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Re: Scalefolk rework

Posted: Sat Mar 21, 2020 10:57 pm
by Savra
New and updated.

Re: Scalefolk rework

Posted: Sat Mar 21, 2020 11:01 pm
by Savra
Updated.

Re: Scalefolk rework

Posted: Sat Mar 21, 2020 11:07 pm
by Savra
Now to work on the lizardmen and a few more other units, techs, and structures.

Re: Scalefolk rework

Posted: Thu Apr 02, 2020 2:56 am
by Savra
New gatormen look.

Re: Scalefolk rework

Posted: Fri Apr 03, 2020 9:44 am
by SirLuciano
Any chance this race rework need assassin units? Maybe some glass cannon(strong attack but weak defense in case you don't know)units?

Re: Scalefolk rework

Posted: Fri Apr 03, 2020 3:03 pm
by makazuwr32
We do not know yet how actually would work this race.
They may have or may not have assasin-like units.

For now they do not need them because it is not even started.

About assasin-like unit we probably will retuin to this idea after we will implement some basic units of revamp.

Re: Scalefolk rework

Posted: Fri Apr 03, 2020 6:01 pm
by Savra
A look at a slightly different tech tree style.

Basically how it works is scaledfolk could have their techs that effect their natural traits like resilience, scales, schutes, strength, etc. And techs that effect their weapons.

Draconians could have a bonus tech that requires the previous techs to research first, for example draconian schutes would require hardened schutes 3. But they won't have any weapon techs, just physical ones.

When I made the draconiana I had in mind that they would start with low armour but good health and attack to compensate (not too good since they will have bonus techs to increase their attributes further.)

They also would be slightly costly due to their Dragon blood causing them to be slightly more greedy then usual.

Re: Scalefolk rework

Posted: Sat Apr 04, 2020 12:32 am
by Savra
Some new ones:

Re: Scalefolk rework

Posted: Sat Apr 04, 2020 12:33 am
by Savra
I'll update my suggestion list so this is less messy.

Re: Scalefolk rework

Posted: Sat Apr 04, 2020 1:40 am
by Savra
Updated.
Savra wrote: Sat Aug 24, 2019 8:09 pm Units:(42 in all)
Kobalds: (7)
Image
Kobald Tlamanih:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Kobald savage:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Kobald slinger:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Kobald darter: (armed with a blow gun)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Monitor rider:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Carnotaur rider:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Kobald broodguard:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Kobald ghost warrior:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Kobald stalker:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

ImageImage
Kobald witchdoctor: (main healer)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Kobald Exuviaewalker:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Velociraptor form:
Desc:
Hp:
Atk:
Rng:
S.rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Dilosaur form:
Desc:
Hp:
Atk:
Rng:
S.rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Pterosaur form:
Desc:
Hp:
Atk:
Rng:
S.rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Tyranosaur form:
Desc:
Hp:
Atk:
Rng:
S.rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:


Image
Kobald welp: (main builder)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Mend:
Arm:
P.arm:
Res:
Bonuses:

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).

Image
Saurian skyhunter:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Mend:
Arm:
P.arm:
Res:
Bonuses:

Image
Saurian skyslasher:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Mend:
Arm:
P.arm:
Res:
Bonuses:

Image
Saurian ambusher:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Mend:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Lizardmen:(10)
Image
Lizardmen murauder:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Lizardmen darter:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Lizardmen Cuextecatl: (Shielder)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:


Image
Komodo rider:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Lizardmen Stalker:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

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Lizardmen headhunter: (skirmisher)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

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Lizardmen Savage: (mace men unit)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

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Lizardmen Hunter: (archer)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Lizardmen Huitznahuatl: (support)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
S.poss:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Salamander Fireslinger:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

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Lizardmen tlahuiztli: (sergent like unit)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Turtlemen:
Image
Turtlemen crusher:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Turtlemen murauder:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Spiked turtlemen:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Turtlemen breacher:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Snakemen:(7)
Image
Snakemen blademaster:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Snakemen Axemen:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Snakemen Spearmen:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Gorgon: (offensive caster)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
S.poss:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
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:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Naga reefhunter: (main sea unit)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

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Naga shrieker: (has scream ability)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
S.poss:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Acid spitter (anti building unit)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
S.poss:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Naga Reeflord:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Gatormen: (3)
Image
Gatormen harpoonist:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Gatormen:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Gatormen Grappler:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Troglodytes:
Image
Troglodyte shield brute:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Troglodyte claw brute:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Draconian:(7)
Image
Draconian Dragon warrior: (shielder)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Draconian darter:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Draconian spearhunter:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Draconian Papalotl: (spearmen)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Draconian Cuachic:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Draconian Savage:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Magma drake rider: (elite cavalry)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Draconian Tlacochcalcatl:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
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)

Image
Firedrake: (red dragon)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Skrill: (storm dragon)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Zmiji:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Acid Dragon:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Xiuhcoatl:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Quetzacoatl:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Other reptiles:(5)
Image
Coatl:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Leviathen:
Image
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Komodo: (scout unit)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Wyrm: (battering ram style unit that can dig)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Basilisk: (special)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
S.poss:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Hydra: (same as before)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Ships:
Raft:
Desc:
Trains:
Hp:
Atk:
Rng:
Sight:
Spd:
Cap:
Arm:
P.arm:
Res:
Bonuses:

Buildings: (14 in all)
Factories:(8)
Image
Temple: (mega, trains draconians and special reptiles)
Desc:
Produces:
Cost:
Hp:
Atk:
Rng:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Bonuses:

Image
Swamp hut: (trains melee infantry and cavalry)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:

Image
Snake pit: (trains snakemen)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:

Image
Warriors den: (trains lizardmen units)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:

Image
Draconian dwellings: (trains draconians)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:

Image
Hunters hut: (trains kobald units)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:

Image
Dragon temple:
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:

Image
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)
Image
Poison tower:
Desc:
Cost:
Hp:
Atk:
Rng:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Bonuses:

Image
Fire tower:
Desc:
Cost:
Hp:
Atk:
Rng:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Bonuses:

Image
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:

Image
Pallisades gate:
Desc:
Cost:
Hp:
Sight:
M.bonus:
Arm:
P.arm:

Mantle:
Desc:
Cost:
Hp:
Sight:
M.bonus:
Spd:
Arm:
P.arm:
Cap:

Poison pit:
Desc:
Cost:
Atk:
Sight:
Arm:
P.arm:

Image
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:
Image
Snakemen reflexes 1:
Cost:
+5% to all dodges.

Image
Snakemen reflexes 2:
Cost:
+5% to all dodges.

Image
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:
Image
Hardened Scales 1:
Cost:
+1 to melee armour.

Image
Hardened Scales 2:
Cost:
+1 to pierce armour.

Image
Hardened Scales 3:
Cost:
+1/+1 to both armours.

Image
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:
Image
Hardened schutes 1:
Cost:
+1 to armour.

Image
Hardened schutes 2:
Cost:
+1 to p.armour.

Image
Hardened schutes 3:
Cost:
+1/+1 to both armours.

Image
Draconian schutes:
Cost:
+1/+1 to both armours for Draconian Dragon warrior.


Savage weaponry: 3 levels. Increases attack.
Researched:
Image
Savage weaponry 1:
Cost:
+1 attack to units with weapons.

Image
Savage weaponry 2:
Cost:
+1 attack to units with weapons.

Image
Savage weaponry 3:
Cost:
+1 attack to units with weapons.


Fierce hunters: 3 levels. Effects ranged units.
Researched:
Image
Fierce hunters 1:
Cost:
+1 range, +1 attack for ranged units.

Image
Fierce hunters 2:
Cost:
+1 range, +1 attack for ranged units.

Image
Fierce hunters 3:
Cost:
Gives ranged units +1 range, +1 attack.


Primal savagery: 3 +1 levels increase attack.
Researched:
Image
Primal savagery 1:
Grants +1 to attack.
Cost:

Image
Primal savagery 2:
Grants +1 to attack.
Cost:

Image
Primal savagerery 3:
Grants +1 to attack.
Cost:

Image
Draconian savagery:
Grants +1 to draconians attack.
Cost:

Reptilian resilience: 3 +1 levels. Increases health of units.
Researched:
Image
Reptilian resilience 1:
Grants +2 hp.
Cost:

Image
Reptilian resilience 2:
Grants +2 to hp.
Cost:

Image
Reptilian resilience 3:
Grants +2 to hp.
Cost:

Image
Draconian resilience:
Grants +2 hp to draconians.
Cost:


Warriors Spirit: 3 levels
Researched:
Warriors spirit 1:
Image
Grants +5% to resistance.
Cost:

Warriors spirit 2:
Image
Grants +5% to resistance.
Cost:

Warriors spirit 3:
Image
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)

Image
Dragons guard:
Researched:
Cost:
Unlocks draconians

Image
Serpentine guard:
Researched:
Cost:
Unlocks snakemen

Troglodyte warband:
Researched:
Cost:
Unlocks troglodytes
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.

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.
[/quote]

Re: Scalefolk rework

Posted: Sat Apr 04, 2020 3:46 am
by Savra
Snakemen reflexes tech.

Re: Scalefolk rework

Posted: Sat Apr 04, 2020 3:55 pm
by Alexander82
are reflexes dodge techs?

Re: Scalefolk rework

Posted: Sat Apr 04, 2020 5:08 pm
by Savra
Yes.

If snakemen are a sub, then their dodge techs would be altogether, but more costly then elves dodge techs.

For example:

Snake like reflexes 1:
Grants all snakemen and nagas +5% to all dodges.
Cost:4-5

Re: Scalefolk rework

Posted: Sat Apr 04, 2020 5:16 pm
by Alexander82
I was asking cause those eyes make them look like range/sight techs so you might try something different if you don't mind

Re: Scalefolk rework

Posted: Sat Apr 04, 2020 8:42 pm
by Savra
Hmm, good point.

Might save 1 for a spell for the gorgon.

Anyway I updated the list a bit.

I was thinking if for a money courier like structure and unit could we do something like this:

Dragons lair:
Van:4
Hp:40
Sight:4
Cap:2 can only carry kobalds.
Arm:3
P.arm:6
Abilities:
Summon Kobald treasurer: rng:1, cool:1
Spit fire: rng:3

The units you stick into the structure act as +1 vanishing for the structure, at the cost of the unit dying.

When vanishing is up, the lair becomes an empty lair and summons 1 neutral Dragon that is aggressive toward players. Basically it has its ups and downs. If it is destroyed then no Dragon is summoned.

Empty lairs stats would be:
Empty lair:
Hp:40
Sight:4
Cap:2
Arm:3
P.arm:6

We could also make it so that instead of a simple summon, you would need to sacrifice a Kobald to get a treasurer.

Re: Scalefolk rework

Posted: Sat Apr 04, 2020 9:45 pm
by Alexander82
well, a courier will be certainly needed, about the building I will check it again later when we'll have a clearer visione of the whole race

Re: Scalefolk rework

Posted: Sun Apr 05, 2020 2:29 am
by Savra
Lizardmens training area, the warriors den.

Re: Scalefolk rework

Posted: Sun Apr 05, 2020 5:32 am
by Savra
Updated.

Re: Scalefolk rework

Posted: Sat Apr 11, 2020 1:28 am
by SirLuciano
Is there already a tech that makes their scales hard and tough for increased defence?

Re: Scalefolk rework

Posted: Sat Apr 11, 2020 2:48 am
by Savra
SirLuciano wrote: Sat Apr 11, 2020 1:28 am Is there already a tech that makes their scales hard and tough for increased defence?
Yes, except it doesn't work.

Re: Scalefolk rework

Posted: Sat Apr 11, 2020 7:14 pm
by Savra
Time for a few dragons. And one other.

Re: Scalefolk rework

Posted: Sun Apr 12, 2020 1:49 pm
by SirLuciano
Savra wrote: Sat Apr 11, 2020 2:48 am
SirLuciano wrote: Sat Apr 11, 2020 1:28 am Is there already a tech that makes their scales hard and tough for increased defence?
Yes, except it doesn't work.
Wait how exactly "doesn't work"? Like no code yet or what? :|

Re: Scalefolk rework

Posted: Sun Apr 12, 2020 5:00 pm
by Savra
Supposedly it should increase your units armour. And give lizardmen better regeneration but none of that works.

Re: Scalefolk rework

Posted: Tue Apr 14, 2020 7:11 am
by SirLuciano
Would that affect the full release of the revamp? :o

Re: Scalefolk rework

Posted: Thu Apr 16, 2020 12:52 am
by Savra
No, the reason it doesn't work currently is most likely due to the scaledfolks being put on hold till the revamp. The revamp should come with working techs.

Re: Scalefolk rework

Posted: Thu Apr 16, 2020 12:57 am
by Savra
Btw, updated list.

Re: Scalefolk rework

Posted: Thu Apr 16, 2020 8:51 am
by DreJaDe
Seriously, Once this guys got implemented, they would be the best race. Best looking race.

Re: Scalefolk rework

Posted: Sun Apr 19, 2020 2:48 am
by Savra
Alright I found a few more dragons, we could transfer some to other races too, or use their names for the other dragons:
Deleted.

Re: Scalefolk rework

Posted: Tue Apr 21, 2020 2:04 am
by Dagravian
Tarrasque isn't a dragon, Imoogi also isn't a dragon. xD
Bahamut and Tiamat are too much powerfull to be put on a lesser category of "dragons" for the scalefolk...

None of these 4 should be used under any race. But map editor bosses...

The rest seens costly but ok.

Re: Scalefolk rework

Posted: Wed Apr 22, 2020 1:28 am
by Savra
Ya I forgot to mention that part.

Anyway, tarrasque could be used as a battering ram like unit trainable in the temple of something similar.

Omoogi, the wyrm (which will have a name change and look change) and any other snake like monster like the leviathen will be added to the serpentine sub.

Bahamut could be a temporary summon at the cost of research and sacrifice that would work similar to the green Dragon summon. It would only be for the lizardmen priest though.