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Re: dwarves
Posted: Tue Apr 21, 2015 7:01 pm
by Alexander82
For fire i was thinking a magmatic attack or a fire wall, or even an enchantment for a unit (like an effect to give a burning attack).
I also was thinking another mechanic to balance the rune master.
The rune master should produce runes during its turns.
For example a weak spell should cost 1 rune point, while a strong effect should require more points (as if you need more time to carve that rune).
So, if you want the earthquake to be a strong spell with a high attack you can do it but you require, let's say, 4 turns to build up enough runes and unleash that attack.
In the meanwhile the rune master cannot attack and it's vulnerable to enemy attacks
btw if you like the runes i'll make more and add more details (right now i just made a basic rune and added a different runic symbol)
Re: dwarves
Posted: Tue Apr 21, 2015 7:46 pm
by ollie444
Wait for other peoples opinions i think
Re: dwarves
Posted: Fri May 01, 2015 8:11 am
by Ness
From units of dwarves.
I think they should have crossbowman on place of musketeer and some catapult on place of bombarde.
Re: dwarves
Posted: Mon May 04, 2015 8:09 am
by ollie444
What do you think runes or no runes?
Re: dwarves
Posted: Tue May 05, 2015 7:47 am
by Ness
I like rune idea
Re: dwarves
Posted: Tue May 05, 2015 9:26 am
by ejm29
Me to

Re: dwarves
Posted: Tue May 05, 2015 7:28 pm
by ollie444
Great, let's do this then!
Re: dwarves
Posted: Tue Jun 23, 2015 12:07 am
by Alexander82
What about a rounder look for runes?
Re: dwarves
Posted: Tue Jun 23, 2015 12:43 am
by Alexander82
I'm working on a dwarven crossbowman (it might be the main ranged unit for that race)
Re: dwarves
Posted: Tue Jun 23, 2015 12:55 am
by Alexander82
edited the helmet and crossbow
Re: dwarves
Posted: Tue Jun 23, 2015 8:56 am
by ejm29
They look great!

Re: dwarves
Posted: Tue Jun 23, 2015 12:00 pm
by Alexander82
Thank you!
Quiver Added
Re: dwarves
Posted: Tue Jun 23, 2015 3:22 pm
by Alexander82
I made the chain of a lighter color
Re: dwarves
Posted: Tue Jun 23, 2015 6:08 pm
by Ness
Wow that looks great
Re: dwarves
Posted: Wed Jul 29, 2015 6:44 pm
by Alexander82
i had to edit the boar riders (i noticed they where wider than 32)
Re: dwarves
Posted: Thu Jul 30, 2015 4:45 am
by Alexander82
I Tried to improve their mouth
Re: dwarves
Posted: Mon Sep 28, 2015 7:29 pm
by balint
I dont know if it was mentioned already but here is a suggestion for an elite dwarf
Dwarven Dragon slayer:
Attack power really low 3-4
High armour : 15
High pierce armour:10
35 health
2 movement
very high training time 15-20 turn
skill: shield burry- readies his shield to defend against anything-> Enemy cant damage him for 1 turn but has a stun effect in the next 2 turn (cant move and cant attack)
HUGE bonus on every kind of dragons
If you like it I make a description for it too.
Re: dwarves
Posted: Mon Sep 28, 2015 7:32 pm
by Alexander82
I already made a unit called slayer that is adept at killing dragons and other big monsters, do you want me to make another? How would you like it to be equipped?
Btw, i don't think that would make sense a unit that cost 15 that can kill dragons in 1 blow (dragons cost much less than that) but it makes 3 damage to every other unit.
The shield blurry skill is very fit for the dwarven defender (that is an elite unit).
Re: dwarves
Posted: Mon Sep 28, 2015 7:41 pm
by balint
I have been a litle bit completely inactive lately

My idea is based on the Dragon Slayer found in third age total war.
The concept of the unit is, that it is a tank unit which can take a lot of damage. My original concept was meant to be a little bit more powerful and effectivw against infantry and not only dragons.
One thing I forgot out of my list that it is immune to fire damage (fire arrow, mage's fire blast... does 0 damage to him)
In my original concept they have the attack power of a dwarf axeman and deal double damage to dragons, while dragons inly deal 50 % of their original damage to them.
Re: dwarves
Posted: Mon Sep 28, 2015 8:06 pm
by Alexander82
Take a look. That's what we have right now. Also, in place of normal magic there are runes.
Race Symbol:
Buildings:
Tavern:
Shooting Stand:
Mountain Stronghold [Mega Mansion]:
Kingdom under the mountain[Mega Mansion]:
Rune Mason:
Units
Worker:

Standard Worker Unit
Axeman: 
Strong infantrist, should need 4 turns
Dwarven Crossbowman 

Main ranged unit
Musketeer: 
Good distance fighter
best version: a shot is very strong but the musketeer has to reload his weapon the thurn after
when this isn't possible: good infantrist, shoult need 4 turns also
Beserk: 
Axe fighter with double-strike ability and a better armor then the Axeman
Dwarven Slayer:




Slayer are particularly adept at killing giants, ogres, trolls, dragon, demons, big stuff!
Dwarven Defender:



Something like a panzer with an axe, really hard to kill and strong
Bear Rider: 
Dwarven cavalry, 1 movement slower then normal riders but hard lance attack, bonus against cavalry
Boar Rider:

Dwarven Cavalry. Great against any non-mounted unit
Heavy Board Rider:

Dwarven Cavalry. Upgrade for the Boar Rider. Even greater against any non-mounted unit and pretty sturdy
Bombarde: 
Unit from the Mountain Stronghold, cannon
Rune Master: 
Dwarven caster. We can research new runes at the rune master to make it use more spell-like abilities
Priest: 
Dwarven warrior healer
Cleric: 
Upgrade for the priest. Stronger and with a wider range
War Smith:
Unit that works both as fighter and worker
Dwarf Monk: 
Expert in martial arts; his fists are hard as rocks and can heal by himself by regenerating every turn or by using his action to fully heal
Re: dwarves
Posted: Mon Sep 28, 2015 8:35 pm
by balint
Thank you for listing it to me. There has been a lot of new stuff added since I last checked

Re: dwarves
Posted: Mon Sep 28, 2015 10:12 pm
by Alexander82
Btw, seeing your interest on the dwarven topic i made another mega mansion for them. I think that might fit more that race.
Let me know what you think about it.
Being a building under a mountain he might be less vulnerable against conventional siege units
Re: dwarves
Posted: Tue Sep 29, 2015 2:55 pm
by balint
Alexander82 wrote:Btw, seeing your interest on the dwarven topic i made another mega mansion for them. I think that might fit more that race.
Let me know what you think about it.
Being a building under a mountain he might be less vulnerable against conventional siege units
I like that image a lot. Maybe some gold-light blue decoration on the gate would make this even greater
Re: dwarves
Posted: Tue Sep 29, 2015 3:05 pm
by balint
I woulf like to aslo suggest an advanced worker, the engineer/mechanic(h).
Have more buildinh points/ can use building twice a turn. And has a little higher fighting power than the simple worker
Re: dwarves
Posted: Tue Sep 29, 2015 3:41 pm
by Alexander82
Something like a dwarven artisan. It might cost 4 (double of a basic worker, cause every dwarf is somehow adept at crafting) but having a double action and decent stats to allow him to defend himself
Re: dwarves
Posted: Tue Nov 17, 2015 4:31 pm
by Stratego (dev)
look how nice dwaves i found on my drive
Re: dwarves
Posted: Tue Nov 17, 2015 4:38 pm
by Alexander82
Good, these might be good for warriors and workers, do you want me to use that as base for some new units i'll make?
Re: dwarves
Posted: Tue Nov 17, 2015 4:44 pm
by Stratego (dev)
yes! thanks!
Re: dwarves
Posted: Tue Nov 17, 2015 11:20 pm
by Hardeep
Dwarven monk
Dwarf with robes and a double bladed staff OR a staff soth metal studs on each end (whichever one seems better)
He would be able to heal like the templar
Two attacks (healing could be a cooldown ability so you can only heal once but attack once as well)
Built where preists and clerics are built
Can meditate (costs 2 actions +movement but heals half of max health and gives +1 power for 2 turns, can stack)
Stats are open for suggestions
Maybe costs 3-5
Re: dwarves
Posted: Thu Nov 19, 2015 5:08 am
by TheBluePhoenix
Every thing looks super cool the images are awesome too . I think this race will be good