Feral tribe Gnolls-hostile neutral

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Savra
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Re: Feral tribe Gnolls-hostile neutral

Post by Savra » Sun Sep 09, 2018 9:03 pm

The outpost.
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General Brave
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Re: Feral tribe Gnolls-hostile neutral

Post by General Brave » Sun Sep 09, 2018 9:11 pm

Good Tower, the closest thing I can use as a water tower.
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Savra
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Re: Feral tribe Gnolls-hostile neutral

Post by Savra » Sun Sep 09, 2018 9:22 pm

Here it is darker. Btw I could find or make a water tower for you if you want.
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Savra
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Re: Feral tribe Gnolls-hostile neutral

Post by Savra » Sun Sep 09, 2018 9:39 pm

Barrier. Needs work.
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Re: Feral tribe Gnolls-hostile neutral

Post by General Brave » Sun Sep 09, 2018 9:55 pm

Definitely do want a medieval like water tower.
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Savra
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Re: Feral tribe Gnolls-hostile neutral

Post by Savra » Mon Sep 10, 2018 2:30 am

Here's the totem of power. I'll work on your medieval water tower just give me an image as refrence.
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General Brave
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Re: Feral tribe Gnolls-hostile neutral

Post by General Brave » Mon Sep 10, 2018 3:06 am

Well your Tower is a good enough place to start on.
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Savra
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Re: Feral tribe Gnolls-hostile neutral

Post by Savra » Mon Sep 10, 2018 3:00 pm

Ok here's your water tower, here's the new gnoll outpost and spike barrier. Btw to get animations without a background do you need to do something different or what?
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Savra
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Re: Feral tribe Gnolls-hostile neutral

Post by Savra » Mon Sep 10, 2018 3:11 pm

And that's all on the images. Now brush up time let's see.

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Lynx Shafir
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Re: Feral tribe Gnolls-hostile neutral

Post by Lynx Shafir » Mon Sep 10, 2018 3:26 pm

Wath is that water tower.?
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Savra
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Re: Feral tribe Gnolls-hostile neutral

Post by Savra » Mon Sep 10, 2018 5:12 pm

General brave wanted a water tower and I figured the gnoll outpost needed a different look. The water towers for decoration purposes I take it.

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Savra
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Re: Feral tribe Gnolls-hostile neutral

Post by Savra » Mon Sep 10, 2018 10:42 pm

Might just make the totems summonable by the gnoll shaman instead and replace with Ethereal Fortress. Make it glow and such probably make it a mega. That way it's a pain to destroy and makes for a powerful hostile ai fortress that also could add flavor for maps. If this goes I'll add Etheral stuff to Gnolls basically like magical stuff and you could just say this is were they're be monsters. :lol:

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Savra
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Re: Feral tribe Gnolls-hostile neutral

Post by Savra » Mon Sep 10, 2018 11:25 pm

Okay Etheral Fortress might have to wait with the other new Gnoll units until I get the ok that I can start adding the second batch to the party. Right now I'll stick to these ones that I have for now as the Hostile Neutral party.
@Alexander82 What do you think of these. I'm guessing some still need touch up like the spike barrier but all in all it should be ready. Just need to finalize stats and I'd like some input on what should be and what shouldn't.

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Savra
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Re: Feral tribe Gnolls-hostile neutral

Post by Savra » Tue Sep 11, 2018 12:07 am

Here's the new totem of power modifications.
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Savra
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Re: Feral tribe Gnolls-hostile neutral

Post by Savra » Tue Sep 11, 2018 12:34 am

Here's a different style which is much better.
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Re: Feral tribe Gnolls-hostile neutral

Post by Savra » Tue Sep 11, 2018 12:41 am

Might just make totems summoned, ya they'll be summoned.

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Savra
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Re: Feral tribe Gnolls-hostile neutral

Post by Savra » Wed Sep 12, 2018 12:01 am

So I have all the Totem images done in a string and seen them in an animation. I just need to know whether or not the Gnoll shaman should have them as a summon each with a 3 turn cool+vanishing, or just leave it as auras since it would just auto summon them or auto cast the aura.
Benefits and downfalls:
Totem:
Benefits: has a cool down, can be auto cast in a certain area at random, affects units around it.
Downfall: Can be destroyed, gives away position of base.

Aura:
Benefit:auto cast, affects units around, no cool.
Downfall:most likely will only use one spell, can be disenchanted, can be killed, has to be near allies to be effective.

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Savra
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Re: Feral tribe Gnolls-hostile neutral

Post by Savra » Wed Sep 12, 2018 1:45 am

Hmm, what kind of spell base should Gnolls be based on?
Elemental - if so anything specific?
Light
Etheral
Arcane
Dark
Blood
Poison
Illusion- this probably best since Gnolls are tricksters mainly when magic is involved.

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Re: Feral tribe Gnolls-hostile neutral

Post by General Brave » Wed Sep 12, 2018 3:55 am

Lightning Maybe.
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Savra
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Re: Feral tribe Gnolls-hostile neutral

Post by Savra » Wed Sep 12, 2018 5:06 am

So elemental electric? Well since you and me are basically the only ones on this topic then I guess that works, how about electric, illusion, tribal? Mix things up a bit since Gnolls are going to be tribal like but focus on illusions and electric elements as their main attacks.

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Savra
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Re: Feral tribe Gnolls-hostile neutral

Post by Savra » Wed Sep 12, 2018 5:20 am

Should I give the Trickster a illusion summon? Like a Illusionary hyena or scarecrow or something? (By scarecrow I mean make it tribal like, it would be a neat trick. 8-) )

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Lynx Shafir
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Re: Feral tribe Gnolls-hostile neutral

Post by Lynx Shafir » Wed Sep 12, 2018 9:13 am

Savra wrote:
Wed Sep 12, 2018 5:20 am
Should I give the Trickster a illusion summon? Like a Illusionary hyena or scarecrow or something? (By scarecrow I mean make it tribal like, it would be a neat trick. 8-) )
Such mechanism isn't in games yet.
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Savra
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Re: Feral tribe Gnolls-hostile neutral

Post by Savra » Wed Sep 12, 2018 3:22 pm

What summoning? Illusions would be based on summons transformations and blinding.

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Lynx Shafir
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Re: Feral tribe Gnolls-hostile neutral

Post by Lynx Shafir » Wed Sep 12, 2018 5:41 pm

Illusions what shows fake stats - thing

Not sure what transform or blinding u mean..
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Savra
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Re: Feral tribe Gnolls-hostile neutral

Post by Savra » Wed Sep 12, 2018 5:48 pm

Blinding being opposite of clear vision. Illusion's involve a lot of the trick of the mind and transforming into a hyena, bear, eagle, wolf, snake, whatever, is a form of trickery. Also the Gnoll trickster, see pg 1, is known for his tricks of the mind. I was thinking of replacing his dark bolt with a summon scarecrow and leaving his Thunderstorm as his only magic attack. I originally thought to give Gnolls Etheral magic but that has to do with light and/or air so didn't make sense for Gnolls unless others say otherwise?

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Savra
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Re: Feral tribe Gnolls-hostile neutral

Post by Savra » Thu Sep 13, 2018 1:03 am

This is what I was talking about for the scarecrow.
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Savra
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Re: Feral tribe Gnolls-hostile neutral

Post by Savra » Thu Sep 13, 2018 4:45 am

Updated first post.
I figured I'll stick with the auras as the shamans main spells, not totems. As for the Totem I got rid of it and replaced with a Beast pen to limit units trained at the Gnoll hut.

Btw, are hostile ai's able to liberate ( :lol: ) tc's from players control as part of their wandering? That would be fun.

Also, shall I replace the dark bolt ability with the scarecrow summon ability instead?

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Savra
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Re: Feral tribe Gnolls-hostile neutral

Post by Savra » Thu Sep 13, 2018 10:59 pm

Here's the beast pen.
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Re: Feral tribe Gnolls-hostile neutral

Post by General Brave » Thu Sep 13, 2018 11:13 pm

The only problem that I realize that whatever race these will put, if they do capture a town center they well produced whatever race they are in.
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Savra
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Re: Feral tribe Gnolls-hostile neutral

Post by Savra » Thu Sep 13, 2018 11:20 pm

How's a wood outpost sound instead of a sandstone one?
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