Search found 4265 matches

by Savra
Sun Apr 05, 2020 5:32 am
Forum: Races
Topic: Scalefolk rework
Replies: 347
Views: 18150

Re: Scalefolk rework

Updated.
by Savra
Sun Apr 05, 2020 2:29 am
Forum: Races
Topic: Scalefolk rework
Replies: 347
Views: 18150

Re: Scalefolk rework

Lizardmens training area, the warriors den.
by Savra
Sat Apr 04, 2020 10:11 pm
Forum: Undead
Topic: Skeleton Captain
Replies: 22
Views: 1117

Re: Skeleton Captain

Dark corsair: http://www.ageofstrategy.net/download/file.php?id=13412 Trains: skull cove Cost:6 Hp:25 Atk:8 Act:2 Rng:1 Sight:4 Spd:3 water:3 Arm:2 P.arm:2 Res:50% Abilities: Reanimation: rng:2 Curse of the sea: rng:3, cool:1, units effected by curse of the sea have -2 to spd, and receive 4 dmg per ...
by Savra
Sat Apr 04, 2020 9:59 pm
Forum: Undead
Topic: Skeleton Captain
Replies: 22
Views: 1117

Re: Skeleton Captain

A little something different, I'll suggest a different set of stats later.
by Savra
Sat Apr 04, 2020 8:42 pm
Forum: Races
Topic: Scalefolk rework
Replies: 347
Views: 18150

Re: Scalefolk rework

Hmm, good point. Might save 1 for a spell for the gorgon. Anyway I updated the list a bit. I was thinking if for a money courier like structure and unit could we do something like this: Dragons lair: Van:4 Hp:40 Sight:4 Cap:2 can only carry kobalds. Arm:3 P.arm:6 Abilities: Summon Kobald treasurer: ...
by Savra
Sat Apr 04, 2020 5:08 pm
Forum: Races
Topic: Scalefolk rework
Replies: 347
Views: 18150

Re: Scalefolk rework

Yes.

If snakemen are a sub, then their dodge techs would be altogether, but more costly then elves dodge techs.

For example:

Snake like reflexes 1:
Grants all snakemen and nagas +5% to all dodges.
Cost:4-5
by Savra
Sat Apr 04, 2020 3:46 am
Forum: Races
Topic: Scalefolk rework
Replies: 347
Views: 18150

Re: Scalefolk rework

Snakemen reflexes tech.
by Savra
Sat Apr 04, 2020 1:40 am
Forum: Races
Topic: Scalefolk rework
Replies: 347
Views: 18150

Re: Scalefolk rework

Updated. Units:(42 in all) Kobalds: (7) http://www.ageofstrategy.net/download/file.php?id=13258 Kobald Tlamanih: Desc: Trains: Cost: Hp: Atk: Rng: Sight: Spd: Arm: P.arm: Res: Bonuses: http://www.ageofstrategy.net/download/file.php?id=13253 Kobald savage: Desc: Trains: Cost: Hp: Atk: Rng: Sight: Spd...
by Savra
Sat Apr 04, 2020 12:33 am
Forum: Races
Topic: Scalefolk rework
Replies: 347
Views: 18150

Re: Scalefolk rework

I'll update my suggestion list so this is less messy.
by Savra
Sat Apr 04, 2020 12:32 am
Forum: Races
Topic: Scalefolk rework
Replies: 347
Views: 18150

Re: Scalefolk rework

Some new ones:
by Savra
Fri Apr 03, 2020 6:01 pm
Forum: Races
Topic: Scalefolk rework
Replies: 347
Views: 18150

Re: Scalefolk rework

A look at a slightly different tech tree style. Basically how it works is scaledfolk could have their techs that effect their natural traits like resilience, scales, schutes, strength, etc. And techs that effect their weapons. Draconians could have a bonus tech that requires the previous techs to re...
by Savra
Fri Apr 03, 2020 5:00 pm
Forum: Undead Technologies
Topic: Flint locks - skeleton pirates tech
Replies: 1
Views: 71

Re: Flint locks - skeleton pirates tech

Image.

I'll make one for the captain too, except that will wait till after I change the captain first to something similar to a necromancer instead being that some captains did have some meddlings in black magic and curses to protect their loot.
by Savra
Fri Apr 03, 2020 4:58 pm
Forum: Undead Technologies
Topic: Flint locks - skeleton pirates tech
Replies: 1
Views: 71

Flint locks - skeleton pirates tech

Since it was suggested that rather then making a totally new unit, we should not give the basic skeleton pirates flintlocks. So here's the ability/tech:
Flint locks:
Researched: skull cove
Cost:7
Cool:2
Dmg:8 effected by p.armour
Rng:4
100% bonus to infantry.
by Savra
Thu Apr 02, 2020 2:56 am
Forum: Races
Topic: Scalefolk rework
Replies: 347
Views: 18150

Re: Scalefolk rework

New gatormen look.
by Savra
Sat Mar 21, 2020 11:07 pm
Forum: Races
Topic: Scalefolk rework
Replies: 347
Views: 18150

Re: Scalefolk rework

Now to work on the lizardmen and a few more other units, techs, and structures.
by Savra
Sat Mar 21, 2020 11:01 pm
Forum: Races
Topic: Scalefolk rework
Replies: 347
Views: 18150

Re: Scalefolk rework

Updated.
by Savra
Sat Mar 21, 2020 10:57 pm
Forum: Races
Topic: Scalefolk rework
Replies: 347
Views: 18150

Re: Scalefolk rework

New and updated.
by Savra
Wed Mar 18, 2020 3:48 am
Forum: Races
Topic: Scalefolk rework
Replies: 347
Views: 18150

Re: Scalefolk rework

Updated.
by Savra
Wed Mar 18, 2020 1:30 am
Forum: Races
Topic: Scalefolk rework
Replies: 347
Views: 18150

Re: Scalefolk rework

These basically.
by Savra
Tue Mar 17, 2020 11:24 pm
Forum: Races
Topic: Scalefolk rework
Replies: 347
Views: 18150

Re: Scalefolk rework

Hmm, maybe I should go for something less generic, say Alexander82 would an armoured lizardmen and draconian work in place of simple shielders? Then we can just paid their upgrade up with the turtlemens ones and call it either hardened scutes or something. Btw, by armoured I mean natural armour simi...
by Savra
Tue Mar 17, 2020 1:40 am
Forum: Races
Topic: Scalefolk rework
Replies: 347
Views: 18150

Re: Scalefolk rework

Updated.
by Savra
Sun Mar 15, 2020 10:09 pm
Forum: Races
Topic: Scalefolk rework
Replies: 347
Views: 18150

Re: Scalefolk rework

Another redesign.
by Savra
Sun Mar 15, 2020 5:49 am
Forum: Races
Topic: Scalefolk rework
Replies: 347
Views: 18150

Re: Scalefolk rework

Hopefully, but I wouldn't know, it depends on how long the dwarves will take, they still are getting units and techs figured out and they still need a proper navy plus siege equipment. Scaledfolks are the last on the list to be done, but I'll probably have a majority of the images here ready when th...
by Savra
Sun Mar 15, 2020 3:51 am
Forum: Races
Topic: Scalefolk rework
Replies: 347
Views: 18150

Re: Scalefolk rework

That sounds good.

Anyway, here's the new look for the draconians, at least some of them.

Also some others.
by Savra
Sun Mar 15, 2020 3:45 am
Forum: Races
Topic: Scalefolk rework
Replies: 347
Views: 18150

Re: Scalefolk rework

This one wouldn't be a anti cavalry unut but a normal infantry though. Course we could also just give it less bonuses toward cavalry, I noticed that the spearmen in game do have a difference in bonuses from eachother, so we could give it 8 attack but with like 50% bonus to cavalry. Making it more o...
by Savra
Sat Mar 14, 2020 3:46 pm
Forum: Races
Topic: Scalefolk rework
Replies: 347
Views: 18150

Re: Scalefolk rework

Hmm, that could work.
by Savra
Sat Mar 14, 2020 4:57 am
Forum: Races
Topic: Scalefolk rework
Replies: 347
Views: 18150

Re: Scalefolk rework

Updated. Moved shield.

Also we could make lizardmen shielders have the same defence as elves or just a tad bit higher.
by Savra
Sat Mar 14, 2020 4:55 am
Forum: Races
Topic: Scalefolk rework
Replies: 347
Views: 18150

Re: Scalefolk rework

This is just one of them, but this is the general new look. I decided to fuse the shielder and spearmen of the lizardmen together to make it more flavorful, also I believe that instead of having 2 range for scaledfolk spearmen, they could have a tech that costs 6-8 turns that enables them to throw t...
by Savra
Fri Mar 13, 2020 11:20 pm
Forum: Races
Topic: Scalefolk rework
Replies: 347
Views: 18150

Re: Scalefolk rework

Btw, I'm updating the lizardmens images so that they aren't so big. Plus somewhat of a design change too.
by Savra
Tue Mar 10, 2020 12:25 am
Forum: Undead
Topic: The Phantom Update
Replies: 308
Views: 17488

Re: The Phantom Update

Sooo, should I change the bastions weapon to the spear like that in the image and make shield look more robust? Or should I give it a mace instead of a flail and we could just give it the ability to stun enemies in hit. (Could have a percentage actually.) And still make shield look more robust. I ag...

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