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 Post subject: Elves (1.3)
PostPosted: Tue Nov 29, 2011 01:55 
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Joined: Mon Sep 26, 2011 04:22
Posts: 31
Elves (2.0)
Alignment: Good
Bonuses @ Penalties
25% increased lumber decay rate
15% increased food decay rate
Buildings take 11 hours to build
5% Diamond production
5% Iron Ore production
5% Gold production
10% less population

Storyline
The elves, a once mighty race, have fallen into decay and despair. While much rumor has been heard about their race, they are actually very graceful, but fragile. Their time underground has changed them, and they are more brutish then ever. They are very unique in that they can communicate telepathically. This makes them very well connected, and reduces any unpleasant thoughts or actions by an amazing figure They have a great love of nature, learning secrets from the earth. One secret would be their great knowledge of how to use ores and gems, and are very adept at finding them. The abundance of gems has led to shocking discoveries into decay rates and massive constructions.

Code:
Military
Name           ATK   DEF  TRN   RET   CAS   SPY     MAG     COST
Shadowblade     2         9     9     95    0.3             170g 50r 
High Elf              3   9           105           0.5     300g 5dm
Arch Mage       4     4   12    12    80            1       500g 75dm
Hybrid Archer   7         12    12    75                    800g 100r
Bladesmith      2     7   12          75                    600g 200r
Forager               1   9           90    0.5             50dm
Newborn               WORKER

Unit Abilities
For each 50 Arch Mages you own, increase decay rate of lumber, food by 1%
Arch Mages gain 1 ATK if more then 5% of resources decayed last tick
Bladesmith produces 0.1 iron ore per hour
Foragers collect 2 food, 1 lumber, and 0.1 magic dust per hour
Newborns produce 0.1 diamonds as well as regular production

Spells
Magic Touch (ONE TIME): Increases targets decay by 30% while active
Unbreakable Tools (SELF) (ONE TIME): 5% higher production on buildings.

Buildings:
Stone House (Home) (Mountain
Wizard's Tower (Tower) (Highland): Arch Mages gain 0.5 ATK for each 10% built

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Last edited by LiquidDJ on Tue Dec 20, 2011 22:17, edited 12 times in total.

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PostPosted: Tue Nov 29, 2011 05:42 
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Joined: Mon Sep 26, 2011 04:22
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Comments and help needed guys... i realise its rough and either OP'd or UP'd due to pricing and various math. but i don't know how to compare unit prices, and abilities. as for everything else (that too i suppose) i really need help here. i hope to get this race fine tuned, as my last 2 were rather dry

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PostPosted: Tue Nov 29, 2011 07:55 
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Joined: Tue Apr 22, 2008 05:24
Posts: 790
Elves already exist in the Elveron universe.

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is drawing crazy patterns in your sheets...
The sky, too, is falling over you...
and it's all over now, Baby Blue.


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PostPosted: Tue Nov 29, 2011 08:15 
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Joined: Wed Apr 13, 2005 21:25
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Location: Michigan
The race is insanely complex.


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PostPosted: Tue Nov 29, 2011 09:49 
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Joined: Mon Jun 19, 2006 21:58
Posts: 1200
Location: Pirate. Yarrr
Robespierre wrote:
Elves already exist in the Elveron universe.


I dont really think this is a valid reason to not make another "elves" race.
It's honesty better to recycle themes than to have "tollspries".


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PostPosted: Tue Nov 29, 2011 11:20 
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Joined: Tue Apr 22, 2008 05:24
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ok fair enough.

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The empty handed painter on your street..
is drawing crazy patterns in your sheets...
The sky, too, is falling over you...
and it's all over now, Baby Blue.


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PostPosted: Tue Nov 29, 2011 15:49 
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Joined: Mon Sep 26, 2011 04:22
Posts: 31
yes, i had hoped to have them recycled.
as for fergy, yes, they are complex. there elves.
i tried to make them powerful but weak, but im no good at pricing.

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PostPosted: Tue Nov 29, 2011 18:21 
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Posts: 1850
Location: Michigan
LiquidDJ wrote:
All Elves eat 0.6 Food/h (instead of the regular 0.3) (Troops included)
50% less corruption (Anarchy is not effected by this)
Acceptable. It would be better to write the bonuses as:
  • Each Elf eats 0.6 food/h instead of the normal 0.3 food/h
  • -50% corruption (0.50 * base corruption, not base corruption -50%)

LiquidDJ wrote:
All Elf units gain 1 ATK when the ruler hero is attacking
Nearly pointless. The ruler hero is nearly-always sent on attacks with the troops. If you insist on including it, I would suggest you add 1 ATK to each elf and make it so the troops lose 1 ATK if ruler hero is not sent. (does same thing... but this was makes it easier to calc them).

LiquidDJ wrote:
All Elf units lose 2 DEF when the ruler hero is injured (No unit effected by this ability can have less then 1 DEF)
I hate things that modify defense. With that said, this would make elves very vulnerable to coven's race spell, make questing with elves risky, and by the way it is written, make dark elf gain .5 DP when ruler is injured.

LiquidDJ wrote:
Unit Abilities
Wood Elves produce 0.1 Lumber per hour
Wood Elves produce 0.1 Food per hour

High Elves produce 0.1 Magic Dust per hour
High Elves produce 0.1 Diamonds per hour

Dark Elves produce 0.1 Gold per hour
Dark Elves produce 0.1 Iron Ore per hour
Might be acceptable bonuses if these were the only unit bonuses the race had.

LiquidDJ wrote:
Templar gain 1 DEF if there are 2 Childborn to match it
Templar gain 1 ATK if their is 1 Chaotic Soul to match it
The templer unit has many things that modify it's ATK/DEF. This makes the race harder to calculate.

LiquidDJ wrote:
Chaotic Souls are not trained. for each 10 Wood Elves, 5 Dark Elves and 5 High Elves you own, each tick change they summon 1 Chaotic Soul
Crazy unbalanced. 11 OP would be atleast 200g per pt. It takes 20 units to summon a Chaotic Soul, this makes each unit effectively a worker that makes 110g an hr, plus their regular bonus... ignoring that, it would be better if it was: For every 10 wood elves, 5 dark elves OR 5 high elves summon 1 chaotic soul per hour. This give them some flexibility in deciding which units to train (note: My numbers are not balanced, in fact are much worse than yours).

Mage Guild / Archive: Are also crazy unbalanced. Even with only building 10% (which I doubt it's codeable to limit buildings to 10% built), on 2k land this means 200 buildings. 200 * .05 = +10 OP/DP for 20% land. . . and the bonus will grow bigger as the land size grows.

LiquidDJ wrote:
as for fergy, yes, they are complex. there elves.
I could write several more long posts on whats wrong with the race. I suggest picking only 1-2 ideas and scraping everything else. Build the race around that idea.


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PostPosted: Wed Nov 30, 2011 02:26 
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Joined: Mon Sep 26, 2011 04:22
Posts: 31
MAJOR UPDATE
Version 1.1 (Thanks Fergy, i tried to scrap some stuff)

Race Bonuses and Penalties
Start with 0 SuperHeroes added

Start with 0 Bloodborn added

15% Higher Rezone costs added

5% Higher Build costs added

Wood Elf DEF changed to 3
Wood Elf Cost changed to 500l 50r
Wood Elf produces 0.1 lumber but no food

High Elf ATK changed to 2
High Elf DEF changed to 1
High Elf Cost changed to 500l 50g
High Elf produces 0.1 magic dust but no diamonds
High Elf ability changed to "High Elf ATK is increased by 1 when there is 1 Bloodborn to match it"

Chaotic Soul changed to Bloodborn
Bloodborn ATK changed to 10
Bloodborn is now trainable.
Bloodborn Cost added. 400m 20dm


Dark Elf ATK and DEF changed to 0
Dark Elf Cost changed to 200l 10dm
Dark Elf produces 0.1 iron ore but no gold
Bloodborn do not require food

Summoned Entity changed to SuperHero
SuperHero DEF changed to 50
SuperHero ability "trained from common here level ups" removed
SuperHero eats 1 Food per hour
SuperHero Cost changed to 5000l 1000dm 5000r
SuperHeroes are trained from 1 Templar and 1 Wood Elf each

Templar ATK changed to 0
Templar DEF changed to 7
Templar Cost changed to 1000l 30m 20fd
Templar produce 0.1 Diamonds per hour
Templar ability removed "gain 1 def if there are 2 childborn to match it"
Templar ability removed "gain 1 atk if there is 1 bloodborn to match it"

Childborn changed to Newborn
Newborn cost changed to 25fd 75g

Spells Added!
Natural Growth: All units produce 0.1 Food per hour in addition to 5% higher production rate on units.

Blood Oath: 5% of Bloodborns killed on the next successful attack are automatically retrained into SuperHeroes

Buildings Updated and Changed
Greenhouse production changed to 120 Food

Mage Guild changed to Soul Chamber
Soul Chamber changed to "Increases the ATK of High Elves and Bloodborn by 1 for each 15% building (2 max) (Houses 5 citizens) (Forest)

Archive changed to Armory
Armory changed to "Increases the DEF of Templar, Wood Elf and High Elf by 1 for each 15% building (2 max) (Houses 5 citizens) (Forest)

Oak Tree changed to "Produces 50 lumber and 10 Magic Dust/h per building. (Forest)

Birch Tree added: Produces 50 lumber and 10 Gold/h per building (Forest)

Dogwood Tree added: Produces 50 lumber and 10 Iron Ore/h per building
(Forest)

Ash Tree added: Produces 50 lumber and 10 Diamonds/h per building (Forest)

Grove changed to Treehouse (Home)

Elves Cannot Build:
Added Tower
Added Gold Mine
Added Iron Mine
Added Diamond Mine

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PostPosted: Wed Nov 30, 2011 07:03 
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Joined: Wed Apr 13, 2005 21:25
Posts: 1850
Location: Michigan
Elves
    Alignment: Good

    Storyline:
      The elves, a once mighty race, have been driven out of their forest homeland. With a personal vendetta against those who inhabit the forest, they seek to reclaim their homes. While much rumor has been heard about their race, they are actually very graceful, but fragile. They are very unique in that they can communicate telepathically. This makes them very well connected, and reduces any unpleasant thoughts or actions by an amazing figure This does make them hungry, and they tend to eat more then any other race. (except maybe the savage trolls) They have a great love of nature, learning secrets of great wealth from the earth. They channel some of this power into their strongest heroes, believing it to be a perfect union. This power has led to shocking discoveries into sorcery and other magics.

    Race Bonuses and Penalties
  • Start with 0 SuperHeroes
  • Start with 0 Bloodborn
  • 15% Higher Rezone costs
  • 5% Higher Build costs
  • Each Elf eats 0.6 Food/h (instead of the regular 0.3)
  • -50% less corruption
  • All Elf units gain 1 ATK when the ruler hero is attacking
  • All Elf units lose 1 ATK when the ruler hero does not attack

    Military:
    Code:
    Name          ATK  DEF  TRN  RET  CAS   MAG  SPY   COST
    Wood Elf            3    9        120              500l, 50r
    High Elf       2    1    9    9   120    1         500l, 50g
    Templar             7   12        110              1000l, 30m, 20fd
    Bloodborn     10        12   12    75              400m, 20dm
    Dark Elf                                      1    200l, 10dm
    SuperHero     50   50   12   12    10              5000l, 1000dm, 5000r
    Newborn                                            25fd, 75g
    • Wood Elves produce 0.1 Lumber per hour
    • High Elves produce 0.1 Magic Dust per hour
    • Each High Elf gains 1 ATK if there is 1 Bloodborn to match it during an attack
    • Dark Elves produce 0.1 Iron Ore per hour
    • Templars produce 0.1 Diamonds per hour
    • Bloodborn do not require food
    • Bloodborn lose 4 ATK if there is no High Elf to match it during an attack
    • SuperHeroes are trained from 1 Templar and 1 Wood Elf
    • SuperHeroes eat 1 Food each hour
    • Childborn produce 3 Gold and 0.2 Food/h per unit

    Spells:
  • Natural Growth (Self): All units produce 0.1 Food per hour in addition to 5% higher production rate on units.
  • Blood Oath (Self, One-time): 5% of Bloodborns killed on the next successful attack are automatically retrained into SuperHeroes

    Building Differences:
  • Greenhouse (Farm): +120 Food/h per building. (Grassland)
  • Soul Chamber (Tavern): Increases the ATK of High Elves and Bloodborn by 1 for each 15% building (2 max) (Houses 5 citizens) (Forest)
  • Armory (Sawmill): Increases the DEF of Templar, Wood Elf and High Elf by 1 for each 15% building (2 max) (Houses 5 citizens) (Forest)
  • Oak Tree (Tower): +50 lumber and +10 Magic Dust/h per building. (Forest)
  • Birch Tree (Gold Mine): +50 lumber and +10 Gold/h per building (Forest)
  • Dogwood Tree (Iron Mine): +50 lumber/h and +10 Iron Ore/h per building (Forest)
  • Ash Tree (Diamond Mine): +50 lumber and +10 Diamonds/h per building (Forest)
  • Treehouse (Home) (Forest)
  • Court House: Elves cannot build Court Houses


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PostPosted: Wed Nov 30, 2011 07:07 
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Joined: Wed Apr 13, 2005 21:25
Posts: 1850
Location: Michigan
  1. Quote the previous post
  2. Delete the quote tags
  3. Select all
  4. Copy
  5. Edit your 1st post
  6. Delete the unreadable swill
  7. Paste
  8. Submit

Btw, your race is insanely unbalanced and hard to understand. Keep removing ideas.


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PostPosted: Wed Nov 30, 2011 13:01 
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Posts: 6868
Location: Chi-Town
There is definitely a lot going on. =P

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The Age of Despair :: Round 2 :: 1 El Norte
The Age of Wisdom :: Round 4 :: 1 SmoochyWoochyPoochy
The Age of Wisdom :: Round 6 :: 1 Goblin Rings
The Age of Achievements :: Round 1 :: 1 Hufflepuff's Cup


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PostPosted: Wed Nov 30, 2011 15:54 
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Posts: 31
Edited, i will try to keep scraping, but i am unsure of what to remove now, except for the ATK boost buildings.

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PostPosted: Thu Dec 01, 2011 00:06 
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Joined: Mon Sep 26, 2011 04:22
Posts: 31
Update
Version 1.2

Race Bonuses
15% Higher Rezone removed

Units
Bloodborn ATK changed to 9

Unit Abilities
High Elf ability "gain 1 ATK when paired with a bloodborn" removed
Bloodborn ability "lose 4 ATK when paired with High Elf" removed

SuperHero ability "eat 1 Food" removed
SuperHero now trained from peasants

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PostPosted: Thu Dec 01, 2011 00:44 
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Posts: 6868
Location: Chi-Town
Your Elves are so fat! Why do they eat so much?

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The Age of Despair :: Round 2 :: 1 El Norte
The Age of Wisdom :: Round 4 :: 1 SmoochyWoochyPoochy
The Age of Wisdom :: Round 6 :: 1 Goblin Rings
The Age of Achievements :: Round 1 :: 1 Hufflepuff's Cup


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