Merlock leader - IMPLEMENTED

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Savra
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Re: Merlock leader

Post by Savra » Thu Sep 13, 2018 1:06 am

I honestly don't see why we should the the merlock upgrade into the orc upgrade. Uruks are understandable but merlocks I don't think so, they're their own race.
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viewtopic.php?f=30&t=6289

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Alexander82
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Re: Merlock leader

Post by Alexander82 » Thu Sep 13, 2018 7:32 am

Cause they are a subrace

I was thinking to use the orc/goblin techs and use the merlock tech as "water units upgrade"
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makazuwr32
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Re: Merlock leader

Post by makazuwr32 » Thu Sep 13, 2018 9:48 am

Alexander82 wrote:
Thu Sep 13, 2018 7:32 am
use the merlock tech as "water units upgrade"
Like previous raptor and wolf rider upgrades became now cavalry upgrade for orcs, right?

But this won't solve this problem
Alexander82 wrote:
Mon Sep 10, 2018 8:23 pm
The only problem is that I want to avoid having a +3 aura plus a +2 aura (that might happen if you keep the merlocks to elite level while keep the orcs to master level).
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
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Alexander82
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Re: Merlock leader

Post by Alexander82 » Thu Sep 13, 2018 10:43 am

There are 2 solutions:

1) they will use exactly the same techs, this way they will upgrade together.

2) their auras will have a different effect (like level 1 + attack, level 2 +1 water speed to all merlocks, level 3 +1 land speed to all merlocks, but we might think of something different)
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Savra
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Re: Merlock leader

Post by Savra » Thu Sep 13, 2018 12:40 pm

Whichever is easiest for you.
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Savra
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Re: Merlock leader

Post by Savra » Fri Oct 26, 2018 3:41 pm

Merlock leader:
Image
Cost:6
Trains:Merlock hut
Hp:44
Atk:20
Aoe:1
Rng:1
Sight:6
Spd:4 Land:2
Arm:3
P.arm:3
Res:50%
Abilities:
Group attack 1: passive:rng:3


Bonuses: Same bonuses as merlock.

Merlock Warlord:
Image
Hp:57
Atk:25
Aoe:1
Rng:2
Sight:7
Spd:5 Land:2
Arm:4
P.arm:4
Res:50%
Abilities:
Group attack 2:Passive: rng:3


Merlock King:
Image
Hp:70
Atk:30
Aoe:1
Rng:2
Sight:8
Spd:6 Land:2
Arm:5
P.arm:5
Res:50%
Abilities:
Group attack 3:passive: rng:4
Last edited by Savra on Mon Oct 29, 2018 5:39 am, edited 1 time in total.
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Midonik
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Re: Merlock leader

Post by Midonik » Fri Oct 26, 2018 5:41 pm

Alexander proposed different aura for them.
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Savra
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Re: Merlock leader

Post by Savra » Fri Oct 26, 2018 8:17 pm

Ya, I know, that's just a placeholder, besides it's set as pending.
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makazuwr32
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Re: Merlock leader

Post by makazuwr32 » Fri Oct 26, 2018 10:00 pm

Also. No range increase for aura.
All auras must have range 4.
7 range is a bit waaay too much.
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
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Savra
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Re: Merlock leader

Post by Savra » Sat Oct 27, 2018 12:29 am

That's the actual range of the orc leaders auras. I checked it.
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Tankhead
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Re: Merlock leader

Post by Tankhead » Sat Oct 27, 2018 1:53 am

Then its just another thing to correct for Orcs
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makazuwr32
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Re: Merlock leader

Post by makazuwr32 » Sun Oct 28, 2018 8:59 am

7 range of aura for orc king? Lol.
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
IT IS ALWAYS EASIER TO CORRECT EXISTING THINGS THAN TO MAKE SOMETHING NEW FROM SCRAP. © by Makazuwr32™.

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Savra
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Re: Merlock leader

Post by Savra » Sun Oct 28, 2018 7:23 pm

Alright, did a quick read through and it seems their was 2 options for the merlock leader.
Alexander82 wrote:
Thu Sep 13, 2018 10:43 am
There are 2 solutions:

1) they will use exactly the same techs, this way they will upgrade together.

2) their auras will have a different effect (like level 1 + attack, level 2 +1 water speed to all merlocks, level 3 +1 land speed to all merlocks, but we might think of something different)
Which do you prefer.
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: Merlock leader

Post by makazuwr32 » Sun Oct 28, 2018 8:18 pm

I don't want higher speed for merlocks.
So better variant is 1.
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
IT IS ALWAYS EASIER TO CORRECT EXISTING THINGS THAN TO MAKE SOMETHING NEW FROM SCRAP. © by Makazuwr32™.

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Savra
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Re: Merlock leader

Post by Savra » Mon Oct 29, 2018 5:38 am

Alright so I'll just update it and lower range at final to 4.
Remember to check the unit ready list for AOF to see for any changes.
viewtopic.php?f=30&t=6289

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Savra
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Re: Merlock leader

Post by Savra » Mon Oct 29, 2018 5:41 am

And now I take it he's ready?
Remember to check the unit ready list for AOF to see for any changes.
viewtopic.php?f=30&t=6289

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Alexander82
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Re: Merlock leader

Post by Alexander82 » Mon Nov 05, 2018 6:45 pm

Yes, all merlocks will use the same techs as normal orcs (we might use the current techs for something else or simpy remove it)
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makazuwr32
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Re: Merlock leader

Post by makazuwr32 » Sat Dec 22, 2018 9:34 am

Savra wrote:
Fri Oct 26, 2018 3:41 pm
Merlock leader:
Image
Cost:6
Trains:Merlock hut
Hp:44
Atk:20
Aoe:1
Rng:1
Sight:6
Spd:3 Land:2
Arm:3
P.arm:3
Res:50%
Abilities:
Group attack 1 (passive aura), as usual.

Bonuses: halved standart bonuses to buildings, 1% to flying.

Merlock Warlord:
Image
Hp:57
Atk:25
Aoe:1
Rng:2
Sight:7
Spd:3 Land:2
Arm:4
P.arm:4
Res:50%
Abilities:
Group attack 1 (passive aura), as usual.
Merlock swimming (passive aura): +1 water speed to all merlocks (only). Range - 4.

Merlock King:
Image
Hp:70
Atk:30
Aoe:1
Rng:2
Sight:8
Spd:4 Land:2
Arm:5
P.arm:5
Res:50%
Abilities:
Group attack 1 (passive aura), as usual.
Merlock swimming (passive aura): +1 water speed to all merlocks (only). Range - 4.
Water Goblin swimming (passive aura): +1 water speed to all water goblins (only). Range - 4.
Changed bonuses, speed and auras for them.
All are counting as sea giants.
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
IT IS ALWAYS EASIER TO CORRECT EXISTING THINGS THAN TO MAKE SOMETHING NEW FROM SCRAP. © by Makazuwr32™.

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Alexander82
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Re: Merlock leader - IMPLEMENTED

Post by Alexander82 » Thu Aug 08, 2019 1:53 pm

IMPLEMENTED
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