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 Post subject: Demons
PostPosted: Tue Apr 10, 2012 21:46 
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Joined: Thu May 12, 2011 20:55
Posts: 123
Race: Demons
Orientation: Evil

In the world of elveron there lives a mysterious species full of powerful magic. Others fear them for not much is known about them. These twisted creatures take great pleasure torturing their victims and curiously keep coming back again and again even when killed. Finally after centuries they have shed their cloak of secrecy and come out with large armies to rule over the whole of elveron. Does anyone stand a chance ?
-50% rezone costs

Military:
Code:
Name        Att  Def  Ret  Trn  Cas  Mage Spy   Cost
 Fire demon    4       12    9     *             550g
Rock demon        3         9    100            420g
Geryon        5   6   12    12   100            940g 80r
Beleth        8   2   12    12   100            1400g
Gaap                                        1   1000g
Timeweaver                             1        1000g
Spawn                                           200g


Fire Demon and Rock Demon are trained directly from the peasants
Fire demon casualties: on successful normal attacks 50%, on successful raids and conquests 100% and on all failed attacks 10% of total fire demons sent

Building:
Temple of resurrection (forest) : resources returned from dead troops on successful attacks by 8% * %Temple of resurrection to max 80%

Racial Spell :
Haunting Presence: 50% increased chance of successful spell casting against kingdoms who have successfully attacked the realm in last 36 hours while this spell was active


Last edited by M80 on Wed Apr 18, 2012 19:58, edited 6 times in total.

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 Post subject: Re: Demons
PostPosted: Tue Apr 10, 2012 21:47 
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Joined: Thu May 12, 2011 20:55
Posts: 123
Core concept of the race is low offense casualties with mid to late round spec push> attack > convert to defense ability.
My first race creation. Inspired by my realmmate Ian. Any suggestions are welcome


Changes
Temple of resurrection (forest) : resources returned from dead troops on successful attacks by 8% * %Temple of resurrection(down from10%*) to max 80%(down from 90%)

Haunting Presence: 50% increased chance of successful spell casting against kingdoms who have successfully attacked the realm in last 36 hours (up from 6 hours) while this spell was active


Last edited by M80 on Wed Apr 18, 2012 20:05, edited 1 time in total.

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 Post subject: Re: Demons
PostPosted: Thu Apr 12, 2012 22:46 
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Joined: Thu May 12, 2011 20:55
Posts: 123
Has anyone even seen this?? Im sure 15 of the 23 views it has got is from me :lol:
is it too simple??


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 Post subject: Re: Demons
PostPosted: Fri Apr 13, 2012 04:26 
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Joined: Thu Apr 12, 2012 20:34
Posts: 10
Probably just cause the forum is dead. It's a little simple. I think too many of the races have reduced rezoning costs. I don't think it adds anything to the race. I think you should come up with maybe one different racial ability. The low casualty / resource recovery is neat and interesting. Just needs something else to make em unique.


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 Post subject: Re: Demons
PostPosted: Fri Apr 13, 2012 07:46 
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Joined: Thu May 12, 2011 20:55
Posts: 123
Greygalaxy wrote:
I think too many of the races have reduced rezoning costs. I don't think it adds anything to the race.

This is simply cause of the worker cost which has to be a little high so people just dont run elite offense with temple of ressurection... that would make it just like phoenix

Quote:
I think you should come up with maybe one different racial ability. The low casualty / resource recovery is neat and interesting. Just needs something else to make em unique.


well the unique feature is spec offense and temple of resurrection combination

it would allow them to push massive specs every wave unlike other races plus they would probably be using conquest attack a lot more - 2 (not 2.5 times) casualties for specs on them

this should make for an exciting mid round which is rather boring at times



I wanted to add some more features to make it more different like units trainable from slaves but that looked totally abusable..... would be thinking of something else


A better racial spell might be needed, atleast the current one needs some refining


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 Post subject: Re: Demons
PostPosted: Fri Apr 13, 2012 09:15 
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Joined: Tue Jan 04, 2005 12:28
Posts: 2570
Location: The Netherlands
The Fire Demon is way to good and way too cheap

I like the concept I think: FTs (fast returns), resource recovery but I don't see a direct down side on the race. Expensive workers is offset by -50% rezone costs. Beastly spec OP is offset by ???


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 Post subject: Re: Demons
PostPosted: Fri Apr 13, 2012 13:35 
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Joined: Thu Apr 12, 2012 20:34
Posts: 10
I understand why you implemented the lower rezone cost, but I just don't think it fits well with the race. Animators make sense. Gryphons need it because of their wonky buildings. Why demons? Just to offset workers? Something slave or sacrifice-related would fit the race much better. And if you want to offset the OP, this race could use corruption bonus. I'm old fashioned, I like a themed race.


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 Post subject: Re: Demons
PostPosted: Fri Apr 13, 2012 14:33 
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Joined: Thu May 12, 2011 20:55
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B wrote:
The Fire Demon is way to good and way too cheap

I like the concept I think: FTs (fast returns), resource recovery but I don't see a direct down side on the race. Expensive workers is offset by -50% rezone costs. Beastly spec OP is offset by ???


well the offense specs is 137 gpp and in addition it cannot be used until you have 9% of Temple of resurrection. I don't think people would like to build them while sitting (else they would suffer economic loss) so whenever they start making it upto 9% it would serve as an indicator of an upcoming push that too spec push...

Also since I think that they would have to be rezoning to forest and back (optional, some may stick with the built temple of resurrections) heavy worker costs would hit them hard.

Do you think 9% building requirement for spec is enough or does it need to be nerfed further ?

We can reduce worker price to say 140 and remove the reduced rezone cost. how would that be ?

p.s. - iron costs on elite defense since resoure returned from last hit of the wave would logically go into defense so it would require good secondary resource management


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 Post subject: Re: Demons
PostPosted: Fri Apr 13, 2012 14:59 
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Joined: Thu May 12, 2011 20:55
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The basic downside to the race is that they cannot do a small spec push... when they do one it would have to be a large one else they would be loosing out. Either they would go 100% efficient with normal offense casualties or play with a sizable amount of specs while attacking

Edit: another reason for expensive worker was to nerf exploring otherwise the race can flare early with specs, easily convert to elite defense and then explore away


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 Post subject: Re: Demons
PostPosted: Fri Apr 13, 2012 15:41 
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Joined: Tue Jan 04, 2005 12:28
Posts: 2570
Location: The Netherlands
I don't understand why the specs can't be used until 9% FTs

EDIT: Nvm, I do now. It is an extra building! I thought the resource recovery was incorporated in the already existing Frost Temple (note how I said FTs in this post and how I was talking about fast returns in my previous post)

Ok, I can see the downside with specs now.


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 Post subject: Re: Demons
PostPosted: Fri Apr 13, 2012 16:34 
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Joined: Thu May 12, 2011 20:55
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B wrote:
I don't understand why the specs can't be used until 9% FTs

EDIT: Nvm, I do now. It is an extra building! I thought the resource recovery was incorporated in the already existing Frost Temple (note how I said FTs in this post and how I was talking about fast returns in my previous post)

Ok, I can see the downside with specs now.

lol yes I was wondering why you were talking about faster returns :D


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 Post subject: Re: Demons
PostPosted: Sun Apr 15, 2012 12:10 
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Joined: Wed Dec 10, 2008 17:13
Posts: 1564
I think it sounds pretty cool. But the new building feels a bit op. I mean, if we equate returned recs to lower cas (not exactly the same ofc, but still) it is essentially a hospital that is twice as good but only works on attacks. Landplayers typically hardly ever get hit, so loosing the reduction to defensive cas means very little, meaning this building basically is a hospital with twice the efficiency.

Unless you want to make the use of that building at capped level (9%) a prerequisite for attacking strats with the race and balance everything around that (kinda like dorfs have to run 20% BS) you should prolly lower the efficiency of the building. 7x capped at 70% or something like that would be my suggestion.


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 Post subject: Re: Demons
PostPosted: Sun Apr 15, 2012 20:06 
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Joined: Thu May 12, 2011 20:55
Posts: 123
Dante wrote:
I think it sounds pretty cool. But the new building feels a bit op. I mean, if we equate returned recs to lower cas (not exactly the same ofc, but still) it is essentially a hospital that is twice as good but only works on attacks. Landplayers typically hardly ever get hit, so loosing the reduction to defensive cas means very little, meaning this building basically is a hospital with twice the efficiency.

Unless you want to make the use of that building at capped level (9%) a prerequisite for attacking strats with the race and balance everything around that (kinda like dorfs have to run 20% BS) you should prolly lower the efficiency of the building. 7x capped at 70% or something like that would be my suggestion.


Thanks for the input Dante :)
the building is currently at 1.5 to 1.6 times better than hospitals because gold lost from workers is not recovered with it while it is saved in hospitals

had not thought of comparing it with hospitals before so did some calculations.
I've assumed 80r=40 gold

Code:
                     Hospital  Temple of ressurection
                                 90%    80%    70%

Geryon(units-800)   
(casualties-60)     ~35400     ~52920 ~47040 ~41160
resource saved         1         1.5   1.33   1.16


Beleth(units-500)
(casualties-39)      30800      49140  43680  38220
resources saved        1        1.59   1.42   1.24


I realise that I should have done the calculation for 1000 units, but I had already done for these so.....

looking at these numbers I'm wanting to change temple of resurrection to :

Temple of resurrection (forest) : resources returned from dead troops on successful attacks by 8% * %Temple of resurrection(down from10%*) to max 80%(down from 90%)

it would also give the spec unit- Fire Demon more spec like casuality of 150 for normal attack, at 70% it would be too much. Does this balance the race ??


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 Post subject: Re: Demons
PostPosted: Mon Apr 16, 2012 12:33 
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Joined: Wed Dec 10, 2008 17:13
Posts: 1564
Sounds good to me.


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 Post subject: Re: Demons
PostPosted: Thu Apr 19, 2012 06:57 
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Joined: Thu May 12, 2011 20:55
Posts: 123
Changed temple off ressurection to :

Temple of resurrection (forest) : resources returned from dead troops on successful attacks by 8% * %Temple of resurrection to max 80%

increased time duration of racial spell to 36 hours


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