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Posts from Let’s come up with new “war machines.”

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world tree - +3 to defense, +10 to health, archers' direct shot range increased by 4 cells!
In reply to Nevil
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Nevil;120499
World Tree - +3 to defense, -10 to health, and archers' arrows fly straight and 4 cells further!

No, son, that's pure fantasy... :D
And how do you imagine 5,000 skeleton archers with such a weapon... :smile14:
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Demons could have an equivalent to their main defensive tower for sieges. One with a lion's head. But mobile.
And humans could have a more powerful ballista that fires stunning and damaging volleys over several squares, but only once every three turns.
In reply to Вегтам
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batonkamch;120750
No, son, that's fantasy... :D
And how do you imagine 5,000 skeleton archers with such a war machine...? :smile14:

That's not reality; it would be better suited for the Elves or Humans!
In reply to Рождённый умереть
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In my opinion, it would be better to replace the healing tent with a battering ram. And both the battering ram and the catapult should be available in castle siege mode. And there should be some kind of upgrades for the siege weapons. For example: Catapult: Fire stones Regular stones etc. Something like that)):smile17:
Нишы подземелья гораздо прекрасней высот поверхности.
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You can upgrade the ballista; it will become a fire-based one, and the same applies to the catapult.
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The ballista is already a powerful unit for Deleb, and it seems like some of the Orcs also have it. If you give them such powerful siege weapons, their abilities will simply cease to be interesting.
Step aside from the way of a better man than you
So you fall at his feet hes the one who betrays you
Its the servants devotion for the decay
Stand up

There are no flowers on your grave
There are no chains
There I keep chanting for the forgotten name © Amorphis
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Skills related to the ammunition cart can be created (machine handling -> poisonous projectiles -> enchanted projectiles):
The following skills work if the hero has an ammunition cart. If it is destroyed, all abilities disappear.
Poisonous projectiles - which endows all ranged units in the hero's army with the "Poison" ability. The poison damage depends on the level of the "Machine Handling" skill and the hero's level: number of creatures in the army * 0.5 * 0.15 * hero's level. The chance of poisoning depends on the level of the machine handling skill (basic - 20%, advanced - 30%, expert - 50%).
Enchanted projectiles - a skill that allows your ranged units to cast dark magic spells in ranged combat, if you have:
Basic machine handling - slow; chance - 30%
Advanced machine handling - weaken; chance - 40%
Expert machine handling - destructive ray; chance - 50%
Варвары рулят!!
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COULD YOU GIVE MAGES A CANNON? (AFTER ALL, THEIR GOBLINS ARE SKILLED WITH RIFLES, SO WHY NOT GIVE THEM A CANNON?)
In reply to Nevil
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Nevil;120943
That's not the reality; you'd just be putting it on the Elves or Humans!
Yeah, and what will you achieve with that besides imbalance?:smile38:
Хакер - не преступник.:smile28: Взлом - для искусства. Смысл - в свободе.
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I agree with Born to Die on this point. Overall, I envision it like this: 1. Mages could have something like a tent that restores mana to units or the hero (preferably to units first, and then to the hero). 2. For Necromancers, we could come up with something like a dark energy collector that draws energy from corpses or the pain of enemies (in which case, it would depend on the amount of hit points lost by the enemies). 3. Orcs could have a totem that, depending on the hero's level, increases rage and even accumulates it as a separate unit (from shouts, killing), and then releases it as needed. The creative process continues for the other factions, but I will definitely come up with something during the game.
In reply to Shevriel
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Well, if we're talking about it, we could add some siege towers to the game. Also, for sieges, we could come up with a device that, for example, causes an earthquake that destroys walls or summons some kind of underground monster, like the Kraken from Pirates of the Caribbean. Those are my ideas for siege machines.
Человек появившийся в нужное время не в том месте-может перевернуть мир...
In reply to -=AnGrY El'F=-
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Sure, you can have sappers to disarm mines within the Academy Castle. :) And also, various carts for double damage. :)
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Асха - Порядок! Ургаш - Хаос! Силат - Воздух!
Шаласса - Вода! Аркат - Пламя! Силанна - Земля!
Сар-Илам - Дракон-Маг! Эльрат - Свет! Маласса - Тьма!
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Yes, and you could also create a teleporter for a specific faction: it would be useful both for sieging a castle and in general combat – you mark a point, and then units can enter it and teleport. I'm not arguing, it's similar to the teleport spell, but this is for a single unit, while with a teleporter, everyone can use it. Also, you could add an ability to a hero's skill, so that when passing through it, they can, for example, get rid of negative magic or heal.
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Yes, you could even have sappers to disarm mines within the Academy's castle.

If you're fighting against the Academy, use sappers; against Sylvan, use gardeners; against Warlock, use electricians; against Necropolis, use gravediggers (this is in the context of sieges):D :D :D :D

As for me, I would create individual machines for each race (for example: elves - as they don't like machines and all sorts of dark technology (see the race description), they could replace the catapult with an ENT, which would throw stones (like a catapult against the walls), and I don't know what they could create instead of a ballista, etc. By the way, like in Warcraft, you could let Necromancers use a corpse cart as a catapult!

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