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Claws, Tails and Poison. Scaledfolk Race. — ARCHIVED

Posted: Tue Apr 24, 2018 3:33 am
by General Brave
Race: Scaledfolk.
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Building:(Json)
Temple: [Mega building]
Image
Hp: 700/700
Attack power: 6 (Poison)
Range: 7
Armor: 1
Pierce Armor: 7
Speed: 0
Sight: 8
Action /turn: 3/3
Carry capacity: 4
Constr. bonus: 200%
Mend bonus: 150%
Spell resistance: 30%

You know what you should really make, Poisonous burning fire, that would be nice.

Hunters Hut:(Json)
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Swamp Barrack:(Json)
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Posion Tower:(Json)
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Cost: 1
Hp: 16/16
Attack power: 5
Range: 4
Armor: 0
Pierce Armor: 1
Speed: 0
Sight: 5
Action /turn: 1/1
Constr. bonus: 0%
Mend bonus: 0%
Spell resistance: 0%
Description: A tower that uses poison to carry out its attack.

Infantry:(Json)
Hydra:
Image
Cost: 8
Hp: 78/78
Attack power: 8
Range: 2
Armor: 2
Pierce Armor: 2
Speed: 3 - on water: 2
Sight: 6
Action /turn: 4/4
Spell resistance: 60%
Description: A Hydra, a creature that is highly dangerous and should be avoided. If confronted by one, do not, repeat, do not cut off its heads.

Dual sword snakeman:(Json)
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Cost: 4
Hp: 38/38
Attack power: 5 - (Poison Attack)
Range: 1
Armor: 1
Pierce Armor: 1
Speed: 4
Sight: 5
Action /turn: 2/2
Spell resistance: 30%

Lizard Mace-man:
Image
Cost: 3
Hp: 17/17
Attack power: 10
Range: 1
Armor: 0
Pierce Armor: 1
Speed: 3
Sight: 4
Action /turn: 1/1
Spell resistance: 0%
Description: Quite handy with a mace, enough the clear out a barrack.

Elite Lizard Mace-man:
Image
Cost: 3
Hp: 20/20
Attack power: 16
Range: 1
Armor: 1
Pierce Armor: 2
Speed: 3
Sight: 4
Action /turn: 1/1
Spell resistance: 0%
Descripción: He can handle himself.

Snake Pikeman:
Image
Cost: 3
Hp: 30/30
Attack power: 8 (Poisonous Attack)
Range: 2
Armor: 1
Pierce Armor: 1
Speed: 3
Sight: 4
Action /turn: 1/1
Spell resistance: 10%

Kobold Spearman:(Json)
Image
Cost: 2
Hp: 14/14
Attack power: 4
Range: 1
Armor: 0
Pierce Armor: 1
Speed: 3
Sight: 4
Action /turn: 1/1
Spell resistance: 0%
Descripción:

Armored Kobold Spearman:(Json)
Image
Cost: 2
Hp: 16/16
Attack power: 7
Range: 1
Armor: 1
Pierce Armor: 2
Speed: 3
Sight: 4
Action /turn: 1/1
Spell resistance: 0%
Descripción:

Kobold Warrior;(Json)
Image
Cost: 2
Hp: 16/16
Attack power: 8
Range: 1
Armor: 0
Pierce Armor: 1
Speed: 3
Sight: 4
Action /turn: 1/1
Spell resistance: 0%
Descripción:

Armored Kobold Warrior:(Json)
Image
Cost: 2
Hp: 20/20
Attack power: 11
Range: 1
Armor: 1
Pierce Armor: 2
Speed: 3
Sight: 4
Action /turn: 1/1
Spell resistance: 0%
Descripción:

Kobold Warden:(Json)
Image
Cost: 4
Hp: 30/30
Attack power: 5
Range: 1
Armor: 3
Pierce Armor: 2
Speed: 3
Sight: 4
Action /turn: 2/2
Spell resistance: 10%
Description: Warden are the Defender of The Race. They are entrusted to protect and defend against all threats.

Heavy Kobold Warden:(Json)
Image
Cost: 4
Hp: 36/36
Attack power: 8
Range: 1
Armor: 3
Pierce Armor: 2
Speed: 3
Sight: 4
Action /turn: 2/2
Spell resistance: 20%
Description: Higher tier of the warden.

Turtleman:(Json)
Image
Cost: 6
Hp: 40/40
Attack power: 20
Range: 1
Armor: 4
Pierce Armor: 6
Speed: 2 - On Water: 3
Sight: 4
Action /turn: 1/1
Spell resistance: 60%

Range:
Basilisk:
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Cost: 3
Hp: 15/15
Attack power: 5
Range: 5
Armor: 1
Pierce Armor: 1
Speed: 3
Sight: 6
Action /turn: 1/1
Spell resistance: 50%
Ability: Poison, Curse.
Description: Once it gazes into your eyes, it's over.

Lizardman Archer:(Json)
Image
Cost: 3
Hp: 24/24
Attack power: 5
Range: 5
Armor: 1
Pierce Armor: 1
Speed: 3 - On Water: 2
Sight: 5
Action /turn: 2/2
Spell resistance: 20%
Description: These special breeds of lizards are made by nature to survive in the dangerous jungle. They are quick and and they are resilient.

Cobold Slinger:(Json)
Image
Cost: 3
Hp: 15/15
Attack power: 5
Range: 4
Armor: 0
Pierce Armor: 1
Speed: 3
Sight: 4
Action /turn: 2/2
Spell resistance: 0%
Bonus: Giants 250%
Descripción:

Acid Spitter:
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Casters:
Cobold Shaman:(Json) (animated)
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Cost: 4
Hp: 20/20
Attack power: 4
Range: 1
Armor: 0
Pierce Armor: 1
Speed: 3
Sight: 5
Action /turn: 1/1
Spell resistance: 30%
Ability: Dragon's Might (+6 to attack for 3 turns) (No cooldown).
Dragon's Scale (+3/+3 to armor/p.armor for 3 turns (No cooldown).
Burning Weapon.
Fear.
Snakeman Shaman
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Cost: 4
Hp: 25/25
Attack power: 5
Range: 1
Armor: 1
Pierce Armor: 1
Speed: 3 - On Water: 1
Sight: 4
Action /turn: 1/1
Spell resistance: 40%
Ability: Slowing, Strenghten, Dragon breath.
Description:

Mounted:
Kobold Lord:(Json)
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Cost: 4
Hp: 32/32
Attack power: 10
Range: 1
Armor: 2
Pierce Armor: 3
Speed: 6
Sight: 6
Action /turn: 1/1
Spell resistance: 40%
Description:

Kobold Heavy Calvary:(Json)
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Cost: 3
Hp: 25/25
Attack power: 7
Range: 1
Armor: 2
Pierce Armor: 3
Speed: 6
Sight: 7
Action /turn: 1/1
Spell resistance: 0%
Description:

Kobold Calvary:(Json)
Image
Cost: 3
Hp: 23/23
Attack power: 5
Range: 1
Armor: 1
Pierce Armor: 2
Speed: 6
Sight: 7
Action /turn: 1/1
Spell resistance: 0%
Description:

Worker:
Lizard Constructor:
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Cost: 3
Hp: 12/12
Attack power: 4
Range: 1
Armor: 0
Pierce Armor: 1
Speed: 3
Sight: 4
Action /turn: 1/1
Mend rate: 10
Spell resistance: 0%
Description: These lizards are used to carry out the construction of the many tasks that are bestowed to them.

Laborer:(Json)
Image
Cost: 2
Hp: 11/11
Attack power: 6
Range: 1
Armor: 0
Pierce Armor: 1
Speed: 3
Sight: 4
Action /turn: 1/1
Mend rate: 5
Spell resistance: 0%
Description:

Armored Laborer:(Json)
Image
Cost: 2
Hp: 14/14
Attack power: 8
Range: 1
Armor: 1
Pierce Armor: 2
Speed: 3
Sight: 4
Action /turn: 1/1
Mend rate: 7
Spell resistance: 0%
Description:

Re: Claws, Tails and Poison.

Posted: Tue Apr 24, 2018 12:38 pm
by Typhoon
Nice

Re: Claws, Tails and Poison.

Posted: Tue Apr 24, 2018 1:54 pm
by General Brave
Thanks.

Re: Claws, Tails and Poison.

Posted: Tue Apr 24, 2018 10:11 pm
by General Brave
This is nice.

Re: Claws, Tails and Poison. Scaledfolk Race.

Posted: Wed Apr 25, 2018 2:03 am
by General Brave
We missing a couple of buildings to build these units.

Re: Claws, Tails and Poison. Scaledfolk Race.

Posted: Wed Apr 25, 2018 8:06 pm
by Skelegonsans
I see some problems here. It's nice that you want to organize everything but some things are wrong, I'll help you fix everything.

* Lizard maceman and upgrade were just old concepts. The kobolds are supposed to be in their place. They were imagined as basic units but it was agreed that Kobolds are basic units and lizardmen are bigger and stronger. So take off lizard maceman.
* Some units are missing. I don't see the Lizard Blademan nor any of the Dragons in here (though I understand that a few are missing some images). Try to add them if you can, if you want help with that I'll gladly help.
* Some effects are missing and some of the units' stats are messed up. Like the Basilisk - the stats here are totally different from the stats in the topic, plus it's mising it's petrifying gaze spell and it does not have a curse spell. (If you can't JSON that gaze spell though, it's ok to use Curse as a "substitute" until someone does, I'm sure that JSONing new effects must be difficult.) You should take a closer look on the topics for the units and put the stats stated there here. Again I can help with that.
* Some upgrades are also messed up and / or missing.

Re: Claws, Tails and Poison. Scaledfolk Race.

Posted: Wed Apr 25, 2018 11:26 pm
by General Brave
Totally forgot about the blade, the dragons needs a bit of work, and don't know how to make effect. I know how to mimic petrified, With the curse. By the way, after testing it it's quite powerful.

Re: Claws, Tails and Poison. Scaledfolk Race.

Posted: Wed Apr 25, 2018 11:27 pm
by General Brave
The mace man is a good idea, it just the image needs to be like the other lizard man.

Re: Claws, Tails and Poison. Scaledfolk Race.

Posted: Thu Apr 26, 2018 9:19 pm
by Skelegonsans
There's not really much need for the maceman since it fulfills the exact same role as the blademan which is already ready

Re: Claws, Tails and Poison. Scaledfolk Race.

Posted: Fri Apr 27, 2018 5:36 am
by Midonik
His prupose can be same as AoS macemen-anty-infantry and anty-bulding. Blademen have bonus against building only, if I remember correctly.

Re: Claws, Tails and Poison. Scaledfolk Race.

Posted: Fri Apr 27, 2018 11:28 am
by Typhoon
How about giving Hydra health regeneration since it could regenerate whole heads I don't think
wounds would be a problem

Re: Claws, Tails and Poison. Scaledfolk Race.

Posted: Fri Apr 27, 2018 1:13 pm
by Sunrise Samurai
Actually in some myths the hydra was only able to be destroyed by fire, so it's reasonable to do the regeneration and flammable setup like trolls

Re: Claws, Tails and Poison. Scaledfolk Race.

Posted: Fri Apr 27, 2018 3:10 pm
by General Brave
Sunrise Samurai wrote:Actually in some myths the hydra was only able to be destroyed by fire, so it's reasonable to do the regeneration and flammable setup like trolls
Good Idea.

Re: Claws, Tails and Poison. Scaledfolk Race.

Posted: Mon Apr 30, 2018 3:32 am
by General Brave
Is quite powerful indeed, anyways due to the lack of images, I have to make some my own. With decisions like these, I had to make my own choices. And once I get Wi-Fi back, Instead of going to McDonald's. I will show you what I made. Anyways, It's going smoothly, I might finishes tomorrow.

Re: Claws, Tails and Poison. Scaledfolk Race.

Posted: Mon Apr 30, 2018 5:33 am
by makazuwr32
I think that they need to become status effects masters. Poison, many special variants, more powerful variants.
Also regeneration for some units.
But not for everyone. Poison for everyone. Maybe few researches for increasing damage potential of poison for them.
As i said "more poison variants". All of them are stackable with other variants if possible (but not with itself still unless said that it can)

If they will get some siege than we can add them some sort of aoe plague (lasts much longer (20 turns) but deals less damage and is aoe, can't kill unit, can't affect undead)

Asid (more potent poison but affects only armored units, mechanical and undeads)

Slowing poison - deals less damage but also slows unit and substracts 1 action/turn (lasts for 1 turn)

Can also add poison breath-like abilities as well (to hydra for example)

Another variant is stackable with itself weak poison (1-2 damage) on ranged unit with many actions/turn (3-5) but with low damage and no bonuses (2-4 damage). Affects everyone exept mechanical units and units with regeneration.

Re: Claws, Tails and Poison. Scaledfolk Race.

Posted: Tue May 01, 2018 2:09 am
by Skelegonsans
We already have a lot of units with poison. All the snakemen plus several dragons and special units like hydra, basilisk & others have it. Basically only kobolds and lizards don't. Which sounds just right. That's all stated in the respective units' topics

Re: Claws, Tails and Poison. Scaledfolk Race.

Posted: Tue May 01, 2018 2:16 am
by General Brave
I don't know, maybe the kobold archer should have poison?

Re: Claws, Tails and Poison. Scaledfolk Race.

Posted: Tue May 01, 2018 2:17 am
by Skelegonsans
Nah, the snakeman archer is there to fulfill the role of poison archer.

if you look at snakeman's stats they are basically just the same as kobolds just sligthly stronger, costier and faster and all of them have poison.

Re: Claws, Tails and Poison. Scaledfolk Race.

Posted: Tue May 01, 2018 2:20 am
by General Brave
So no poison? How about fire?

Re: Claws, Tails and Poison. Scaledfolk Race.

Posted: Tue May 01, 2018 2:22 am
by General Brave
Here's some of the things.

Re: Claws, Tails and Poison. Scaledfolk Race.

Posted: Tue May 01, 2018 2:23 am
by General Brave
2

Re: Claws, Tails and Poison. Scaledfolk Race.

Posted: Tue May 01, 2018 6:28 am
by makazuwr32
Skelegonsans wrote:We already have a lot of units with poison. All the snakemen plus several dragons and special units like hydra, basilisk & others have it. Basically only kobolds and lizards don't. Which sounds just right. That's all stated in the respective units' topics
Skele i want that these "poison" will be different from basic one. So each poison can stack if possible with others. Because right now poison is the weak if compare to burning and they have way too low damage to somehow compensate that.
Remember that normal poison itself deals regardless of scource 4 damage per turn and can't self stack as burning.

Poison in aos is really powerful due to lack of hp tanks.
In aof there is lot of hp tanks with far more hp than in aos and aos version of poison just annoys. Yes vs elves it is good. Vs everything else... i really want to see how you will try to kill with current units and basic poison basic olog hai of orcs or death knight of undeads.

Re: Claws, Tails and Poison. Scaledfolk Race.

Posted: Tue May 01, 2018 1:57 pm
by Skelegonsans
Regardless poison will still be a powerful weapon, or at least an annoyance because it can deal with low hp units very quickly and slowly wear down high hp ones, and since a scaledfolk player will probably have many poison units at most of times their enemies will spend almost all of the time poisoned because every time they get hit again the effect refreshes.

Though, if you really think that poison could be made more powerful for them then just make it stacking like burning, but for scaledfolk only. A special poison called "scaledfolk poison" that is just the same as normal one but stacks like burning.

Re: Claws, Tails and Poison. Scaledfolk Race.

Posted: Tue May 01, 2018 5:16 pm
by makazuwr32
I thought about few different poison effects for several different units.

Re: Claws, Tails and Poison. Scaledfolk Race.

Posted: Wed May 02, 2018 11:31 am
by godOfKings
Acid could b the substitute of burning effect for scaled folks, that can stake too

Re: Claws, Tails and Poison. Scaledfolk Race.

Posted: Wed May 02, 2018 11:56 am
by Sunrise Samurai
@mak: you obviously haven't used dryad much if you think poison is no good. It's not much help for zombies and ghouls, but dryad has the mobility and range to hit some tender spots with it. It's also useful in wearing down an enemy by kiting.

This being said, I'd appreciate more variety of poison in scalefolk

Re: Claws, Tails and Poison. Scaledfolk Race.

Posted: Wed May 02, 2018 7:50 pm
by makazuwr32
In dryads it good because it is mobile unit. But poison archer is useless in aof for example as well as poison weapons ability of orcs.

Re: Claws, Tails and Poison. Scaledfolk Race.

Posted: Wed May 02, 2018 9:05 pm
by Sunrise Samurai
Poison archer is useful, in small numbers. I've found it great for wearing down big units like orc giants from afar, or getting that last bit of hp off something. It must be noticed though that it's only good because it's ranged and gets blacksmith techs.

Orc poison weapons is not worth researching. It's a temporary active ability that won't do as much over the full term as the attack said orc could do with the action. If it was permanent, I'd say it's a great damage increase. If it didn't require research, I'd say it's good if timed properly. As is, poison on melee is only worth +4 damage when it attacks. If you reach melee range, whatever you hit is already likely to die or is big with a healer behind it. There's just better things to research

Re: Claws, Tails and Poison. Scaledfolk Race.

Posted: Thu May 03, 2018 6:21 am
by makazuwr32
So more potent poison as well as more poison variants?

Re: Claws, Tails and Poison. Scaledfolk Race.

Posted: Fri May 04, 2018 2:12 am
by General Brave
This is a lot of poison.