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Re: Scalefolk rework

Posted: Mon Sep 02, 2019 3:53 pm
by Savra
Updated.

Re: Scalefolk rework

Posted: Mon Sep 02, 2019 4:35 pm
by makazuwr32
I would prefer for nagas to be sort of merlocks - high speed in water and low speed (1 or at max 2) on land, also inability to move through forests.

Lizardmen should be sort of skeleton pirates but with a bit lower speed in water than on land.

That is my idea alas.

Re: Scalefolk rework

Posted: Mon Sep 02, 2019 4:50 pm
by Alexander82
Btw all images should be oriented facing the right side.

Noe they will flip when moving

Re: Scalefolk rework

Posted: Mon Sep 02, 2019 7:09 pm
by Savra
All the images I posted or just the draconians?

Because I did them all just in case.

Re: Scalefolk rework

Posted: Mon Sep 02, 2019 7:38 pm
by Puss_in_Boots
Every nonbuilding unit ever must now face right by default.

Re: Scalefolk rework

Posted: Mon Sep 02, 2019 11:45 pm
by Savra
So set them all to face right.

Re: Scalefolk rework

Posted: Tue Sep 03, 2019 4:28 am
by Savra
Dragonborn.

Re: Scalefolk rework

Posted: Tue Sep 03, 2019 4:53 am
by Savra
Btw, if anyone still wants the drake peak to keep its ability to summon a random drake, (if you don't know what I'm talking about read the drake peak topic) Its up for debates. Since it was originally supposed to be built only by the golden dragons.

There are about 5 drakes that the tower was able to summon similar to the grave digger summon corpse ability.

Re: Scalefolk rework

Posted: Tue Sep 03, 2019 7:21 pm
by Alexander82
Please no random summoning of powerful units

Re: Scalefolk rework

Posted: Wed Sep 04, 2019 3:57 am
by Savra
Drakes aren't actually powerful, their attack is low like the wolf and have no bonuses, the only thing that's special is that they fly, they have vanishing too. Some have special abilities and the silver one is still debatable.

Their original stats are here:http://www.ageofstrategy.net/viewtopic.php?f=119&t=5064

Actually their weaker then wolves.

Re: Scalefolk rework

Posted: Wed Sep 04, 2019 5:36 am
by makazuwr32
Actually can't say that they are weaker than wolves:
1. Same hp and attack as wolves have;
2. Have flying;
3. Most of them exept basic one have some sort of ability;
4. Vanishing 6.

Re: Scalefolk rework

Posted: Wed Sep 04, 2019 5:56 am
by Savra
True, but you could kill them with archers as fast as wolves, besides that the gold Dragon is only able to build the drake peak, and we are going to rebalance them anyway too. If anything, I only added the brown one anyway to the list of units so we can just simply scratch the rest out and stick with that and worry about it later when the race gets their new stats.

Re: Scalefolk rework

Posted: Wed Sep 04, 2019 6:06 am
by Alexander82
In general I don't like that concept.

I prefer to leave vanishing only for no-sacrifice summons of spellcasters.

Any kind of building that make drakes or dragons should actually produce them.

Re: Scalefolk rework

Posted: Wed Sep 04, 2019 6:17 am
by Savra
Hm, noted. How about the lizardmen priest unit? Give him the drake summon ability? (Brown drake only.)

The drake peak was originally designed to act like the scaledfolk version of the wolfden since their towers aren't actually the best. It seemed to be fine considering you wanted them to be somewhat like elves but the melee counterpart.

Updated wings on this guy a bit.

Re: Scalefolk rework

Posted: Wed Sep 04, 2019 6:55 am
by Alexander82
There is no need for a dragon summoning spell when you have multiple dragon units.

Also no specific dragon is now approved (I will decide after dwarven implementation) so you can propose various options and I'll check them one by one.

Re: Scalefolk rework

Posted: Wed Sep 04, 2019 2:41 pm
by Savra
Ok.

Re: Scalefolk rework

Posted: Thu Sep 05, 2019 1:26 am
by Puss_in_Boots
Quetzal is definitely not going in for dwarves, and as a flying serpent it is technically dragon enough to be "this race's dragon." :)

Please?

Re: Scalefolk rework

Posted: Thu Sep 05, 2019 4:35 am
by Savra
Wait what? For dwarves? That's absurd, they would have no use for it.

Btw, I plan to change the monitor rider and the welp over to the amphibious kobalds and give the monitor rider a spear instead of a stone axe. Reason being is because I don't want to make a Naga laborer when we can simply make a kobald welp that can swim, since they can already build some of their structures on water it just makes sense. The other reason is because I will make flying forms of all the non-amphibious kobalds and the monitor rider would not need it. Flying kobalds have low attack and can't capture buildings while in flight, it also requires research for this ability and they have No bonuses in flight form.

Re: Scalefolk rework

Posted: Thu Sep 05, 2019 7:57 am
by Alexander82
Puss_in_Boots wrote: Thu Sep 05, 2019 1:26 am Quetzal is definitely not going in for dwarves, and as a flying serpent it is technically dragon enough to be "this race's dragon." :)

Please?
Who said that? 😂

Re: Scalefolk rework

Posted: Fri Sep 06, 2019 5:06 am
by Savra
Tried to make it more like a megalania, but it looks more like a salamander so I'll just settle for magma drake rider.

Also reworked the monitor rider.

Plus, the Cuachic.

Re: Scalefolk rework

Posted: Fri Sep 06, 2019 5:37 am
by Savra
Updated.

Re: Scalefolk rework

Posted: Fri Sep 06, 2019 11:22 pm
by Puss_in_Boots
I think we have more than enough draconian melee. We should try reworking structures.

Re: Scalefolk rework

Posted: Sat Sep 07, 2019 1:53 am
by Savra
I do have 1 more but I guess your right, (can't think of what to do with it.) The only structures I see us needing right now is the Naga den, Dragons perch, Shamans circle, and Draconian lair. I think scaledfolk should use a lot of traps, since their defences are poor. I'll see what I can do, plus I'll finish up the other units too.

Re: Scalefolk rework

Posted: Sat Sep 07, 2019 3:27 am
by Savra
Updated lamia.

Also added a the occupied part of the hunters hut.

Re: Scalefolk rework

Posted: Sat Sep 07, 2019 4:35 am
by makazuwr32
I think 1-2 traps will be enough.
Also i am thinking to give them some quite tough tower (when compared to their current ones).

Re: Scalefolk rework

Posted: Sat Sep 07, 2019 4:38 am
by Savra
Dragons perch.

2 traps should be fine, poison pit and pungi trap.

Also stronger tower could simply be the fort since it looks close enough to the original design and Aztecs and other mesa-American tribes did have them in places that needed better defences. Just remove its production capabilities and it should be fine.

Re: Scalefolk rework

Posted: Sat Sep 07, 2019 4:42 am
by makazuwr32
Fort visually can fit. Alas stats should be revised.

Re: Scalefolk rework

Posted: Sat Sep 07, 2019 5:17 am
by Savra
Yes, definitely.
Shamans circle.
Nagas den.
Draconian lair.

Re: Scalefolk rework

Posted: Sat Sep 07, 2019 11:31 pm
by Savra
Gorgon, Acid spitter, Naga Shrieker.

Re: Scalefolk rework

Posted: Sat Sep 07, 2019 11:34 pm
by Savra
Updated.

12 more unit and building images left. (Others are already fine, the ones that don't have images that is.)
12 more tech images. (Actually theirs a bit more but I don't plan on doing them yet till I'm done with the dwarves runes and blacksmith techs.)

Added devourer, who could be brighter. Lizardmen priest, lizardmen sergeant.