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Re: Scalefolk rework

Posted: Sun Aug 25, 2019 4:58 am
by makazuwr32
Actually i like this plan, savra.
But only one little thing: you can't upgrade poison effect via tech (techs for snakemen which upgrade their poison).

As for stats i will leave that for @Alexander82 for now.

Re: Scalefolk rework

Posted: Sun Aug 25, 2019 5:37 am
by Savra
makazuwr32 wrote: Sun Aug 25, 2019 4:58 am Actually i like this plan, savra.
But only one little thing: you can't upgrade poison effect via tech (techs for snakemen which upgrade their poison).

As for stats i will leave that for @Alexander82 for now.
So, no poison upgrade?

The reason I made so many was to try and compensate for the amount we have to replace. I might add more in the future but first I want to get the units on this list done.

Their was a remade image for hunters but that looks made of straw so it could work. I'll set the images next to the corresponding units.
Also made things a bit easier to see and do stats for. They just need the finished stats which I'll wait on Alexander for.

Re: Scalefolk rework

Posted: Sun Aug 25, 2019 10:04 am
by Alexander82
Savra wrote: Sun Aug 25, 2019 5:37 am
The reason I made so many was to try and compensate for the amount we have to replace.
don't worry about that. I prefer a slow start with implementations step by step

Re: Scalefolk rework

Posted: Sun Aug 25, 2019 3:34 pm
by Savra
Ok. Images look fine for remakes though?

Re: Scalefolk rework

Posted: Sun Aug 25, 2019 6:19 pm
by Alexander82
I have no time to concentrate on scalefolk until dwarves aren't ready to go but I saw some nice one

Re: Scalefolk rework

Posted: Fri Aug 30, 2019 3:56 pm
by Savra
As a heads up, this is kinda what I had in mind as a draconian.

Re: Scalefolk rework

Posted: Fri Aug 30, 2019 4:23 pm
by Savra
Updated.

Re: Scalefolk rework

Posted: Fri Aug 30, 2019 7:04 pm
by Savra
Again.

Re: Scalefolk rework

Posted: Sat Aug 31, 2019 6:57 pm
by Savra
Puss_in_Boots wrote: Sat Aug 24, 2019 5:51 pm If they're going to be Meso-American based, I want Quetzalcoatl (A god that's usually a feathered flying lizard) to be their super unit instead of all the current dragons. If not, I still want a unit based off Quetzalcoatl. :P

But honestly that's an amazing redesign.
Is this close to what you had in mind?

Re: Scalefolk rework

Posted: Sat Aug 31, 2019 6:58 pm
by Savra
Maybe could be brighter.

Re: Scalefolk rework

Posted: Sat Aug 31, 2019 7:32 pm
by Puss_in_Boots
It's looking good so far, use 64 px height, and try to put the body higher up and the shadow below away from it so it looks like it's flying. Also add feathers close to the head, and definitely make it lighter. :)

Re: Scalefolk rework

Posted: Sat Aug 31, 2019 9:48 pm
by Savra
Ok I'll try something. Btw it does have feathers on its head but I might try something to make it a bit more "feathery".

Re: Scalefolk rework

Posted: Sat Aug 31, 2019 10:00 pm
by Savra
Scratch my flying snake, we had one done already.

Good thing I took a relook into the scaledfolk topic, here's lynx shafirs one.
Image

And her salamander (albeit without the robes...)

Re: Scalefolk rework

Posted: Sun Sep 01, 2019 1:58 am
by Puss_in_Boots
Less work, awesome :!:

Re: Scalefolk rework

Posted: Sun Sep 01, 2019 8:18 am
by Alexander82
Every sub should be based off different culture/styles. For example serpents will be more egyptian-like.

I was thinking to kobolds more like neutral as they were originally designed but some of these designs seem good

Re: Scalefolk rework

Posted: Sun Sep 01, 2019 3:43 pm
by Savra
I updated the list with new images and the such, kobalds are complete, lizardmen are almost, and you just made the snakemen easier to modify. Nagas I was thinking of Just giving them tridents made of bone, Draconians I based off the Aztec style but changed shield from being simple leather (designed that way to block obsidian weapons) over to wood which can deflect swords and the such better. Plus it's more unique. (Scaledfolk wouldn't entirely copy the Aztec culture.)

Re: Scalefolk rework

Posted: Sun Sep 01, 2019 5:41 pm
by Savra
Reworked Lamia, made armour somewhat different, in that I added 2 snake emblems on it similar to Egyptian armour that has 2 wings on it. (It usually is worn by high ranking soldiers.)

Re: Scalefolk rework

Posted: Sun Sep 01, 2019 7:45 pm
by Alexander82
Will it count as snake sub?

I think it is too dark though, but maybe with some reshading it will improve

Re: Scalefolk rework

Posted: Mon Sep 02, 2019 3:13 am
by Savra
It's just a snakemen, the armour is still a work in progress and the scales are supposed to be dark but I could try and make it brighter. The armour is supposed to be more Egyptian like so it's probably going to be gold chainmail (they new how to work metals like gold and such but not steel and iron so well)

Re: Scalefolk rework

Posted: Mon Sep 02, 2019 5:57 am
by Alexander82
When drawing dark metal I tend to make its shading stronger, with more difference between the dark part and the brighter part.

Re: Scalefolk rework

Posted: Mon Sep 02, 2019 6:25 am
by Savra
I do have the old image of the lamia if you'd like to see that too.

I think it's a bit better.

Re: Scalefolk rework

Posted: Mon Sep 02, 2019 11:13 am
by Alexander82
If you want I might do a try

Re: Scalefolk rework

Posted: Mon Sep 02, 2019 1:50 pm
by Savra
Sure. Right now I'm trying to figure out how to make the nagas look.

Re: Scalefolk rework

Posted: Mon Sep 02, 2019 2:25 pm
by Alexander82
Any concepts?

Maybe they could be similar to snakemen but with a sea serpent pattern.

Anyway lizards were meant to act as amphibious units

Re: Scalefolk rework

Posted: Mon Sep 02, 2019 2:44 pm
by Savra
Well, I had a few concepts on my old post on nagas but here's one I did just now.

I realize lizardmen are the amphibious units but the nagas would be like skeleton pirates were lizardmen would be like average skeletons on water. Big speed difference. Also the nagas benefit from snakemen upgrades.

Re: Scalefolk rework

Posted: Mon Sep 02, 2019 2:50 pm
by Midonik
Well for main water subspiece the fishmen would fit even more - after all those are scaledfolks, not reptilans.

Re: Scalefolk rework

Posted: Mon Sep 02, 2019 3:02 pm
by Savra
I think nagas would be good, maybe fish people as sub so we could expand on it more without so much limits from base race.

Re: Scalefolk rework

Posted: Mon Sep 02, 2019 3:35 pm
by Alexander82
Midonik wrote: Mon Sep 02, 2019 2:50 pm Well for main water subspiece the fishmen would fit even more - after all those are scaledfolks, not reptilans.
Scalefolks are actually reptilian species. Don't make the name fool you 😉

Re: Scalefolk rework

Posted: Mon Sep 02, 2019 3:37 pm
by Alexander82
Savra wrote: Mon Sep 02, 2019 2:44 pm Well, I had a few concepts on my old post on nagas but here's one I did just now.

I realize lizardmen are the amphibious units but the nagas would be like skeleton pirates were lizardmen would be like average skeletons on water. Big speed difference. Also the nagas benefit from snakemen upgrades.
Lizards were actually meant to move at full speed in both water and land. They already are like skeleton pirates.

Naga might, however, be strictly related to water environments (so have high water speed but no land speed at all).

Re: Scalefolk rework

Posted: Mon Sep 02, 2019 3:44 pm
by Savra
That could work.

Btw, another draconian concepts.