Scalefolk rework
- Alexander82
- Posts: 6757
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Scalefolk rework
I agree. They should have a few dragon but not dragon based
Also making many dragons bring us to just call them with random names and give them random abilities.
Also making many dragons bring us to just call them with random names and give them random abilities.
Age of Fantasy design leader
- makazuwr32
- Posts: 4506
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Re: Scalefolk rework
I think 3-5 dragons + this zmij counterpart will be fine.
I have ideas for 3 dragons at least:
Thunder dragon
Acid dragon
Great dragon (more powerful dragon with several abilities)
And that evil counterpart of Zmij with some backstabbing and such (smoke breath, back attack...).
I have ideas for 3 dragons at least:
Thunder dragon
Acid dragon
Great dragon (more powerful dragon with several abilities)
And that evil counterpart of Zmij with some backstabbing and such (smoke breath, back attack...).
Draft for new unit for newcomers © by Makazuwr32™.
- Alexander82
- Posts: 6757
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Scalefolk rework
I think that dragons here should mostly take the role of spellcasters (which will be probably less compared to other races)
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- makazuwr32
- Posts: 4506
- Joined: Tue Oct 17, 2017 9:29 am
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Re: Scalefolk rework
That is why thunder dragon - with full thunder tree and without researching.
Acid dragon i want to make as siege unit alas.
That also will be unique - no other race has siege dragons.
Acid dragon i want to make as siege unit alas.
That also will be unique - no other race has siege dragons.
Draft for new unit for newcomers © by Makazuwr32™.
Re: Scalefolk rework
So, what dragons do you want?
So far I see:
Adoniji
Great Dragon
Storm Dragon
Acid Dragon
We could have the sea Dragon that could act similar to the sea serpent, but with some other abilities as well.
So far I see:
Adoniji
Great Dragon
Storm Dragon
Acid Dragon
We could have the sea Dragon that could act similar to the sea serpent, but with some other abilities as well.
- Puss_in_Boots
- Posts: 2732
- Joined: Fri Apr 21, 2017 1:23 am
Re: Scalefolk rework
Well, storm dragons already exist for elves. Great dragon is already an existing unit name. I was thinking Quetzal could be the superior dragon since it is a Mexican god. Acid dragon would be great for siege imo. Sea dragon is kinda what I think blue dragon is, but does not look as good. Why not switch sea serpent's races? Elves already have merfolk that could use expansion.
RED, WHITE and BLUE!
- StormSaint373
- Posts: 1665
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Re: Scalefolk rework
There was a Storm Dragon Img in the Argent Section.
Maybe you can use that?
Maybe you can use that?
Beware the calm before the Tempest. . .
Re: Scalefolk rework
I also have storm Dragon in scaledfolk but I never heard of it being for elves.
Sea serpent acts somewhat like the ghost vessel does for undead. Sea dragon is just a massive Dragon that has no wings, and it's limbs have developed for swimming purposes only. Great Dragon in game is the one we were referring to here. Quetzacotl will get in though either way because it matches the race perfectly.
Sea serpent acts somewhat like the ghost vessel does for undead. Sea dragon is just a massive Dragon that has no wings, and it's limbs have developed for swimming purposes only. Great Dragon in game is the one we were referring to here. Quetzacotl will get in though either way because it matches the race perfectly.
- Puss_in_Boots
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Re: Scalefolk rework
Pretty sure the elven dragon casts lighting and even flies. That's storm dragon in my opinion.
Try making sea dragon take on the body structure of mosasuar instead of a floating head to give it more character. Sea serpent really shares the most similarities with trimire (unless scalding ability is added).
And isn't Great Dragon from LoTR?
Try making sea dragon take on the body structure of mosasuar instead of a floating head to give it more character. Sea serpent really shares the most similarities with trimire (unless scalding ability is added).
And isn't Great Dragon from LoTR?
RED, WHITE and BLUE!
- makazuwr32
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Re: Scalefolk rework
Current elven dragon will be updated into wind dragon with wind shield, lay egg and aura of the wind active abilities (no stats update).
Also sea serpent was updated, and no longer has that insane 35-38 attack and burnable like a ship.
Also sea serpent was updated, and no longer has that insane 35-38 attack and burnable like a ship.
Draft for new unit for newcomers © by Makazuwr32™.
- General Brave
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Re: Scalefolk rework
Aww man, I liked the 35-38 attack on that thing, bummer.makazuwr32 wrote: ↑Sat Oct 19, 2019 5:56 amCurrent elven dragon will be updated into wind dragon with wind shield, lay egg and aura of the wind active abilities (no stats update).
Also sea serpent was updated, and no longer has that insane 35-38 attack and burnable like a ship.

- General Brave
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Re: Scalefolk rework
Let's begin with the basic, which seems to be kobold. As would guess, it has the same as any other races. Warriors, spearman and such.
Wise, Might, Loyalty. Forever stands Warfell.
Re: Scalefolk rework
You mean these?
Savra wrote: ↑Sat Aug 24, 2019 8:09 pmWe could have the Quetzacoatl could be a mount for a lizardmen, like a Griffin rider. I'll try and do some more like that mostly what I'm looking at is something around:
Units:(42 in all)They need images, names aren't final, not all units were included, Just some basic ones. What does everyone think? If Makazuwr wants who could supply their stats, lizardmen would be 3 turn and higher units.Kobalds: (7)
Kobald Tlamanih:
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Kobald darter: (armed with a blow gun)
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Monitor rider:
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Kobald witchdoctor: (main healer)
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Kobald welp: (main builder)
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Lizardmen:(10)
Lizardmen Tepoztōpīlli: (stronger spearmen)
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Lizardmen Cuextecatl: (Shielder)
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Lizardmen headhunter: (skirmisher)
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Lizardmen Hunter: (archer)
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Lizardmen Huitznahuatl: (support)
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Snakemen:(7)
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Gorgon: (offensive caster)
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Lamla: (not the spell happy one but one that just has an enchanted weapon with lifelik and made to fight mages like a hamletback sorta)
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Naga reefhunter: (main sea unit)
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Naga shrieker: (has scream ability)
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Acid spitter (anti building unit)
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Gatormen: (3)
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Draconian:(7)
Draconian Dragon warrior: (shielder)
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Draconian Cuachic (macemen unit)
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Draconian Dragonborn: (flying unit with sword like weapon)
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(All draconians but the dragonborn, can't fly. They can all enchant their weapons with fire. Have low armour. [similar to uruks somewhat] Have own techs, which do require some of the lizardmens and kobalds techs first. They have good health to compensate for lack of defence.)
Dragons:(7)
Black Dragon: (no auras, anti air unit like eagle.)
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Red Dragon: (has fire ball and that's it. No auras)
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Gold Dragon: (can build still)
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Devourer: (has eat corpse and lifelink passive but no aura)
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Grey dragon: (somewhat like ettin, remove all auras and spells)
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Acid Dragon: (has Acid breath with same cool as dragonbreath, no and but longer range. No auras or other spells.)
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Sea dragon: (basically like the sea serpent.)
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Other reptiles:(5)
Quetzacoatl:
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Wyrm: (battering ram style unit that can dig)
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Basilisk: (special)
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Hydra: (same as before)
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Buildings: (14 in all)
Factories:(8)
Temple: (mega, trains draconians and special reptiles)
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Swamp hut: (trains melee infantry and cavalry)
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Draconian lair: (trains draconians)
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Shamans circle: (trains mages and also works as a blacksmith)
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Fortifications:(8)
Poison tower:
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Techs:(16 in all)
Kobalds:(3)
Simple wings: they gain bat like wings and almost all kobalds gain the ability to transform but they have no bonuses and have just 3 attack. Can't capture buildings either.
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Quick lizards: gain +1 speed so they would have same speed as elves.
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Feral kobalds: Kobalds gain a attack buff if standing near another kobald.
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Lizardmen: (1)
Reptilian senses: can now see invisible units.
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Snakemen:(2)
Snakemen reflexes: 3 levels that just upgrade dodges.
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Counterstrike: snakemen do full damage on counter.
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Techs for all:(4)
Hardened scales:3 levels. Effects all lizardmen, Snakemen, Nagas, Draconian, and kobalds armour. Gives lizards +2 regeneration, and Draconians regeneration +3, both gain +1regeneration per level.
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Reptilian Ascension: 3 levels. Increases all lizardmen, Snakemen, Nagas, Draconians and kobalds attack.
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Expert hunters: 3 levels. Gives ranged units +1 range and +25% accuracy.
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Swift swimmers: requires natural swimmers tech, +1 speed in water for both lizardmen and Nagas.
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Casters:(2)
Curse: (for gorgon, unlocks basilisk)
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Poison mist: (for lizardmen Huitznahuatl)
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If you want I could start separating them for stats and just let everyone fill the blanks in with what looks like the original goal.
Re: Scalefolk rework
I have a lot more to add to this too. (it is a lot more, like possibly 20 more, maybe higher depending on how much of it I remember.)
Kobalds would be given more units, snakemen too, lizardmen, draconians, gatormen, a new sub group known as saurids which would be flying scaledfolk who act similar to gargoyles but also could have stats similar to that of the kobalds. More creatures, the such.
Kobalds would be given more units, snakemen too, lizardmen, draconians, gatormen, a new sub group known as saurids which would be flying scaledfolk who act similar to gargoyles but also could have stats similar to that of the kobalds. More creatures, the such.
- General Brave
- Posts: 4591
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Re: Scalefolk rework
It seems great so far, also good proposal. Anyways Naga are supposedly well have Egyptian like style.
Wise, Might, Loyalty. Forever stands Warfell.
- StormSaint373
- Posts: 1665
- Joined: Mon Nov 27, 2017 5:35 pm
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Re: Scalefolk rework
would there bee more turtlemen?
I've got a couple ideas
Turtlemen Maurader (Large Building breaker)
Turtleman Adept (shamanic healer)
Ninja Turtleman (multiattack many abilities)
I've got a couple ideas
Turtlemen Maurader (Large Building breaker)
Turtleman Adept (shamanic healer)
Ninja Turtleman (multiattack many abilities)
Beware the calm before the Tempest. . .
Re: Scalefolk rework
Well, from what I remember the turtlemen were supposed to be somewhat like the cave trolls for orcs. Their was going to be more turtlemen.
Also magic was something Alexander didn't want them to have too much of considering dragons were going to be their main, tanky, spell casters. Turtlemen I believe were supposed to be like melee siege units that can carry units. Murauder could work, and do note that not all gentlemen can swim.
Some other variants could be spiked turtlemen (somewhat like thorn elemental), tourtisemen (biggest, can carry more units).
Also magic was something Alexander didn't want them to have too much of considering dragons were going to be their main, tanky, spell casters. Turtlemen I believe were supposed to be like melee siege units that can carry units. Murauder could work, and do note that not all gentlemen can swim.
Some other variants could be spiked turtlemen (somewhat like thorn elemental), tourtisemen (biggest, can carry more units).
Re: Scalefolk rework
Turtle ninja could be a fun unit xD
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Re: Scalefolk rework
I'll probably have to look back through to see the restrictions to the race but this is just what I remember so far.Savra wrote: ↑Mon Oct 28, 2019 2:31 pmWell, from what I remember the turtlemen were supposed to be somewhat like the cave trolls for orcs. Their was going to be more turtlemen.
Also magic was something Alexander didn't want them to have too much of considering dragons were going to be their main, tanky, spell casters. Turtlemen I believe were supposed to be like melee siege units that can carry units. Murauder could work, and do note that not all gentlemen can swim.
Some other variants could be spiked turtlemen (somewhat like thorn elemental), tourtisemen (biggest, can carry more units).
- General Brave
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Re: Scalefolk rework
We need to discuss about stats and what exactly do some of these units do and what their purpose.
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- Puss_in_Boots
- Posts: 2732
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Re: Scalefolk rework
Again, too many dragons. I don't want to see a pack of skittles open up when I see the list of dragon units. Taste the RAINBOW
Mainly I oppose the color prefix dragons, so uninspired.
(No gold, black, or red ok?)
Mainly I oppose the color prefix dragons, so uninspired.
(No gold, black, or red ok?)
RED, WHITE and BLUE!
Re: Scalefolk rework
The dragons are getting changed, so those ones I have are obsolete (except the acid one), they want different versions instead that aren't colour like. Like adoniji, Quetzecotl, and acid Dragon.Puss_in_Boots wrote: ↑Mon Oct 28, 2019 9:54 pmAgain, too many dragons. I don't want to see a pack of skittles open up when I see the list of dragon units. Taste the RAINBOW
Mainly I oppose the color prefix dragons, so uninspired.
(No gold, black, or red ok?)
State I left for Alexander because he has a better view of how the races stats are to look, besides we're waiting on dwarves and undead first.