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Re: Scalefolk rework
Posted: Sun Sep 08, 2019 8:56 pm
by Savra
Sea dragon.
Re: Scalefolk rework
Posted: Sun Sep 08, 2019 8:59 pm
by Savra
Updated.
Re: Scalefolk rework
Posted: Sun Sep 08, 2019 9:33 pm
by Savra
Red dragon.
Re: Scalefolk rework
Posted: Sun Sep 08, 2019 9:37 pm
by Savra
Updated.
That leaves 2 left.

Acid Dragon.
Re: Scalefolk rework
Posted: Sun Sep 08, 2019 10:11 pm
by makazuwr32
I really like design of that FEARSOME acid dragon!
Great work!
Re: Scalefolk rework
Posted: Sun Sep 08, 2019 10:19 pm
by Savra
Thx.

Re: Scalefolk rework
Posted: Sun Sep 08, 2019 11:15 pm
by General Brave
You have done an amazing work on updating all the images, especially everything that I made.
Re: Scalefolk rework
Posted: Mon Sep 09, 2019 12:32 am
by Savra
Thx, all I need to do now are the techs, and punji trap. Maybe turtlemen but that's up for debates.
Re: Scalefolk rework
Posted: Mon Sep 09, 2019 1:34 am
by Savra
Hmm....
Re: Scalefolk rework
Posted: Mon Sep 09, 2019 1:44 am
by Savra
Maybe these.
Re: Scalefolk rework
Posted: Mon Sep 09, 2019 2:41 pm
by Savra
Re: Scalefolk rework
Posted: Tue Sep 10, 2019 1:23 am
by Savra
Just a thought, why don't we make scaledfolk upgrades act similar to orcs but with an elf mix to it?
In other words:

Kobald ascension 1: +1 to attack, +1 to armour
Cost:3

Kobald ascension 2: +1 to attack, +1 to p.armour
Cost:5

Kobald ascension 3: +1 to attack, +1 to both armours
Cost:7

Lizardmen ascension 1: +1 to attack, +1 to armour, 2 regeneration
Cost:3

Lizardmen ascension 2: +1 to attack, +1 to p.armour, +1 to regen
Cost:5

Lizardmen ascension 3: +1 to attack, +1 to both armours, +1 to regen
Cost:7

Snakemen ascension 1: +1 to attack, +1 to armour, +10% to dodges
Cost:3

Snakemen ascension 2: +1 to attack, +1 to p.armour, +10 to dodges
Cost:5

Snakemen ascension 3: +1 to attack, +1 to both armours, +10% to dodges
Cost:7
These require the above techs to work:

Draconian ascension 1: +1 to attack, +1 to armour, 3 regeneration
Req: Lizardmen ascension 1
Cost:4

Draconian ascension 2: +1 to attack, +1 to p.armour, +1 to regen
Req: Lizardmen ascension 2
Cost:6

Draconian ascension 3: +1 to attack, +1 to both armours, +1 to regen
Req: Lizardmen ascension 3
Cost:8

Naga ascension 1: +1 to attack, +1 to armour, +10% to dodges
Req: Snakemen ascension 1
Cost:4

Naga ascension 2: +1 to attack, +1 to p.armour, +10% to dodges
Req: Snakemen ascension 2
Cost:6

Naga ascension 3: +1 to attack, +1 to both armours, +10% to dodges
Req: Snakemen ascension 3
Cost:8
All will be researched at the shamans circle and work like elves blacksmith upgrades out combined with orcs upgrade requirements style. Since Scaledfolk are divided by sub races like orcs it kinda makes sense, plus it gives the race the mass amount of upgrades it needs. Other upgrades like lizardmen senses would simply be researched at their barracks.
Re: Scalefolk rework
Posted: Tue Sep 10, 2019 3:22 am
by Savra
A peak at how the flying forms of kobalds will look, any thoughts?
Re: Scalefolk rework
Posted: Tue Sep 10, 2019 5:24 am
by General Brave
Great work and ideas, plenty of these should work. Also not bad for the witch doctor.
Re: Scalefolk rework
Posted: Tue Sep 10, 2019 2:28 pm
by Savra
Thx, the kobald warrior, slinger, darter, and witchdoctor will all have the ability to transform into a flying form but they would be more vulnerable in that form. The welp, monitor rider, and spearmen are already amphibious so they don't need it.
Re: Scalefolk rework
Posted: Tue Sep 10, 2019 2:35 pm
by Savra
@Alexander82 what do you think of this idea?
Savra wrote: ↑Tue Sep 10, 2019 1:23 am
Just a thought, why don't we make scaledfolk upgrades act similar to orcs but with an elf mix to it?
In other words:

Kobald ascension 1: +1 to attack, +1 to armour
Cost:3

Kobald ascension 2: +1 to attack, +1 to p.armour
Cost:5

Kobald ascension 3: +1 to attack, +1 to both armours
Cost:7

Lizardmen ascension 1: +1 to attack, +1 to armour, 2 regeneration
Cost:3

Lizardmen ascension 2: +1 to attack, +1 to p.armour, +1 to regen
Cost:5

Lizardmen ascension 3: +1 to attack, +1 to both armours, +1 to regen
Cost:7

Snakemen ascension 1: +1 to attack, +1 to armour, +10% to dodges
Cost:3

Snakemen ascension 2: +1 to attack, +1 to p.armour, +10 to dodges
Cost:5

Snakemen ascension 3: +1 to attack, +1 to both armours, +10% to dodges
Cost:7
These require the above techs to work:

Draconian ascension 1: +1 to attack, +1 to armour, 3 regeneration
Req: Lizardmen ascension 1
Cost:4

Draconian ascension 2: +1 to attack, +1 to p.armour, +1 to regen
Req: Lizardmen ascension 2
Cost:6

Draconian ascension 3: +1 to attack, +1 to both armours, +1 to regen
Req: Lizardmen ascension 3
Cost:8

Naga ascension 1: +1 to attack, +1 to armour, +10% to dodges
Req: Snakemen ascension 1
Cost:4

Naga ascension 2: +1 to attack, +1 to p.armour, +10% to dodges
Req: Snakemen ascension 2
Cost:6

Naga ascension 3: +1 to attack, +1 to both armours, +10% to dodges
Req: Snakemen ascension 3
Cost:8
All will be researched at the shamans circle and work like elves blacksmith upgrades out combined with orcs upgrade requirements style. Since Scaledfolk are divided by sub races like orcs it kinda makes sense, plus it gives the race the mass amount of upgrades it needs. Other upgrades like lizardmen senses would simply be researched at their barracks.
Re: Scalefolk rework
Posted: Tue Sep 10, 2019 4:44 pm
by General Brave
Why those three exactly, also seems good.
Re: Scalefolk rework
Posted: Tue Sep 10, 2019 11:53 pm
by Alexander82
I prefer different techs for different values (something that affects attack, something for defense and so on)
Re: Scalefolk rework
Posted: Wed Sep 11, 2019 1:27 am
by Savra
Well, I thought this might make things easier. I guess I'll start making the others.
Re: Scalefolk rework
Posted: Wed Sep 11, 2019 1:38 am
by Savra
Alexander82 wrote: ↑Tue Sep 10, 2019 11:53 pm
I prefer different techs for different values (something that affects attack, something for defense and so on)
Are the techs going to effect all units?
Hardened scales effects all their armour
Ascension effects all their attacks
Snakemen reflexes effects snakemen and nagas dodges?
Also, I take it that when you said they were supposed to be melee counterpart to elves, you ment they would have 4 speed like them too?
Re: Scalefolk rework
Posted: Wed Sep 11, 2019 3:45 am
by Savra
Alright, I've chosen 3 images for the strength techs out of the above images, here are the hardened scales upgrades.
Re: Scalefolk rework
Posted: Wed Sep 11, 2019 4:00 am
by Savra
Expert hunters tech.
Re: Scalefolk rework
Posted: Wed Sep 11, 2019 6:45 am
by Alexander82
I was thinking to make some base techs affect all races while some will affect only specific subs
Kobolds, being the basic race, will have basic reptilian techs (e.g. Claws and bite for attack, better scales for defense) and those techs will affect all (or at least most) of other units
Other techs will be sub exclusives (e.g. Turtles will have extra armor that is turtle only) and will affect only that specific sub.
Re: Scalefolk rework
Posted: Wed Sep 11, 2019 2:45 pm
by Savra
So essentially,
Sharp claws 1
Rending talons 2
Peircing Talons 3
Leatherbacks 1
Hardened scales 2
Studded scales 3
Re: Scalefolk rework
Posted: Wed Sep 11, 2019 5:59 pm
by Alexander82
Maybe not fetid xD
Re: Scalefolk rework
Posted: Wed Sep 11, 2019 6:00 pm
by LordOfAles
Yeah. Fetid = Smelly asf.
Re: Scalefolk rework
Posted: Thu Sep 12, 2019 1:08 am
by Savra
Just thought of something different, why would they have claw and tooth upgrades when they have weapons?
Wouldn't it make sense of they simply just made sharper stones and such for them?
Most tribes would chip rocks to make them sharper and more lethal and some people were better at it then others, it would make more sense for scaledfolk to act in a similar manner.
Re: Scalefolk rework
Posted: Thu Sep 12, 2019 11:28 pm
by Savra
Something like this kinda.
Re: Scalefolk rework
Posted: Fri Sep 13, 2019 12:58 am
by Puss_in_Boots
I don't think scaledfolk need blacksmith-like techs that only upgrade one base stat at a time.
Re: Scalefolk rework
Posted: Fri Sep 13, 2019 3:52 am
by Savra
Puss_in_Boots wrote: ↑Fri Sep 13, 2019 12:58 am
I don't think scaledfolk need blacksmith-like techs that only upgrade one base stat at a time.
What are you getting at?
Are we talking about my old idea?