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Re: Bandits: Hostile Neutral
Posted: Thu Sep 27, 2018 3:08 pm
by General Brave
I guess so and I meant to say these are almost done.
Re: Bandits: Hostile Neutral
Posted: Sat Sep 29, 2018 3:46 am
by Savra
Alright so here's the thief.
The attachment Thief.png is no longer available
Btw, so unless you don't mind having a brown dragon without wings, you know what we should do with this? It's a failed attempt to make a big brown dragon.
Re: Bandits: Hostile Neutral
Posted: Sun Sep 30, 2018 12:12 am
by Savra
I'll try working on another brown dragon that's more the green dragons size. I'm sure I could find a place for this lizard.
Re: Bandits: Hostile Neutral
Posted: Sun Sep 30, 2018 5:11 am
by Savra
Hmm, maybe I could just add the lizard as a future unit for somebody... With some modifications of course.
But if someone can put wings on it then we can have ourselves a brown dragon that looks big.
Re: Bandits: Hostile Neutral
Posted: Mon Oct 01, 2018 3:11 pm
by General Brave
That is one big Lizard.
Re: Bandits: Hostile Neutral
Posted: Mon Oct 01, 2018 4:10 pm
by Savra
Hmm, answered right when I just got done editing it. Here.
Re: Bandits: Hostile Neutral
Posted: Mon Oct 01, 2018 4:11 pm
by StormSaint373
You named it!?!
Re: Bandits: Hostile Neutral
Posted: Mon Oct 01, 2018 4:17 pm
by Savra
Yes. You could still change the name but this is just in case it doesn't get exepted to bandits as Brown dragon. Course it might need some stats raised if it does get exepted.
My other 2 alternatives is to either give to scaledfolk as another unit, or keep it down a while for a future unit to the Gnolls. It's probably going to be added as a bandit unit of scaledfolk unit though considering it might make Gnolls start looking like a new faction rather then a neutral annoyance which is what I was allowed to keep them for out of the beast clans. That alone made me quit happy besides the fact that General brave was basically the only one helping me on that topic besides some show how from some other few.
Re: Bandits: Hostile Neutral
Posted: Mon Oct 01, 2018 4:25 pm
by Midonik
That angle won't work. It will look bad with other images.
Re: Bandits: Hostile Neutral
Posted: Mon Oct 01, 2018 4:26 pm
by StormSaint373
Ok, cool!
Re: Bandits: Hostile Neutral
Posted: Mon Oct 01, 2018 4:29 pm
by Savra
Midonik wrote: ↑Mon Oct 01, 2018 4:25 pm
That angle won't work. It will look bad with other images.
Ya, just noticed it'll be sitting on some units... Might just make it stand on hind courters then.
Re: Bandits: Hostile Neutral
Posted: Tue Oct 02, 2018 5:40 am
by Savra
Their wasn't much shading to be added but how's this?
Re: Bandits: Hostile Neutral
Posted: Tue Oct 02, 2018 7:40 am
by Lynx Shafir
Very nice,
Just I'm not not sure if bandits need any dragon.
Re: Bandits: Hostile Neutral
Posted: Tue Oct 02, 2018 2:07 pm
by General Brave
It would be the getaway vehicle, the muscle guy, the demolition expert.
The problem would be paying, he would probably ask for 50% of the profit.
Re: Bandits: Hostile Neutral
Posted: Tue Oct 02, 2018 3:09 pm
by StormSaint373
Re: Bandits: Hostile Neutral
Posted: Tue Oct 02, 2018 3:46 pm
by General Brave
Sense we have most of the images we should perfect the stats.
Re: Bandits: Hostile Neutral
Posted: Tue Oct 02, 2018 4:31 pm
by Savra
In the process of making this dragon it appears I forgot what units were left to make
Let me do a recount.
Re: Bandits: Hostile Neutral
Posted: Wed Oct 03, 2018 3:55 pm
by Savra
Alright here's the watchtower and camp, and flag.
Re: Bandits: Hostile Neutral
Posted: Wed Oct 03, 2018 3:56 pm
by General Brave
Cool.
Re: Bandits: Hostile Neutral
Posted: Wed Oct 03, 2018 4:43 pm
by Savra
Tripline is the last one.
Re: Bandits: Hostile Neutral
Posted: Wed Oct 03, 2018 5:12 pm
by Savra
Tripline.
Re: Bandits: Hostile Neutral
Posted: Wed Oct 03, 2018 5:53 pm
by StormSaint373
Nice!
Can't wait.
What does tripline do again?
Re: Bandits: Hostile Neutral
Posted: Wed Oct 03, 2018 11:24 pm
by Savra
No idea, it was General braves idea.
Re: Bandits: Hostile Neutral
Posted: Thu Oct 04, 2018 1:41 am
by General Brave
Trip wire will be dangerous to Calvary, also perhaps lowering the stats for a turn.
Re: Bandits: Hostile Neutral
Posted: Thu Oct 04, 2018 1:50 am
by General Brave
Anyways I will start updating and we will discuss.
Re: Bandits: Hostile Neutral
Posted: Thu Oct 04, 2018 5:56 am
by Savra
Maybe we need a different kind of skeleton for the rogue necromancer, or.simply just a ghost for him.
Re: Bandits: Hostile Neutral
Posted: Thu Oct 04, 2018 4:55 pm
by Savra
Say how's stats going?
Re: Bandits: Hostile Neutral
Posted: Fri Oct 05, 2018 3:19 am
by General Brave
Let's see what I can do.
Re: Bandits: Hostile Neutral
Posted: Thu Oct 11, 2018 5:29 pm
by Savra
Ya, we need stats.
Re: Bandits: Hostile Neutral
Posted: Thu Oct 11, 2018 5:51 pm
by Savra
Elf poacher:
Cost:2
Hp:11
Atk:8
Rng:7
Sight:8
Spd:4
Arm:0
P.arm:0
Res:40%
Dwarf gunmen:
Cost:3
Hp:20
Atk:9
Rng:8
Sight:9
Spd:3
Arm:2
P.arm:2
Res:30%
Orc brigand:
Cost:3
Hp:40
Atk:13
Rng:1
Sight:4
Spd:3
Arm:3
P.arm:4
Res:0%
Orc arsonist:
Cost:2
Hp:22
Atk:12 burning weapon
Rng:1
Sight:4
Spd:3
Arm:0
P.arm:0
Res:0
Elf renegade:
Cost:3
Hp:16
Atk:8
Act:2
Rng:1
Sight:5
Spd:4
Dge:50%
Arm:1
P.arm:1
Res:40%
Rogue vampire:
Cost:7
Hp:38
Atk:20 lifelink
Rng:1
Sight:4
Spd:3
Arm:4
P.arm:6
Res:30%
Highwaymen:
Cost:3
Hp:22
Atk:6
Act:2
Rng:1
Sight:8
Spd:6
Arm:1
P.arm:2
Res:0%
Rogue necromancer:
Cost:3
Hp:15
Atk:6
Rng:1
Sight:4
Spd:2
Arm:1
P.arm:2
Res:20%
Rogue mage:
Cost:4
Hp:15
Atk:3
Rng:1
Sight:4
Spd:3
Arm:0
P.arm:0
Res:50%
Pagan:
Cost:2
Hp:11
Atk:3
Rng:1
Sight:4
Spd:2
Heal:8
Arm:0
P.arm:0
Res:50%