Page 13 of 15

Re: Scalefolk rework

Posted: Thu Apr 23, 2020 10:03 pm
by Dagravian
No.

These names evoke too much power for what you want to do in game. They are more suitable as neutral bosses and aren't suitable units for any race since they don't obey or take allies, they usually destroy them...

If you want a couple of dragons, call them in a generic way (like green or blue dragon)... Avoid "big boy" mentions as they are too much powerfull than any regular creature produceable in game.

Re: Scalefolk rework

Posted: Thu Apr 23, 2020 11:20 pm
by Savra
I would prefer to avoid the "colour dragon" idea because it's too overused, plus I wanted to expand on different naming methods for them, over simply "dragon" though most those other dragons like bahamat I can understand being simply map editor boss units.

We do need more creativity in that respect you have to admit.

Re: Scalefolk rework

Posted: Fri Apr 24, 2020 12:13 pm
by Midonik
First of all, do we need that many dragons in the faction? I fear they would have to overlap. There is already a plenty, I don't see need to add anymore.

Re: Scalefolk rework

Posted: Sat Apr 25, 2020 2:41 am
by Savra
It would be for future purposes.

I still have to finish current units that were suggested but recently I don't have as much time to work with them currently. So hopefully I can get some done tomorrow.

Re: Scalefolk rework

Posted: Sun Apr 26, 2020 4:47 pm
by Savra
Updated.

Re: Scalefolk rework

Posted: Tue May 05, 2020 7:07 pm
by Savra
Updated list, changed azdaha to zmij instead, added a new dragon.

Re: Scalefolk rework

Posted: Sun May 10, 2020 6:16 am
by Savra
Btw, as a heads up I might add a 3rd sub also, being how some of the units for it are already made. They would act similar to how the slayers might act for dwarves but they would have a bit more features.

Re: Scalefolk rework

Posted: Sun May 10, 2020 6:24 am
by Savra
I'm referring to these guys, though I might polish up the megalania rider.
ImageImageImageImage

Re: Scalefolk rework

Posted: Mon May 11, 2020 5:55 pm
by Savra
Updated.

Re: Scalefolk rework

Posted: Tue May 12, 2020 4:38 pm
by Savra
Some new ones.

Re: Scalefolk rework

Posted: Tue May 12, 2020 4:50 pm
by Stratego (dev)
savra: awesome!
i talked to alexander and told me i can not put these all in as many are not only reskin but totally differetn units than current ones.
however if u know any unit in game that
a) not looking nice
b) you have better image of the exact same unit (so an archer is still archer and a rider still rides same animal)

than tell me which image to change in game with which new image.

thanks!

Re: Scalefolk rework

Posted: Tue May 12, 2020 4:58 pm
by Savra
Actually, these are scaledfolks remake units. So when they get remade these will be ready for them. I'll try and keep the old model images for the retro texture too.

Another updated one.

Re: Scalefolk rework

Posted: Tue May 12, 2020 5:24 pm
by Savra
Updated list and added troglodytes, based off the newer variants not the older ones since the lizardmen brutes look similar to the new models.
Image

Re: Scalefolk rework

Posted: Tue May 12, 2020 5:45 pm
by Savra
Updated.

Re: Scalefolk rework

Posted: Tue May 12, 2020 5:52 pm
by Savra
The red seemed to match too much with the draconians so I changed it to black, plus black scale lizardmen seem interesting enough.

Any thoughts?

Re: Scalefolk rework

Posted: Thu May 14, 2020 5:01 pm
by Savra
Last Dragon.

Re: Scalefolk rework

Posted: Thu May 14, 2020 5:27 pm
by Savra
Updated.

Re: Scalefolk rework

Posted: Sat May 16, 2020 11:05 pm
by Savra
Test 2:
Image

Alright it seems to be working.

Re: Scalefolk rework

Posted: Sat May 16, 2020 11:08 pm
by Savra
Updated list.

Re: Scalefolk rework

Posted: Sun Jul 19, 2020 6:23 pm
by Savra
Maybe I should finish this list the rest of the way, I hate looking at those empty spots.

Also, maybe the new art styles i've been trying might help me with the techs and the such.

Re: Scalefolk rework

Posted: Sun Aug 23, 2020 5:54 pm
by Savra
New. Redesign.

Re: Scalefolk rework

Posted: Mon Aug 24, 2020 5:35 pm
by Savra
New. Updated.

Re: Scalefolk rework

Posted: Fri Aug 28, 2020 9:53 am
by Anchar
It was written that you have not yet decided what the lizards will have, so I made this image. In theory, it should be a cavalryman with a hammer.

Re: Scalefolk rework

Posted: Fri Aug 28, 2020 10:58 pm
by Savra
Updated list.

You can use any of those that I created as a template if you want, actually I might have some templates saved already.

(It's on pg.12)

Re: Scalefolk rework

Posted: Sat Aug 29, 2020 2:06 pm
by desatixix
I can't wait to play for them) How soon will they appear? and how many units will there be?

Re: Scalefolk rework

Posted: Sat Aug 29, 2020 11:24 pm
by Savra
I'm not sure what units will get in, I was just told to make some and they'll choose what.
As for when, it's after they're done with dwarves, however long that takes that is. But by then we would have more effects we can use.

Re: Scalefolk rework

Posted: Mon Aug 31, 2020 9:07 am
by MightyGuy
Hello everyone, I'm back again.

I've played with scaledfolk race last time and I noticed that "DEVOURER" unit is seems OP and unkillable.

I think DEVOURER needs a Nerf:

COST: 4 > 5
HP: 40 > 36

or

HP: 40 > 35
POWER: 10 > 9


Here, I tried to rework his old Sprite to make it look creepier.

I don't know if I can still improve it.
(Now 32x64)

I didn't read this whole topic yet, I'm not sure if you have already changed / planned on Devourer unit
Devourer_NEW_-20Bit.png
Devourer_NEW_-20Bit.png (1.84 KiB) Viewed 9042 times

Re: Scalefolk rework

Posted: Mon Aug 31, 2020 11:04 am
by makazuwr32
Scalefolk race is on hold for now.
We are working on dwarves and other races right now as well as on some new concepts.

Later when we will begin working on scalefolks their current units will be wiped off the game and replaced with completely new ones (new images, stats, abilities, concept of advancing and so on).

Re: Scalefolk rework

Posted: Mon Aug 31, 2020 11:07 am
by Alexander82
Btw, welcome back @MightyGuy

I can confirm what maka said ;)

Re: Scalefolk rework

Posted: Mon Aug 31, 2020 2:36 pm
by Savra
This is what I and some o there have made so far. (Some I pulled out of old topics and put here.)
I'll throw that in with it too.
Savra wrote: Sat Apr 04, 2020 1:40 am Updated.
Savra wrote: Sat Aug 24, 2019 8:09 pm Units:(66 in all)
Kobalds: (12)
Image
Kobald Tlamanih:
Desc: Fierce warriors who seem to prove themselves to their dragon gods.
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

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Kobald savage:
Desc: These warriors focus on quick frenzied assaults on their chosen query.
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Kobald slinger:
Desc: These fearless warriors focus their sights on much larger prey, slinging stones at remarkable speed.
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Kobald darter: (armed with a blow gun)
Desc: Kobalds that specialize in ambushing enemies with the use of darts, they make use of various poisons to weaken their prey.
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Monitor rider:
Desc: Kobald warriors atop fast monitor lizards, focus on quick assaults and scouting for new prey to hunt.
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
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Bonuses:

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Carnotaur rider:
Desc: Kobalds that have managed to tame mighty Carnotaurs, what once stalked the outer reaches of the Kobalds camps, preying on straggling hunters, now is being used to hunt down enemy cavalry.
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Kobald broodguard:
Desc: Kobalds who well trained in facing large beasts, they use their stone tipped spears to help protect their kin, from whatever monstrosity that may approach.
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
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Arm:
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Res:
Bonuses:

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Kobald ghost warrior:
Desc: Warriors who were promised that their death would allow them to hunt alongside their dragon gods and ancestors in th afterlife, they focus on quick assaults at the cost of their own lives even.
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Kobald stalker:
Desc: Kobalds who use throwing sticks to slow enemy troops advancements into their territory.
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

ImageImage
Kobald witchdoctor: (main healer)
Desc: Kobalds that have learned to channel the spirits of nature in order to aid their allies.
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Kobald Exuviaewalker:
Desc: Kobald shamans who have dabbled to much into the dark arts, now they are known as Exuviaewalkers, shamans who are able to transform at will to various Fierce beasts of their choosing.
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Velociraptor form:
Desc: A fast form that makes use of quick, vicious attacks on their prey. Often hunts in packs.
Hp:
Atk:
Rng:
S.rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Dilosaur form:
Desc: A form that is able to spit venom to blind and harm their toes at a considerable distance.
Hp:
Atk:
Rng:
S.rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Pterosaur form:
Desc: A large flying reptile form that is able to fly above all forms of terrain.
Hp:
Atk:
Rng:
S.rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Tyranosaur form:
Desc: A large reptilian form that can dispatch of enemy troops with great ease, a sight to behold.
Hp:
Atk:
Rng:
S.rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:


Image
Kobald welp: (main builder)
Desc: Lowly Kobalds often laboring away at their masters will. Often times they are either the runts of a brood or disgraced warriors who've lost their honour.
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Mend:
Arm:
P.arm:
Res:
Bonuses:

Saurians: (3) (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: Winged reptilians who stalk the skies, looking for some hapless prey to spear.
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Mend:
Arm:
P.arm:
Res:
Bonuses:

Image
Saurian skyslasher:
Desc: Saurians who specialize in harassing enemy troops from the air, they're able to glide over any obstacle.
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Mend:
Arm:
P.arm:
Res:
Bonuses:

Image
Saurian ambusher:
Desc: Saurians who use stone bolas to entangle their prey, impeding it from going any further.
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Mend:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Lizardmen:(11)
Image
Lizardmen murauder:
Desc: A special breed of reptilian warriors who specialize in melee combat, they're able to leap over enemy defences with ease.
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Lizardmen darter:
Desc: A special breed that uses their keen eyesight and specialized toxins to better hinder their queries advances.
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Lizardmen Cuextecatl: (Shielder)
Desc: Specialy breed lizardmen with tough schutes, that aid in deflecting incoming projectiles with ease.
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:


Image
Komodo rider:
Desc: Lizardmen who use Specialy breed komodo's to harass enemy infantry.
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Lizardmen Stalker:
Desc: Lizardmen who pelt their prey from afar the stone tipped javelins, whilst riding atop a Fierce komodo dragon.
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Lizardmen headhunter: (skirmisher)
Desc: Specialy breed lizardmen who are well equipt to take out archers. Their camelinic skin allows them to turn temporarily invisible.
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Lizardmen Savage: (mace men unit)
Desc: Lizardmen who use heavy wooden clubs to help dispatch of particularly armoured infantry.
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Lizardmen Hunter: (archer)
Desc: Lizardmen who have mastered the bow, they excel at shooting down Arial prey as well as infantry from a considerable distance.
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Lizardmen Huitznahuatl: (support)
Desc: Lizardmen who use a special kind of mojo to aid their allies in battle as well as keep fallen gods at Bay.
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
S.poss:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Salamander Fireslinger:
Desc: Reptiles who've adapted to the flame and love setting things ablaze.
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Lizardmen tlahuiztli: (sergent like unit)
Desc: Those Lizardmen who own many slaves, as well as fought many battles. They are an inspiration to their lower kin.
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Turtlemen: (4)
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:(9)
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:

Image
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: (2)
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:(8)
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
Dracotaur Murauder: (elite cavalry)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Dracotaur lancer:
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
Devourer:
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:(6)
Image
Coatl:
Desc:
Trains:
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:

Navy: (1)
Raft:
Desc:
Trains:
Hp:
Atk:
Rng:
Sight:
Spd:
Cap:
Arm:
P.arm:
Res:
Bonuses:

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

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

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

Buildings: (17 in all)
Factories:(9)
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:(22 in all)
Kobalds:( 1)
Hunters instincts:
Image
Grants: kobalds gain +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)
Seers stone: 3 levels
Seers stone 1:
Image
Grants:+1 ability range
Cost:

Seers stone 2:
Image
Grants: +1 ability range
Cost:

Seers stone 3:
Image
Grants: +1 ability range
Cost:

Draconic runes: 3 levels
Draconic runes 1:
Image
Grants:
Cost:

Draconic runes 2:
Image
Grants:
Cost:

Draconic runes 3:
Image
Grants:
Cost:

Dragons rage: 3 levels
Dragons rage 1:
Image
Grants:
Cost:

Dragons rage 2:
Image
Grants:
Cost:

Dragons rage 3:
Image
Grants:
Cost:

Dragons reach: 3 levels
Dragons reach 1:
Image
Grants: +1 ability range
Cost:

Dragons reach 2:
Image
Grants: +1 ability range
Cost:

Dragons reach 3:
Image
Grants: +1 ability range
Cost:

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]