Skulls faction

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flying_pancake
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Skulls faction

Post by flying_pancake » February 24th, 2011, 1:29 pm

I'm making a faction called Skulls. I have completed 1 unit (skull). Any suggestions/ art?

Edit: Levels on image edited.
Attachments
Units so far.
Units so far.
Last edited by flying_pancake on February 24th, 2011, 1:43 pm, edited 1 time in total.
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Re: Skulls faction

Post by flying_pancake » February 24th, 2011, 1:30 pm

I have completed one unit: Skull
It is like this:

Name: Skull
Level: 0
Advances to: Skull fighter, Skull mage
Advances from: None
HP: 12
Movement: 4
XP: 30
Cost: 6
Abilities and traits: Submerge, fearless and undead
Attacks:
Bonk (impact, melee), 3 - 2
Fury (fire, melee), 8-1

Resistances:
blade: 30
pierce: 30
impact: 30
fire: -10
cold: 50
arcane: -50

Movement costs:
deep_water=4
shallow_water=3
reef=3
swamp_water=3
flat=1
sand=2
forest=3
hills=3
mountains=(impassable)
village=2
castle=2
cave=1
frozen=3
fungus=3
impassable=(impassable)
unwalkable=(impassable)

Area defence:
deep_water=20%
shallow_water=20%
reef=20%
swamp_water=20%
flat=20%
sand=20%
forest=20%
hills=20%
mountains=20%
village=20%
castle=20%
cave=20%
frozen=20%
fungus=20%
impassable=20%
unwalkable=20%

As you can see, I am rubbish at balancing.

Edit 1, 2 & 3: Edited?
Attachments
'Fury'
'Fury'
fury.PNG (1.27 KiB) Viewed 1978 times
'Bonk'
'Bonk'
bonk.png (5.46 KiB) Viewed 1978 times
Last edited by flying_pancake on March 19th, 2011, 7:58 am, edited 3 times in total.
Creator of Skulls faction (in progress)

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Reepurr
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Re: Skulls faction

Post by Reepurr » February 24th, 2011, 1:38 pm

Here on the Wesnoth forums, we don't like it when people double post. When you have something else to say, use the [EDIT] button in the top right of your post.

By the way, in your unit tree, "Skull" is Level 1, but in your description of the unit it's Level 0.
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Re: Skulls faction

Post by flying_pancake » February 24th, 2011, 1:40 pm

Sorry about double posting.
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Rozard
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Re: Skulls faction

Post by Rozard » March 14th, 2011, 7:43 am

flying_pancake wrote:Cost: 1
Yeah one mage vs about 20 skulls would be hardcore overrun...especially when skulls also have 36 hp and can even attack... oh, and they are lvl 0 units so they dont need upkeep and with that your skull army can recruit castle full every turn and still have extra gold pileing up...
I of cource noticed that they cant go someplaces like forest for some reason but you still have to kill them so you can kill the boss... and your going to kill lot of them with this cost...
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Re: Skulls faction

Post by Drakefriend » March 14th, 2011, 9:27 am

Reepurr wrote:By the way, in your unit tree, "Skull" is Level 1, but in your description of the unit it's Level 0.
I think the tree says it is level 0 (this is the first time I read this thread so I cannot tell whether the image has been replaced by a corrected vesion, though).

However, the Skull is quite overpowered for a level 0 -36 are quite many hitpoints!- and definitla so for a cost of 1, i.e. EFFECTIVELY FOR FREE! Remember, the other level 0 units both in mailine and in other eras is somewher over 6.

And I think your faction needs more then two level one units.
A small poem/sentence about faction design I just wrote:Ther needs to be
Diversity
For example some skull that atacks by flying into the enemy and retreating (ranged impact), leading to a "Divebomb Skull" or something like that.
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Re: Skulls faction

Post by Rozard » March 14th, 2011, 11:25 am

Rozard wrote:And I think your faction needs more then two level one units.

A small poem/sentence about faction design I just wrote:
Ther needs to be
Diversity

For example some skull that atacks by flying into the enemy and retreating (ranged impact), leading to a "Divebomb Skull" or something like that.
And some unit that CAN move in forests... ghostly skull? or something...

And basic skull moves 6 (thats really good movement speed compared to basic foot units)
Is it hovering or just rollin'?
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Re: Skulls faction

Post by Dixie » March 14th, 2011, 12:13 pm

It's been about three weeks since OP has replied at all: I say let's let this thread die in peace (unless OP comes back, of course, or maybe if one of you is gonna reuse the idea...)
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Re: Skulls faction

Post by flying_pancake » March 18th, 2011, 9:38 pm

Sorry, I'm not very good at balancing.
But yeah, I think there might be a flying skull to do.
By the way, the Skull, Skull Fighter, Skull Warrior, Holy Skull, and Darkest Skulls all roll/ walk. The other skulls hover above the ground.
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Re: Skulls faction

Post by Reepurr » March 19th, 2011, 7:23 am

You've gone from one extreme to the next here. Skulls are worse than goblin spearman, less you make them twice a gobo's cost. Try 5-6 gold or something.
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Re: Skulls faction

Post by flying_pancake » March 19th, 2011, 7:56 am

Okay! :D I'm glad to have constructive criticism on this sort of topic!
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