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 Post subject: Undead
PostPosted: Tue May 27, 2008 01:21 
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I'd like to see an undead race in the game, after all Elveron is a fantasy-based game and what fantasy world doesn't have undead as a staple? :)

Undead

Background:

Without the strength and cunning of the vampires, the legions of undead that once plagued Elveron have fragmented. While ages passed and the vampires flourished, a tribe of necromantic cannibals and carrion-eaters residing in the darkest fens of Elveron came to control death. With a perverse fetish for the dead and undead this tribe came to the pinnacle of obsession with the advent of The Sacrifice. Drawing immense power from the negative planes a necromancer could carve out and eat his own heart in a bloody ritual to become a nightshade. Stronger than any vampire, the nightshade is the tool with which the necromancers have united those scattered legions of undead to venture forth from their fetid swamplands to wreak havoc on Elveron.

Alignment:

Evil

Bonuses and Penalties:

- Slave death rate is doubled
- Each dead slave is converted into 9 food
- Each sacrificed slave produces 9 food and no gold
- Slaughter Houses produce 21 food

Miltary:
Code:
Name          Attack Defense Return Train Casualties Mage Spy       Cost
Skeleton         1      1       12    6      100%                   
Zombie           1      1       12    9       95%                   150g
Ghoul           3.5    3.5      12   12       85%                   800g
Mummy            8      8       12   12       70%                  2 000g
Nightshade      20     20       12    9       50%               3 000g 300md
Necromancer                           9                2        2 000g 200md
Warrior         .5              12           650%         .15       150g


Military Notes:

- Skeletons eat no food
- Zombies eat .1 food/hr
- Ghouls eat .2 food/hr
- Nightshades eat .4 food/hr
- Skeletons require no space
- Zombies require 1/3 normal space
- Ghouls require 2/3 normal space
- Nightshade require 4/3 normal space
- Zombies train from slaves
- Ghouls train from peasants
- Nightshades train from Necromancers
- No gains from sacrificed skeletons

Racial Spells:

Cannibalize: Warrior and enemy casualties are converted into food
Raise Dead: Warrior and enemy casualties are converted into skeletons
- These spells are exclusive and may not be used simultaneously

Buildings:

Farm= Slaughter House
Home= Hut
Tower= Totem Pole
Court House= Torture Chamber

Slaughter House (swamp)
Hut (swamp)
Torture Chamber (swamp)
Laboratory (grassland)

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Last edited by TheLorax on Sun Jun 08, 2008 10:44, edited 11 times in total.

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 Post subject: Re: Undead
PostPosted: Tue May 27, 2008 02:25 
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Joined: Tue Feb 19, 2008 03:15
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Your coding must be wrong, because I seriously doubt that mummies cost 16,000g, and that nightshades cost 30,000. Also, I think the necromancer producing skeletons is way overpowered. 2,000 necromancers = 10,000 defence and attack trained every hour. I also think the worker spy is getting overused. This race has already been cracked. Someone can just train necromancers. 2,000 necromancers = 1,680,000 defence and attack trained in one week that takes up no space and eats no food.


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 Post subject: Re: Undead
PostPosted: Tue May 27, 2008 03:18 
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Location: In the Truffula Forest.
This is a race I posted a while back and I thought I'd try to get it right this time. I'll try to fix the stuff you've addressed. Sometimes I'm retarded.

Changed:

- Removed a zero from the cost of the mummy and nightshade
- Adjusted the acquisition of skeletons

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 Post subject: Re: Undead
PostPosted: Tue May 27, 2008 04:45 
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Joined: Tue Feb 19, 2008 03:15
Posts: 452
So the spell is the only way to get skeletons. I don't think many people would train zombies or ghouls, because, even with the reduced food consuption and population space, mummies are still more space efficient and cost the same gold/point.


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 Post subject: Re: Undead
PostPosted: Tue May 27, 2008 05:07 
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Location: In the Truffula Forest.
I'll mull that dilemma over in my head later. There's got to be someway to make zombies and ghouls viable.

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 Post subject: Re: Undead
PostPosted: Tue May 27, 2008 05:14 
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I suggest that you make them cost less per point of power. How much less will be dependant on how space ineffective it is.

Are the spells mutual or exclusive? Can you have casualties converted to both? If not, then you might want to have that noted.

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 Post subject: Re: Undead
PostPosted: Tue May 27, 2008 05:23 
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I adjusted the prices. Let me know if it's better.

Um, the spells are exclusive. I figured it was intuitive that way but I'll make a note.

Thanks for the feedback, guys.

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 Post subject: Re: Undead
PostPosted: Tue May 27, 2008 06:23 
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After you factor in how much space they take up, this is their real space effectiveness and cost per point.

Zombies real space efficency is 6 per population slot with a cost per point of 141g/point

Ghouls real space effiency is 5.33 per population slot with a cost per point of 169.5g/point.

Even though they have bigger number each, Zombies are more space effective and cheaper than Ghouls. I suggest that you lower the zombies to 1.5 power or to 1 power each to make it so that they end up being equal to a normal lesser troop.

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http://www.imaginarydaughter.com = Funny weird webcomic that I recently found and that I think you should check out as well. Personally I can't wait to see where it goes next.

PS. Thanks to LUF for making me this imaginary daughter avatar.


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 Post subject: Re: Undead
PostPosted: Tue May 27, 2008 08:34 
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Adjusted. Thanks for the help. I appreciate it. So the undead are balanced now?

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 Post subject: Re: Undead
PostPosted: Tue May 27, 2008 13:26 
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Joined: Sun May 01, 2005 14:44
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If someone could figure the nightshade out, I believe its pretty good. It's hell effective, and 50% cas. I've compared it a bit with the forest troll, and they cost like 4500g if you take two of m. Nightshades now cost ~4500g too, but have 50% casualties, and no pop nerf. They do eat more, and take more space - but I think thats equal to the pop nerf trolls have btw.

Why bothering with the first units, except for coming OOP. Sac them a week after, and go for full nightshades. You will become a bit slow - but you will still have the damn good efficiency. Mummies are a way ofc to decrease your slowness, quite effective and not expensive. A bit more expensive then a forest troll, but they dont have a bigger pop, and eat normal food.

Any comments on my thoughts here?

*Lorax already priced the nightshade up.. It's better I think, how about u ?*

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 Post subject: Re: Undead
PostPosted: Tue May 27, 2008 13:31 
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No real comments. Pricing's always a bitch and I'm glad you guys are helping me out with that. My main goal is to have all the units be viable in their own so as to offer strategic choices. Any other thoughts concerning the cost of the units?

Changed:

- Adjusted the cost, casualties and train times of the necromancer and nightshade

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 Post subject: Re: Undead
PostPosted: Tue May 27, 2008 20:24 
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Location: In the Truffula Forest.
Should I just forgo trying to balance the units, with their comparative space efficiencies, and just make them all the same efficiency?

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 Post subject: Re: Undead
PostPosted: Tue May 27, 2008 22:08 
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Joined: Mon Dec 04, 2006 04:18
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Location: In the Truffula Forest.
Undead

Background:

Without the strength and cunning of the vampires, the legions of undead that once plagued Elveron have fragmented. While ages passed while the vampires flourished, a tribe of necromantic cannibals and carrion-eaters residing in the darkest fens of Elveron came to control and embrace death. Their perverse fetish for the dead and undead this tribe came to the pinnacle of obsession with the advent of The Sacrifice. Drawing immense power from the negative planes a necromancer could carve out and eat his own heart in a bloody ritual to become a nightshade. Stronger than any vampire, the nightshade is the tool with which the necromancers have united those scattered legions of undead to venture forth from their fetid swamplands to wreak havoc on Elveron.

Alignment:

Evil

Bonuses and Penalties:

- A sacrificed slave returns 5 food instead of 5 gold
- A sacrificed warrior or necromancer returns 5 food in addition to the normal returns
- Slaughterhouses produce 20 food
- Cannot cast magic shield or fertility

Military:
Code:
Name          Attack Defense Return Train Casualties Mage Spy       Cost
Skeleton         1      1       12    12     100%                   
Zombie           3      3       12    12      95%                   450g
Ghoul            5      5       12    12      85%                   1250g
Mummy            6      6       12    12      70%                 
Nightshade      15     15       12     9      50%                200g 2000md
Necromancer                            9               1         1000g 100md
Warrior         .5              12           650%         .15       125g

Military Notes:

- Skeletons take up no space and eat no food
- No gains from sacrificed skeletons
- Skeletons train from enemy casualties
- Zombies train from peasants
- Ghouls train from warriors
- Mummies train from warrior casualties
- Nightshades train from Necromancers


Racial Spells:

Unhallow: Defense increased by mausoleum%

Buildings:

Farm= Slaughterhouse
Home= Hut
Tower= Graveyard
Court House= Torture Chamber
Alchemy= Profane Ground

Slaughterhouse (swamp)
Hut (swamp)
Torture Chamber (swamp)
Laboratory (grassland)
Mausoleum (highland)

Mausoleum: Increases mummy and skeleton conversion rate by 2.5 *Mausoleum %. (max. 25%)

Does this look better to you guys?

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Last edited by TheLorax on Sun Jun 08, 2008 11:22, edited 4 times in total.

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 Post subject: Re: Undead
PostPosted: Wed May 28, 2008 03:24 
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Location: Sacramento, Ca
I like this better. As a general rule, I think making the units eat different or take up different space should be used sparingly.

To be honest, I'm not certain I like the idea of two convertion spells on the next attack. Berhaps those can be combined into one or made inherient bonuses. That would give you room for this racial spell.

Gift of Undeath: -X% of their casualties don't die but instead take 2 more hours to return home, -Y% attack power.

The idea is to make them extremely hard to kill since they are undead, but at the cost of power since some of their energy is going to regeneration.

_________________
http://www.imaginarydaughter.com = Funny weird webcomic that I recently found and that I think you should check out as well. Personally I can't wait to see where it goes next.

PS. Thanks to LUF for making me this imaginary daughter avatar.


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 Post subject: Re: Undead
PostPosted: Wed May 28, 2008 06:51 
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Joined: Mon Dec 04, 2006 04:18
Posts: 1651
Location: In the Truffula Forest.
I just figured that combining the two spells would be too much but if you think it better to streamline the two spells into one I'm for it. I'll do that. Thanks for the spell suggestion too although I think I'd like to have a non-combat spell. Maybe something like:

Unhallow: Defense is increased by mausoleum%

So what do you guys think about the pricing now?

Changed:
- Created a new spell and removed the other two
- Removed magic shield and fertility from their spell list

Edit: I couldn't think of a name for the spell so I figured I'd just make it an inherent ability like Tzar suggested.

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