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Re: Tavern or mercenary post
Posted: Fri Dec 29, 2017 10:45 pm
by DoomCarrot
The units produced there should also be very useful in certain situations. They should at least have one unit that can fill each weakness in each race. To give people reason to take it.
Good ranged unit for undead.
Good heavy cavalry unit/vanguard unit for elves
Good flying unit for orcs maybe?
Not sure for humans, humans don't have many weaknesses.
But you get the idea maybe
Re: Tavern or mercenary post
Posted: Fri Dec 29, 2017 11:07 pm
by General Brave
I'm pretty sure the human have weakness.
Against the orcs strength and number.
Against the elves range and speed.
Against the Undead Navy. For me at least.
Re: Tavern or mercenary post
Posted: Fri Dec 29, 2017 11:42 pm
by DoomCarrot
None of those things are weaknesses though, but rather strengths of other races.
Humans have decent everything basically. Decent range, decent fortification, decent navy, decent infantry, decent cavalry, decent workers, decent flying units, etc.
However, they do not have any extreme strengths in particular, whereas each of the other races excel in at least one area.
That is why I mean it is hard to think of a unit that fills a human weakness, because they really don't have any in particular lol. Orcs have no flying units, ad therefore struggle against any sort of long range/crowd killing siege weapons. Elves have a hard time getting tough vanguard troops, because their only good ones cost many turns to get. Undead have pretty awful range and rely mostly on melee, etc
Re: Tavern or mercenary post
Posted: Fri Dec 29, 2017 11:57 pm
by Sunrise Samurai
Probably the biggest "weakness" humans have is their limited access to special abilities. Yes, mages have fireball, but so do a half dozen other units in various races, even the equivalent lighting storm in elves. They can't summon or raise dead, for example.
Orcs actually have a decent flying unit, green dragon, that can fill that role. Regardless, they do tend to struggle at a distance.
Re: Tavern or mercenary post
Posted: Sat Dec 30, 2017 3:16 am
by General Brave
Maybe you could get necromancer to make your army serve longer after death. Vampires, werewolves, and other whatnot that you can't get because of your race.
We could also have the hero units like the royal Hunter, the paladin, the hero knight, if you invest in a random chance choice.
This will definitely help with the weaknesses of your race and strengthen your strength.
Re: Tavern or mercenary post
Posted: Sat Dec 30, 2017 10:16 am
by Sunrise Samurai
Definitely a wandering necromancer. (not lich, that's best left for undead due to 9 range and convert, so undead are the clearly better choice for raise dead still.) vampire sounds interesting. Maybe a solitary druid, so other races can benefit from elf druid's wolves, plus eagle eye. Without nature tech and elf archers behind it, elves still do it better. Mercenary wizard (mage) would be great, giving fireball and lifelink without needing the tech for fireball. Questing shaman (orc shaman on a vision quest) gives access to 50% heal, strengthen, and trample, but still withholds the 100% heal and summon dragon spell for orcs.
Normally unrecruitable units like heroes are a good idea too. Add in elephants (why not?) and rocs, since we've got them. This makes populating this building pretty easy, since we honestly never designed any new units for it. Just reskinned old ones.
Re: Tavern or mercenary post
Posted: Sat Dec 30, 2017 10:22 am
by Midonik
Should wandering necromancer be able to summon golem? I would prefer not,this unit is too strong amd irritating to be given to all races. But I think he should have delay vashining,it will be great for elfs.
Re: Tavern or mercenary post
Posted: Sat Dec 30, 2017 10:38 am
by Sunrise Samurai
Hmm. Golem is an interesting point. Given the difficulty in balancing vanishing outside undeads, I think it would be easy enough to deal with, especially when you could get more permanent benefits from just using raise dead. And more troops at the same time.
Re: Tavern or mercenary post
Posted: Mon Jan 01, 2018 1:51 am
by General Brave
I'm wondering, what should count as other currency for the other race? Goblin slaves could be one because they could be sold. the elf well,
http://www.ageofstrategy.net/viewtopic.php?f=83&t=5059. And Undead could be soul collector or trader.
Re: Tavern or mercenary post
Posted: Mon Jan 01, 2018 6:32 am
by General Brave
http://www.ageofstrategy.net/viewtopic.php?f=84&t=5066
Seems like everyone now has currency, so what should you be able to buy?
We already agreed that we able to get a wandering necromancer. Which I suppose could have the same stats or weaker. A orc shaman the gives all the benefits. Vampire maybe. Ventures Templar. Possibility hero units. Elephants. A Fantasy version of the longbow. And whatever new units we can make up for it. And also could it give different sea units if it right next to river tile?
Re: Tavern or mercenary post
Posted: Mon Jan 01, 2018 8:08 am
by makazuwr32
Maybe amphibian Giant sea turtle?
Re: Tavern or mercenary post
Posted: Mon Jan 01, 2018 8:11 am
by General Brave
Giant sea turtle? Can they carry units? I think so.
Re: Tavern or mercenary post
Posted: Mon Jan 01, 2018 4:24 pm
by makazuwr32
One or two.
Also suggest for this turtle special ability:
Spiked Shell passive: Deals additional 50% of melee attaking unit's damage as retalion damage (in addition to counter strike)
Re: Tavern or mercenary post
Posted: Tue Jan 02, 2018 12:28 pm
by Sunrise Samurai
Lol makazuwr seems to have been playing Warcraft III lately. Most of his recent suggestions are from there.
Re: Tavern or mercenary post
Posted: Tue Jan 02, 2018 12:49 pm
by makazuwr32
That's my most loved game.
I'm playing into this game from the beginning...
Re: Tavern or mercenary post
Posted: Wed Jan 03, 2018 12:05 am
by General Brave
Well, is that all?
Re: Tavern or mercenary post
Posted: Wed Jan 03, 2018 9:06 am
by makazuwr32
As for now we have at least 9 units for tavern:
Necromancer
Giant Sea Turtle (or if we don't use it than for naval units regular merlocks?)
Elf Druid
Mage
Orc Shaman
Elephant
Elephant archer
Vampire (but i don't like this idea because they have 2 forms, good armor and perma-lifelink in both forms)
And maybe random Hero (but firstly we need to remove techs from heroes or give them both humans and elven techs)
And more my personal suggestions:
Eagle (great scouting unit but nothing more without mounting, would be good for orcs)
Elven wagons (maybe?) but with redused capacity to 1
Re: Tavern or mercenary post
Posted: Wed Jan 03, 2018 4:45 pm
by General Brave
Do we have to use the image we got or do we have to make new ones?
Re: Tavern or mercenary post
Posted: Wed Jan 03, 2018 7:49 pm
by makazuwr32
I think we can use images that we got exept of Sea turtle (because we haven't image for it yet)
Re: Tavern or mercenary post
Posted: Fri Jan 05, 2018 5:31 am
by General Brave
Seems good, does anyone know where the JSON of the units we listed?
Re: Tavern or mercenary post
Posted: Mon Jul 09, 2018 11:06 pm
by General Brave
I'm guessing we can do this now.
Re: New TC like Structure
Posted: Fri Jul 27, 2018 1:04 am
by General Brave
Something else.
Re: Tavern or mercenary post
Posted: Fri Jul 27, 2018 1:22 am
by General Brave
Bringing this one up.
Re: New TC like Structure
Posted: Wed Aug 01, 2018 5:54 am
by General Brave
Definitely want this back.
Re: New TC like Structure
Posted: Tue Aug 28, 2018 1:15 pm
by Alexander82
Since i've been reading about mercenary I've searched for this old topic
Re: New TC like Structure
Posted: Tue Aug 28, 2018 11:04 pm
by General Brave
Definitely need these.
Tavern/Adventurer Guild Hall
Posted: Sun Dec 08, 2019 4:45 am
by SirLuciano
I am a new player

and I'm a big fan of your work devs,also I have suggested a historical unit on AoS forums and now I will suggest in this AoF forums
Tavern/Adventurer Recruitment Hall/Guild House
(Any more name suggestions for a structure that can spawns random human,elf,dwarf units/adventurers)
So this structure is like the taverb in some RPG games where you can recruit adventurers and it has a questboard that makes adventurers serve the kingdom something like that
Stats
Hp:(I'm not good at stats so it'll be really nice if anyone can suggest the Hp for this strutcure)
Summons:(any tier 1-2 ground melee/range unit for humans,dwarves,and elves for 2 turns)
It is a structure that summons units without any command like you cannot choose what unit to produce because it is randomized
Its ok to say if it is a good or bad idea
Re: Tavern/Adventurer Recruitment Hall
Posted: Sun Dec 08, 2019 5:31 am
by makazuwr32
We already have similar idea somewhere but not with randomized recruitment and instead with preset pack of trainable various units from all races (availible for all factions). Alas still did not decided whom add into that building and cost for them.
Building itself would be placable on the map and capturable like ruined fortress.
Re: Tavern/Adventurer Recruitment Hall
Posted: Sun Dec 08, 2019 8:15 am
by SirLuciano
What kind of various units like new units or the same base units? Because if its gonna be the same base units it should be tier 1-2 because tier 3 seems OP

also I would like to see what the building looks like
Re: Tavern/Adventurer Recruitment Hall
Posted: Sun Dec 08, 2019 10:34 am
by makazuwr32
We did not decided yet - new ones or existing.