The Veil - Concept.

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Tankhead
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Re: The Veil - Concept.

Post by Tankhead » Mon Aug 20, 2018 7:40 pm

Will do
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Midonik
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Re: The Veil - Concept.

Post by Midonik » Tue Aug 21, 2018 8:11 am

The Veil is rather a shadow, sneaky faction now. Though cloudn't they have some more "visible" forces too? Warriors who join the Veil, swearing they will fanatically fight in the name of undeads (I prefer to call it Darkness, that sounds more interesting), hoping to be rewarded? I was making dark elven units, but concept changed and now they more fits this, as their were mean to serve dark gods, that I changed to Darkness (undeads). This makes sense for me, but I'm aware it's different from main concept.
Though here are some ideas:
Dark riders
Cost: 3
Hp: 16
Armor: 0/1
Attack: 5
Range: 1
Action/Turn: 2
Speed: 6
Sight: 6
Dodge counter: 5%
Spell resistance: 0%
Bonuses: 50% against infantry
Not effected by cloak cape tech
Description: Those mens and their horses sacrificed their lives to ancient ones, hoping the will be rewarded. They aren't knights, they aren't heavy armored. Though, without fear, they will charge at enemy if that's Darkness's will, blinded by their faith. Using swords for fast attacks they can strike enemy's infantry, especially archers. It's better to use them as a scout thanks to thier speed. Their horses are quite agile, what makes them able to something dogde enemy's counterattack.

Blood sister
Cost: 5
Hp: 26
Armor: 0/0
Attack: 10
Range:1
Action/Turn: 2
Speed: 3
Sight: 4
Dodge melee: 5%
Dodge counter: 10%
Spell resistance: 15%
Albitlies: Passive bloodlust (adds +1 attack after killing an enemy, like Zurgo veteran effect, but only attack), Aura: Sisterhood - adds plus two attack, effects only blood sisters, not stackable, range 4
Bonuses: 50% against infantry
Not effected by cloak cape and ancient studies techs, rest works
Description:
Blood sisters are lightly equipped (leather armors, short swords) womens, who swear to Ancient ones to fight in it's name together without fear, to the last dying breath, blindly following blood call and trusting theirselfs. Ancient ones reward them with their blessings, making them stronger with each killed enemy. The bound between them makes them even stronger if there is more of them near. Mostly to be used against infantry. Their bound with Ancient ones makes them less effected by spells. They are agile, what makes them able to dogde attacks.
They shouldn't be effected by dark cape tech I suppose, but rest works, besides ancient studies for blood sisters since they already have bloodlust.
Last edited by Midonik on Wed Aug 22, 2018 8:20 am, edited 1 time in total.
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General Brave
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Re: The Veil - Concept.

Post by General Brave » Tue Aug 21, 2018 12:18 pm

A few of us have discussed them as worshippers of the ancient ones, who are mostly forgotten. so the Veil seeks to restore the pantheon of old and are willing to do anyting to achieve their goal.
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Re: The Veil - Concept.

Post by DoomsdayDragonfire » Wed Aug 22, 2018 2:47 am

General Brave wrote:
Tue Aug 21, 2018 12:18 pm
A few of us have discussed them as worshippers of the ancient ones, who are mostly forgotten. so the Veil seeks to restore the pantheon of old and are willing to do anyting to achieve their goal.
Yep.

@Midonik Those 2 might be able to enter, i just want to know, if you have images for me to use as reference to make them?
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Midonik
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Re: The Veil - Concept.

Post by Midonik » Wed Aug 22, 2018 8:00 am

Dark riders can be created by editing light cav, and for blood sister you can use sword dancer as base. But if you mean original base, then no, I'm not pixel artist. I can bearly edit something, but no draw from zero.
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Midonik
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Re: The Veil - Concept.

Post by Midonik » Wed Aug 22, 2018 8:18 am

I think we should have a special buliding for those, how about Warrior's temple, were they swear to ancient ones?
Or a huge Underground Temple or something if we want a mega buliding.
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Alexander82
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Re: The Veil - Concept.

Post by Alexander82 » Fri Aug 24, 2018 7:18 pm

Since every unit has special powers/spells it will require a great effort to make those

I suggest making a single topic for every unit

Also the necromancer is technically a human so it might be included in the cult too
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DoomsdayDragonfire
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Re: The Veil - Concept.

Post by DoomsdayDragonfire » Wed Aug 29, 2018 1:09 am

He?
unit_und_necromancer.png

He doesn't look like a human imo... For me it looks he is a skeleton in one tunic...
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Savra
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Re: The Veil - Concept.

Post by Savra » Wed Aug 29, 2018 1:11 am

I also don't think it's a human. Unless he's a cannibal. :lol:

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Re: The Veil - Concept.

Post by DoomsdayDragonfire » Fri Oct 12, 2018 5:06 pm

Just to update what i've been working on for the veil, It did envolved from a small concept to a great amount of things and the effort for it will be big aswell, here is the list of the units atm.

For now we have this: updated 12/10

10 buildings/buildables + plenty decorations

Evil Cathedral (production)
Siclke Sindicate (production)
Alchemist Workshop (production)
The Blood Altar (production) - (must be researched on evil cathedral)
Pain Tower
Chaos Tower
Regenerator Tower
Spike Trap
Shadows Trap
Shadow Bridge

======================

Evil Cathedral - 8 units (the religious spellcasters)

Fanatics
Adept
Dark Priest
Dark Preceptor
Dark Preacher
Stalker
Harbinger
Redeemer

======================

Siclke Sindicate - 6 units (the fanatic warriors)

Siclke Warrior
The Slaves
Murderer
Blood Sister
Dark Riders
Executioner
Horned Hound

======================

Alchemy Workshop - 8 units (the crazy alchemists creations)

Flea Man
Ghoul Warrior
Goliath
Homunculus
Arch Chimera
Manticore
Midas/Gold Slime
Death Slime

======================

Blood Altar - No Unit img ready but some ideas (Underworld Creatures)

Underworld Gigas
Eurynomos
Cerberus
Hell Wyrm
Inferno Legion (swordman, spearman, archer, skirmisher and mounted knight)
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Typhoon
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Re: The Veil - Concept.

Post by Typhoon » Tue Nov 06, 2018 2:59 pm

Great idea great images there is nothing to complain about
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StormSaint373
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Re: The Veil - Concept.

Post by StormSaint373 » Tue Nov 06, 2018 4:24 pm

I have done reading on this subject...

Add the Cursed to The Veil.

They serve as enforcers of the will of the ancient ones.

viewtopic.php?f=84&t=6350&p=78442#p78442
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StormSaint373
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Re: The Veil - Concept.

Post by StormSaint373 » Tue Nov 06, 2018 5:48 pm

The Cursed are the Veil units that have Successfully obtained undeath. They now seek to force all others to join them, seeing undeath as salvation.
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Re: The Veil - Concept.

Post by StormSaint373 » Wed Nov 07, 2018 10:27 pm

@DoomsdayDragonfire

Eye Tyrant

Cost: 6-8
Hp: 26
Attack: 4
Armor: 2/2
Speed: 2 (Floating/Flying)
Vision: 8
Action/Turn: 4-8 (Depends on number of eye stalks)

No bonuses

Spells: note: all spells are range 5, last 3 turns unless otherwise noted

Fear: -3 att, -3/-3 armor, -1 speed
Curse: subject cannot act for 3 turns
Disenchant:
Magic arrow: damage 10, ignores armor
Slowing: -3 speed
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Re: The Veil - Concept.

Post by DoomsdayDragonfire » Sun Jan 13, 2019 1:04 am

Aye, no prob StormSaint, is this "Eye Tyrant" some sort of "beholder" creature?
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makazuwr32
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Re: The Veil - Concept.

Post by makazuwr32 » Sun Jan 13, 2019 4:19 pm

Ooh... I don't like this "eye tyrant" idea. It has too much actions for caster unit. Either lower amount of spells (to magic missle only, no debudding spells!!!!!!!) or lower amount of actions down to 1.
4-8 cursed units for 1 turn is tooooooooooooooooo much.

Or raise cost up to 20 turns.
makazuwr32 wrote:
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Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
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General Brave
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Re: The Veil - Concept.

Post by General Brave » Mon Jan 14, 2019 12:14 am

So what currently do we have.
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Tankhead
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Re: The Veil - Concept.

Post by Tankhead » Mon Jan 14, 2019 12:18 am

20 turns to curse 4 - 8 units sounds kinda worth it.
Only kinda
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Re: The Veil - Concept.

Post by General Brave » Mon Jan 14, 2019 12:43 am

You know I will go for that, if it's good then it will be worth.
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Tankhead
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Re: The Veil - Concept.

Post by Tankhead » Mon Jan 14, 2019 1:04 am

Well biggest thing is to really protect this unit if putting in 20 turns
If you can do that this unit will be killer
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Re: The Veil - Concept.

Post by DoomsdayDragonfire » Mon Jan 14, 2019 2:17 am

General Brave wrote:
Mon Jan 14, 2019 12:14 am
So what currently do we have.
Pretty much same, haven't being much on this and on aof due the "performance nuisances" from the recent versions... I die of boredom b4 the game do finish the loading, it takes like 5 min to start, so i'm more to aos and other variants that doesn't go over than 30 sec atm.
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Re: The Veil - Concept.

Post by Stratego (dev) » Mon Jan 14, 2019 7:20 pm

what is slow? 5 minutes?

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Re: The Veil - Concept.

Post by makazuwr32 » Mon Jan 14, 2019 7:53 pm

@Stratego (dev) 3ElD means that launching aof on phone (maybe not app itself but any match) takes lots of time. Sometimes even 5 minutes.
And that is too slow if compare to aos (for him).
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Re: The Veil - Concept.

Post by Stratego (dev) » Mon Jan 14, 2019 7:57 pm

you mean pressing on a game tobe loaded is 5 minutes? dunno why... it is 2-8 secs on my device
can u tell me a sample map (eg. campaign map) that is slow?

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Re: The Veil - Concept.

Post by makazuwr32 » Mon Jan 14, 2019 8:02 pm

On my device for example loading app itself (latest dev version) takes 68 seconds.
Loading some really big maps with lots of units and such takes sometimes up to 3 minutes.
I don't have any campain maps where i had such issue and also i am patient and can wait such low amount of time but in some random games with ai (1vs5) on biggest maps i had sometimes when unit amount of ai's was bigger than 200 (each!) it was loading 3-4 minutes and it also took at least 1.5 minutes even on highest speed for all ai's to take their moves.

Can't say same for DoomsDayDragonfire though.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Tankhead
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Re: The Veil - Concept.

Post by Tankhead » Mon Jan 14, 2019 10:26 pm

Loading screen is kinda annoying
Takes 30 to 40 Secs as that's not to bad compared to y'alls its still little annoying to happens
Im assuming cause AOF has more to load in it takes longer but this is a hypothesis
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Re: The Veil - Concept.

Post by Stratego (dev) » Tue Jan 15, 2019 7:02 am

loading screen: i know that, that is a one time thing, if it kept in memeory it comes in in few seconds.

i am asking about maps: but ok, i will check with 4 AI against each other on a big map and see hogy it loads after 100 or so turns.

arent we off-topic here? :)

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Re: The Veil - Concept.

Post by Tankhead » Tue Jan 15, 2019 4:12 pm

Stratego (dev) wrote:
Tue Jan 15, 2019 7:02 am
loading screen: i know that, that is a one time thing, if it kept in memeory it comes in in few seconds.

i am asking about maps: but ok, i will check with 4 AI against each other on a big map and see hogy it loads after 100 or so turns.

arent we off-topic here? :)
Can you Implement this in?

You know how you did it Warfell having 1 building and 1 unit
Can same be done with this?
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makazuwr32
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Re: The Veil - Concept.

Post by makazuwr32 » Tue Jan 15, 2019 7:21 pm

It is too early for veil itself.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Re: The Veil - Concept.

Post by Harrow in forum mode » Tue Jan 15, 2019 11:17 pm

Early?
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