Search found 921 matches

by Skelegonsans
Wed Sep 05, 2018 12:47 pm
Forum: Scaledfolk
Topic: Lizardmen Brute pack
Replies: 151
Views: 9237

Re: Lizardmen Brute pack

This idea is looking pretty good. these guys remind me a LOT from the lizardmen in Warhammer (i love that game :lol: ). I'm liking these ideas but the stats still need to be fine-tuned and remember that we need to update and balance all of the current scaledfolks before implementing anything else. :)
by Skelegonsans
Wed Sep 05, 2018 12:43 pm
Forum: Scaledfolk
Topic: Lizardman Hunter
Replies: 19
Views: 1550

Re: Lizardman Hunter

yeah, make the spear face up, looks a bit better, other than that the image looks really good
by Skelegonsans
Wed Sep 05, 2018 12:41 pm
Forum: Scaledfolk
Topic: Claws, Tails and Poison. Scaledfolk Race.
Replies: 437
Views: 29096

Re: Claws, Tails and Poison. Scaledfolk Race.

@alexander for general race ideas like which units should be affected by upgrades and teches and all, i find it much easier to just discuss it here. but for suggesting new units and technologies and such, making a new threads sounds like the best. We only want to discuss the important stuff here aft...
by Skelegonsans
Fri Aug 31, 2018 9:21 pm
Forum: Human
Topic: Unit: Werewolf (Humans)
Replies: 174
Views: 25573

Re: Unit: Werewolf (Humans)

it's in the stats too.
by Skelegonsans
Fri Aug 24, 2018 11:22 pm
Forum: Human
Topic: Unit: Werewolf (Humans)
Replies: 174
Views: 25573

Re: Unit: Werewolf (Humans)

if i'm not mistaken stats have already been decided. don't know about the image though.
by Skelegonsans
Thu Aug 16, 2018 2:59 am
Forum: Scaledfolk
Topic: Lizardmen Brute pack
Replies: 151
Views: 9237

Re: Lizardmen Brute pack

Some of the effects for the units look a bit confusing, please clarify them. Also maybe Scaledfolk don't need more big tanky high-cost units, they have enough already (and quite unbalenced at that, but it's being worked on). I say to put this idea on hold until they are properly balanced, and then f...
by Skelegonsans
Thu Aug 16, 2018 2:52 am
Forum: Scaledfolk
Topic: Snakeman Shaman
Replies: 26
Views: 1927

Re: Snakeman Shaman

Hmm. In that case, a -3 attack, -2 both armors and -1 speed for one turn seems good.
by Skelegonsans
Sun Aug 12, 2018 6:27 pm
Forum: Scaledfolk
Topic: Snakeman Shaman
Replies: 26
Views: 1927

Re: Snakeman Shaman

Hmm, true. Then maybe it is a magic missile like spell with no cooldown, range 5 that deals 5 damage and poisons, also giving a -3 attack penalty and a 1-speed slow for two turns? (if so we won't need the ice missle thing)
by Skelegonsans
Sun Aug 12, 2018 6:24 pm
Forum: Human Technologies
Topic: Protected Light
Replies: 25
Views: 2387

Re: Protected Light

Oh. We might wanna make it simpler then.
by Skelegonsans
Sun Aug 12, 2018 4:47 pm
Forum: Human
Topic: Dragon hunter and dragon slayer
Replies: 26
Views: 5123

Re: Dragon hunter and dragon slayer

Yeah, the dragonborn.

Yes, also known as Dovahkiin. :lol: :lol:
by Skelegonsans
Sun Aug 12, 2018 4:46 pm
Forum: Scaledfolk
Topic: Snakeman Shaman
Replies: 26
Views: 1927

Re: Snakeman Shaman

Also, you should add these stats to the shaman. Melee dodge = 30% Ranged dodge = 30% Counter dodge = 60% as it was agreed that all snakemen would have a dodge rate and these were the numbers used for it so far. To compensate the dodge rate I'd also lower its hp to around 20. so it wouldn't be to muc...
by Skelegonsans
Sun Aug 12, 2018 4:41 pm
Forum: Scaledfolk
Topic: Snakeman Shaman
Replies: 26
Views: 1927

Re: Snakeman Shaman

Like the idea! only have a small suggestion for the first spell (Kobra Bite). It would have a cooldown of 4, a range of 6, affect an 13-tile area (like the fireball spell), dealing no damage, but poisoning the enemies hit and applying a 2-turn 1-speed slow, as well as reduce attack by 3 for 2 turns....
by Skelegonsans
Sun Aug 12, 2018 4:35 pm
Forum: Scaledfolk
Topic: Claws, Tails and Poison. Scaledfolk Race.
Replies: 437
Views: 29096

Re: Claws, Tails and Poison. Scaledfolk Race.

I agree with sunrise's idea. Convert + spell resist reduction sounds a wee bit OP.

Also, I got stat ideas for the units I suggested up there, but I'll make them as separate threads in the scaledfolk section to avoid clumping this thread up.
by Skelegonsans
Sun Aug 12, 2018 3:41 pm
Forum: Scaledfolk
Topic: Lamia
Replies: 38
Views: 3741

Re: Lamia

The other one looks a lot like the gorgon which is a unit we already have. I'd say we use the first one i mentioned up there.
by Skelegonsans
Fri Aug 10, 2018 5:37 pm
Forum: Human Technologies
Topic: Protected Light
Replies: 25
Views: 2387

Re: Protected Light

So true. But if it was somehow possible to "store" in the game's variables what unit that corpse was when it died (I don't know if it's possible but it might be), the game could use that variable to define the unit type and put the ressurected unit at the player that owns the caster's control. Mayb...
by Skelegonsans
Fri Aug 10, 2018 5:32 pm
Forum: Human
Topic: Dragon hunter and dragon slayer
Replies: 26
Views: 5123

Re: Dragon hunter and dragon slayer

I have a similar idea to this one, I've posted it in the big scaledfolk thread. Though this isn't bad either. A bowman with bonus vs. dragons would be interesting.
by Skelegonsans
Fri Aug 10, 2018 5:25 pm
Forum: Scaledfolk
Topic: Lamia
Replies: 38
Views: 3741

Re: Lamia

I know right? It would make a nice addition to the snake pit. Hopefully someone notices that this unit exists. :lol:
by Skelegonsans
Fri Aug 10, 2018 5:22 pm
Forum: Scaledfolk
Topic: Claws, Tails and Poison. Scaledfolk Race.
Replies: 437
Views: 29096

Re: Claws, Tails and Poison. Scaledfolk Race.

I like the idea to add limited flight to the kobold highborns. A skill that makes them flying for 2 turns and has a cooldown of 4, for example. Very interesting and would justify the term "highborn" kobolds with the argument that they are born with a stronger dragon blood than regular kobolds. Love ...
by Skelegonsans
Fri Aug 10, 2018 5:04 pm
Forum: Scaledfolk
Topic: Gorgon
Replies: 20
Views: 3734

Re: Gorgon

Ey, nice. :)
by Skelegonsans
Thu Aug 02, 2018 1:55 am
Forum: Scaledfolk
Topic: Claws, Tails and Poison. Scaledfolk Race.
Replies: 437
Views: 29096

Re: Claws, Tails and Poison. Scaledfolk Race.

Heavy infantry. A regular infantry unit but more tanky. Notice how the lizardmen have more armor and hp than a regular kobold but don't have a MUCH higher attack, unlike uruks compared to orcs. That makes lizardmen a heavy infantry in my eyes.
by Skelegonsans
Thu Aug 02, 2018 1:53 am
Forum: Scaledfolk
Topic: Gorgon
Replies: 20
Views: 3734

Re: Gorgon

Is this gonna get implemented anytime soon? I think this unit is cool. Of course the priority for scaledfolks rn is the balancing and whatnot, but a few new units won't hurt I guess.
by Skelegonsans
Thu Aug 02, 2018 1:43 am
Forum: Scaledfolk
Topic: Claws, Tails and Poison. Scaledfolk Race.
Replies: 437
Views: 29096

Re: Claws, Tails and Poison. Scaledfolk Race.

1. Lizardmen are semi-elite units now. Like Vampire or Death Knight for undeads - they are semi elite units and moved from eaarly buildings. Also i needed something for addition to Fort and Stronghold because both these buildings are pretty lonely before you researched armored kobolds. 2. Yes his l...
by Skelegonsans
Tue Jul 31, 2018 2:33 pm
Forum: Scaledfolk
Topic: Claws, Tails and Poison. Scaledfolk Race.
Replies: 437
Views: 29096

Re: Claws, Tails and Poison. Scaledfolk Race.

1. The fact that lizardmen can't be recruited in swamp barracks / hunter's hut anymore. They seemed fitting to those buildings as they are not elite units, just a sort of heavy infantry. 2. New red dragon looks nice and balanced, but his lesser fire breath is not too useful. Either increase its dama...
by Skelegonsans
Mon Jul 30, 2018 11:52 pm
Forum: Scaledfolk
Topic: Storm Dragon
Replies: 50
Views: 3982

Re: Storm Dragon

I mean, this Dragon is an adult like all the others :lol: it's just meant to be more of a scout and harasser rather than direct fighter so it's probably not gonna be as bulky as the other dragons, but yeah it's an adult
by Skelegonsans
Mon Jul 30, 2018 11:50 pm
Forum: Scaledfolk
Topic: Claws, Tails and Poison. Scaledfolk Race.
Replies: 437
Views: 29096

Re: Claws, Tails and Poison. Scaledfolk Race.

I like those changes overall. A few of them look a bit weird to me but overall most of the changes are good. Good job man.

One question though, I didn't understand the effect of Acid Dragon's passive?
by Skelegonsans
Sun Jul 29, 2018 2:59 pm
Forum: Scaledfolk
Topic: Claws, Tails and Poison. Scaledfolk Race.
Replies: 437
Views: 29096

Re: Claws, Tails and Poison. Scaledfolk Race.

I don't think General will want to go through ALL the units all over again and change all of them them around though. That's a lot of units. :lol:
by Skelegonsans
Sun Jul 29, 2018 2:57 pm
Forum: Scaledfolk
Topic: Storm Dragon
Replies: 50
Views: 3982

Re: Storm Dragon

Ohhh, sorry I didn't see it. :lol:
Alright, guess that makes sense. I agree with those stats.
by Skelegonsans
Sun Jul 29, 2018 2:53 pm
Forum: Scaledfolk
Topic: Claws, Tails and Poison. Scaledfolk Race.
Replies: 437
Views: 29096

Re: Claws, Tails and Poison. Scaledfolk Race.

Nice! That's a bit better. Now I think you should raise the red and white dragons' costs to 7. Or if you want to keep them at cost 5, remove one of the fire dragon's breath attacks and remove the white dragon's aura so it can only heal with the breath. Though I think it's better to just raise their ...
by Skelegonsans
Sun Jul 29, 2018 2:44 pm
Forum: Scaledfolk
Topic: Storm Dragon
Replies: 50
Views: 3982

Re: Storm Dragon

Let me clear what stats i am thinking so we will have better discussin after: Stats: Storm Dragon Cost - 5 turns, Trainable at Dragon Temple. ( cost is same ) Hp 23 Atk 11 Arm./p.arm. 1/1 Range 1 Speed 6 ( -1 ) Sight 8 ( +1 ) Abilities: Flying Lighting breath: fireball-like ability (deals damage an...
by Skelegonsans
Sat Jul 28, 2018 11:45 pm
Forum: Scaledfolk
Topic: Claws, Tails and Poison. Scaledfolk Race.
Replies: 437
Views: 29096

Re: Claws, Tails and Poison. Scaledfolk Race.

I for one see highborns as more effective kobold soldiers. They have better stats and the same cost as kobolds so why get kobolds if I can get highborns? I think highborns should have cost 3 instead of 2.

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