Re: Scalefolk rework
Posted: Sat Mar 21, 2020 10:57 pm
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[/quote]Savra wrote: ↑Sat Aug 24, 2019 8:09 pm Units:(42 in all)They need images, names aren't final, not all units were included, Just some basic ones. What does everyone think? If Makazuwr wants who could supply their stats, lizardmen would be 3 turn and higher units.Kobalds: (7)
Kobald Tlamanih:
Desc:
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Atk:
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Arm:
P.arm:
Res:
Bonuses:
Kobald savage:
Desc:
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Kobald slinger:
Desc:
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Kobald darter: (armed with a blow gun)
Desc:
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Monitor rider:
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Carnotaur rider:
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Kobald broodguard:
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Kobald ghost warrior:
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Kobald stalker:
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Kobald witchdoctor: (main healer)
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Kobald Exuviaewalker:
Desc:
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Abilities:
Velociraptor form:
Desc:
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Abilities:
Dilosaur form:
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Pterosaur form:
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Tyranosaur form:
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Kobald welp: (main builder)
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Mend:
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Saurians: (their was actually multiple types of lizardmen one of which was the saurians [not to be confused with the dinosaurs] who were similar but for AOF I'll simply make them flying lizardmen that could have stats similar to kobalds, maybe weaker).
Saurian skyhunter:
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Saurian skyslasher:
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Saurian ambusher:
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Lizardmen:(10)
Lizardmen murauder:
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Lizardmen darter:
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Lizardmen Cuextecatl: (Shielder)
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Komodo rider:
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Lizardmen Stalker:
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Lizardmen headhunter: (skirmisher)
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Lizardmen Savage: (mace men unit)
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Lizardmen Hunter: (archer)
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Lizardmen Huitznahuatl: (support)
Desc:
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S.rng:
S.poss:
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Abilities:
Salamander Fireslinger:
Desc:
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Lizardmen tlahuiztli: (sergent like unit)
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Turtlemen:
Turtlemen crusher:
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Turtlemen murauder:
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Spiked turtlemen:
Desc:
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Turtlemen breacher:
Desc:
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Snakemen:(7)
Snakemen blademaster:
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Snakemen Axemen:
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Snakemen Spearmen:
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Gorgon: (offensive caster)
Desc:
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S.poss:
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Abilities:
Lamla: (not the spell happy one but one that just has an enchanted weapon with lifelik and made to fight mages like a hamletback sorta)
Desc:
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Naga reefhunter: (main sea unit)
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Naga shrieker: (has scream ability)
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Abilities:
Acid spitter (anti building unit)
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Abilities:
Naga Reeflord:
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Abilities:
Gatormen: (3)
Gatormen harpoonist:
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Abilities:
Gatormen:
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Gatormen Grappler:
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Troglodytes:
Troglodyte shield brute:
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Troglodyte claw brute:
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Draconian:(7)
Draconian Dragon warrior: (shielder)
Desc:
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Draconian darter:
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Draconian spearhunter:
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Draconian Papalotl: (spearmen)
Desc:
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Draconian Cuachic:
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Draconian Savage:
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Magma drake rider: (elite cavalry)
Desc:
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Draconian Tlacochcalcatl:
Desc:
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Abilities:
(All draconians but the dragonborn, can't fly. They can all enchant their weapons with fire. Have low armour. [similar to uruks somewhat] Have own techs, which do require some of the lizardmens and kobalds techs first. They have good health to compensate for lack of defence.)
Dragons:(7)
Firedrake: (red dragon)
Desc:
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Abilities:
Skrill: (storm dragon)
Desc:
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Abilities:
Zmiji:
Desc:
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Acid Dragon:
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Abilities:
Xiuhcoatl:
Desc:
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Quetzacoatl:
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Other reptiles:(5)
Coatl:
Desc:
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Leviathen:
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Bonuses:
Komodo: (scout unit)
Desc:
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Wyrm: (battering ram style unit that can dig)
Desc:
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Basilisk: (special)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
S.poss:
Sight:
Spd:
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Abilities:
Hydra: (same as before)
Desc:
Trains:
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Abilities:
Ships:
Raft:
Desc:
Trains:
Hp:
Atk:
Rng:
Sight:
Spd:
Cap:
Arm:
P.arm:
Res:
Bonuses:
Buildings: (14 in all)
Factories:(8)
Temple: (mega, trains draconians and special reptiles)
Desc:
Produces:
Cost:
Hp:
Atk:
Rng:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Bonuses:
Swamp hut: (trains melee infantry and cavalry)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Snake pit: (trains snakemen)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Warriors den: (trains lizardmen units)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Draconian dwellings: (trains draconians)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Hunters hut: (trains kobald units)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Dragon temple:
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
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Cap:
Nagas temple: (trains nagas and reptilian sea monsters)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Troglodyte warrens:
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Fortifications:(8)
Poison tower:
Desc:
Cost:
Hp:
Atk:
Rng:
Sight:
M.bonus:
Heal:
Arm:
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Cap:
Bonuses:
Fire tower:
Desc:
Cost:
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Atk:
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M.bonus:
Heal:
Arm:
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Cap:
Bonuses:
Fort:
Desc:
Cost:
Hp:
Atk:
Rng:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Bonuses:
Pallisades:
Desc:
Cost:
Hp:
Sight:
M.bonus:
Arm:
P.arm:
Pallisades gate:
Desc:
Cost:
Hp:
Sight:
M.bonus:
Arm:
P.arm:
Mantle:
Desc:
Cost:
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Sight:
M.bonus:
Spd:
Arm:
P.arm:
Cap:
Poison pit:
Desc:
Cost:
Atk:
Sight:
Arm:
P.arm:
Punji trap:
Desc:
Cost:
Atk:
Sight:
Arm:
P.arm:
Techs:(16 in all)
Kobalds:( 1)
Hunters instincts: grants kobalds +10% to dodges.
Researched:
Cost:
Lizardmen: (1)
Reptilian senses: can now see invisible units in range of 2.
Cost:
Snakemen:(2)
Snakemen reflexes: 3 levels that just upgrade dodges.
Researched:
Snakemen reflexes 1:
Cost:
+5% to all dodges.
Snakemen reflexes 2:
Cost:
+5% to all dodges.
Snakemen reflexes 3:
Cost:
+5% to all dodges.
Counterstrike: snakemen do full damage on counter.
Cost:
Techs for all:(9)
Hardened scales:3 +1 levels. Works similar to even craftsmen upgrades.
Researched:
Hardened Scales 1:
Cost:
+1 to melee armour.
Hardened Scales 2:
Cost:
+1 to pierce armour.
Hardened Scales 3:
Cost:
+1/+1 to both armours.
Draconian scales:
Cost:
+1/+1 to draconian armours.
Hardened schutes: 3 +1 levels. Increases armoured units like turtlemen, armoured draconians, and armoured lizardmens armour.
Researched:
Hardened schutes 1:
Cost:
+1 to armour.
Hardened schutes 2:
Cost:
+1 to p.armour.
Hardened schutes 3:
Cost:
+1/+1 to both armours.
Draconian schutes:
Cost:
+1/+1 to both armours for Draconian Dragon warrior.
Savage weaponry: 3 levels. Increases attack.
Researched:
Savage weaponry 1:
Cost:
+1 attack to units with weapons.
Savage weaponry 2:
Cost:
+1 attack to units with weapons.
Savage weaponry 3:
Cost:
+1 attack to units with weapons.
Fierce hunters: 3 levels. Effects ranged units.
Researched:
Fierce hunters 1:
Cost:
+1 range, +1 attack for ranged units.
Fierce hunters 2:
Cost:
+1 range, +1 attack for ranged units.
Fierce hunters 3:
Cost:
Gives ranged units +1 range, +1 attack.
Primal savagery: 3 +1 levels increase attack.
Researched:
Primal savagery 1:
Grants +1 to attack.
Cost:
Primal savagery 2:
Grants +1 to attack.
Cost:
Primal savagerery 3:
Grants +1 to attack.
Cost:
Draconian savagery:
Grants +1 to draconians attack.
Cost:
Reptilian resilience: 3 +1 levels. Increases health of units.
Researched:
Reptilian resilience 1:
Grants +2 hp.
Cost:
Reptilian resilience 2:
Grants +2 to hp.
Cost:
Reptilian resilience 3:
Grants +2 to hp.
Cost:
Draconian resilience:
Grants +2 hp to draconians.
Cost:
Warriors Spirit: 3 levels
Researched:
Warriors spirit 1:
Grants +5% to resistance.
Cost:
Warriors spirit 2:
Grants +5% to resistance.
Cost:
Warriors spirit 3:
Grants +5% to resistance.
Cost:
Natural swimmers: +1 speed in water for both lizardmen and Nagas.
Researched:
Cost:
Throw spear: gives spearmen the ability to throw their spears at 3 rng, with a 2 turn cool, bonuses applied, deals same damage as units attack, effected by p.armour though. Requires savage weapons 3.
Researched:
Cost:
Casters:(2)
Petrify: (for gorgon, unlocks basilisk)
Researched:
Cost:
Poison mist: (for lizardmen Huitznahuatl)
Researched:
Cost:
Sub races: (3)
Dragons guard:
Researched:
Cost:
Unlocks draconians
Serpentine guard:
Researched:
Cost:
Unlocks snakemen
Troglodyte warband:
Researched:
Cost:
Unlocks troglodytes
If you want I could start separating them for stats and just let everyone fill the blanks in with what looks like the original goal.
Yes, except it doesn't work.SirLuciano wrote: ↑Sat Apr 11, 2020 1:28 am Is there already a tech that makes their scales hard and tough for increased defence?
Wait how exactly "doesn't work"? Like no code yet or what?Savra wrote: ↑Sat Apr 11, 2020 2:48 amYes, except it doesn't work.SirLuciano wrote: ↑Sat Apr 11, 2020 1:28 am Is there already a tech that makes their scales hard and tough for increased defence?