Search found 3706 matches

by Savra
Sat Sep 21, 2019 4:16 pm
Forum: Undead
Topic: Necropolis - replacement of mansion
Replies: 27
Views: 243

Re: Necropolis - replacement of mansion

How's it looking so far?
by Savra
Sat Sep 21, 2019 3:29 pm
Forum: Undead
Topic: Necropolis - replacement of mansion
Replies: 27
Views: 243

Re: Necropolis - replacement of mansion

So, I can take up 4 spaces with the design technically if I just make the tops of towers? I thought 3 was pushing it. Currently it's at 96x96.
by Savra
Sat Sep 21, 2019 6:03 am
Forum: Undead
Topic: Necropolis - replacement of mansion
Replies: 27
Views: 243

Re: Necropolis - replacement of mansion

This is what I have gotten done so far, still a work in progress but this is kinda the design I'm going with.
by Savra
Fri Sep 20, 2019 11:43 pm
Forum: Elf Technologies
Topic: Sea serpent tech: Scald
Replies: 12
Views: 1078

Re: Sea serpent tech: Scald

Ok.
by Savra
Fri Sep 20, 2019 11:41 pm
Forum: Undead
Topic: Necropolis - replacement of mansion
Replies: 27
Views: 243

Re: Necropolis - replacement of mansion

I know, I actually meant you made the wall easier to do since I don't have to figure out a different design for it.
by Savra
Fri Sep 20, 2019 2:44 pm
Forum: Races
Topic: Scalefolk rework
Replies: 176
Views: 4684

Re: Scalefolk rework

Ok, leave the ranged siege to acid spitters?
by Savra
Fri Sep 20, 2019 2:35 pm
Forum: Undead
Topic: Necropolis - replacement of mansion
Replies: 27
Views: 243

Re: Necropolis - replacement of mansion

Course this brings to me a new idea plus solves my wall design problem. 🤔 Perhaps I could make a hooded figure holding a ball of light in the rear of the Necropolis (it's a statue) I would have to make a few spires so they can peer of the walls, might make the wall be honest but they would have a st...
by Savra
Fri Sep 20, 2019 1:47 pm
Forum: Undead
Topic: Necropolis - replacement of mansion
Replies: 27
Views: 243

Re: Necropolis - replacement of mansion

Looks like I'm going to have to remodel again, I was making the walls out of stone. But luckily I didn't get very far on that part so it will be a easy replacement. (I'd have to lose my statues though... :( )
by Savra
Fri Sep 20, 2019 6:15 am
Forum: Races
Topic: Scalefolk rework
Replies: 176
Views: 4684

Re: Scalefolk rework

Ok, I will do that, since they won't be going in for a while (scaledfolk race that is) should I expand some of these ideas on the list? A few that I had in mind were: Mandrakes - not draconians, but a race that is somewhat similar to kobalds but can fly, would work as a cheap anti air race. I had in...
by Savra
Fri Sep 20, 2019 5:54 am
Forum: Undead
Topic: Necropolis - replacement of mansion
Replies: 27
Views: 243

Re: Necropolis - replacement of mansion

Say, while we're at it on remaking the undeads mega building, what if we changed its attacks to spirits and add a new effect called possessed which causes 4 damage, -10% resistance, for 3 turns non-stackable , only effects living units? I planned this effect for other undead units too, one being the...
by Savra
Thu Sep 19, 2019 10:37 pm
Forum: Map & campaign ideas
Topic: Murder Map
Replies: 9
Views: 159

Re: Murder Map

Shady character.
by Savra
Thu Sep 19, 2019 10:09 pm
Forum: Map & campaign ideas
Topic: Murder Map
Replies: 9
Views: 159

Re: Murder Map

Ok, I'll get right on it.
by Savra
Thu Sep 19, 2019 10:08 pm
Forum: Undead
Topic: Necropolis - replacement of mansion
Replies: 27
Views: 243

Re: Necropolis - replacement of mansion

We could always keep the mansion for map editor, looks good enough to pass for a building for a city situation.
by Savra
Thu Sep 19, 2019 10:06 pm
Forum: Elf
Topic: Sanctuary tree
Replies: 69
Views: 3515

Re: Sanctuary tree

The pink trees, yes I know. But I don't think of it as something magical, just a place of refuge, last thing any creature looking for a place to lay low would do is nice in a place that stands out above everything else. At least if the tree looks like any other tree then hunters and the such would t...
by Savra
Thu Sep 19, 2019 2:22 pm
Forum: Undead
Topic: Necropolis - replacement of mansion
Replies: 27
Views: 243

Re: Necropolis - replacement of mansion

I'll try the 3rd image in Makazuwrus string. It looks interesting.
by Savra
Thu Sep 19, 2019 2:21 pm
Forum: Races
Topic: Scalefolk rework
Replies: 176
Views: 4684

Re: Scalefolk rework

Yes, I know about those ones, tortoisemen.
by Savra
Thu Sep 19, 2019 5:17 am
Forum: Undead
Topic: Necropolis - replacement of mansion
Replies: 27
Views: 243

Re: Necropolis - replacement of mansion

This?
Image
by Savra
Thu Sep 19, 2019 5:14 am
Forum: Races
Topic: Scalefolk rework
Replies: 176
Views: 4684

Re: Scalefolk rework

Nagas could work as amphibious snakemen counterparts, gatormen could work like merlocks, Turtlemen could work similar to sea version of trolls. Maybe I might update the nagas den to a different name to fit most of these, or I could leave it and we could just add more to nagas later. So essentially s...
by Savra
Thu Sep 19, 2019 4:12 am
Forum: Elf
Topic: Sanctuary tree
Replies: 69
Views: 3515

Re: Sanctuary tree

Hmm, I prefer the old tree... Maybe I'm looking at this wrong, maybe I should instead just add fairies.

Or just leave it be since it has nothing magical about it other then magical creatures seeking refuge their.
by Savra
Thu Sep 19, 2019 4:04 am
Forum: Races
Topic: Scalefolk rework
Replies: 176
Views: 4684

Re: Scalefolk rework

How's this for starts.
by Savra
Thu Sep 19, 2019 2:30 am
Forum: Races
Topic: Scalefolk rework
Replies: 176
Views: 4684

Re: Scalefolk rework

Alright I'll update list, you also have me the units needed for their mini mega in the future. For now we will stick them in swamp barracks and add them in the stronghold later as well when scaledfolks have a bit more.
by Savra
Thu Sep 19, 2019 2:28 am
Forum: Undead
Topic: Necropolis - replacement of mansion
Replies: 27
Views: 243

Re: Necropolis - replacement of mansion

Would this be in line to what you want kinda?
Image
by Savra
Thu Sep 19, 2019 1:04 am
Forum: Elf
Topic: Sanctuary tree
Replies: 69
Views: 3515

Re: Sanctuary tree

That was the idea, also because I plan to make a tech for elven fortifications that enable regeneration (small but enough) for all plant fortifications. A useful addition since they don't have any specialized attacks for the great tree for one. (it shoots normal arrows) Say, since red leaves look to...
by Savra
Thu Sep 19, 2019 12:59 am
Forum: Races
Topic: Scalefolk rework
Replies: 176
Views: 4684

Re: Scalefolk rework

It's alright, I'll make images for them. Say is the gator pack specialized in water assaults? If so then we could change the archer into a harpoonist and still keep its stats the same.
by Savra
Thu Sep 19, 2019 12:57 am
Forum: Undead
Topic: Necropolis - replacement of mansion
Replies: 27
Views: 243

Re: Necropolis - replacement of mansion

Sure..., This may take a while.
by Savra
Thu Sep 19, 2019 12:54 am
Forum: Undead
Topic: New skeleton pirates
Replies: 11
Views: 117

Re: New skeleton pirates

Ok, I'll update image.
by Savra
Wed Sep 18, 2019 2:41 pm
Forum: Undead
Topic: New skeleton pirates
Replies: 11
Views: 117

Re: New skeleton pirates

Updated stats of captain.

Say should I make a corsair too? A skeleton pirate with an anchor or double swords.
by Savra
Wed Sep 18, 2019 2:32 pm
Forum: Elf
Topic: Sanctuary tree
Replies: 69
Views: 3515

Re: Sanctuary tree

🤔
by Savra
Wed Sep 18, 2019 5:42 am
Forum: Races
Topic: Scalefolk rework
Replies: 176
Views: 4684

Re: Scalefolk rework

Might think of giving them a tech called hardwood fortifications, which would give all wooden scaledfolk fortifications a buff to health. Also I plan to remake the mini mega that was originally known as the keep into a different mini mega known as a stronghold, strongholds were often built to keep a...
by Savra
Wed Sep 18, 2019 5:26 am
Forum: Human
Topic: Keep
Replies: 0
Views: 34

Keep

Since scaledfolk will be losing this structure including the name, I figured it's time humans got a hold on a smaller version of the castle that could work as a sub castle. Keep: 2x2 Desc: Cost:0 Hp:600 Atk:7 burning weapon Rng:6 Sight:6 Act:3 Arm:2 P.arm:12 Res:0 Produces: Pegasus rider Longbowmen ...

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