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Bandits: Hostile Neutral

Posted: Mon Sep 03, 2018 6:28 pm
by General Brave
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Only for hostile neutral AI.

Building:
Bandit Camp:
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Bandit Watchtower:
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Bandit Flag, Aura.
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Tripline, Trap.
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Fire pit, Trap.
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Units
Infantry:

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Deserters Warrior:
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Similar stats to a regular Warrior with a slight increase.
Cost: 2
Hp: 24/24
Attack power: 12
Range: 1
Armor: 1
Pierce Armor: 1
Speed: 3
Sight: 4
Action /turn: 1/1
Spell resistance: 0%
Size 1x1
Highwaymen:
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A Cavalry that has 30% bonus is against Cavalry and Infantry. 100% against Wagons.
Thief: Invisible.
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Raider: Armed with a sword and a torch to burn down buildings.
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Gunman: Range Unit.
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Illegal Mage. 
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Rogue necromancer:
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has dig corpse and raise dead. Hangs close to base and takes advantage of any corpses it can come up with.
Orcish Brigand:
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strong basic unit like highwayman, but higher hp and power. Gives the ai some variety, and probably behaves more aggressively than the rest.
Elvish Poacher:
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basically elf archer, but give it slow spell and summon poison pit. Randomly traps the area, tangles troops in nets, and makes a nuisance of itself. Perfect for hostile A.I.
Dwarves Bomb Maker:
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Throws bombs.
Air:
Brown dragon
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Cost: 6
Hp: 80
Att: 22
Armor/Pierce: 2/2
Sight: 8
Speed: 4
Action/Turn: 1
Spell Resistance: 100%
Power Range/ AOE: 2
Abilities: Veteran Power.
Spells:
Fire Breath.

They could patrol the area, about 3-4 from their camp. attacking anyone who comes near. And after they build up, they will randomly attack one of a player or Al.

Re: Bandits: Hostile Neutral

Posted: Mon Sep 03, 2018 6:46 pm
by General Brave
I didn't mean to submit it early but here it is.

Re: Bandits: Hostile Neutral

Posted: Mon Sep 03, 2018 6:50 pm
by Savra
Is this going to be a mix of all races except gnolls?

Re: Bandits: Hostile Neutral

Posted: Mon Sep 03, 2018 6:54 pm
by General Brave
I guess so, but I thought you were making them differently?

Re: Bandits: Hostile Neutral

Posted: Mon Sep 03, 2018 6:58 pm
by General Brave
I thought yours is basically a tribe, far more organized and a society. so I wouldn't call them Bandits.

Re: Bandits: Hostile Neutral

Posted: Mon Sep 03, 2018 7:05 pm
by General Brave
Anyways I need more ideas from the other races to be here.
Also Bandit or Outlaw?

Re: Bandits: Hostile Neutral

Posted: Mon Sep 03, 2018 7:55 pm
by Gral.Sturnn
Brigands?

Re: Bandits: Hostile Neutral

Posted: Mon Sep 03, 2018 11:41 pm
by Savra
General Brave wrote: Mon Sep 03, 2018 6:58 pm I thought yours is basically a tribe, far more organized and a society. so I wouldn't call them Bandits.
Mine are, just making sure they didn't cross over. Feel free to take some classes from the Gnolls topic though, those were meant to be bandit classes.

Re: Bandits: Hostile Neutral

Posted: Tue Sep 04, 2018 12:32 am
by General Brave
Ok.

Re: Bandits: Hostile Neutral

Posted: Tue Sep 04, 2018 1:01 am
by Sunrise Samurai
I see we're finally building up for hostile neutrals.

A couple suggestions
Rogue necromancer: has dig corpse and raise dead. Hangs close to base and takes advantage of any corpses it can come up with.
Orcish brigand: strong basic unit like highwayman, but higher hp and power. Gives the ai some variety, and probably behaves more aggressively than the rest.
Elvish poacher: basically elf archer, but give it slow spell and summon poison pit. Randomly traps the area, tangles troops in nets, and makes a nuisance of itself. Perfect for hostile ai

These at least give some representatives from other races.

Re: Bandits: Hostile Neutral

Posted: Tue Sep 04, 2018 1:34 am
by General Brave
I like your suggestions.

Re: Bandits: Hostile Neutral

Posted: Tue Sep 04, 2018 3:15 am
by Sunrise Samurai
Fireling: sometimes humans with draconic ancestry are gifted an especially strong dose of the flames within. It gives them strength, but burns them as well. Their fire scarred faces are rarely accepted in society, so they often are forced to live as bandits using their abilities to survive. This, of course, gives others an excuse to justify their natural prejudices against firelings. 4 cost, melee with good hp, power, and flame weapon, plus a 2 range fire breath spell.

Re: Bandits: Hostile Neutral

Posted: Tue Sep 04, 2018 5:07 pm
by General Brave
Maybe.

Re: Bandits: Hostile Neutral

Posted: Tue Sep 04, 2018 6:43 pm
by General Brave
Perhaps someone will help me with Arts or unit suggestions.

Re: Bandits: Hostile Neutral

Posted: Tue Sep 04, 2018 6:53 pm
by Savra
Well, until I here otherwise I think we should limit the hostile neutral tribes at 5 buildings, 15 units. For now that is.

Re: Bandits: Hostile Neutral

Posted: Tue Sep 04, 2018 6:57 pm
by General Brave
Well we can stay at that limit until otherwise.

Re: Bandits: Hostile Neutral

Posted: Tue Sep 04, 2018 6:58 pm
by General Brave
How about a bandit stronghold?
They have set themselves up in a abandoned castle.
Mini Mega.

Re: Bandits: Hostile Neutral

Posted: Tue Sep 04, 2018 7:10 pm
by StormSaint373
Maybe a dragon!

In common folklore, typical Western dragons burn down villiages and take what gold and other loot they can find back to their lairs! It uses the bandits to help it expand it's hoard instead of eating them! :D

Brown dragon

Cost: 6
Hp: 80
Att: 22
Armor/Pierce: 2/2
Sight: 8
Speed: 4
Action/Turn: 1
Spell Resistance: 100%

Abilities: Veteran Power, Power Range/ AOE: 2

Spells:
Fire Breath

Re: Bandits: Hostile Neutral

Posted: Tue Sep 04, 2018 7:13 pm
by makazuwr32
225 hp?!
SERIOUSLY?!!
It is a bit WAAAAAAY too much and that armor... 10/10.
Why not 10000 hp and 100/100 armor than? It is of nearly same op level.

No.

Re: Bandits: Hostile Neutral

Posted: Tue Sep 04, 2018 7:24 pm
by StormSaint373
. . . Then what are the parameters for an Orc-strength-cambatant/fire-breathing dragon?

'cause that is what I was trying to get at...

The most powerful of the dragons shouldn't belong to any player, it should be a leveling factor,
A make-you or break-you creature!

Do dragons get some kind of unseen Resistance?

225!?! I've killed dragons with 10000 hp with normal human Archers in campaigns! Yes, it took a long time, but I did it none the less!

Think I'm bluffing, See the Honor campaign. :D

Re: Bandits: Hostile Neutral

Posted: Tue Sep 04, 2018 7:27 pm
by makazuwr32
80 hp, 2/2 armor, 22 attack, 5 speed.
I suggest for their dragon speed 4.
The problem with campains is that there those beasts can't be produced.
This one can.

Re: Bandits: Hostile Neutral

Posted: Tue Sep 04, 2018 7:33 pm
by General Brave
Sound like you should get rid of these camps as soon as you have the troops.

Re: Bandits: Hostile Neutral

Posted: Tue Sep 04, 2018 7:40 pm
by StormSaint373
makazuwr32 wrote: Tue Sep 04, 2018 7:27 pm 80 hp, 2/2 armor, 22 attack, 5 speed.
I suggest for their dragon speed 4.
The problem with campains is that there those beasts can't be produced.
This one can.
Gotcha. Edited!

Re: Bandits: Hostile Neutral

Posted: Tue Sep 04, 2018 7:42 pm
by makazuwr32
Cost than can be lowered to 6.

Re: Bandits: Hostile Neutral

Posted: Tue Sep 04, 2018 7:42 pm
by StormSaint373
General Brave wrote: Tue Sep 04, 2018 7:33 pm Sound like you should get rid of these camps as soon as you have the troops.
That's kinda the point. :lol:

Re: Bandits: Hostile Neutral

Posted: Tue Sep 04, 2018 7:43 pm
by StormSaint373
makazuwr32 wrote: Tue Sep 04, 2018 7:42 pm Cost than can be lowered to 6.
Already done :D

Re: Bandits: Hostile Neutral

Posted: Tue Sep 04, 2018 7:43 pm
by General Brave
Great suggestion anything else that I missing including some race.

Re: Bandits: Hostile Neutral

Posted: Tue Sep 04, 2018 7:44 pm
by makazuwr32
Also remove fear aura. Instead put veteran power.

Re: Bandits: Hostile Neutral

Posted: Tue Sep 04, 2018 7:46 pm
by General Brave
Now that is a fight.

Re: Bandits: Hostile Neutral

Posted: Tue Sep 04, 2018 7:47 pm
by StormSaint373
That's pushing it. . . But, Ok :D

Done.

The most powerful dragon in the land! Literally :lol: