Gigant zombie ACCEPTED

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Alpha
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Re: Gigant zombie

Post by Alpha » Wed Oct 26, 2016 7:54 pm

Very good stats
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MightyGuy
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Re: Gigant zombie

Post by MightyGuy » Wed Oct 26, 2016 8:08 pm

i think Yes! thankyou! :D :P
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Re: Gigant zombie

Post by MightyGuy » Mon Aug 28, 2017 1:17 am

Is this Idea Were Now ACCEPTED??
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Sunrise Samurai
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Re: Gigant zombie

Post by Sunrise Samurai » Mon Aug 28, 2017 1:29 am

It seems dead. Although since you just used raise dead on it, might be worth discussing​.
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Re: Gigant zombie

Post by MightyGuy » Mon Aug 28, 2017 1:35 am

English is not my first language so i didnt understand some sentences, Please what do mean by that?
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LordOfAles
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Re: Gigant zombie

Post by LordOfAles » Mon Aug 28, 2017 6:45 am

He meant u revived this topic,so lets talk about it
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Re: Gigant zombie

Post by MightyGuy » Mon Aug 28, 2017 7:00 am

:shock: ohh! I really understood! Thanks :lol: . Okay, any suggestions, Problems, Questions about this unit??
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Sunrise Samurai
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Re: Gigant zombie

Post by Sunrise Samurai » Mon Aug 28, 2017 8:33 pm

I don't like the idea of it spawning new units. The detail of eating fresh meat is interesting though. Let's try this:

Devour whole: consume target unit to regain 20 life, chance is 100% minus 4x the target's remaining health.

Roughly, this means it can eat weaker units with ease, but anything​ with more than say 10 health is going to be harder to consume reliably.
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LordOfAles
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Re: Gigant zombie

Post by LordOfAles » Mon Aug 28, 2017 8:38 pm

New ability:
Throw Skeleton

Same effect as fodder cannon
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Alexander82
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Re: Gigant zombie

Post by Alexander82 » Mon Aug 28, 2017 8:52 pm

I don't think is a good idea. This is meant to be a melee and also the cannon fodder use your units and not neutral corpses
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Re: Gigant zombie

Post by MightyGuy » Mon Aug 28, 2017 9:19 pm

How about Spawning one zombie instead of skeleto. And just generate 10 hp every killed enemy, This unit can be use as A building demolisher or just a fighter
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Alexander82
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Re: Gigant zombie

Post by Alexander82 » Mon Aug 28, 2017 10:23 pm

Sunrise Samurai wrote:I don't like the idea of it spawning new units. The detail of eating fresh meat is interesting though. Let's try this:

Devour whole: consume target unit to regain 20 life, chance is 100% minus 4x the target's remaining health.

Roughly, this means it can eat weaker units with ease, but anything​ with more than say 10 health is going to be harder to consume reliably.
I think Daniel will go crazy xD

If not necessary I would avoid that.
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Sunrise Samurai
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Re: Gigant zombie

Post by Sunrise Samurai » Tue Aug 29, 2017 12:30 am

Okay, good point. Maybe just have it heal when it makes a kill. It would be similar to lifelink, but trickier to use.
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Re: Gigant zombie

Post by MightyGuy » Tue Aug 29, 2017 12:32 am

MightyGuy wrote:How about Spawning one zombie instead of skeleto. And just generate 10 hp every killed enemy, This unit can be use as A building demolisher or just a fighter
Agree?
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Sunrise Samurai
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Re: Gigant zombie

Post by Sunrise Samurai » Tue Aug 29, 2017 12:43 am

It seems that all zombies are to spawn new zombies when they kill living units. This could 1. Spawn from giant units (troll/ettin) and spread the virus to other living units. I'd rather not have it spawning units like hamletback in any form though.
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Re: Gigant zombie

Post by Puss_in_Boots » Tue Aug 29, 2017 12:46 am

We should probably have giant corpses for each Giant kill, so that a zombie reaper or other reanimaters could spawn with 100% chance, a zombie giant or skeleton monster.
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LordOfAles
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Re: Gigant zombie

Post by LordOfAles » Tue Aug 29, 2017 12:46 am

Agreed
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MightyGuy
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Re: Gigant zombie

Post by MightyGuy » Tue Aug 29, 2017 12:57 am

I Agreed
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Sunrise Samurai
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Re: Gigant zombie

Post by Sunrise Samurai » Tue Aug 29, 2017 1:28 am

That would certainly make sure undead could fight the orcish giant strategy, which so far is rather effective against them. Right now, this gives basic corpses, that can be raised into puny skeletons. If they gave fitting corpses, to be raised into units on competing level​, strategy is re-introduced into such battles. For example, I don't see anyone clamoring to send blue dragons after undead, despite their strength. When there's a good chance they will come back at you, you think before you build.
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Alexander82
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Re: Gigant zombie

Post by Alexander82 » Tue Aug 29, 2017 2:36 am

Please, let's avoid undead have corpses for every kind of units. Giants are costly units and they should remain only budable units.

If it were for me I would avoid spawning dragons with the reanimation spell.

I agree that undeads need some improvements but that would definitely be too much.
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LordOfAles
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Re: Gigant zombie

Post by LordOfAles » Tue Aug 29, 2017 2:41 am

Maybe just simple bone golems without vanishing bruh
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Savra
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Re: Gigant zombie ACCEPTED

Post by Savra » Mon Oct 15, 2018 4:42 am

Alright so what I got from this is that the hamlet back idea was given up, and the unit now only heals on killing an enemy unit. Interesting. So the stats are:

Giant zombie
Image
build:graveyard, or Abandoned mine.
Cost:6
Hp:80
Atk:20
Aoe:1
Rng:1
Sight:4
Spd:3
Arm:3
P.arm:6
Res:20%
Abilities:
When this unit kills a unit it regains 5 hp.
Eat corpse ability
bonus to infantry, buildings, giants
Added some things.
Last edited by Savra on Mon Oct 15, 2018 4:41 pm, edited 5 times in total.
Remember to check the unit ready list for AOF to see for any changes.
viewtopic.php?f=30&t=6289

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Typhoon
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Re: Gigant zombie ACCEPTED

Post by Typhoon » Mon Oct 15, 2018 9:25 am

What about trample?
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Lynx Shafir
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Re: Gigant zombie ACCEPTED

Post by Lynx Shafir » Mon Oct 15, 2018 10:42 am

To be more unique may should start from 30 hp and with each kill gains +5max hp and +1attak.
So a devourer line.

5 cost at mine and/or graveyard.
Start Attak 11.
Arm 3/2

Now has hight cost for those stats and also ioo similar to gargantuan one.
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Savra
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Re: Gigant zombie ACCEPTED

Post by Savra » Mon Oct 15, 2018 2:52 pm

Gargantuan zombie throws units. This one's a battering ram. Like the cave troll. It has aoe, but if you want trample instead then okay.

The gargantuan zombie is like an undead catapult. with no aoe.

The Giant zombie is like a undead battering ram. With aoe.

Undead do not need a 3rd veteran unit.
Remember to check the unit ready list for AOF to see for any changes.
viewtopic.php?f=30&t=6289

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makazuwr32
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Re: Gigant zombie ACCEPTED

Post by makazuwr32 » Mon Oct 15, 2018 4:34 pm

Gargantuan is melee unit with ability to throw allies.
But still a melee.
Specifically for not so genious persons
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Savra
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Re: Gigant zombie ACCEPTED

Post by Savra » Mon Oct 15, 2018 4:40 pm

Again, has aoe. The Gargantuan zombie is fine with melee attack that damages single targets, this one is meant to deal with multiple targets plus has higher hp.
Remember to check the unit ready list for AOF to see for any changes.
viewtopic.php?f=30&t=6289

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Re: Gigant zombie ACCEPTED

Post by makazuwr32 » Mon Oct 15, 2018 4:58 pm

I forgot about power range for gargantuan.

Also gargantuan must be more powerful than normal giant zombie.
Specifically for not so genious persons
makazuwr32 wrote:
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Savra
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Re: Gigant zombie ACCEPTED

Post by Savra » Mon Oct 15, 2018 5:12 pm

How exactly? Giant zombie carries a tree around and is good at taking out giants, infantry, and buildings.
Remember to check the unit ready list for AOF to see for any changes.
viewtopic.php?f=30&t=6289

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makazuwr32
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Re: Gigant zombie ACCEPTED

Post by makazuwr32 » Mon Oct 15, 2018 5:24 pm

Also about gargantuan i wated for it to carry normal zombie as weapon.
Specifically for not so genious persons
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