies crippled(New) effect, last 2(target lose 2 speed, stop moving in that turn. (basic undeads immune to it - still stops them)
Spike traps -cost 2, dmg 10,plain tile
Bonus to cavalry - stops moving one turn.
Water mine-like trap?
For ship and amphibians.
Note:don't stop flying units and can't be stepped on by ally. Can move through them.
Re: Traps
Posted: Fri Aug 03, 2018 3:07 am
by General Brave
We definitely are adding traps, it would be great.
Re: Traps
Posted: Fri Aug 03, 2018 6:18 am
by Lynx Shafir
undead traps (under construction)
One trap what worth to build.
"Disturbed tomb"
Cost 4 turns ground
If enemy steps on it summons 1-3 wraith
(low hp - hight dodge 30%")May leaving effect
(Have I ever told you we need more ghosts?

)
Can be even visible, as wall obstacle. Than.
hp 16 p.armor 6.
?
Re: Traps
Posted: Fri Aug 03, 2018 6:21 am
by General Brave
That's a good one and perhaps easy to implement.
Re: Traps
Posted: Mon Sep 17, 2018 11:11 am
by Lynx Shafir
Arrow trap.
Re: Traps
Posted: Mon Sep 17, 2018 8:04 pm
by General Brave
Looks like a spear traps and who is it for?
Re: Traps
Posted: Tue Sep 18, 2018 11:00 am
by Lynx Shafir
Bear trap
Re: Traps
Posted: Sun Sep 23, 2018 6:55 pm
by General Brave
Ok.
Re: Traps
Posted: Mon Sep 24, 2018 4:06 pm
by Savra
What about these?
Re: Traps
Posted: Mon Sep 24, 2018 6:53 pm
by Lynx Shafir
Nice

Re: Traps
Posted: Mon Sep 24, 2018 7:24 pm
by Savra
I found them and figured you could use them. Didn't need much editing just colour adjustments.
Re: Traps
Posted: Thu Sep 27, 2018 3:56 pm
by General Brave
Who is for who.
Re: Traps
Posted: Thu Sep 27, 2018 4:58 pm
by Savra
Idk, I looked and saw you wanted them so I got them for you.

Re: Traps
Posted: Thu Sep 27, 2018 5:30 pm
by StormSaint373
Suggestion:
Pit fall: Undead (Need intact/semi-intact corpses)
Pit of fire: Orcs (use lots of fire anyway)
Pit Spikes: Elves (pungee sticks)
Re: Traps
Posted: Thu Sep 27, 2018 5:58 pm
by Savra
Elves should have nature based traps, Orcs is fine with the fire trap, undead should have corpse traps, Humans can have spike trap, and pitfall.
Re: Traps
Posted: Fri Jan 18, 2019 1:49 pm
by Lynx Shafir
Dwarven traps, maybe?
Re: Traps
Posted: Fri Jan 18, 2019 4:56 pm
by makazuwr32
I'll prefer traps for scaledfolks and elves.
Dwarves are bad at exactly traps (alas i am planning now few summon trap-like runes for rune mages).
Re: Traps
Posted: Fri Jan 18, 2019 8:46 pm
by Tankhead
Dwarves bad a traps??
So what of bear Trap?
( Only trap On only care about for dwarves currently )
It can have bonus damage to Mounted
Re: Traps
Posted: Fri Jan 18, 2019 9:06 pm
by makazuwr32
No leave that to elves.
Re: Traps
Posted: Fri Jan 18, 2019 9:25 pm
by Gral.Sturnn
Dynamite? Mines? That definetly sounds dwarvish
Re: Traps
Posted: Fri Jan 18, 2019 9:32 pm
by makazuwr32
Dynamite is too modern.
Mines even more - they were invented only in the end of 19th century.
While dwarves are at most at the middle-end of 16th century.
Re: Traps
Posted: Fri Jan 18, 2019 10:31 pm
by Gral.Sturnn
They got zeppelins mortars and cannons, dynamute as we know it was invented in th 19th century yes, but what about powder barrels or just some reimagined dynamite (not like giving them c4s or anything)
Re: Traps
Posted: Sat Jan 19, 2019 1:46 am
by Tankhead
Bear traps Just for elves?
Doesn't feel of they're style at all.
1. Dwarves we Know kill bears for clothes alot and probably eat them and even ride them.
2. Bear traps are made of Metal, and we know dwarves have plenty of materials to make it.
Would prefer you giving elves cunning traps and or wood style traps and give dwarves The bear trap
I can think of several traps that doesn't require metal for elves but in fact the materials in the forest
Re: Traps
Posted: Sat Jan 19, 2019 5:21 am
by General Brave
The Goblins have something that is a grenade so something resembling dynamites or a keg of powder works.
Re: Traps
Posted: Sat Jan 19, 2019 6:46 am
by makazuwr32
Gunpowder barrel can fit but it can't be "invisible".
Re: Traps
Posted: Sat Jan 19, 2019 6:33 pm
by General Brave
Well it could work.