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 Neutralipolis: Units

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Trashid
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PostSubject: Neutralipolis: Units   Sun Apr 26, 2009 7:31 am

Ok here are units for this town. They must be OVERpowered.

1. Morylic


2. Stone Turtle

9 attack
18 defense
10-11 damage
3 speed
80 health
Hex size: 2
Ranged: no
Air/Ground: ground
Specials: Block
Growth: 7

3.Anaconda


4. Blood Beast



5. Dooramoth


6. Distodon


7.?



Ok those are my propositions for now.


Last edited by Trashid on Fri May 01, 2009 2:31 pm; edited 14 times in total
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Mitabrin
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PostSubject: Re: Neutralipolis: Units   Sun Apr 26, 2009 8:14 am

maybe for 1st lvl add santa gobilns?
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MesioII
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PostSubject: Re: Neutralipolis: Units   Sun Apr 26, 2009 8:36 am

1. A ghost Wink

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PostSubject: Re: Neutralipolis: Units   Sun Apr 26, 2009 9:13 am

I will create somethin Wink
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PostSubject: Re: Neutralipolis: Units   Sun Apr 26, 2009 9:15 am

Yay! This looks awesome! Very Happy

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PostSubject: Re: Neutralipolis: Units   Sun Apr 26, 2009 9:38 am

@Mitabrin: well we can't steal WoG creatures :(

and I'll come up with some names

1. Conscript
recolored peasant with an axe instead for a pitchfork.
Specials: Every conscript gives you 20 gold per day. (Example: if you have 200 Conscripts, you will recieve 4000 gold per day)
1a. Men-At-Arms
something like a pikeman
Specials: Bash(Stunning attack). Defensive(Every time the Men-at-arms move, they will recieve +3 defense)

2. Beast Tamer
a man with a war dog(hell hound) next to him. the man is a modified wood elf
Specials: none
2a. Slavemaster
a man with a war dog(cerebi) next to him. the man is a modified grand elf
Specials: Retaliates twice

3. Battle Worg
a purple worg(modified hell hound).
Specials: Strikes twice
3a. Furious Worg
a red worg(modified hell hound).
Specials: Strikes twice, no enemy retaliation

4. Thief
modified rogue
Specials: Steal ammo(takes away 3 ammo from shooters when attacking)
4a. Assassin (shooter)
modified rogue with a crossbow. probably a modified marksman weapon
Specials: Toxic bow(wyvern monarch special but assassin is ranged) no range penalty

5. Blood Beast
a large modified hell hound.
Specials: No enemy retaliation, reduces enemy defense with 25%
5a. Beast Rider (shooter)
a modified pit fiend(human-colored) with a wood elf bow riding a large modified hell hound
Specials: Reduces enemy defense with 75%, 75% (golem) spell resistance

6. Distodon
modified hydra?
Specials: Attack all adjacent enemies, immune to magic spells 1-3
6a. Huge Distodon
modified hydra, but bigger
Specials: Attack all adjacent enemies, immune to magic

7. Primal Lord
modified enchanter
Specials: Aging attack(ghost dragon special), Regenerating health, Spellcaster: meteor shower
7a. Wise Arcanist
modified enchanter
Specials: Aging attack(ghost dragon special), Regenerating health, Spellcaster: Inferno, immune to air & mind spells, drain life(vampire lord), hero's spells cost less(archmage special)

that was overpowered, right? It's supposed to be lol!

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PostSubject: Re: Neutralipolis: Units   Sun Apr 26, 2009 9:47 am

Can they have no human beings?
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PostSubject: Re: Neutralipolis: Units   Sun Apr 26, 2009 10:59 am

oh okay,
ill fix it

1. Battle Worg
9 Attack
5 Defense
11-13 Damage
6 Speed
15 Health
Hex Size: 2
Ranged: no
Air/Ground: ground
Specials: Strikes twice
Cost: 60 gold
Growth: 19(fort)
Modders Description:
A purple hell hound with recolored crystal dragon horns on his back

1a. Furious Worg
12 Attack
10 Defense
15-17 Damage
8 Speed
25 Health
Hex size: 2
Ranged: no
Air/Ground: ground
Specials: Strikes twice, no enemy retaliation
Growth: 19(fort)
Modders Description:
A red hell hound with recolored devil horns on his back

2. Giant Turtle
9 attack
18 defense
10-11 damage
3 speed
80 health
Hex size: 2
Ranged: no
Air/Ground: ground
Specials: Block
Growth: 7(fort)
Modders Description:
well I don't know how to make this but we'll find out

2b. Dragon Turtle
12 attack
18 defense
14-16 damage
5 speed
80 health
Hex size: 2
Ranged: no
Air/Ground: ground
Specials: Block, Acid breath(rust dragon special)
Growth: 7(fort)
Modders Description:
same as the giant turtle.. we'll find out. but this one is going to have horns

3. Treant
13 attack
18 defense
22-28 damage
4 speed
80 health
Hex size: 1
Ranged: no
Air/Ground: ground
Specials: regenerating
Growth: 6(fort)
Modders Description:
a green dendroid

3a. Anger Treant
17 attack
18 defense
28-34 damage
5 speed
120 health
Hex size: 1
Ranged: no
Air/Ground: ground
Specials: regenerating
Growth: 6(fort)
Modders Description:
a blue dendroid

4. Anaconda
24 attack
22 defense
43-47 damage
6 speed
100 health
Hex size: 2
Ranged: no
Air/Ground: ground
Specials: Poisonous attack(wyvern monarch special)
Growth: 4(fort)
Modders Description:
modified serpent fly and rotated so it's on ground. also it's thicker and such (and ofcourse it's wide)

4a. Acid Anaconda
27 attack
23 defense
51-57 damage
7 speed
120 health
Hex size: 2
Ranged: no
Air/Ground: ground
Specials: Poisonous attack, death stare, dispels beneficial spells
Growth: 4(fort)
Modders Description:
same as before but it's a modified dragon fly instead for a modified serpent fly

5. Blood Beast
35 attack
31 defense
71-79 damage
8 speed
130 health
Hex size: 2
Ranged: no
Air/Ground: ground
Specials: No enemy retaliation, reduces enemy defense with 50%
Modders Description:
a large modified hell hound geek

5a. Blood Horror
41 attack
37 defense
109-141 damage
11 sped
130 health
Hex size: 1
Ranged: no
Air/Ground: ground
Specials: No enemy retaliation, reduces enemy defense with 95%, attack all adjacent enemies
modders description:
same as before but its a cerebi

Doing the rest later

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MesioII
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PostSubject: Re: Neutralipolis: Units   Sun Apr 26, 2009 11:03 am

Well

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PostSubject: Re: Neutralipolis: Units   Sun Apr 26, 2009 11:14 am

About the turtle, his shell never moves(tweaks, bends etc.) so we can make one good shell and use it in all animations, so dont worry. Same for weapons. I will draw every creature, and update only after that, to be shure.
About the anaconda, im shure that a tail of creature will be better, maybe from that purple-pink dragon(OMG i forgot the name!)?
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PostSubject: Re: Neutralipolis: Units   Sun Apr 26, 2009 1:04 pm

Faerie dragon? lol!

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PostSubject: Re: Neutralipolis: Units   Sun Apr 26, 2009 1:17 pm

Yeah! Laughing
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PostSubject: Re: Neutralipolis: Units   Mon Apr 27, 2009 10:12 am

And what about this one, can he find his place here?
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PostSubject: Re: Neutralipolis: Units   Mon Apr 27, 2009 10:31 am

Sure, if you got a name for him Wink

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PostSubject: Re: Neutralipolis: Units   Mon Apr 27, 2009 10:50 am

Oh i dont have one:(
Eh, he wont be in the town:X
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PostSubject: Re: Neutralipolis: Units   Mon Apr 27, 2009 11:06 am

Daedroth

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PostSubject: Re: Neutralipolis: Units   Mon Apr 27, 2009 12:47 pm

After seeing its origin i say: "no".
Maybe Dooramoth?(my imaginary name rendeer )


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PostSubject: Re: Neutralipolis: Units   Tue Apr 28, 2009 6:48 am

Pikeman Magi wrote:
@Mitabrin: well we can't steal WoG creatures :(

well from that what i know our mod is going to be wog addon, and neutralopolis is going to be imbalanced twon in that we can buy neutral creatures, so why don't add alerady existing neutral creatures?
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PostSubject: Re: Neutralipolis: Units   Tue Apr 28, 2009 7:49 am

hey wait a second... Neutral creatures? You never said something about that!

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PostSubject: Re: Neutralipolis: Units   Tue Apr 28, 2009 8:17 am

well.. neutralipolis name is maked form word neutral and polis(i am not sure but in latin this means city) btw. MesioII nad Trashid imo was talking about that in from that what i remember barrow town sub forum no first post about neutralipolis was here http://lizard.omgforum.net/lizards-town-f7/lizard-s-campaign-story-t28-60.htm
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PostSubject: Re: Neutralipolis: Units   Tue Apr 28, 2009 10:05 am

There will be neutral creatures - but special and strong ones will build its own town(Needed in Campaign)

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PostSubject: Re: Neutralipolis: Units   Tue Apr 28, 2009 11:50 am

Yes, we will try to make all creatures from that town look neutral, not from any faction, even my Distodon wont look like from fortress but like something like Copper Dragon(funny but i dont know the name in English Embarassed ).
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PostSubject: Re: Neutralipolis: Units   Tue Apr 28, 2009 12:36 pm

but those special and strong ones will be neutral too?
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PostSubject: Re: Neutralipolis: Units   Tue Apr 28, 2009 12:43 pm

That's like if you ask if the swordsmen will be neutral too

Town creatures aren't neutral in fact, no matter how neutral they look like.

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PostSubject: Re: Neutralipolis: Units   Tue Apr 28, 2009 12:51 pm

Its like a pig in farm. It looks neutral, but not wild.
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