Ideas (back by unpopular demands :))

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Mytical
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Unread postby Mytical » 17 Jan 2007, 13:20

Yes, they are all celestial (or that was what I was aiming for) as for your abilities :oex: :oex: I like I like! When I get time will adjust them :).

As for the balista bolts that is cumulative. So first time you use it it is 1%, second time 2%, third time 3%, ect. But maybe 5% cumulative would be better..19 shot max if very lucky (on twenty it would have 100% chance so would automatically break).
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Panda Tar
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Unread postby Panda Tar » 17 Jan 2007, 13:35

Oh, I haven't payed attention on the cummulative effect. :creative:

I'm starting to feel keen to post stuff as well. I'll make up a Raven-folk town (aka human disguised as birds :D ). Just let me think a bit.
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gravyluvr
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Unread postby gravyluvr » 17 Jan 2007, 17:58

Mytical wrote:Continuing CH idea :cry: since nobody wants to help :(
Here's No Help...

Level 1 - Spambot (hits once and dies)
Upgraded - Site Hacker (hits everyone once and dies)
Level 2 - Campfire Kids (Always Retaliates)
Upgraded - Looping Leprechauns (Always Retaliates with double attack)
Level 3 - Fabrikachus (Little... Yellow...)
Upgraded - Crankies (a little cartoonish but very effective)
Level 4 - Threaders
Upgraded - Dark Messiahs
Level 5 - Posters
Upgraded - Round Table Heroes
Level 6 - Contributors
Upgraded - Round Table Knights
Level 7 - Moderators (w/o LVL 7 in army - lower level unit's randomly hit each other)
Upgraded - Angelspits (can promote LVL 5-6 troops into Moderators)

Special Buildings and events:
Campfire - Increases production of LVL 2 units per week
Rage of Carrots - Doubles population for the week
Hall of the Heretics - Building recruits from other town types
Celestial Heaven - Built with the grail
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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Omega_Destroyer
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Unread postby Omega_Destroyer » 17 Jan 2007, 18:45

Nice.
And the chickens. Those damn chickens.

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ThunderTitan
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Unread postby ThunderTitan » 17 Jan 2007, 18:58

Upgraded - Looping Leprechauns (Always Retaliates with unlimited attack until the target is dead, only vulnerable against mods, who none the less receive massive morale drop for the rest of the game)
:devil:
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winterfate
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Unread postby winterfate » 17 Jan 2007, 22:27

Here's No Help...

Level 1 - Spambot (hits once and dies)
Upgraded - Site Hacker (hits everyone once and dies)
Level 2 - Campfire Kids (Always Retaliates)
Upgraded - Looping Leprechauns (Always Retaliates with double attack)
Level 3 - Fabrikachus (Little... Yellow...)
Upgraded - Crankies (a little cartoonish but very effective)
Level 4 - Threaders
Upgraded - Dark Messiahs
Level 5 - Posters
Upgraded - Round Table Heroes
Level 6 - Contributors
Upgraded - Round Table Knights
Level 7 - Moderators (w/o LVL 7 in army - lower level unit's randomly hit each other)
Upgraded - Angelspits (can promote LVL 5-6 troops into Moderators)

Special Buildings and events:
Campfire - Increases production of LVL 2 units per week
Rage of Carrots - Doubles population for the week
Hall of the Heretics - Building recruits from other town types
Celestial Heaven - Built with the grail
Priceless! :rofl:
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winterfate
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Unread postby winterfate » 10 Feb 2008, 03:03

BUMP! :D

Alternate Alternate Sylvan Upgrades: (;))
(Bolded stats signify improvement in that area as compared to its downgrade)
(Italicized stats signify a decrease in that area as compared to its downgrade)

Tier 1: Starshine

Biography: Once every 200 years, a comet orbits Ashan. When the comet's orbit reaches the top of the world, it releases stardust that reaches Irollan and manifests itself into fairies called starshines. Their spray attack can hamper the foes' ability to attack it.

Attack: 1
Defense: 2
Damage: 1-2
Initiative: 12
Speed: 8
Health: 6

Abilities: Flyer, No Enemy Retaliation, Spray Attack
Stardust Spray: This unit's attack has a 30% chance of hampering the foe's vision, causing it to miss 50% of the time for 2 turns.

Tier 2: Blade Master

Biography: Some choose to perfect the Blade Dance. Others choose to embrace the wind. Others renounce the Blade Dance and the wind and try something else all together. Blade Masters are those who have become one with their blades and, as such, are dangerous foes in battle, for none can quell their battle fury.

Attack: 5
Defense: 2
Damage: 3-3
Initiative: 11
Speed: 6
Health: 12

Abilities:

Focused: This unit's Attack stat cannot be reduced by any means.
Enraged, No Retaliation

Tier 3: Cloak Archer

The Cloaks are a secret band of Hunters that have long protected Syris Thalla from the attacks of its foes. Now, they offer their aid to those heroes worthy enough to lead them. The arrows of the Cloak are coated with a special dew that causes subsequent arrows fired upon the same target to dig ever deeper into the victim's flesh, eventually crippling the target.

Attack: 4
Defense: 3
Damage: 7-8
Initiative: 12
Speed: 6
Health: 12

Abilities: Shooter,
Coated Arrows - When this unit damages an opposing unit with its ranged attack, it marks the target for 3 turns. During this time, shots fired at the marked target deal 25% more damage and reduce speed by 1 (the -speed effect is cumulative, can reduce speed to 3, and lasts 2 turns from the time the last shot that damages the target.)

The rest some other time!
Enjoy! :tongue:
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Ceres
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Unread postby Ceres » 10 Feb 2008, 07:33

Cloak Archer seems powerful. Imba. :-D
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winterfate
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Unread postby winterfate » 10 Feb 2008, 22:15

I kinda noticed that myself...and was thinking of making the speed reduction a one time thing (instead of being cumulative). :)

I'll look into it (not that it matters...Nival never looks at the fan factions or ideas) :sad:
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Veldrynus
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Unread postby Veldrynus » 10 Feb 2008, 23:45

winterfate wrote:Nival never looks at the fan factions or ideas
Which is a good idea.
Veldryn 15:15 And Vel found a dirty old jawbone of a walrus and put forth his hand, and took it, and in his unholy rage, he slew thirty four thousand men and children therewith.

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Unread postby winterfate » 12 Feb 2008, 02:07

Veldrynus wrote:Which is a good idea.
Sometimes...

Are you trying to imply something? :tongue:
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Veldrynus
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Unread postby Veldrynus » 12 Feb 2008, 10:24

Not really, this was a general statement.
Veldryn 15:15 And Vel found a dirty old jawbone of a walrus and put forth his hand, and took it, and in his unholy rage, he slew thirty four thousand men and children therewith.

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Unread postby Panda Tar » 26 Feb 2008, 21:29

Suddenly, I got an urge to write stuff like that, so here it goes:

Alternate alternate hibernate upgrade for Academy.

I won't put their exact status because it would be too much effort. :tongue: So, I'll just focus on habilities and references.

Gremlins -> "Scientists"
How would they look like:
Gremlins with a cape and a bunch of small packs attached to a belt. A bubbling vial being held with one of the hands.
Normal melee attack:
Drops the vial content causing a small sparkling explosion.
Habilities:
Grenade -> throw one of his packs onto a target, dealing fire-based damage on the target, spiling fire around the main target, like the firewall spell, lasting 2 turns. Total of 3 grenades.
Elemental corrosion -> deals twice normal damage against machinery and elemental units.

Gargoyles -> "Bloodstone Guardian"
How would they look like:
Yellow, like Heaven. Silly. Ok, they'd look reddish, with some stones craved around the wings, giving it an aura of a faint white glow. It's not holding anything.
Normal melee attack:
It flaps its wings making the white glow become dense, then clawing the enemy with it, like a giant phantom-like stab.
Habilities:
Flyer; Elemental.
Blood sharing -> by flapping its wings, bloodstone guardians will give additional protection, adding 3 HP for the targeted friendly unit, losing 1 in exchange until the end of battle, or unitl the targeted stack gets killed, or they get killed themselves. It won't work on machinery or on other elemental units. Active ability once per battle.
Guardian Judgement -> Once per battle, it has a chance to completely evade an upcoming attack, dodging and cursing the attacker, casting 3 different ailments onto it. (gargoyle would fade in a swirl of blood and that white glow, materializing a little later on the spot).

Golem -> "Golem Raider"
How would they look like:
Just holding a single blade and wearing something like a travelers cloak.
Normal melee attack: it pins the sword through the target, leaving the sword there. It gets another sword magically from within its cloak, as if his other arm would always transform into a new sword.
Normal ranged attack: it aims with the other arm (under the cloak) and shots a rather big steel ball.
Habilities:
Ranged; No melee penalty; Mechanical; 50% magic resistance.
Lethal Thrust -> when pinning a target, reduces normal movement by half and damage will do the minimum damage possible. If it's not machinery, it'll get 5 damage per Golem raider before moving. Units keep pinned if doesn't move. Moving will remove the blade from its body in exchange of the aforementioned damage. There's no way to pin two blades on a single target.

More when I get the time. ^^
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Panda Tar
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Unread postby Panda Tar » 27 Feb 2008, 19:26

Got time! :baby:

Mage -> "Elementalist"
How would they look like:
Green cloak, but with no hood, nor headband. Just a white beard and a long hair.
Normal melee attack:
Stabs the enemy with a knife.
Habilities:
Ranged, No range penalty.
Element blessing: at the beginning of the battle a random element benefitial spell will be cast on all allies: fire (bloodlust); air (haste); water (); earth (stoneskin).
Meditation: by meditating, unit can recover up to 2 SP the first turn. If this ability is kept active, each new turn will have 1 SP added increase 1SP
Elemental summoner: Each elementalist can call forth 30HP of an elemental to fight for his cause, choosing the best elemental for that moment. Summoned elementals will only die if all Elementalist stack dies or if they are banished/destroyed. Only 1 stack of elementals is allowed at one time.
Elemental strike: when using a ranged attack, this unit will use the strongest element against target.

Genie -> "Efreet Sultan"
How would they look like:
Evolved by fire and a swirl of storm-like mass, they'd be wearing just a twisted headband, some golden necklaces, no gloves, a fiery blade, and some blackish drawing on the body.
Normal melee attack:
Swings down the blade on the target.
Habilities:
Flyer, teleport, Fire immunity, Large unit.
Fire shield caster -> may cast fire shield spell on a friendly target three times per battle.
Burning touch -> 50% chance for additional fire damage addicted to normal attacks equally to normal damage.
Flame possession -> this unit can manipulate fire effects over friendly adjacent units, immunizing them against the effects of fire-based abilities, and spells depending on casters magic power (1 efreet sultan will block heroes spells with 1 spell power and fire-based spells of casting units with 10 or less units; each 10 Efreet Sultans increse 1 more magic power-based resistance and 15 more casting units. For instance, if there's 50 Efreet Sultans, heroes with 6 or less spell power will have their fire-based spells resisted by Flame possession, whilst 85 Fire Priests won't be able to harm using their fire spells). Example of ability: Searing aura won't harm adjacent units.

Rakshassa Rani -> "Rakshassa Petra"
How would they look like:
Having up to 6 long trances in its hair of white color, they'd be coloured like Siberian Tigers, with stripes on the back, and using that toga. It's holding 4 swords of different sizes.
Normal melee attack:
It'll swirl itself on the spot using its arms to strike repeatedly a single target.
Habilities:
Large unit; No retaliation.
Roar -> Active ability. When roaring, it's possible that unit will freak out not being able to attack this unit. It'll happen by the time it attacks Petra, cancelling the action imediately, but not taking counter-attack either.
Multiple stab -> This unit will hit up to three times its target. The first attack for full damage, then it halves, and halves again. It's so strong that will delay enemy's action by 15%.

Colossus -> "Thampora"
How would they look like:
Similar to Titan, with some armor on the arms, legs and a great helmet, bringing back that Roman-like style.
Normal melee attack:
Kicks the enemy,
Habilities:
Large unit; Immune mind abilities; Immune Lightnining.
Shockwave: once per battle, Thampora will jump on the spot hitting the ground with both arms, sending a cycle of lightning around, striking all enemies with lightning damage equals to 30-60 surrounding it for 2 hexes away.
Lightspeed Movement: this unit has a teleporting movement. When it teleports, it'll be carried away with a thunder, striking somewhere on the battlefield when returning. If Thampora will move to attack, then it'll cross the battlefield like a lightning bolt, striking any unit in that line, until striking the target with half physical, half lightning damage.
Shockskin: 5 damage per Thampora will be inflicted on an enemy attacking with a melee strike. Increases to 10 damage against water-based attacks and machines. No effect against earth/air/fire/lightning based attacks or elemental-immune units.

That's all folks. :baby:
"There’s nothing to fear but fear itself and maybe some mild to moderate jellification of bones." Cave Johnson, Portal 2. :panda:

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Pol
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Unread postby Pol » 27 Feb 2008, 19:39

Panda Tar wrote:Got time! :baby:
Where?! And more importantly did you left some? I'm hungry!
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Unread postby Panda Tar » 27 Feb 2008, 19:49

I thought I'd left some in my pocket, but it wore off when a job appeared out of the blue here. :(
"There’s nothing to fear but fear itself and maybe some mild to moderate jellification of bones." Cave Johnson, Portal 2. :panda:


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