Scaledfolks - Dragons and reptiles - MERGED

Here you can discuss what kind of races should be in the game.
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Skelegonsans
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Scaledfolks - Dragons and reptiles - MERGED

Post by Skelegonsans » Wed Aug 17, 2016 4:36 pm

It would be really cool if u could make dragons as a separate race, like for exemple: the dragon queen builds dragon nests (like a worker unit), and the drakes are like the main attackers, tge wyverns are flying units and very fast, the devourers are heavy ground dragons with lifelink, the red dragon can use the fire breath... and u can put the dragons of the other races together with this one too. The dragons' units should obviously be a bit more costy than other races but also way more powerful. How does that sound
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DoomCarrot
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Re: Dragons as a separate race

Post by DoomCarrot » Wed Aug 17, 2016 5:23 pm

Hm, the way I see it, each race must have:

1. Ability to build and fortify
2. Basic anti- units. Anti-cav, anti-infantry, anti-building, anti-ships, and anti-flying.
3.Every race must be capable of having a well balanced army

So, we would need some sort of worker dragons, dragons for each category of basic units, and all dragon units must be reasonably priced and balanced.
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Alexander82
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Re: Dragons as a separate race

Post by Alexander82 » Wed Aug 17, 2016 5:28 pm

More than dragons we might speak of dragonborns. They are a race introduced in d&d made of dragonish humanoids
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DoomCarrot
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Re: Dragons as a separate race

Post by DoomCarrot » Wed Aug 17, 2016 6:25 pm

Now we're talking. ;)


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Alexander82
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Re: Dragons as a separate race

Post by Alexander82 » Wed Aug 17, 2016 6:33 pm

LOL, they are different from Skyrim's dragonborn though xD
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DoomCarrot
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Re: Dragons as a separate race

Post by DoomCarrot » Wed Aug 17, 2016 7:04 pm

I know, but I couldn't resist. :lol:
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Alexander82
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Re: Dragons as a separate race

Post by Alexander82 » Wed Aug 17, 2016 7:26 pm

Hahuahua
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Skelegonsans
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Re: Dragons as a separate race

Post by Skelegonsans » Thu Aug 18, 2016 3:22 pm

Well, every race has anti cavalry, anti infantry and etc. Right? Well with dragons it cold be like this: they have no anti units, however their stats can be higher than usual, or we can make them have a small bonus against every unit? Because putting anti units on dragons would be a bit complicated... about fortification, how about a structure that works like a tower: the dragon den, dragons rest and heal on it. I also thinked of a healer dragon: the white dragon. And maybe a psychic dragon? He can mind control enemies and convert them :D i have many ideas, but i know its not THAT simple. Besides someone needs to do the sprites and all and i have no idea on how to do it, and i know nothing about coding or strings either XD so all i have is ideas, nothing else... i hope its not too complicated to do
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Re: Dragons as a separate race

Post by Skelegonsans » Thu Aug 18, 2016 3:23 pm

Btw nice skyrim reference XD fus ro dah!!!! :P
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New Race: Lizardfolk

Post by MightyGuy » Wed Sep 14, 2016 8:09 pm

Lizardfolk (also lizard men ) are a fictional
humanoid species... Image
The Malpheggi lizard man was detailed as a
player character race in the Hollow World
Ecology
Lizardfolk are omnivores, though they have a
preference for meat .
Environment
Lizardfolk are normally found in temperate
marshes and swamps. Lizardfolk are passable
swimmers however, and may be found in
underwater cave systems.
Typical physical characteristics
Lizardfolk are primitive reptilian humanoids
typically standing from six to seven feet tall.
Their scales are normally dull, earthy colors such
as green, brown, or gray. They have a tail for
balance, which measures three to four feet long.
Typical weight is between 200 and 300 pounds
(90 and 136 kg). There are several species of
lizardfolk however, and these can range from 3-
foot-tall (0.91 m) pygmies to 9-foot-tall (2.7 m)
giants.


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MightyGuy
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Re: New Race: Lizardfolk

Post by MightyGuy » Wed Sep 14, 2016 8:50 pm

They strategy is not Rush. The lizards close to nature like elves but the lizardfolk is strong On Melee but orcs is stronger than lizardfolk. Lizardfolk is like a Humans not too much same. POST YOUR IDEAS HERE.thanks! (Let this topic grow!)
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Midonik
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Re: New Race: Lizardfolk

Post by Midonik » Wed Sep 14, 2016 8:56 pm

Lizardfolk spearman. Higer HP,normal damege and armor than human spearman (not much),but smaller bonus againist cavalery.
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Alpha
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Re: New Race: Lizardfolk

Post by Alpha » Wed Sep 14, 2016 8:57 pm

Pretty good idea!
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Re: New Race: Lizardfolk

Post by Midonik » Wed Sep 14, 2016 8:59 pm

Thanks. Other unit: Lizardfolk mace man. Like on picture.
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Re: New Race: Lizardfolk

Post by MightyGuy » Wed Sep 14, 2016 9:00 pm

Thanks Midonik. Can you make a picture for that? or just me?
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Re: New Race: Lizardfolk

Post by Midonik » Wed Sep 14, 2016 9:04 pm

You need to make it yourself. I cant use any grafic program. But let my think,I try to tell you how they should look. (Sure you got some ideas about it too.)
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Re: New Race: Lizardfolk

Post by Midonik » Wed Sep 14, 2016 9:06 pm

Lets inspiret this photo. Its cool. Spearman: turn to left side,whith shileld like in picture,and spear.
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Re: New Race: Lizardfolk

Post by MightyGuy » Wed Sep 14, 2016 9:10 pm

okay! i will try to make a picture of it
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Midonik
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Re: New Race: Lizardfolk

Post by Midonik » Wed Sep 14, 2016 9:14 pm

I will wait. Next unit: Lizardfolk spear thrower (name can be change) Anit-archer unit,but can deal some damege againist other units
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Re: New Race: Lizardfolk

Post by MightyGuy » Wed Sep 14, 2016 9:17 pm

Okay! Thanks! I finished it soon.
Last edited by MightyGuy on Wed Sep 14, 2016 9:20 pm, edited 1 time in total.
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Midonik
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Re: New Race: Lizardfolk

Post by Midonik » Wed Sep 14, 2016 9:18 pm

Look like spearman,but with spear ready to trow (you know what I mean?) and without shileld.
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Re: New Race: Lizardfolk

Post by Midonik » Wed Sep 14, 2016 9:20 pm

Ok,meale,anit-cavalery,anit-archer,now: mage,ranger,cavalery,buldings.
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Re: New Race: Lizardfolk

Post by Midonik » Wed Sep 14, 2016 9:25 pm

Mage: Lizardfolk shaman,but I dont know what spells he can got. (Mayby somethink make unit swim faster,[Lizardfolks should can go throught water],but I dont know how it can be called)
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Re: New Race: Lizardfolk

Post by Midonik » Wed Sep 14, 2016 9:29 pm

I cant see Lizardfolk with bow,same on horse. He should ride big lizard,or frog.
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Re: New Race: Lizardfolk

Post by Midonik » Wed Sep 14, 2016 9:32 pm

Mayby the swamp barracks will be their meale units fabricks? (House make from big sticks and mud)
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Re: New Race: Lizardfolk

Post by Midonik » Wed Sep 14, 2016 9:40 pm

Stats:
L spearman:
Cost: 2
Hp: 15
Attack power: 6
Range: 1
Armor: 2
Price armor: 1
Speed: 3
300% bonus againist cavalery.
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Midonik
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Re: New Race: Lizardfolk

Post by Midonik » Wed Sep 14, 2016 9:46 pm

L maceman:
Cost: 2
Hp: 20
Attack power: 8
Armor:2
Price armor: 2
Speed:3
Correct me if you think its bad,but I think its ok.
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Midonik
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Re: New Race: Lizardfolk

Post by Midonik » Wed Sep 14, 2016 9:52 pm

L spear (jevelin?) thrower
Cost:2
Hp:6
Attack power: 5
Range: 3
Armor:1
Price armor: 5
Speed:3
50% bonus againist archers
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Re: New Race: Lizardfolk

Post by Midonik » Wed Sep 14, 2016 9:53 pm

Mayby they look tanked,but they got scales,so i think its ok.
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Midonik
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Re: New Race: Lizardfolk

Post by Midonik » Wed Sep 14, 2016 9:55 pm

I got idea for Lizardfolk,with many spikes at body. He will got big priece and normal armor,and deal bonus damage when couterattack. Cost 4-5.
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