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 Post subject: Dahmnait
PostPosted: Sun Mar 07, 2010 06:33 
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Race: Damhnait or Briedis
Alignment: Good

Main Overview:

These forest dwellers are the ancient descendants of the common deer folk who were captured and mutated by nature magicians that lived in supposed harmony with them. It was said the cruelest evil came from the gentlest hearts, and so these creatures were captured for the use of a private military to try and conquer the forests. After continual mutation these beings developed a very high intelligence, and their musculature became overdeveloped making them the largest creatures in their time. Their bodies swelled with iron hard muscles, their antlers became sharp as daggers, and they had a speed unmatched for centuries. Through time, the Damhnait's realized that they were superior to their creators and so rebelled against them. They obliterated their masters, without mercy, for their masters had become lazy and ignorant. From this time on these creatures roamed the forests of Elveron searching to free any beings that are under oppression or cruel rule.

Bonus and Penalties:

- Plus 5% population
- Production of all resource buildings are increased by +10%
- Buildings take 14 hours to construct

Military:
Code:
Name             Off Def Rtn  Trn  Cas Mag Spy Price
Roe              4.0     8.0  9.0  110         635   
Velvets              4.0      9.0  100         495g
Antler Spearer   7.5 2.0 10.0 12.0 100         1375g, 175l
Iron Hides           7.0      11.0 95          1300g, 150r       
Old Bucks                     8.0      1.5 1.0 2350g, 200fd
Freed Ones       2.5     9.0  9.0  80       .1       
Yearlings        --------- WORKER ---------    105g


- Max of 70% of "normal casualties" of Antler Spearers are retrained as Freed Ones on successful attacks.
- Freed Ones require only .15 bushels of food per hour and no housing.
- Since Freed Ones are followers of the Dahmnait they gather each +.45/h of lumber, iron, and food, +.2/h of diamonds, magic dust, and gold.
- Roe's are trained directly from peasant.

Racial Spells:

- Early Remembrence SELF, ONE TIME- While active each Antler Spearer gains +1 offense during the day against evil races, and increases casualties by 15% for all troops attacking. Cast amount = Land*3
- Maturation SELF- Retrains 1.5% of all Yearlings to Old Bucks. Can only be casted once every 16 hours. Cast amount = Land*5

Buildings:

- Spring Meadow (Home) - Forest
- Foraging Party (Farm) - Forest
- Cannot Build Slave Pits
- Foraging Party (Farm) - Grassland
- Council of Elders (Court House)


I'm not sure about troop costs, I'm not sure what I need to increase, or decrease. And using lumber for the Roe is just an idea. I originally had it gold and a lot less lumber.

Criticisms and critique welcomed!
My first race, and I just wanted to see how it goes.
Not sure about the balancing either, although it seems pretty stable.

EDIT: How do I do the military coding to get it in the table?
Never mind, got it! :)

Freed Ones: From 4 offense 3 defense to 2.5 offense
Changed racial spell from Distress Call- troop return time decrease by 1 hour, incoming lad increase by 2 hours to Maturation (current)

Changed Antler Spearer ability- Retraining max 50% of Antler Spearer losses on succesful attacks to Freed Ones, now it's Antler Spearer convert 2% of enemy population on a succesful attack to Freed Ones

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Nick says:
brb putting pizza in the oven
lol typing it so much fun
like think about it
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Shane says:
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Last edited by Lordrahl22 on Tue Mar 09, 2010 05:01, edited 41 times in total.

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 Post subject: Re: Dahmnait
PostPosted: Sun Mar 07, 2010 08:18 
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Joined: Sat Dec 19, 2009 10:36
Posts: 581
A few of the military is coded badly, the numbers arent where they should be.

Nice story ;)

Freed Ones as they are non trainable troops they should have less op and dp and i dont know about the production for them. U should choose about 2-3 resource i think that would be fair.
As for the others its good i think

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There's only one thing real about this world and that's us! The players!
Getting stronger and defeating others!
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Last edited by Deivis111 on Sun Mar 07, 2010 08:23, edited 1 time in total.

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 Post subject: Re: Dahmnait
PostPosted: Sun Mar 07, 2010 08:21 
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Can you be more specific please on the military build?

As I said, I wasnt so sure about the military.

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Nick says:
brb putting pizza in the oven
lol typing it so much fun
like think about it
you're pressing lil buttons
lol

Shane says:
haha


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 Post subject: Re: Dahmnait
PostPosted: Sun Mar 07, 2010 08:26 
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Deivis111 wrote:
A few of the military is coded badly, the numbers arent where they should be.

Nice story ;)

Freed Ones as they are non trainable troops they should have less op and dp and i dont know about the production for them. U should choose about 2-3 resource i think that would be fair.
As for the others its good i think



Well, when i calculated if I did 2-3, if they were played and you got to about 10k F.O. you'd have unfair massive production in all cateogories. So i kinda put them where they are not insanely unfair, but where they help.

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Nick says:
brb putting pizza in the oven
lol typing it so much fun
like think about it
you're pressing lil buttons
lol

Shane says:
haha


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 Post subject: Re: Dahmnait
PostPosted: Sun Mar 07, 2010 08:44 
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If u have 10k Freed Ones u produce : 4000 lumber,food and iron ore
1500 diamonds,magic dust, gold

these numbers are huge

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Getting stronger and defeating others!
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 Post subject: Re: Dahmnait
PostPosted: Sun Mar 07, 2010 08:47 
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Deivis111 wrote:
If u have 10k Freed Ones u produce : 4000 lumber,food and iron ore
1500 diamonds,magic dust, gold

these numbers are huge


Then should I rewrite that they cannot produce any resource's and give the Freed Ones a massive boost in resource production, so that they are solely the source of production?

And so that they have starting resources, say that they start with, "x number of Freed Ones".

And thats not too big either, and thats assuming that you CAN get up to 10k Freed Ones.
They are almost like Shadowslyphs in that they are reborn, but with a lower percentage too. So that may not be a problem afterall with their production. It will take a certain amount of playing this race to get it up to 10k Freed Ones.

And to train Freed Ones, you will need to kill over 20,000 Antler Spearers in succesful attacks. To me, that is a lot. And thats assuming you can get a max 50% retraining every time you attack.

_________________
Nick says:
brb putting pizza in the oven
lol typing it so much fun
like think about it
you're pressing lil buttons
lol

Shane says:
haha


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 Post subject: Re: Dahmnait
PostPosted: Sun Mar 07, 2010 08:54 
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Well not quite, just do conquesting all the time and ull get more xD

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Getting stronger and defeating others!
That's the way this game is played!


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 Post subject: Re: Dahmnait
PostPosted: Sun Mar 07, 2010 08:57 
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Easier said than done.

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Nick says:
brb putting pizza in the oven
lol typing it so much fun
like think about it
you're pressing lil buttons
lol

Shane says:
haha


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 Post subject: Re: Dahmnait
PostPosted: Sun Mar 07, 2010 08:58 
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Deivis111 wrote:
Well not quite, just do conquesting all the time and ull get more xD


That's fucking adorable.

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 Post subject: Re: Dahmnait
PostPosted: Sun Mar 07, 2010 09:00 
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Was just joking lol.

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Getting stronger and defeating others!
That's the way this game is played!


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 Post subject: Re: Dahmnait
PostPosted: Sun Mar 07, 2010 09:15 
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Haha.

@Plum, do you got any suggestions/comments to say because I know your like a total beast at this kinda stuff.

You also helped me alot with my OOP Gryphon build too.

_________________
Nick says:
brb putting pizza in the oven
lol typing it so much fun
like think about it
you're pressing lil buttons
lol

Shane says:
haha


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 Post subject: Re: Dahmnait
PostPosted: Sun Mar 07, 2010 10:20 
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Joined: Sat Dec 19, 2009 10:36
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The new updates u made are nice but.

Roes should have like 120 cas or higher cause of ur return time. U should write how much md per land u want ur spells to have. I would suggest for (1land , 10 md) for the spell that turns 1% Yearlings to Old Bucks

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There's only one thing real about this world and that's us! The players!
Getting stronger and defeating others!
That's the way this game is played!


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 Post subject: Re: Dahmnait
PostPosted: Sun Mar 07, 2010 19:53 
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Quote:
- Antler Spearers convert 2% of enemy peasants into Freed Ones on successful attacks, max of 2000 converted.

Does this subtract peasants from the enemy to make this conversion or is it just a number?
Why not base it off of battlefield casualties (in some way)?
Although unlikely, maybe even impossible, it wouldn't make sense to me if you could convert more units than were lost in battle. This would only happen of course if you had really low casualties (frost temples) and the enemy had very high peasants.
It may be ok as is. I don't know.

Quote:
- Since Freed Ones are followers of the Dahmnait they gather each +.45/h of lumber, iron, and food, +.2/h of diamonds, magic dust, and gold.

Would this be rounded down? i.e. 3 Freed Ones produce 1 lumber (1.35 and .6)

Old bucks seem cheap at first glance... 1 mage/spy power ~ 1000 gold. So Old bucks should cost ~ 3k gold. Of course you have a food cost in there, but is it enough to make up the difference?

The military numbers seem ok, but if you have a little extra production, they should have a little extra expense to balance them out compared to other races.


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 Post subject: Re: Dahmnait
PostPosted: Sun Mar 07, 2010 20:19 
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Yes, their production is rounded to the nearest whole number. Above x.5 rounds up, x.49 and below rounds down.

The conversion comes from the total number of enemy peasants.

Ex: 5000 enemy peasants = 100 Freed Ones
25000 enemy peasants = 500 Freed Ones

The limit of 2000 stops the excess of someone would have over 100k peasants losing alot of thir peasants in addition to peasants lost in the attack.
I originally had max 50% of lost Antler Spearer being converted to Freed Ones. I like both ways.

And I agree with the Old Bucks, I should up their price alot. I was thinking either icrease the time it take to build buildings to 14 hours, or to increase the cost of building them to balance their increased production.

_________________
Nick says:
brb putting pizza in the oven
lol typing it so much fun
like think about it
you're pressing lil buttons
lol

Shane says:
haha


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 Post subject: Re: Dahmnait
PostPosted: Sun Mar 07, 2010 21:52 
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Joined: Fri May 22, 2009 19:51
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Lordrahl22 wrote:
The limit of 2000 stops the excess of someone would have over 100k peasants losing alot of thir peasants in addition to peasants lost in the attack.

Well, for reference, I have only 16k peasants right now, towards the end of the round. My max pop is 90k. No one would ever have 100k peasants. They'd have workers and military. Also, conversions should be based on how many Antler Spearers you send.


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