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 Post subject: Synth
PostPosted: Wed Jun 20, 2012 09:38 
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Joined: Mon May 11, 2009 12:48
Posts: 56
Location: PH/HK/USA
Race: Synth
Alignment: Evil

Beings from another dimension have come to Elveron, enslaving the races that fall before them. The Synth reconstruct their fallen enemies, taking their unique traits and creating new mechanical creatures, albeit shadows of their former selves, to serve the Synth empire. As they grow stronger, they become more reliant on the enslaved forms of the other races; nonetheless, they spread their influence upon Elveron.

Construct buildings with Iron Ore instead of Lumber
Start with Iron Mines instead of Sawmills
+10% Ore Production
-25% Population


Military
Code:
Name        Attack Defense Return Train Casualties Mages Spies Price
Trooper       2.5    2.5    10.0   9.0      150           0.05   500r
Synth Human   5.0    5.0    10.0   12.0     100                  750g 100r
Synth Elf     7.0    2.0    10.0   12.0     100                  900g 100r
Synth Troll   3.0    10.0   12.0   12.0     100                  400g 1000r
Advisor       2.0           12.0   12.0      10     0.5          2000g 100r
Overwatch     2.0           12.0   12.0      10           0.5    2000g 100r
Synth                                                            50g 70r

– Each Overwatch and Advisor enslaves a lot of the enemy peasants on successful attacks.
– Synth Humans, Elves and Trolls are trained from slaves.
– Synth Humans, Elves and Trolls do not require housing space nor food.


Buildings:
Motherpod (Home) – Moved to Mountains.
Signal Transmitter (Academy) – Moved to Mountains.
Anti-matter Core (Tower)
Correction Facility (Slave Pit) – Houses maximum of 75 Slaves.

Cannot build Sawmills
Synth Guild (Tundra): Increases slave's gold production by 3 x Synth Guild%.


Racial Spell:
Ruthless Denial (SELF, ONE-TIME): Consumes (Land) number of Human, Elf and Troll Synths. This grants an offense boost of 30% for the next attack.

The Weaker Race (SELF): Grants a 2.5% defense boost. Slave deaths are quadrupled.

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Last edited by Darthbear on Fri Jun 22, 2012 08:34, edited 1 time in total.

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 Post subject: Re: Synth
PostPosted: Wed Jun 20, 2012 10:14 
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Joined: Tue Jan 04, 2005 12:28
Posts: 2570
Location: The Netherlands
Darthbear wrote:
– 30% of Battle Mages and Shadowsylphs 'normal casualties' on successful attacks on targets bigger than 67% of your land size or defenses are automatically reborn as Shadowsylphs.

Doesn't seem right.

For the rest, I think this race can only be overpowered and has zero chance of making it to the game, just because of the theme.

But since you tried, I will try too: it should mostly play out like Gobbo (because the Techie unit 'decides' what buildings you use).. Oh wait. You then want to give them MGs on Tundra? Nice! LOL

If they manage to squeeze in 10% Slave Pits with the Mino spell (equivalent to 50% DMs without MGs), then there is no reason to have other races in the game.


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 Post subject: Re: Synth
PostPosted: Wed Jun 20, 2012 17:18 
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Joined: Sun Apr 24, 2005 20:20
Posts: 6868
Location: Chi-Town
Synth Guild (Tundra): Increases lumber, ore and diamond production, except Gold Mines, by Anti-Matter Core%. Increases gold production by .5(Anti-Matter Core%).

Come on bro, I know you copy/paste the Merchant Guild, but read what you edit, haha. B pointed out another with your Shadowsylph.

And we need to have a talk about this Overwatch unit. Each one essentially makes each Bat a 3.5/1 (I think) and each Shadowsylph a 0/4 (I think). It costs 1 million gold, 100k ore, and 2 runes, but can only have 1 per 750 acres. It's got a little too much going on...

Oh, and they have two Homes, but one is actually a Slave Pit.

Darthbear, lay off the jungle juice while you create races. =) I do, however, like the idea of Ruthless Denial in the sense of saccing something for something else.

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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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 Post subject: Re: Synth
PostPosted: Thu Jun 21, 2012 01:15 
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Joined: Mon May 11, 2009 12:48
Posts: 56
Location: PH/HK/USA
I tried too hard to mash up as many races as possible together. I'll overhaul this entire thing. This feels like too much is going on and it lacks a really central theme (and yes, I just cut and pasted the most OP parts of some races). :oops:

Will work on a revamped version soon. Thanks for all the input. :D

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 Post subject: Re: Synth
PostPosted: Fri Jun 22, 2012 08:35 
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Joined: Mon May 11, 2009 12:48
Posts: 56
Location: PH/HK/USA
Redid the race.

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