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Castle type buildings
Posted: Mon Aug 14, 2017 2:04 am
by Sunrise Samurai
Why don't we make the races a little more at home in native terrain by allowing castle type buildings to be built on certain tiles. Since orcs can carve monster caves into mountains, why not have them extend this to the volcano? Similarly, why not have elven great trees able to be built in the forest? Give undead another option, "underwater laboratory" to let them capitalize on the fact that most of them can swim already. Humans already have a superior castle, and aren't likely to be given buildings in awkward terrain, so no changes there. This gives each race a distinct advantage in their home terrain that they don't currently have.
Re: Castle type buildings
Posted: Mon Aug 14, 2017 12:05 pm
by Alexander82
I like the idea for elves and orc but still i'm not much on the affinity of undeads with water. We might give it another kind of bonus
Re: Castle type buildings
Posted: Mon Aug 14, 2017 3:34 pm
by Sunrise Samurai
I was short on ideas for the undead lol. How about giving the undead manor poisoned weapon, like the castle has flaming weapon.
Re: Castle type buildings
Posted: Mon Aug 14, 2017 4:30 pm
by Puss_in_Boots
We could also allow it's projectile, "Bats," to drain the life force out of whatever it hits. To be transferred into the mansion allowing it to recover and increase its structure integrity.
Re: Castle type buildings
Posted: Mon Aug 14, 2017 4:40 pm
by Sunrise Samurai
Otherwise known as lifelink. I like that idea.
Re: Castle type buildings
Posted: Mon Aug 14, 2017 5:06 pm
by Midonik
The mansion will be to op then,I think. It will be really hard to destroy.
Re: Castle type buildings
Posted: Mon Aug 14, 2017 5:08 pm
by Puss_in_Boots
Thats pretty much what castles should be, "hard to destroy," considering they are the weakest race it gives them more of an advantage.
Re: Castle type buildings
Posted: Mon Aug 14, 2017 5:16 pm
by Midonik
Yeah,but I still remamber as I tried to destroy vampire by Orcs-no good ranged units that can destroy him without healing him,and melle units that cannot one shot him. And mansion have way more Hp,armor and p armor,and can hit units ranged and have MULTIPLE ATTACKS. Basicaly,an eternal--lifelink units are really strong,and great bulding with it will be almost impassible to destroy,not only hard.
Re: Castle type buildings
Posted: Mon Aug 14, 2017 5:30 pm
by Puss_in_Boots
I just used map editor and found that a cave troll can one shot it...
Ettins also have a strong range attack, so you could use those to counter the vampires for the same amount of turns.
Re: Castle type buildings
Posted: Mon Aug 14, 2017 5:39 pm
by Midonik
Oh,I dont have cave troll unloced,and Im not sure did I have Etins,anyway,lets go back to the topic,mansion wont be one-shot by any units I think,and only ranged units that will be able to destroy it in bigger number in one turn are etins,catapults and probably skull throwers,and demolishers. So,we will have to had many elite units to destroy it.
If you want to add lifelink to mansion,make it have one attack.
Re: Castle type buildings
Posted: Mon Aug 14, 2017 5:44 pm
by Puss_in_Boots
Okay, but it still needs to deal damage, so that might need a bit of increase. Like it has one minion bat to strengthen the mansion.
Re: Castle type buildings
Posted: Mon Aug 14, 2017 5:49 pm
by Midonik
Well ok. But I think adding lifelink to mansion isnt best idea. Lets mayby make it able to raise corpusess?
Re: Castle type buildings
Posted: Mon Aug 14, 2017 6:19 pm
by Alexander82
Poison might be ok.
Another thing might be summoning a lesser ghost on kill
Re: Castle type buildings
Posted: Wed Aug 23, 2017 6:46 am
by Dagravian
I think the melee attacker could have some chance to receive a fear stat or curse for 1 round that bypass the spell resists. like 10%
Re: Castle type buildings
Posted: Wed Aug 23, 2017 8:59 am
by Sunrise Samurai
Nice idea, but I think I prefer the mansion's attack to cause the effect, more than the counterattack.
Re: Castle type buildings
Posted: Thu Sep 07, 2017 8:20 am
by Sunrise Samurai
On this topic, could we consider a reskin of the castle? The current image is nice, but really fits AoS more than AoF.
Re: Castle type buildings
Posted: Thu Sep 07, 2017 12:28 pm
by Alexander82
What if we keep it but just add some details more fantasy-like? Like a dragon's nest or a mage tower.
Re: Castle type buildings
Posted: Thu Sep 07, 2017 4:42 pm
by Sunrise Samurai
Sounds cool.
Re: Castle type buildings
Posted: Thu Sep 07, 2017 6:56 pm
by Puss_in_Boots
Reskin the castle as well to make it the same colors of the imperial soldiers.
Re: Castle type buildings
Posted: Mon Mar 19, 2018 11:10 am
by Jbail02
We need more towers that are defensive.
We should add a good racial tower in to each race as well like
Undead-vnecromancer tower= raises dead in area
Humans- already have two but maybe a guard post= trains a simple footmen when hit
Elves- Hunters outpost= shoots 6 weak arrows at enemies
Orcs- earth god tower- a tower with an ability cooldown5 to throw a rock doing 50 dmg
Re: Castle type buildings
Posted: Mon Mar 19, 2018 3:08 pm
by Sunrise Samurai
We're doing pretty well on towers at this point.
Elves are getting wolf dens to summon wolves for attacking with.
Humans: maybe worth considering, but in a separate post
Orcs: stone shelter and volcano are having some new options considered to make them more useful.
Undead: already in discussion elsewhere.
Should we bring this topic back under consideration since it has been brought up? There's some good ideas here that haven't been accepted or rejected yet.
Re: Castle type buildings
Posted: Thu Mar 22, 2018 8:43 am
by Jbail02
Well maybe. I think you should keep the ideas In consideration or implement some of the features into the new ones.
Re: Castle type buildings
Posted: Wed Apr 04, 2018 7:03 am
by Lawrence
Or the mansion can ressurect units in a range of five or something? It is really haunted then

Re: Castle type buildings
Posted: Fri Sep 14, 2018 5:39 am
by Savra
I see you want to reskin the castle? Mine if I do that for you since I have time?
Also I think race Mega damage type should be as followed:
Human-remains same.
Orcs-remains same.
Elves- add slowing effect -1 speed. Non stackable.
Undead-add fear weapon non stackable.
Dwarves- change to cannons. Seriously they have 2 cannons that only shoot fire arrows? Change projectile to cannonball that does physical damage and area damage and it should be set. The same should be done to any other cannon unit that isn't a mortar unit.
Scaledfolk-remains the same.
Re: Castle type buildings
Posted: Fri Sep 14, 2018 8:23 am
by Lynx Shafir
No area effect for cannon(they don't do area dmg as catapult with rock projectile) and NO for basic tower with 2 action what is spammable and has hight armor!!!
For mansions may a new effect would be best or a ghost summon with leaving.
And more hp for mansion
Undeads have many tower suggestions.
As for humans I'm working on mage tower!
For elves I think should add a hight elf worker(faster than Ent workers-cost 4)
what can built more advanced structures - may related with moon or sun magic - but offensive
Re: Castle type buildings
Posted: Fri Sep 14, 2018 4:18 pm
by Savra
Ya, I was going to change the suggestion for the cannons to single targets only. No burning though just make it have bonus to giants.