Usana

Forum Replies Created

Viewing 30 posts - 1 through 30 (of 182 total)
  • Author
    Posts
  • in reply to: Anti-Magic Field doesn't prevent Disjunction #238029

    Usana
    Member

    Huh. . . it would really seem like you should have to disjunct the anti-magic field FIRST before you could disjunct anything else. However, it is good to know the way it actually works, even if that doesn’t seem particularly intuitive.

    in reply to: Could Wraiths evolve to Wraith Kings? #217052

    Usana
    Member

    I would also love this. Though maybe Wraiths would be too easy to evolve? They have rather solid survivability. Then gain it isn’t particularly hard to evolve spiders either. But yeah, I love Wraith Kings.

    in reply to: [Request] Skewer #209093

    Usana
    Member

    I didn’t dislike AoW2 graphics, but I will admit that the AoW1 Troll is pretty awesome compared to what we got now. Our Troll doesn’t look nearly as mean as the AoW1 guy does! Still not sure how the lean mean fighting machine trolls became these big fat mean trolls that we currently got, but I could completely forget about such if Kharaghs made a return!

    in reply to: Race Idea: The Return Of The Lizards #207803

    Usana
    Member

    *Cracks Knuckles*

    Yarovit has it right more or less. I just figured the easiest way to do it is look at the battle map terrain and if the Lizard has a matching concealment it gets +2 damage. I figured this combined with the fact that each lizard gets a different ‘home terrain’, which grants concealment/movement for that terrain, would be an interesting way to give them a terrain power boost without making them real strong on one and medicore everywhere else(except the turtle doubles up on water concealment I suppose).

    As it stood with the rough line up, we had a forest-dwelling lizard, a barren-dwelling lizard, a swamp/water-dwelling lizard, an urban dwelling lizard, and a water dwelling wizard who received damage boosts on their home terrain. And in all but the Lurker’s case this opened up at Veteran ranks. The Pike would have been a mountain Lizard had I managed to come up with a striking idea for it.

    In addition Druids Lizards would have a field day in woods. Rogue Lizards would love Urban and Forest Terrain(and everyone else would be thanking all that is holy that Shadow Stalkers, as an elemental, don’t get racial bonuses). Other classes would likely get ‘fitting’ concealment for the racial differences. Deathbringers would likely be Blight concealed. Muskets and/or Engineers could get urban concealment. Monster Hunters could get Forest Concealment. I can’t really think of much concealment for Theo’s other than urban. Same with Apprentices. Thinking about it Urban might get tossed around a lot. That could end up as a solid boost to taking cities as a Lizard.

    in reply to: Race Idea: The Return Of The Lizards #207133

    Usana
    Member

    You know, as a Frostling lover(though I don’t actually like the leader graphics much this time around) you think I would have recalled the Harpoon. But I never use them. The ability just never seems to proc for me unless it is utterly unneeded and they always feel like they do crap damage(those 2 points less than the crossbow feels rather significant).

    Regarding pikemen: I figured it was a ‘work in progress’ thing, but could resist taking the shot anyway. 😛

    So the Draxynnic Race suffers from a Resistance Penalty? Or did you just fumble you save? 😛

    This is likely going to be way op since I haven’t taken time to beat it down, but I had a literal storm of an idea hit me concerning the basilisk as a combat summon.

    First I imagine the Lizards as being a people who take the fight to you. They don’t hide behind sticks and stones if they can help it. As such a powerful T4 summon that goes away in X turns would help fuel the ‘forget the walls! CHARGE!’ mentality.

    In addition given how the Lizards view the Basilisk I could see this effect granting a modest morale boost while the Basilisk is loosed. Of course if it feel in battle rather than surviving to fall back there should be a severe morale penalty(the Lizards go Oh! SHIT!). This would hopefully prevent folks from sending it out alone as a sacrificial lizard. The Idea is you are getting charged by a Giant man-eating* Lizard and a bunch of crazed lizard men!

    *Ok so it eats more than men. Probably anything with flesh on their bones. Actually if you only have bones it’ll probably STILL eat you.

    Maintaining the Basilisk should consume some population growth as previously suggested.

    As for the Basilisk in combat I would suggest that it has 1 rank of experience for each level of city. So a Basilisk from an Outpost would have no ranks. A Village Basilisk would be a trooper, a Town a Veteran, a City an Expert, and a Metropolis would spawn an Elite Basilisk.

    As for the Basilisk itself. As previously discussed it is a walking tank. High HP, High Defense, decent or better Resistance. But fairly low attack values. Doom Gaze being its signature attack kinda fills that since it would be a fairly weak main attack for a T4. As for special abilities I had previously discussed petrify strike/aura. I now think we should just stick with standard Fear Strike/Fearsome. Give it Fear Strike on Veteran, Fearsome on Expert, and Nightmare Wail on Elite. Nightmare Wail would be similar to the Frost Queen’s Dome of Cold in area of effect except it would not do any damage and would only try to Panic all units in range. Lizard Men would be naturally immune but otherwise both Friendly and Enemy units would be affected(well obviously anything that normally resists panic would be immune).

    The idea being that this Giant Lizard is beyond terrifying. It is the Giant Lizard that must not be named!

    As I said out of control brain storm. Normally I just stuff them in a text file somehere so I can hammer them out later, but this one was actually somewhat coherent so I figured I would just post it straight up with no oversight/proofreading.

    in reply to: Race Idea: The Return Of The Lizards #207099

    Usana
    Member

    I do like the general concept of a close-range archer, though

    In the first mind draft I just had them listed as using ‘crude bows that traded accuracy for power’. When trying to come up with a fitting weapon with a similar effect(High damage/short range/’shotgun-like’) the obvious thought was the Atlatl.

    Perhaps we could instead use the Brew Brothers as a model, having the lizard archer-equivalents throwing stone axes or bronze cleavers that do heavy damage at close range?

    Axes were considered at one point(they are probably my favorite weapon, melee and ranged, of all time). Problem with that in my mind is that like the Brew Brothers they would likely be a 3 shot attack. You see, I was really aiming to have another single shot archer to compete with the Dwarven Crossbowman(I guess there is the Jester but it feels like it competes more with the Flamer’s role than the Crossbowman’s. And I guess the flamer could count as a single shot archer as well). I suppose there is no rule that the axe throw would have to be 3 shots. Just would feel weird to me.

    You seem to be missing pikemen. 😛

    In my defense, I believe I stated that I was slowly pulling together a roster. And that that was a hint that the ideas were incomplete. Against my defense . . . I totally forgot about pikemen, so much so that I don’t even have a vague idea of one.

    I’m not sure there’s really room to have both the turtle ballista and basilisks as a governance upgrade, though.

    Thinking about it they both do fall in the ‘ranged tank’ category don’t they? Still I did like their lore relationship with the Lizards. It just really gives you a good example of the Lizard mentality. I guess rather than a producible unit I could combine the two Deity Ideas I threw out. I.E. The t3 building spawns a T4 Basilisk(this way we can keep a T4 rather than downgrading it) during a city siege for defense. Only one though and it leaves after so many turns(how many turns do those types of effects usually last?). Rationalize it by saying it has eaten its fill and is no longer hungry(you don’t actually want it to retreat after scoring XX kills since that would be abusable). That would be an econ upgrade, right?

    in reply to: Race Idea: The Return Of The Lizards #207070

    Usana
    Member

    I’ll admit I may have went overboard in the weaknesses to counterbalance Swimming. I just am not quite sure how to balance it. It would be a bad idea to penalize them for being on land for reasons already mentioned. But swimming is INCREDIBLY powerful in my mind. Without some serious weaknesses I would always pick the all swimming race. Given that I really like ‘fun’ units I would really hate the weakness to be boring, bland, and below average units.

    That said if a simple trifecta of elemental weaknesses(or even just frost and shock) would work that would be cool. I tend to agree with with tee on the fact that -res is beginning to feel boring. It is starting to feel like a default ‘need to balance a strong ability? smack it in the res’ solution. Still I find it hilarious to imagine the big, crude lizards running and screaming in terror at the sight of a couple of little pixies fluttering on the breeze :D.

    @yarovit – Hmm.. I certainly am not much attached to sticks other than as an LoM reference. And Bola’s could certainly fit the role of low damage annoyer that I was imagining as their irregular. Sounds solid to me, though I would likely change the attack to single shot with the associated damage increase. Or at least I have hard time imagining bola’ throwers as a multi-shooter. Probably more balanced that way anyways.

    in reply to: Race Idea: The Return Of The Lizards #206904

    Usana
    Member

    Did you really expect those little flighty fey folk and the big crude lizards to get along?

    Of course most people probably assumed it would be the little winglies running from the lizards. But you know what they say about assumptions.

    And I think I missed the mark on the Medicine Man. As a Melee oriented support I was looking at the Shaman and Evangelist for ideas of where his stats should land and I think I forgot to take into account that those two guys are T3’s not T2’s. So he probably has too much damage on his strike and a point too much defense.

    in reply to: Race Idea: The Return Of The Lizards #206873

    Usana
    Member

    Well after throwing out a lurker I have been slowly pulling together a roster. It is nice to see someone else made an Aztec/lack of metal weapons link. Anyways I may have stacked on too many weaknesses, but everything swimming is powerful no doubt. Plus I just had to portray them as ambushers which is another strength to compensate for. And Wetlands Walking.

    Lizard Men

    Racial Abilities
    -1 Resistance
    20% Fire Weakness
    20% Frost Weakness
    20% Shock Weakness – *some amphibians have electrorecption so I figure them being extra sensitive to shock isn’t exactly immersion breaking.
    Ambushers – *Deals +2 primary channel damage(for both ranged and melee) while fighting on terrain the unit has a concealment ability for.
    Swimming
    Wetlands Walking

    City Bonus – Lizard Cities located in Wetlands are concealed and obviously any unit stationed in the city are also concealed. The borders are still visible though. Logically the lizards would warn people out of their territory and this would allow people to know the Lizard’s Borders if not exactly where the cities are. Probably an unrealistic city bonus, but given that they have been ‘missing’ for so long it seems to make sense that they are REALLY good at hiding.

    Terain Bonuses
    Likes Water and Wetlands
    Dislikes Subterranean
    Hates Artic and Volcanic

    T1 Irregular
    Stick Thrower
    38 HP
    28 MP
    8 Defense
    7 Resistance

    Description: Normally you wouldn’t think sticks being thrown at you would be grave threat. However, if enough sticks get airborn you may find yourself too busy blocking and trying not to trip to make much forward progress.

    *Bonus points for those who get the reference to Lords of Magic. For those who don’t get it, in LoM the chaos faction(the brute warriors) had stick throwers for their archers. They effectively did no damage, had pathetic range, but had an insane rate of fire(and had more hp than normal and fared better in melee than average). And since units ‘parried’ ranged attacks in LoM this meant they could lock a unit into a continuous parry, effectively pinning them in place. This would even prevent the unit from counter attacking or otherwise defending itself. True it may take several stick throwers to lock down a single dangerous unit, but it could very well be worth it. I couldn’t think of a good Irregular for the Lizards and stick throwers always amused me, so . . .

    Melee strike (9 phys)
    Throw Sticks – New ranged attack(Short) that does 3 shots at 2 damage per shot
    Hindering Projectiles – 8 Strength Defense check to inflict Hindered

    On Veteren
    Slowing Projectiles – 8 Strength Defense check to inflict Slowed for 1 turn.

    On Elite
    Distracting Projectiles – 7 Strength Defense check to break a unit’s guard.

    T1 Infantry
    Clubber
    45 HP
    28 MP
    9 Defense
    7 Resistance

    Description: Wields a Net in one hand and a club in the other. Even the least intelligent of creatures can understand the implications of that.

    Melee Strike (12 phys)
    Throw Net/Hurl Net – whichever is more balanced
    Coerce Creature – 7 Strength Resistance check to take control of an animal/monster/Sea creature(not sure if I need to specify that). *This ability is affected by the target’s morale. For every stage up or down it gains/losses 2 strength. So against a unit with Best Morale it has a strength of 1 and against a unit with Worst Morale it has a strength of 13.

    On Veteran
    Forest Concealment
    Forestry

    On Elite
    Beat Down – Performs a non-lethal Melee Strike(standard number of hits/damage). If this attack would have otherwise killed an opponent the opponent is inflicted with Broken Spirit. 1 Turn Cool-Down.

    T1 Archer
    Atlatl
    35 HP
    28 MP
    8 Defense
    7 Resistance

    Description: These frilled lizard men wield specialized dart/spear throwers that grant terrifying striking force. However, the weapon’s effective range is much shorter than most bows. Their startling appearance has been known to scare away potential attackers.

    Melee Strike (8 phys)
    Launch Dart – 18 phys damage. Short Range. Straight Shot. Single Shot. *Stronger than heavy crossbow but shorter range. Not sure if that balances out or not.
    Startle – Touch ability. 9 strength Resistance check. If successful the target is panicked for 1 round. *Basically a Lesser Cause Fear.

    On Veteran
    Barrens Concealment

    On Elite
    Startling – Passive reactive effect of the above Touch Ability. *Basically a Lesser Fearsome.

    T2 Cavalry
    Lurker
    50 HP
    32 MP
    10 Defense
    8 Resistance

    Water Concealment
    Wetlands Concealment

    Description: An unconventional rider and mount that lays in wait to ambush its opponents.

    Melee Strike (13 phys)
    Hopping – Can hop over units and small obstacles(but not walls)
    Alarming Strike – Flanking attacks inflict Shaken.

    On Veteran
    Opportunist – While flanking this unit is twice as likely to deal critical damage(or half as likely to fumble)

    On Elite
    Backstab

    T2 Support
    Medicine Man
    45 HP
    28 MP
    11 Defense
    9 Resistance

    Description: The Tribal doctor and his foul tasting concoctions are not well liked. As such the good doctor has learned much about defending himself from patients. Even to the point of scalding his former patient with a cauldron full of boiling medicine.

    Melee Strike (4 phys 6 fire 4 blight)
    Shoot Acid Darts – *He is really more of a melee fighter than a ranged fighter so a 4/3 ranged attack may seem weak, but it fits with his overall theme.
    Foul Concoction – 2 Turn Cooldown. Heals 20 HP and removes negative effects but causes -200 morale. *The -200 morale penalty lasts for 2 strategic turns that can’t be removed(this would be like the ‘lost a battle’ morale effective except it would read ‘drank a foul concoction). The -morale stacks. To prevent getting around the morale penalty I intentionally didn’t word it as healing on the strategy map. Don’t know if it is possible to do, but preferably it should heal only on actual activation in battle.

    On Veteran
    Urban Concealment – *The Medicine Man has become adept at hiding from his patients.

    On Elite
    Doctor’s Skills – The Doctor grants +6 regeneration per turn to the entire army(except Elemental/Machine/Undead). *Basically a field medic type ability.

    T3 Archer
    Turtle Ballista
    60 HP
    28 MP
    13 Defense
    10 Resistance

    Description – The Lizard Men have created a siege platform to attach to giant turtles so that they can bring war machines to even the wettest of battles.

    Melee Strike (10 phys)
    Fire Ballista
    Mounted
    Amphibious – This creature is native to wetter terrain and suffers penalties on dryer land. Suffers from the Slowed Condition in combat when not on Water/Wetlands/Tropical. *Could possibly also throw on a morale penalty.
    Projectile Resistance – *It isn’t entirely a machine but the giant siege platform provides some protection against arrows.
    Siege Weapons – This unit has a giant Machine strapped to its back enabling it to target walls and obstacles and doubles the damage against such targets. In addition the weapon itself can be effected by abilities and spells that target machines. *I don’t think Fire Ballista can currently target walls, can it? And I am fairly certain Wall Crushing only effects Melee attacks. However, even if ballista can target walls it I still wanted it to be in effect a ‘Living Machine’. So it can be targeted both by spells normally targeting standard racial units AND spells that target Machines. This means you can wreck it, overload it, and rot it for example. Reassemble might seem a bit weird, but perhaps the turtle is much tougher (Make the Giant Turtle a neutral roaming T4 for example), but just wanders off after the platform is destroyed. Rebuild the platform and you can remount it.

    On Veteran
    Water Concealment

    On Elite
    20% Physical Protection

    Racial Governance Ideas

    Deity level Governance
    Can recruit Basilisks from Cities with their T3 building(I would call it Breeding Grounds). Cities with Breeding Grounds suffer -100 population growth to represent sacrifices to the Basilisks.

    or

    Breeding Grounds spawns swamp and amphibious creatures to aid in city defense(1 unit per turn).

    Probably all over the place balance wise. However, I absolutely love the flavor of the Medicine Man.

    in reply to: Race Idea: The Return Of The Lizards #206560

    Usana
    Member

    Ambush is certanly good idea but I fear it could be way too strong when combined with backstab if it would work in similar way. Of course rogue lizards could get more powerful verion of backstab instead of regular one. But I think ambush could work as special ability which grants lizardmen extra damage if attacking. Or extra damage if fighting at wetlands maybe?

    Well I just prefer the Lurker to get straight up backstab. The ambush line was just for those who hate the idea of backstab getting out on more racials(I don’t see the big deal, but to each their own). I don’t see much need for a new mechanic for them. A sneak attack fits right in with backstab so a new mehanic would just be overkill, imo.

    In fact I was thinking of Ambush as a racial trait all lizards have which gives them +2 primary damage(on melee and ranged attacks) when battling in terrain they have concealment for(so the lurker would have +2 phys melee damage when fighting on water and wetlands, and Lizard hunters would have +2 phys melee and ranged damage when fighting on forest terrain). Of course they don’t get a racial concealment, but many of their units would be able to conceal themselves. A beast tamer type unit like has been suggested might have forest concealment/movement either innately or on medal. The Lurker in wetlands/water and maybe a mountain lizard with mountain concealment/movement. Basically all lizards are good ambushers, but not all lizards are good at ambushing in the same terrain.

    And then I realized Invisible Lizard Men Wizards would be insane, unless invisibility was excluded for balance reasons(technically it doesn’t have concealment in its name so it shouldn’t be too confusing I think).

    in reply to: Race Idea: The Return Of The Lizards #206515

    Usana
    Member

    It would have to be a tanking type unit to pull that off and since their is no stealth in combat it would just feel really weird to me. That part of the ambush just fits better on the Strategic map than the combat map. If it had to be functionally different than backstab than you could always make it so that it activates when attacking a unit that is engaged with a unit other than the lurker rather than on flanking.

    Anyways looking at the other units that get backstab outside of the rogue lineup it seems it would be rather intuitive to make Backstab be a medal ability if it is to much to have at base. Units that get Backstab on Gold are the Halfling Nightwatch, the Halfling Crusader, the Frostling Raider, and the Warlord’s Scout. The Merfolk Siren gets it on Veteren. And the Halfling Deathbringer and the Naga Slither both start with Backstab without the need of any medals.

    Thinking about it maybe I subconsciously realized how many other units picked it up and that was part of reason I didn’t think it needed to be flavor renamed in my original post. Though if it needed to be mechanically different I would make ‘Ambush’ deal +4 on flanking instead of +6 damage and let it effect the three types backstab can’t(Elemental/Machine/Undead). The idea being it is more relying on surprise than hitting your vitals.

    in reply to: Race Idea: The Return Of The Lizards #206463

    Usana
    Member

    Definitely not backstab. It’s assassin ability. No racial units copy special abilities of the class units, it’s a rule.

    Well originally I was just going to call it Ambush(+ damage on flanking attacks). But functionally it would simply be a renamed backstab. Sure if ever actually put in game it may get a unique name for flavor reasons, but I didn’t see any point in listing it as ambush and then making a paragraph or two describing exactly what backstab does. Particularly since that post was already long enough. If it weren’t for me not wanting hop to bypass walls I probably would have just listed Shadowstep/Phase in its place to indicated an ability of that fashion whatever its name. I am not making a mod or any kind of final copy so I don’t care about the names. It could be A, B, and C and it wouldn’t matter. All that I am concerned with when batting ideas is functionality. And the functionality was that the Lurker was an Ambusher type unit relying on hitting flanks. We can window dress it later.

    in reply to: Race Idea: The Return Of The Lizards #206454

    Usana
    Member

    Personally, I think their historically low Defense scores simply represent their lack of armour, and thus is appropriately represented by having default Defense scores without Armored. The scales do seem as if they’d provide some protection.

    Low Defense? I thought they had low Res and average defense. The Azracs were the ones who lost a defense point, weren’t they? Comparing human vs Lizard Archer for example shows that they are the same except the Lizard has 1 less res and 1 more damage(and swimming). The dwarven archers have 2 more res. The swordsmen are the same except lizards get swimming and are down 1 resistance(down 2 compared to dwarf since dwarves got 1 extra res for the most part). Comparing level 3’s directly is rather difficult due to vastly different roles, costs, etc. And Level 4 wise the Basilisk was solid defensively even though it wasn’t a strictly melee fighter. Leprechaun obviously out defenses it without trying :D.

    That said I suppose their Level three units all being specialists without stellar defenses could give the impression of them lacking defense. The Lurker was a concealment unit with high peak damage. Obviously as an ‘assassin’ type you would expect it to fold quickly if its first assault failed. The Wyvern was a high vision flyer(scout) so again a specialist role that won’t have high defense. The Salamander may appear to have no excuse, what with it being a melee frontline fighter. However, that ignores that it tied with the Valkyrie and Dark Elf Executioner for highest attack value. Its stats are very similar to the Valkyrie(Sala has 2 more hp and 1 more damage but the Valkyrie flies and is holy instead of fire and costs 10 more gold). The Executioner appears much stronger with 1 more defense and 1 more resistance and much faster. However, it lacks an immunity or an elemental strike. Instead it gets fearless and life stealing. The Dark Elf is also 30 gold more expensive.

    I dunno it seems if you compare comparable roles/units you end up with the Lizard Men’s penalty being res rather than defense. That said they do lack a sturdy frontliner in the Level 3 bracket, which I could easily see making them feel less durable overall. And the basilisk is a bit middling defense wise itself(similar to First Born in raw defense, but much lower res and hp). I think rather than a a racial wide defense hit this is better represented by them simply not getting a heavy infantry/cavalry for their T3. And possibly making their T2 Cavalry rather less of a direct fighter.

    Something like

    Lurker (obviously if the lurker became a stand alone unit the cavalry version would have to have rider or something tacked on. I think it sounds better as just plain Lurker than Lurker Rider)
    Cavalry
    36 MP
    Swimming
    Water Concealment
    Wetlands Concealment

    50 HP
    10 Defense
    8 Resistance(traditionally they had 1 less resistance than the norm, if the Lizards took -1 res as a racial trait obviously the base would be 9, 8 modified).
    13phys damage strike

    Abilities-
    Backstab (they basically Lurk in the water/swamp and ambush you)
    Hop (basically something to allow them to position well for a backstab, a re-themed shadowstep would probably work best. Particularly if you could limit wall hopping like what was done with pounce. This is for backstabbing more than for sieging)

    For Medals it could perhaps gain quantifiers on successful backstabs. Such as when backstabbing it causes the unit to become Shaken. Or maybe just have medal ability greatly increasing the chance of a critical while backstabbing. Or both(one at bronze, one at gold) if you really want to lay it on.

    Basically the Original Lurker had rather high damage for its level, but was a bit frail. It was clearly meant to be a hard hitting ambusher rather than a rank and file infantry unit. I knocked a point off defense because elsewise it looked too much like the assassin to me.

    in reply to: Race Idea: The Return Of The Lizards #206000

    Usana
    Member

    So I went ahead and grabbed the in-game descriptions. I couldn’t recall either the sphinx’s or basilisk’s lore as in relation to their own race. Though my impression was that they were both racial allies(you know like halflings and Centaurs/Satrys and Elves and Fairy Dragons). That however is not correct since the Sphinx’s description specifically states it is related to the Tigrans(oddly enough so does the Manticore description. Apparently Manticores are part Tigran, So a Tigran manticore rider is a Tigran riding a Tigran. . .).

    Sphinx

    Basilisk


    Usana
    Member

    I am generally find with strategic disjunction criticals. But 2 turn stun in battle is HUGE. The damage and CP I can live with. But that PLUS 2 turn stun is major. Particularly since late game that hero could be the equivalent of 2 or more units power wise.

    I can remember my lord of the Deep getting disjuncted in the campaign. That got ugly. My plan had been to fire up his ability and then use his pikeness to down the manticores. Yeah, that critical completely turned the battle around. Also it was the first time I had seen it occur in a battle. I knew critical existed on the strategy map but I didn’t think a critical disjunct could occur in battle. Now I basically don’t use the Lord’s ability, since I usually field them for their pikeness more than some random electric damage.

    in reply to: Race Idea: The Return Of The Lizards #205002

    Usana
    Member

    Lizards had Basilisk as T4? It can also be visually represented as a very similar to the upright members of the race, but more feral and walking on all four. i wouldn’t want it to have petrifiying gaze because it would make them a copy of Beholders..

    Hmm. . . it would have some overlap with the Fallen Angel, but a ‘breath’ type attacked that only affected units facing it(and not blinded) and only worked while the basilisk wasn’t blind(actually, can you use breath type weapons while blinded? I never tested that) could be interesting. It could check on 9 like Doom Gaze does, but cause hindered(-50% Move) on fail like blind does to represent the difficultly of avoiding meeting it’s eyes while charging it. It would also have a breath type cool down.

    Another option to differentiate it would be to make it a tanking unit(with 28 move like the first born) with a petrification shield type effect and prettifying strike on gold perhaps(or maybe reversing that would be make more sense?). In this case the creature isn’t really good at staring you down at a distance but close up it has no trouble catching your gaze. Personally I prefer this option since there is less overlap with the Angel. Plus I love tanky units and wouldn’t care for the risk of friendly fire(more than likely, game play wise, defense mode would constitute as ‘facing’ even if the unit’s back was turned on the basilisk).

    The shape of basilisks has been well established by precedent in AoW. You can’t just twist them into a lizardman because you feel like it.

    Wouldn’t that also apply to the Sphinx as well? Of course I can’t remember the lore entry for the Sphinx or even the Basilisk for that matter, so there could be something lorewise that makes the case massively different.

    Though having a lizardman riding it to ‘guide’ it would be the obvious way around it if it couldn’t get the sphinx effect.

    in reply to: Defensive Strike + Killing Momentum= weirdness #204425

    Usana
    Member

    You can quick dash a cheetah that has pounced to get the same effect. I quite enjoyed pouncing on something on the wall and then hurling a net onto their leader. That was fun. And as an added bonus the cheetah stayed in defense mode so it actually survived sometimes!

    in reply to: Race Idea: The Return Of The Lizards #204119

    Usana
    Member

    Yeah, I loved the turtle war machines. Even if it were just graphical, having a turtle ram and a turtle catapult/trebuchet would be awesome. Bonus points if they swapped the machine tag for the monster tag, thus losing spirit immunity, blight immunity(they could probably keep some blight resistance though), and losing the ability to be targeted by machine only spells(so no overloaded turtles). And in turn being able to regenerate normally and be able to be targeted by stuff machines normally can’t be targeted with. . . like say mind control and heal. They could also have ‘living’ ships(a literal turtle ship, HA) of some kind too if you wanted to run with ‘living’ machines as a racial trait.

    Edit- Heh, now I am imagining a Turtle Juggernaut getting ‘Befriended’ by an archdruid(ok so as a T-4 it likely wouldn’t be mind controllable, but still funny to imagine).

    in reply to: AOE attacks should never miss #204007

    Usana
    Member

    If the chances of Lucky activating were appropriately increased(or the Halfling’s weakness decreased) to account for the weakened ability I would probably be fine.

    That said I have always find ‘super dodging’ amusing rather than annoying(well it can be annoying gameplay wise). It is just hilarious watching someone dodge something when they shouldn’t be able to. It is part of the reason Haschel from Legend of Dragoon is my favorite character in that game. Basically there are several attack animations in the game that shows your characters getting punched through walls or something equally egregarious. Since Haschel has such high dodge it isn’t uncommon to see him flip back to his feet without taking any damage and having a big MISS appear on the screen after being smashed through a wall. I tell you it was hilarious! You just ran him through with a spear? No sorry, but even though we all saw it go through his chest apparently you missed. Ah, the good old days!

    in reply to: LOL, healing XP no longer awarded #198249

    Usana
    Member

    This would explain a lot. I usually don’t use heal more than once or twice a battle(and if twice it is on different targets nearly always). However, ever since the patch my AD and Theo heroes have seemed to level slower. If they are using one of their limited battle turns healing for no xp that could very well be why(could also just me hitting softer targets with them than I usually do, I don’t exactly keep track of every minor detail of every action they take).

    in reply to: Disjunction: The Conversation #196927

    Usana
    Member

    I would prefer something like from the YuGiOh type card games. Basically a system where disjunct always worked when cast, but the other player can choose to ‘block’ the disjunct if they have the mana/cp/ability. And then the other player could choose to ‘counter’ that block if they wanted to, etc. . . Until a player folds their hand/runs out of mana or cp. This would feel more like a magic duel. I can still recall some epic chains from those type of games even now more than a decade later. Of course AoW was never developed with that kind of thing in mind so it would likely only end up feeling clunky rather than epic. Still a man can dream.

    in reply to: Naval game is pointless. #194571

    Usana
    Member

    Ports with guilds are usually a bit rare for me until late game since most of the cities I can build a port in are often not my good unit producers. Plus having to hover ships in your own territory makes them rather ineffective. When your ships are 5+ turns out clearing ports aren’t very useful. And dread heroes just don’t work well with ships. In fact if I recall right, ships override the party leader slot for them. So you can’t even use your party buffs.

    in reply to: Naval game is pointless. #194281

    Usana
    Member

    For me ships are just too suicidal. They take damage easily due to speeds in naval combat and they aren’t easy to put a repair unit with. Due to embark penalties dread heroes basically commit suicide while moping along. And even human dreads move too slow. You basically need a flyer/floating hero with repair machine(don’t even bring up embarking builders, they basically die instantly).

    My solution would be a ‘builder’ ship that could build sea forts/towers(akin to forts and watch towers on land). This would allow you to claim resources far out to sea and make a ship that can do repairs like the builder can. You could perhaps even give it sabotage to make it a ship counter without giving it general combat abilities(if it had an attack option like sabotage, perhaps it could be like the engineer and have maintenance at start and get repair machine at gold). Wonder if sabotage could be made to also hit embarked units?


    Usana
    Member

    Part of me wants to say all you folks should be buying lottery tickets. My rewards so far since EL have been pretty much meh. I do seem to get a lot of Arachnid horde spells, though. And does the Hall really give two mythical items? I don’t recall getting that many mythicals. Though I will agree I like the halls. They do give good rewards compared to how easy they can be to clear. It would be fitting if the hall had the Frostling Tower effect(inflict chilling would make the defenders much more dangerous).

    in reply to: Invoke Death is OP! Who can dispute? ;) #191811

    Usana
    Member

    I don’t really consider invoke death all that overpowering. It is kinda like a poor man’s disintegrate(except it does more damage on a fail and can’t kill on a fail). Disintegrate checks on 15phys and does 25 damage on fail while ID checks on 11res(and is a spirit check so can be immunized with strong will), removes 40 hp on fail, and has a number of types it can’t effect. I could maybe see dropping the fail damage to disintegrate’s 25. But if disintegrate is fine, I really have a hard time seeing ID as not fine. At least you can resurge after ID.

    Of course a horde of Reapers would be rather scary since unlike disintegrate you wouldn’t be limited to 1 ID per turn. Huh. . . can regular non-hero units get spells? I could imagine the reaper having the spell casting ability and casting ID instead of activating it as an ability. So no cooldown, but uses your spell casting turn.

    in reply to: Suggestion: New Dreadnought Empire upgrade. #190138

    Usana
    Member

    The problem with a morale boost is that dreads already get one. And another one on top of it may be a bit much. However, the Hazard Suit type ability could also grant suppress nature to the army as well as choking fume immunity. wouldn’t be quite as useful if your leader is a dread, but it could easily be handy if your leader wasn’t a dread.

    in reply to: Suggestion: New Dreadnought Empire upgrade. #190078

    Usana
    Member

    Stack wide Choking fumes immunity could be an interesting hero skill upgrade. I would much prefer that to bomb squad.

    in reply to: How many Hit Points do you try….. #189750

    Usana
    Member

    70-80 hp is a decent target I aim for. However, with Regrowth now a Druid ability I tend to grab even more HP. My level 18 Rowlar in the campaign has 100hp and 20/15 for defense and resistance(14/11 without equipment). However, rather than a straight up fighter, he is my scout. In the third map he has 3x night vision, a flying mount, a vision upgrade, another +2 vision from Bowan’s signet ring, the default druid vision bonus, and of course true sight. Can we just say that he is Rowlar the All-Seeing?

    I just wish I had some HP boosting equip. HP now is 10 points a pop. And no he doesn’t really have much spell casting ability. He shares a stack with Einar who is my dedicated caster with 80 CP. Most casting turns are either Einar or Arvik casting. Doesn’t help that Revitalize doesn’t work on undead.


    Usana
    Member

    To my knowledge it uses the leader from the most recently saved game. Basically the leader of the game that the continue button loads.

    in reply to: Suggestion for Autocombat #186317

    Usana
    Member

    This Idea makes me think of Stars! so many years back(another game that was big on PBEM). While the game combat was that of an auto-combat viewer, you could select ‘battle plans’ that would control the particular way said fleet would fight. Starbase killer, Sniper, Chicken, Max Defense, Default. Being able to set a combat order for each stack or maybe even for each unit could be interesting. For example if you set your hero to chicken he could maybe just run around trying to stay out of reach while casting spells or other attacks that out range the opponents movement. Truthfully this type of combat orders would be most useful to heroes since they have a huge variety of things they can do. For most units other than heroes I think the AI already utilizes a fairly solid profile.

    But still being able to control a units self-preservation would be handy. For throwaway units you could set them to high aggression which would make them move first to train retaliations where as a low aggression unit would wait until a unit had fewer retaliations before attacking. Or simply run up and guard. Still complex, but probably easier than allowing people to script their own order, etc.

    Edit – In Stars you could make your own battle plan. It would open a box allowing you to pick a primary target, a secondary target, a tactic, and an Attack Who option. Attack who would allow you to set your fleet to attack a specific player in a battle involving several different factions. As targets you could select any of the main unit types such as fuel transports, unarmed ships, armed ships, starbases, bonbers, etc. Obviously it would go after primary first then your secondary. As targets you could even select none/disengage to make that particular unit(say your freighter) avoid the combat in any means possible. Tactics involved disengage which when combined with a target type would have it shot the target type during the retreat. If you selected none as a target any weapons on the ship simply would not be used period. Maximize damage, maximize damage ratio, and maximize net damage controlled how it would target for damage. I honestly don’t remember the precise differences between these. But the game was well known for needing a mathematics degree to be truly competitive. It also had a minimize damage to self option. That option I would like to have to put on my heroes. Or at least that was an option I would have wanted back before auto-combat resurgence.

Viewing 30 posts - 1 through 30 (of 182 total)