Claws, Tails and Poison. Scaledfolk Race.

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General Brave
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Tue Jul 10, 2018 4:06 pm

Hyacintho wrote:
Tue Jul 10, 2018 4:04 pm
General Brave, here is your Castle. What do you think?
It's great, just going to add some things and it's will be good.
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godOfKings
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by godOfKings » Tue Jul 10, 2018 4:08 pm

well, wat do u think? put a lizardman on top and name it lizardman rider? or kobold rider too?
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Tue Jul 10, 2018 4:38 pm

I don't know how to draw a lizard man, the ones Alexander did. But there are other versions that I can draw.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by godOfKings » Tue Jul 10, 2018 4:45 pm

cant u copy paste his lizardman on top, with some editing of the legs, shall I make this image face right instead of left?
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Tue Jul 10, 2018 4:56 pm

I will see, but this thing may be too small.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by godOfKings » Tue Jul 10, 2018 5:36 pm

a draft cavalry to see how it looks
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by godOfKings » Tue Jul 10, 2018 5:40 pm

may b u can make komodo dragons simple fast scout units that cant capture towns (but r still as strong as a 2 turn basic infantry with same bonus as cavalry against other infantry but not against siege machines) , and the cobold riders mounting komodo dragons as standard cavalry?
Last edited by godOfKings on Tue Jul 10, 2018 5:44 pm, edited 1 time in total.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Tue Jul 10, 2018 5:43 pm

Will a Komodo dragon run faster than a horse?
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by godOfKings » Tue Jul 10, 2018 5:45 pm

search google, and this is a fantasy game so no need to stick completely with facts, but they can outrun and hunt down deers and goats I think
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Tue Jul 10, 2018 5:50 pm

But I think it's much better if they were the heavy cavalry, or maybe anti-cavalry.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by godOfKings » Tue Jul 10, 2018 5:53 pm

simply make cobold rider wield a spear, like cobold lancer or lizrdman lancer, and u have an anti-cavalry unit riding a komodo dragon, but no komodo dragons alone cannot take down a horse as much as they can take down and eat slower and smaller animals like humans and monkeys :P (does scout have bonus against infantry but cannot capture towns)
Last edited by godOfKings on Tue Jul 10, 2018 5:55 pm, edited 1 time in total.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Tue Jul 10, 2018 5:55 pm

So bonuses against infantry and cavalry.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by godOfKings » Tue Jul 10, 2018 5:57 pm

a separate lancer unit can have bonus against infantry and cav, but riders will have normal cavalry bonus against infantry only
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Tue Jul 10, 2018 5:59 pm

So propose stats.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by godOfKings » Tue Jul 10, 2018 7:12 pm

Kobold rider
Cost: 3
Hp: 26/26
Attack power: 6
Range: 1
Armor: 1
Pierce Armor: 1
Speed: 5
Sight: 5
Action /turn: 1/1
Spell resistance: 0%
Bonus:50% (against infantry, archers and siege)
Description: Standard kobold cavalry, the kobold rides a komodo dragon
[attachment=1]komodo dragon.png[/attachment]

Komodo dragon
( cannot capture tc)
Cost: 2
Hp: 18/18
Attack power: 6
Range: 1
Armor: 0
Pierce Armor: 0
Speed: 5
Sight: 7
Action /turn: 1/1
Spell resistance: 0%
Description: These unique, giant lizards can sense nearby enemies with their snake-like tongue and are excellent scout
[attachment=0]komodo dragon (1).png[/attachment]


I don't play aof so don't expect balanced stats from me
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Last edited by godOfKings on Wed Jul 11, 2018 10:09 pm, edited 1 time in total.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Tue Jul 10, 2018 9:58 pm

I do like the idea of Scouts
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by MightyGuy » Wed Jul 11, 2018 9:37 am

Nice idea, I like them, And I think those are balanced, we just need to add team color those images

btw, hERE is the Fire tower, sorry i cant make a fire
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by MightyGuy » Wed Jul 11, 2018 10:08 am

I want to rework the old image of Kobold warden, what do you think?

If you think it is nice, I will try to rework the Heavy version of kobold warden
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unit_scaledfolk_kobold_warden_old[1].png
OLD
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Midonik » Wed Jul 11, 2018 11:01 am

Nice, definitely.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by godOfKings » Wed Jul 11, 2018 11:51 am

Alexander82 wrote:
Thu Sep 29, 2016 10:53 pm
but what about an anchilosaur as a siege unit?

Image
Midonik wrote:
Fri Sep 30, 2016 2:13 pm
Cost: 7
Hp: 50
Attack: 5 (Or bigger,Im not sure)
P. armor: 5
Armor: 3
Speed:2 (Or mayby 3?)
Trample attack
Bonus againist buldings: 750% (same like betariting ram)
Bonus againist mega-buliding: 2500% (same like betariting ram too)
Correct me if you think somethink is bad. I not to end sure about anythink write here. :?
Alexander82 wrote:
Fri Sep 30, 2016 2:39 pm
I was thinking more something like:
Cost 5
HP 50
Attack 12 (trample)
range 1
Armor 3
Pierce 6 (or more... it will be killed by towers befor reaching them otherwise)
speed 3 (if we want to make it speed 2 we should raise armor/pierce value)
sight 4
action 1
spell resistance 50%
Bonus againist buldings: 750% (same like betariting ram) (total 102 damage)
Bonus againist mega-buliding: 2500% (same like betariting ram too) (total 300 damage)

can some one edit this image?
Image
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Wed Jul 11, 2018 12:31 pm

MightyGuy wrote:
Wed Jul 11, 2018 10:08 am
I want to rework the old image of Kobold warden, what do you think?

If you think it is nice, I will try to rework the Heavy version of kobold warden
I like it, I tried to do the same thing with the head head with a certain few units but I couldn't figure out where to put the armor. I do want to see the heavy version.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Skelegonsans » Wed Jul 11, 2018 9:50 pm

godOfKings wrote:
Tue Jul 10, 2018 7:12 pm
Kobold rider
Cost: 3
Hp: 26/26
Attack power: 6
Range: 1
Armor: 1
Pierce Armor: 1
Speed: 5
Sight: 5
Action /turn: 1/1
Spell resistance: 0%
Bonus:50% (against infantry, archers and siege)
Description: Standard kobold cavalry, the kobold rides a komodo dragon
komodo dragon.png

Komodo dragon
( cannot capture tc)
Cost: 2
Hp: 13/13
Attack power: 4
Range: 1
Armor: 0
Pierce Armor: 0
Speed: 5
Sight: 7
Action /turn: 1/1
Spell resistance: 0%
bonus: 50% (infantry and archers)
Description: These unique, giant lizards can sense nearby enemies with their snake-like tongue and are excellent scout
komodo dragon (1).png


I don't play aof so don't expect balanced stats from me
stats aren't bad, but I don't think it makes a lot of sense for a komodo dragon to be so weak. I like the kobold rider riding a komodo dragon a lot and the stats are pretty good too, but as for the komodo dragon scout, I think we should have something else as a scout since the races that do have scouts have very small and agile units as scouts, the komodo dragon is agile but is not small at all. If you ask me, we should have something like a little pseudodragon as a scout (it's a D&D creature, some might remember it)

I'd also suggest a small little change in the kobold rider stats. Take away the 50% bonuses against archers (it doesn't make a lot of sense since scout cavalry don't usually have that bonus) and make its attack 7. That way it'll be slightly better at fighting and be able to take on the weaker infantry and isolated archers by itself, but still be fairly weak to be considered a combat unit.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Skelegonsans » Wed Jul 11, 2018 9:50 pm

MightyGuy wrote:
Wed Jul 11, 2018 10:08 am
I want to rework the old image of Kobold warden, what do you think?

If you think it is nice, I will try to rework the Heavy version of kobold warden
I think it looks much better, good job.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Skelegonsans » Wed Jul 11, 2018 10:02 pm

General Brave wrote:
Tue Jul 10, 2018 3:03 pm
Skelegonsans wrote:
Tue Jul 10, 2018 2:58 pm
General Brave wrote:
Tue Jul 10, 2018 12:05 pm
Anyways I think someone wanted a fire salamander?
Doesn't sound like cavalry but we can make it a separate special unit to be recruited at Temple, idea sounds cool. Maybe make a thread for it?
I don't think that was the idea, but a cavalry that has the ability to set things on Fire doesn't seem bad.
True, but it does sound much more like a special monster unit than a cavalry unit.

Also I have stat ideas for that already, it'll be probably a good unit against buildings, wooden units and undeads because of its burning attack / spell.

Salamander (Cost:5) (Can be recruited at the Temple only.) (Has a Burning attack. And can use the Fire breath spell, the same as the Blue Dragon from humans.)
Hp 40
Attack 15
Range 1
Armor/P.Armor 2/1
Sight 5
Speed 4
Description: The Fire Salamander is considered a sacred creature by the lizard peoples. Normally the scaledfolk will give a lot of offerings for a salamander and in return it will fight for them. It's very powerful in sieges because of its burning attacks.
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General Brave
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Wed Jul 11, 2018 10:07 pm

Should it go on mountains, water, any other Terrain.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by godOfKings » Wed Jul 11, 2018 10:12 pm

R u saying even armored kobold cavalry doesn't have bonus against any infantry? I was more imagining this would b standard cavalry unit, with upgrades to armoured version, and a stronger standard cavalry would b lizard man rider etc. That costs 4 turns and may b has 4 speed for being more heavily armored komodo doesn't have the stamina of horses
Last edited by godOfKings on Wed Jul 11, 2018 10:19 pm, edited 1 time in total.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by godOfKings » Wed Jul 11, 2018 10:15 pm

I believe their race trait is weaker mounted units (so max 5 speed) but most units have regen and can walk on water
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Wed Jul 11, 2018 10:15 pm

They do have bonus against Infantry. We just trying to figure out what will be the basic Calvary, the anti-Calvary and the heavy cavalry.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Wed Jul 11, 2018 10:17 pm

I'm guessing the heavy Cavalry you want is lizard man riding iguanas, you should ask someone else to make it image of that.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Thu Jul 12, 2018 4:11 pm

So far everything is going well.
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