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 Post subject: Everdead
PostPosted: Tue Oct 02, 2007 10:33 
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Posts: 1850
Location: Michigan
Well I decided to bring back my undead race from 2 years ago. Same story line, different stats.

Race: Everdead
Alignment: Evil

Main Overview:
Years after the fall of the undead an utopian soceity was created. Great cities rose comprised of humans, Elves, Dwarves, Centaurs and the Northfolk living together as one. At the center of the soceity was a brotherhood of wizards, know to all as the Everlasting. They owned the majority of all economic structures,Mines Academies,Alchemies and Courthouses. They were the unseen hand in growth and politics; the guardians of the soceity.

In there great wisdom they foresaw their own demise by the return of the Undead. Arms and armours were created by the tens of thousands in preparance for a new great war, a war that would never come. The Everlasting searched ancient tomes for a weakness in the undead that would lead to an easy victory, but they onlyfound weakness in themselves. The dark power consumed them and the unseen hand infected the rest of the soceity. The great utopian soceity of the Everlasting were destroyed by the Undead that they created and are now known to all as the Everdead.

Bonuses and Penalties:
Each Slave makes 3.0 magic dust every hour

Military:
Code:
Name           Att.  Def.  Ret  Trn  Cas  Mages  Spies  Price
Skeleton          1          9         *               
Specter           3     3   12    9   60           .05  360g
Wraith            5     5   12   12   60           .05  885g
Dread Lord        7     2   12   12   60                1085g 200m
Necromancer             2        12   40     .3         2000g, 400m
Shadow                  2        12   40     .3     .6  800m
Acolyte                                                 50g, 50m

- Skeletons die at fixed rate of 40% on regular attacks and 90% on conquest.
- Skeletons are not trainable and do not require food or housing space.
- Skeletons consume 1.0m/hour.
- Each acolyte produce 2.6 gold per hour and 1.0 m/hr

Spells
Animate Dead - SELF - Every two necromancers summon one skeleton per hour (max 20 skeletons per necromancer)

Building Differences:
Mausoleum (Home) Swamp
Frozen Crypt (Frost Temple)
Graveyard (Guild Quarter)
Ancient Crypt (Ancient Temple) Forest
Diamond Mined (cannot build)


Last edited by Fergy on Tue Oct 02, 2007 19:42, edited 4 times in total.

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 Post subject: Re: Everdead
PostPosted: Tue Oct 02, 2007 10:37 
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Joined: Wed Apr 13, 2005 21:25
Posts: 1850
Location: Michigan
Quote:
- Skeletons die at fixed rate of 40% on regular attacks and 90% on conquest.
This means if you send 100 skeletons on an attack, 40 would die on regular attack and 90 on conquest. This is not affected by frospitals.


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 Post subject: Re: Everdead
PostPosted: Tue Oct 02, 2007 17:43 
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I like this race.

What's your reasoning behind making Skels consume at such a high mana rate?
Also, the reasoning behind no DMs?

If the answer to those questions are "For RP" reasons, I'm fine with it, but I was just curious if you had some other motive behind it.

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 Post subject: Re: Everdead
PostPosted: Tue Oct 02, 2007 18:20 
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Location: Michigan
I made skeles not take up any space, so I needed a way of making them just as inefficient as a spec from anthoer race. Average spec is 3 op, so I made it so 3 op worth would consume 1 workers worth of resources. Which is about 1m per op point. If I didn't do this, I would have to increase the price of necro greatly.

No DMs, I thought the race might need a disadvantage. And since I firmly believe that evil races should have worse imps then good races, it fits perfectly.


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 Post subject: Re: Everdead
PostPosted: Tue Oct 02, 2007 18:35 
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Joined: Wed Jul 06, 2005 02:17
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Location: Finland
Looks like a fairly fast bottomfeeder race. Two problems though;

a) oop; it's a fast and an inefficient race, which means they need to get out of the gate fast. But as the race is setup now this is only possible for the really active players who can hang around many hours after the initial oop to be able to send all those 3/3's out. Some fix to this would be nice.

b) No dms and no production boosts = no late-game on a 5+ week round. Maybe lower their md decay and give them +10% innate md production bonus or something to offset the difference a bit?

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 Post subject: Re: Everdead
PostPosted: Tue Oct 02, 2007 19:10 
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Location: Michigan
I'm trying to make them a midround race to compete with spirits.

a) If I make the 3/3 a 3/2 or 3/1, what would they do for def if someone pushed op quick? The 5/5 cost 200 a point, a bit too expensive imo.

What about: Lowering necro train time to 6 hours, (would allow them to have 6 more hours of summoning). Decrease gold cost a lot and increase md cost a bit (would allow them to switch from, training necros to supporting upkeep cost quicker).
Code:
 Necromancer             2         6   40     .3         1400g, 800m

Would that work?

b) I'll add dms...


Last edited by Fergy on Tue Oct 02, 2007 19:48, edited 1 time in total.

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 Post subject: Re: Everdead
PostPosted: Tue Oct 02, 2007 19:41 
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Joined: Tue Mar 16, 2004 20:11
Posts: 616
Location: Sweden
nice race, best i've seen so far, and looks really balanced, so far my vote for the race of next round.

A) I disagree with ceek. if you can't handle being active during oop, either pick another race or play more efficiently using the 7/2 attackers and try catch up mid round where this race has its greatest potential.

B) I disagree again. I think no DMs is just fine. if they fill thier slave pits they get 150md/tick wich is twice as much as a DM. and still its not an overpowered building becouse of the skeletons eating md.

and imo its not a fast race to grab control early round. First off, thier workers cost mana, so thier workers will cost about 100k mana for oop troopers. doable, but will hurt income alot.

and for me its not a bottomfeeding race either, it should make big hits with thier necromancers, since they lose so meny skeletons and are summoned in such a slow pace. and thier defense is not as inefficient as it may seem since, necros are never sent out, giving you an extra 2p/necro

ooh and, i hope slaves don't produce gold aswell as MD?:)


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 Post subject: Re: Everdead
PostPosted: Tue Oct 02, 2007 19:43 
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Joined: Tue Mar 16, 2004 20:11
Posts: 616
Location: Sweden
[quote="Fergy"] them to switch from, training necros to supporting upkeep cost quicker).
Code:
 Necromancer             2         6   40     .3         1300g, 800m

Would that work?

/quote]

I'd say no, if you run 20% GQ 2000g and 800m will become 1000g and 400m. Dangerously powerful as it is.


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 Post subject: Re: Everdead
PostPosted: Tue Oct 02, 2007 19:59 
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Posts: 2749
Location: Finland
Well, there are many races around already that are "aimed" to the top players who can and are willing to be active on the oop hours, and I wouldn't like to see more of them around (mainly because I'm one of those handicapped people nowdays).

Also, I'd take the bottomfeeding route with this race; there's no real advantage of stacking up huge military with those really small casualties and no other support abilities (10h returns, or faster train times). I'd consider the skellies to be just icing on the cake (because as you said, they die so big rate and are summoned so slowly). But the race could work both ways just as well, like vamps and spirits can.

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 Post subject: Re: Everdead
PostPosted: Tue Oct 02, 2007 20:05 
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Joined: Wed Apr 13, 2005 21:25
Posts: 1850
Location: Michigan
GQ's would only be 30% as effective because of only .3 mag (That's the reason why they have such a low mag rate)

GQ's are still great but, not overpowering. (could lower mag to .2 ....)

And slaves will only produce mana, (3.0 is equal to 3.6 gold (normal slaves produce 3.2) but without the banking bonus)

Maybe add I should give them an inate iron bonus of 15% ? (would make IMs produce 126 iron)
~ Or ~
Add dm's but give them a -15% diamond production penalty (127.5 imps)


I orginally wanted the 7/2 to have a 10 hr return, but decided against it because I thought it might be too powerful...

edit: Ceek, I'm actually aiming the skelles around the player with a fucked up schedule (like pirate). For people that can't attack every 12 hours, If one day they must attack witnin 9 hours they can bottom feed. If another day they can't be on for 15+ hours, they can make a huge hit.

After the necros get established, it should take 15 hours to recover back to full op after a normal attack and 33 hours to recover from a conquest.


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 Post subject: Re: Everdead
PostPosted: Mon Nov 12, 2007 18:45 
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Location: Michigan
No one else?


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 Post subject: Re: Everdead
PostPosted: Thu Mar 24, 2011 02:22 
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Posts: 1850
Location: Michigan
I nominate this race to replace FW.

edit: I actually like the race and it's not a shameless bump to get my race implemented. Looking at it now, I think it needs a few modifications.

General Changes:
- 15% Diamond Production
- 60% MD decay (down to 2%)

Race Changes:
Necromancer to 6 hr train time.

Building Changes:
Can build DMs
Cannot build hospitals

Pros:
Hybrid Spec
Cheap Skeletons (~117g per point when fully summoned, 100g if using GQ)
Immortal Skeletons
Reduced Casualties
Spies are "Mana Batteries"

Cons:
High imp strat requires slave pits
Expensive Elites (200 per point)
Weak Defensive Hybrid
Slow Summon Time (16-40 hrs)


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 Post subject: Re: Everdead
PostPosted: Thu Mar 24, 2011 05:22 
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Joined: Wed Apr 13, 2005 21:25
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Location: Michigan
Well I decided to bring back my undead race from 5 years ago. Same story line, different stats.

Race: Everdead
Alignment: Evil

Main Overview:
Years after the fall of the undead an utopian soceity was created. Great cities rose comprised of humans, Elves, Dwarves, Centaurs and the Northfolk living together as one. At the center of the soceity was a brotherhood of wizards, know to all as the Everlasting. They owned the majority of all economic structures, Mines Academies, Alchemies and Courthouses. They were the unseen hand in growth and politics; the guardians of the soceity.

In there great wisdom they foresaw their own demise by the return of the Undead. Arms and armours were created by the tens of thousands in preparance for a new great war, a war that would never come. The Everlasting searched ancient tomes for a weakness in the undead that would lead to an easy victory, but they onlyfound weakness in themselves. The dark power consumed them and the unseen hand infected the rest of the soceity. The great utopian soceity of the Everlasting were destroyed by the Undead that they created and are now known to all as the Everdead.

Bonuses and Penalties:
Each Slave makes 3.0 magic dust and 0 gold every hour
-20% Diamond Production
-60% Magic Dust Decay

Military:
Code:
Name           Att.  Def.  Ret  Trn  Cas  Mages  Spies  Price
Skeleton          1          9         *               
Specter           3     3   12    9   60           .05  360g
Wraith            5     5   12   12   60           .05  885g
Dread Lord        7     2   12   12   60                1085g 200m
Necromancer             2         6   40     .3         2000g, 400m
Shadow                  2        12   40     .3     .6  800m
Acolyte                                                 50g, 50m

- Skeletons die at fixed rate of 40% on regular attacks and 90% on conquest.
- Skeletons are not trainable and do not require food or housing space.
- Skeletons consume 1.0m/hour.
- Each acolyte produce 2.6 gold per hour and 1.0 m/hr

Spells
Animate Dead - SELF - Every two necromancers summon one skeleton per hour (max 20 skeletons per necromancer)

Building Differences:
Mausoleum (Home) Swamp
Frozen Crypt (Frost Temple)
Graveyard (Guild Quarter)
Hospitals (cannot build)


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 Post subject: Re: Everdead
PostPosted: Thu Mar 24, 2011 06:00 
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Joined: Fri Oct 12, 2007 02:50
Posts: 547
Location: belton, Missouri
This race is gonna have huge amounts of magic dust when sitting, and at 5% magic dust decay per hour they will suffer a lot. If workers and slaves made gold like normal and you could convert gold to magic dust at 75% of gold, then decay would hurt them a lot less. Towers produce 83.333% of a gold mine which is more than converting gold to magic dust, but the decay rate is so high that converting gold to magic dust will cost them less resources.

What happens when the skeletons don't have magic dust to eat?

Do skeletons only die when they don't have magic dust?

How many skeletons die an hour when they don't have enough magic dust to support them?

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 Post subject: Re: Everdead
PostPosted: Thu Mar 24, 2011 06:52 
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Joined: Wed Apr 13, 2005 21:25
Posts: 1850
Location: Michigan
{MD decay} I agree, that's why I reduced MD Decay by 60% (2%). If a player invests all his MD before going to sleep, over the next 12hrs, the towers would produce on average 45 per tower. Do you think this is low enough, or will it need to be lower?

The race probably needs a 36 hr MD corruption rule.

Skeletons die at a rate of 10% per hr if they do not have enough MD. Theoretically, a player could run Necromancers without any extra MD Upkeep... but they would then max out at a 5 skeletons (effectively 500g per op/dp). (This is assuming they buy MD dust for the race spell and training)

Skeletons also die on attacks (40% on normal, 90% on conquest)... This is about 500 cas. Originally this was to make it so Frospitals did not affect them, but I also do not want the effective return time lowered when the realm has the Gem of Soulless.


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