Human Subrace: Warfell.

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makazuwr32
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Re: Human Subrace: Warfell.

Post by makazuwr32 »

Also add him to the main body of humans. Not as part of warfell 'cause i think 17 units (4 basic ones, 4 cavalry, 2 naval, 3 elite, 2 very good casters and 2 legendary units) is a enough for a full subfaction.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Human Subrace: Warfell.

Post by makazuwr32 »

makazuwr32 wrote: Mon Aug 20, 2018 2:12 pm @Alexander82, @General Brave
My personal suggestion of Warfell Subrace.

0. You need research 6 turn cost Legendary research (only one player can research it!) "Warfell reinforcements" in TC to unlock Warfell units. Use for research Shield image from first post.
0.1. All units exept of king, queen, ships, and casters are affected by human blacksmith upgrades.
1.
Fort:
Hp - 80
Attack - 8
Range - 7
Actions/turn - 1
Armor - 2/8
Carry capacity - 3
Heal rate - 10
Construction rate - +20%
Mending rate - +100%
Affected by Masonry upgrade.
Trains and researches:
a.
Warfell footman/Warfell elite footman:
Cost - 2 turns
Hp - 20/23
Attack - 9/12
Armor - 1/1 for both.
Dodges - 0%/0%/50% for elite only.
Speed - 3
Sight - 4
Spell resist - 30%
Standart bonuses to buildings.
b.
Warfell spearman/Warfell elite spearman:
Cost - 2 turns
Hp - 12/15
Attack - 5/7
Range - 1, affected by blacksmith "Reach" upgrade.
Armor - 1/1 for both.
Speed - 3
Sight - 4
Spell resist - 30%
450% bonus to cavalry and 600% to extremly heavy cavalry (like other basic pike units have)
c.
Warfell archer/Warfell elite archer:
Cost - 2 turns
Hp - 14/17
Attack - 6/7
Range - 5/6
Armor - 1/1 for both.
Speed - 3
Sight - 7/8
Spell resist - 30%
50% bonus to infantry.
d.
Shield Guard:
Cost - 3 turns
Hp - 30
Attack - 9
Armor - 3/6
Speed - 2
Sight - 4
Spell resist - 30%
Standart bonus to buildings.
e. Research "Elite warfell training" - upgrades footman, spearman and archer, unlocks for training cavalry.
f.
Warfell Knight:
Cost - 4 turns
Hp - 40
Attack - 15
Armor - 2/4
Speed - 5
Sight - 8
Spell resist - 30%
50% bonus to all infantries, siege, giants.
g.
Warfell Lancer:
Cost - 4 turns
Hp - 32
Attack - 9
Armor - 2/4
Speed - 5
Sight - 6
Spell resist - 30%
150% bonus to all cavalry units and 250% bonus to heavy cavalry ones (imperial knight)
h.
Warfell Captain:
Cost - 6 turns
Hp - 48
Attack - 16
Armor - 3/3
Speed - 5
Sight - 6
Spell resist - 50%
Abilities:
Captain's presence (Aura) - affects all cavalry of Warfell, adds +1 to speed and +2 to damage, Range - 3. Non-stackable.
i.
Warfell Marshal:
Cost - 6 turns
Hp - 50
Attack - 14
Armor - 3/4
Speed - 5
Sight - 6
Spell resist - 60%
Abilities:
Marshal's presence (Aura) - affects ALL non-mounted units of warfell excluding legendary ones, Adds them +1 damage, +1/+1 armor, +1 speed.
2.
Warfell magic academy (Renamed ministry of War):
Hp - 40
Attack - 0
Armor - 0/6
Carry capacity - 2
Construction bonus - 0%
Mending bonus - 0%
Affected by Masonry upgrade.
Trains:
a.
Warfell Sorcress:
Cost - 5 turns
Hp - 12
Attack - 0
Armor - 0/0
Speed - 3
Sight - 6
Spell range - 4
Spell resist - 30%
Abilities:
Fear
Blinding - Increases miss chance for target unit by 20% and lowers sight range by 1. non-stackable, no cooldown, lasts 3 turns.
Magic missle (range +2 for this if compared to other spells)
Fireball (has same range as mage's one and needs same research)
b.
Warfell Mage:
Cost - 5 turns
Hp - 18
Attack - 0
Armor - 0/0
Speed - 3
Sight - 6
Spell range - 4
Healing rate - 15
Spell resist - 30%
Abilities:
Heal
Clear vision
Trample
Disenchant
Exorcism (also needs as usual research fisrtly)
3.
Warfell Outpost:
Hp - 60
Attack - 0
Armor - 1/4
Carry Capacity - 2
Construction bonus - -20%
Mending bonus - +25%
Affected by Masonry upgrade.
Abilities:
Aura: Vision (same as elf outpost), range 0 (only archers inside are affected)

Can be built only on clear tiles (same requirements as for other buildings)
4.
Human docks additions:
a.
Warfell Battleship:
Cost - 5 turns
Hp - 56
Attack - 10
Range - 7
Armor - 1/6
Carry capacity - 1
Speed - 5
Sight - 8
Can be built only in docks.
b.
Warfell Transportship:
Cost - 6 turns
Hp - 38
Attack - 1
Range - 1
Armor - 0/6
Carry capacity - 3
Speed - 5
Sight - 6
Can be built only in docks.
5.
Warfell Stronghold (Renamed The Four Point Military Academy):
Mega building. Is NOT unique and because you can build few of them.
Hp - 700
Attack - 8
Range - 6
Actions/turn - 2
Armor - 2/15
Carry capacity - 4
Healing rate - 15
Construction bonus - +350%
Mending bonus - +350%
Abilities:
Burning weapon (passive)
Trains:
a. Warfell Sorcress
b. Warfell Mage
c.
Capital Swordman:
Cost - 5 turns
Hp - 50
Attack - 20
Armor - 5/7
Speed - 3
SIght - 6
Spell resist - 100%
Standart bonus to buildings.
d.
Capital Spearman:
Cost - 4 turns
Hp - 40
Attack - 14
Range - 1, affected by "Reach" upgrade.
Armor - 4/5
Speed - 3
Sight - 6
Spell resist - 100%
300% bonus to all cavalry units.
e.
Capital Archer:
Cost - 4 turns
Hp - 28
Attack - 8
Range - 6
Armor - 4/5
Speed - 3
Sight - 9
Spell resist - 100%
50% bonus to all infantries.
6.
Royal Palace:
Mega building, Legendary.
Hp - 1200
Attack - 10
Range - 8
Actions/turn - 3
Armor - 6/20
Carry Capacity - 4
Healing rate - 20
Construction Bonus - +350%
Mending bonus - +350%
Abilities:
Burning weapon (passive)
Trains:
a. all Warfell units from previous buildings.
b.
King Limestone:
Cost - 10 turns, Legendary unit (Can be trained only one at any time for whole map)
Hp - 100
Attack - 25
Range - 1
Actions/turn - 1
Armor - 5/5
Dodges - 0%/0%/100%
Speed - 5, Flying.
Sight - 8
Spell range - 5
Spell resist - 100%
50% bonus to giants and dragons.
Is not affected by Blacksmith upgrades.
Abilities:
Warfell King's Presence (Passive aura) - All affected Warfell units gain +20% spell resist and +2 to damage. Range - 5.
Fireball - range 7, doesn't require research.
Disarmor
Curse
c.
Queen Serenity:
Cost - 9 turns, Legendary unit.
Hp - 70
Attack - 18
Range - 1
Actions/turn - 2
Armor - 4/4
Dodges - 20%/20%/100%
Speed - 3
Sight - 8
Heal rate - 25
Spell range - 5
Spell resist - 100%
50% bonus to giants and dragons.
Is not affected by Blacksmith upgrades.
Abilities:
Disenchant Weapon (Passive)
Warfell Queen's Presence (Passive aura) - All affected Warfell units gain +20% spell resist and +1/+1 to armor. Range - 5.
Heal
Mass disenchant - Poison breath-like ability that applies to all (both enemy and ally) units in affected area "Disenchant" effect. Cooldown - 1 turn.
Inner Fire - Increases target's armor by +3/+3 and adds 20% hp regeneration/turn. Lasts 3 turns, Cooldown - 1 turn.
Strengthen (self)
ALSO:
1. Change picture of Mage's hut to Academy from first post, change name to Mage's Guild.
2. Change picture of Human Dock to Pier from first post.
3. Add humans (maybe as a separate upgrade for 2-3 gems) Stone Bridges (using image from first post).
4. Using Image of Gold Mine and Warfell Wagon add neutral building - Gold Mine. Trains Gold wagons (use image of Warfell Wagon for that) for 3-4 turns, they act like money couriers. Gold mine has Carry Capacity 1. Can be captured as TC, if captured by enemy this doesn't stop production . They can be placed in the random maps but they will need separate section to choose for spawning (like tc one but for gold mines and with "None" variant as well).
5. Use image of Foundry for Steam Workshop building of dwarves.
6. Use image of Forest outpost for one of buildings by "Invisible in Woods" Tech
@Alexander82,
Please accept this suggestion or comment it somehow.
Last edited by makazuwr32 on Tue Aug 21, 2018 4:59 pm, edited 2 times in total.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Human Subrace: Warfell.

Post by General Brave »

What are other people suggestions if they have one.
Wise, Might, Loyalty. Forever stands Warfell.
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Re: Human Subrace: Warfell.

Post by General Brave »

I wonder if anyone clearly see the females.
Wise, Might, Loyalty. Forever stands Warfell.
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Re: Human Subrace: Warfell.

Post by General Brave »

Image
Backstory:
The kingdom of Warfell or The Warfell States as sometime referred, started out as a city state. The city: Clifffell was founded on the second highest Mountain on the continent. The reason being of a religious one, The Warfellons are very secretive about the creation of their Nation, only the books in the Royal Library shows the truth. What is known that a Great Cathedral was built, whom it was built for is unknown. But it marked the way how Warfell architecture will go.

As followers gather, tents begin to sprout up around the cathedral, but soon enough it began to blossom into a small town. As the town slowly grew, so did the religious leaders power and authority. Since it was no longer simply to go to worship but also place to stay, they decided that the town needed to defend itself. So the Town Guards were created. Becoming the stepping stone for Warfell Military. It mainly consisted of paladins and knights of the Cathedral.

As time continue on, the town then soon enough grew into a city as well and diplomacy and trade. Families have established themself and one family in particular rose in prominent with power and respect. House of Blackhawk. Soon enough with the help of the rest of the powerful families, they asked the cathedral to become the ruling family.

The cathedral allow them and appointed them as the Royal Family. After a few more years the city became just more that a city, other towns and Villages started to join under the banner of the hawk. But all this growth and prosperity isn't without its problems, it's attractive unwanted attention and jealousy.

After war is wage and battles were won and clifffell was burn down. A new kingdom arose victorious, claiming all of those who join the war against them. The capital was rebuilt and renamed Warfall and the new nation was called Warfell.

Culture:
The Warfellons are proud people who accept their mistakes to learn from them, how else will you learn from your greatest enemy who is yourself. They are also deeply militaristic, so when their children are considered eligible for military service. It's a honor to join, service usually last for 2 or 4 years. They are somewhat openly religious, they do allow others to worship as long as it doesn't threatened lives or against the law.

There is a distinct way that every region behave, including the capital itself. Which is split into four sections. The lower, the middle, the upper, the palace.
Each section has its own nobles as well as customs.
Page 1.
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Re: Human Subrace: Warfell.

Post by General Brave »

Suggest thoughts and changes.
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Re: Human Subrace: Warfell.

Post by Tankhead »

The depth in this race you forget its a subrace
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Re: Human Subrace: Warfell.

Post by General Brave »

You forgot this is my race, also it needs a bit of a lore.
Wise, Might, Loyalty. Forever stands Warfell.
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Re: Human Subrace: Warfell.

Post by Tankhead »

General Brave wrote: Tue Aug 21, 2018 9:14 pm You forgot this is my race, also it needs a bit of a lore.
Who forgot it was yours? If anything I've been just throwing opinions out.
Besides that I'm looking over on changes
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Re: Human Subrace: Warfell.

Post by General Brave »

Anything else.
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Re: Human Subrace: Warfell.

Post by Tankhead »

General Brave wrote: Tue Aug 21, 2018 9:21 pm Anything else.
In they're backstory is their no dark/evil side to them?
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Re: Human Subrace: Warfell.

Post by General Brave »

Not really unless you count the militaristic and emphasis on Military.
And maybe a bit of religious since you don't know what they worship, or at least what's left of the follower.
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Re: Human Subrace: Warfell.

Post by Tankhead »

General Brave wrote: Tue Aug 21, 2018 9:40 pm Not really unless you count the militaristic and emphasis on Military.
And maybe a bit of religious since you don't know what they worship, or at least what's left of the follower.
Military tolerates no disrespect, cruel and unusual punishment for all crimes.
Ex: someone steals and get caught.
Punishment could be death, hands cut off, turned into slave, increase raise to race to criminal family
Religion takes advantage of the people? Uses followers like dogs?
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Re: Human Subrace: Warfell.

Post by Tankhead »

The ranking system could even cause people into believing they're lives worth over 1000 men ( delusional ) will poor people are treated like roaches
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Re: Human Subrace: Warfell.

Post by General Brave »

You don't know what exactly the religion is and also it isn't as powerful as before, but it enough to influence the architect as you can see most of the buildings are kind of like cathedrals.
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Re: Human Subrace: Warfell.

Post by General Brave »

The militaristic may transition into family life also, meaning whoever is the head of the house hold is basically your officer. Especially when most of everyone has experience with the military at some point of their life.

Criminal acts may not lead to death, but banishment or punishment by his closest friends are a thing. Slavery is basically a no.
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Re: Human Subrace: Warfell.

Post by General Brave »

Image
Battering Cannon.

Cost: 8
Hp: 120/120
Attack power: 18
Range: 5
Armor: 2
Pierce Armor: 200
Speed: 2
Sight: 5
Action /turnz: 1/1
Power range: 1
Carry capacity: 2
Constr. bonus: 0%
Mend bonus: -50%
Spell resistance: 100%
Bonus: 100% Giant, 30% Calvary, 100% Buildings 200%, Fortified buildings, 800% Mega buildings. 20% Infantry.
Build in Fort and Palace.
Wise, Might, Loyalty. Forever stands Warfell.
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Re: Human Subrace: Warfell.

Post by Lynx Shafir »

Cannon from wood is not good combination....
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
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Re: Human Subrace: Warfell.

Post by General Brave »

It's magic.
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Re: Human Subrace: Warfell.

Post by makazuwr32 »

Uhm. I don't like this unit idea at all.
Both concept, image and stats.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Human Subrace: Warfell.

Post by General Brave »

Too late.
Wise, Might, Loyalty. Forever stands Warfell.
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Re: Human Subrace: Warfell.

Post by makazuwr32 »

I was sleeping.
But ranged unit with such p.armor is not good.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Human Subrace: Warfell.

Post by General Brave »

I want a siege unit.

We can make it a flame thrower or mage shooting Fireball.
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Re: Human Subrace: Warfell.

Post by Lynx Shafir »

Firs normal human siege expand.
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
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Re: Human Subrace: Warfell.

Post by makazuwr32 »

Than make arcane catapult for warfell.
Image

But a catapult instead of glaive thrower.
Last edited by makazuwr32 on Wed Aug 22, 2018 5:17 am, edited 1 time in total.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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General Brave
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Re: Human Subrace: Warfell.

Post by General Brave »

What would it stats be.
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Re: Human Subrace: Warfell.

Post by General Brave »

What is that.
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Re: Human Subrace: Warfell.

Post by makazuwr32 »

Similar to heavy catapult from aos.

That is arcane ballista from wc3. Custom model from fans. I want arcane catapult look something like that: magic wheels, some glow.

Also try to fit it to color scheme of warfell.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Human Subrace: Warfell.

Post by General Brave »

Magic wheel?
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Re: Human Subrace: Warfell.

Post by General Brave »

Image
Also here is a perhaps replacement for the fort.
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