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Re: Satyr

Posted: Mon Oct 01, 2018 4:25 am
by Savra
Hmm, eyes were yellow but I'll turn them to black. Head I'll see what I can do through shading.

Re: Satyr

Posted: Mon Oct 01, 2018 2:11 pm
by Dagravian
Is it armored already? It is looking a gray variant of minotaur with shield and another weapon... To better resemble satyrs, you should make them a bit more slim and with smaller horns.

Re: Satyr

Posted: Mon Oct 01, 2018 2:37 pm
by Savra
Tried making him big but I didn't add armour. Might just change colour to redish fur or brown.

Re: Satyr

Posted: Tue Nov 13, 2018 12:16 pm
by Lynx Shafir
Some exemplars.
L.

Re: Satyr scout

Posted: Tue Nov 13, 2018 12:35 pm
by Lynx Shafir
I think I said in satyr topic, but anyway

1.avoiding 1 turn units if possible

2.elves have scouts.
3.satyrs (we chosed 2 variant - may one more later) will be in a separate building.
(possible - nature temple and such)
No TC ones
But won't require extra research and such.
And perhaps will get own upgrades with centaurs and what else fits their category.
4.I don't like seeing so weak satyrs
But for I turn unit has too hight dodges.

So @Savra
Pls either set as ANSWERED or ask a mod to merge with main topic.
May keeps some order if we put along with rest of discussion..

Re: Satyr scout

Posted: Tue Nov 13, 2018 4:07 pm
by makazuwr32
Agree with lynx.

Re: Satyr

Posted: Tue Nov 13, 2018 6:33 pm
by Savra
Ah, splendid. What's the female satyr for? A spell caster or what?

Re: Satyr

Posted: Tue Nov 13, 2018 6:38 pm
by Savra
Btw, was it agreed that we not to down the original concept of satyrs or was that being ignored?

(I was trying to follow the original concept that's based on the original mythological creature.)

Re: Satyr scout Answered

Posted: Tue Nov 13, 2018 6:43 pm
by Savra
Well, I kinda have up on this topic anyway so it can be set as answered.
@Stratego (dev) Archive plz.

Re: Satyr

Posted: Tue Nov 13, 2018 7:44 pm
by Lynx Shafir
The female one is for morale buff +
Some spells.

The img is a bit off so I will fix it.
Trying with shepherd hook and different fur.

For now we have 2 sure
The bravehart and the minstrel.

Re: Satyr

Posted: Tue Nov 13, 2018 11:20 pm
by Savra
Ok, that will work.

Re: Satyr

Posted: Sun Dec 16, 2018 12:20 pm
by Lynx Shafir
L.

Re: Satyr

Posted: Mon Dec 17, 2018 6:27 am
by Savra
What's the support spells she has?

Re: Satyr

Posted: Mon Dec 17, 2018 9:38 am
by Lynx Shafir
1.
Single Buff /moral Aura to its own kin only(faun, kentaur, and such half breeds
2.Trample spell.

3.Charm - A convert with restriction
to living /either ground units and
With CD or temporary duration.
4 Sleep spell - disable living enemies.
Pan flute

Cost around 5

In Caster building and sanctuary...

Re: Satyr

Posted: Mon Dec 17, 2018 2:33 pm
by makazuwr32
I already said but i'll repeat:
I don't like idea of converting spells for every race. Any sort of. Ofc for elves as well.
And no you can't change my mind.

No converting for non-undeads.

Re: Satyr

Posted: Tue Dec 18, 2018 3:50 am
by Savra
Undead just need more converting units, let's stick to no convert yet. We just don't have enough restrictions for other races yet.

By restrictions I mean for example orc slaver:
Can't convert
non flesh and blood units
Giants
Undead
Units that have loyalty.

That's an example. Undead aren't restricted by all these except loyalty.

In general, undead must have the best, the very best.

Re: Satyr

Posted: Tue Dec 18, 2018 5:29 am
by Savra
Btw, their was already a convert that was planned for the elves. It was just re-mentioned earlier, the ability to convert animals on the map, right after you get the animal sight ability. I plan to turn the arch druid into a normal caster and we could give him this ability maybe. But since the nymph has it I believe we should give it to her first.

Now, Makazuwru your opinion is noted but, and this is the truth, if their is more people who are for this idea of giving other races a convert based spell over the amount who are against then the matter is getting in, whether you like it or not that was the original rule. Now it might be a little difficult now since we have just about 3 people who are here at the most for the moment but that hasn't changed anything.

Undead do have curse, which no one else has. As well as reanimation, as well.

Re: Satyr

Posted: Tue Dec 18, 2018 6:11 am
by makazuwr32
Curse-like ability can be gained for others in form of stun (can be cleared by healing but not by disenchant), has lower turn length.

Re: Satyr

Posted: Tue Dec 18, 2018 6:29 am
by Savra
And reanimation? No one has that, which is queit unique in itself. Humans don't need 2 techs that are pointed only toward undead, which is why everyone should have a form of it, well, almost everyone.

Orcs- have a low chance and most likely will kill the target before anything. Also only works on specific units. (Very specific)
Elves - works only on the wildlife of races and neutral. Not undead ones.

Both are effected by loyalty preventing them from being too powerful.

Orcs also have a unit to board ships, but he would have to sacrifice himself if he does successfully board the ship.and can't take flag ships or undead ones. He has 5% of being successful. So very low. His primary purpose is to slow units down.

Elves will have just animal allegiance which branches off into multiple areas but most animals have no bonuses.

Re: Satyr

Posted: Tue Dec 18, 2018 10:25 am
by makazuwr32
Savra wrote: Tue Dec 18, 2018 6:29 am And reanimation? No one has that, which is queit unique in itself. Humans don't need 2 techs that are pointed only toward undead, which is why everyone should have a form of it, well, almost everyone.

Orcs- have a low chance and most likely will kill the target before anything. Also only works on specific units. (Very specific)
Elves - works only on the wildlife of races and neutral. Not undead ones.

Both are effected by loyalty preventing them from being too powerful.

Orcs also have a unit to board ships, but he would have to sacrifice himself if he does successfully board the ship.and can't take flag ships or undead ones. He has 5% of being successful. So very low. His primary purpose is to slow units down.

Elves will have just animal allegiance which branches off into multiple areas but most animals have no bonuses.
Reanimation must be unique to undeads as well, yes.

Human techs against purely undeads must be revamped a bit, many undead units will be immune to it but it will have no cooldown and lower damage. Sort of magic missle against exclusively undeads. And no i disagree with giving similar things to other races.
Savra wrote: Tue Dec 18, 2018 6:29 am Orcs- have a low chance and most likely will kill the target before anything. Also only works on specific units. (Very specific)

Orcs also have a unit to board ships, but he would have to sacrifice himself if he does successfully board the ship.and can't take flag ships or undead ones. He has 5% of being successful. So very low. His primary purpose is to slow units down.
Can you give me links onto these units? I think they are not yet accepted (and even more they are not implemented)

As for 5% chance of converting: it is ridicilously low. Almost never. And that is what i don't like even more.
Savra wrote: Tue Dec 18, 2018 6:29 am Elves - works only on the wildlife of races and neutral. Not undead ones.
Are dragons count as wildlife? If yes than scaledfolks are ridicilously vurable to this. If no than it is useless becuase apart from dragons races have nearly no wildlife units.

Alas gaining onto your side neutral animals from map is not so bad idea. But only neutrals and it is not converting. It is recruting of neutral units which is a bit different.

Re: Satyr

Posted: Wed Dec 19, 2018 4:13 am
by Savra
I forgot to add dragons to the list but the 5% thing was the merlock chain fighters one. It was supposed to be rare since their primary purpose is to slow ships and units down. But they have a 5% chance of actually taking the ship.

Slaver has probably higher. 10% but it is only applied on hit.
Orc slaver:viewtopic.php?f=85&t=1880
Merlock chain fighter:viewtopic.php?f=85&t=6151

Re: Satyr

Posted: Wed Dec 19, 2018 5:36 am
by makazuwr32
Oh. I missed them. Those naval units though... They require stat changes. Definately.

As for orc slaver i just don't like this idea in general.

Re: Satyr

Posted: Wed Dec 19, 2018 7:31 am
by Savra
It is pretty costly, unlike undead who will be getting a lot more convert types, these 2 would be orcs.

Orc slaver makes sense because it falls in line to what orcs are.
Merlock chain fighter also makes sense since he technically isn't converting the ship but taking it over.

Re: Satyr

Posted: Wed Dec 19, 2018 8:02 am
by Lynx Shafir
Guys, let me clarify

For either option
It's not exactly convert

For satyr (and naiad) I thought for a a filter they convert
- first flesh blood
-just a specific groups related to biom they live. - water water only
-satir other satirs and half-humanoids with hoof :

A special way to counter minotaur - hope they get a bit stronger also not a
A common unit

3.-temporary
(if switch back teams is possible)

-reliable level +30%chance


As for charm
I want to enemy turns in friendly neutral
And loses 4 attack
-temporary.
(gets an identitificator in the effect and when wears off - switch back - "
charmed blue" in red team - back in blue


-third version is charmed enemy is prevented to attack caster.
So a debuff

For advanced charm for undeads they gain control too
And secondary effect can be turning hostile with chance..


All need to been still talked but let's carry out the discussion in general topic if r interested

Re: Satyr

Posted: Wed Dec 19, 2018 8:39 am
by makazuwr32
Charm can be done just as -50 attack to unit for 1-2 turns. Instead of real converting. Ofc it will require than some cooldown.

As for both orc slaver and that merlock savra — i don't like both of them. And ESPECIALLY all naval update for orcs.

Re: Satyr

Posted: Wed Dec 19, 2018 8:48 am
by Lynx Shafir
makazuwr32 wrote: Wed Dec 19, 2018 8:39 am Charm can be done just as -50 attack to unit for 1-2 turns. Instead of real converting. Ofc it will require than some cooldown.

As for both orc slaver and that merlock savra — i don't like both of them. And ESPECIALLY all naval update for orcs.
I proposed stg instead of that ship converter

Re: Satyr

Posted: Wed Dec 19, 2018 4:50 pm
by Savra
Deleted

Re: Satyr

Posted: Wed Dec 19, 2018 7:26 pm
by Lynx Shafir
I don't agree with many u just said
Eg undead bad magic


Why is the point of list here?


Don't rely on stuff what is not in game yet.
Sometimes u argument them stumes don't (where should)

Sometimes paradoxal.


But "for sake of Nerul priestess" I ask all of u help with satyrs ideas

Savra!!
Don't go OT And talk elsewhere. Pls

Re: Satyr

Posted: Wed Dec 19, 2018 7:33 pm
by Savra
Satyr should be fine with convert if, and only if, it becomes more race specific. It should have its specifications:
Those would be examples of how the spells look for each race, what does this convert have that sets it apart from undeads? Does it go resistance or willpower? Note, we could still get the other 2 in and set this one aside till we get the willpower addition.

Till then, we should settle for the other 2 for now.

Re: Satyr

Posted: Thu Dec 20, 2018 1:04 am
by Savra
Btw, sorry Lynx, I'll delete that last one hour right we were getting too far off topic.
Just make a nature based convert and that should be fine.