Fall Further Plus

Like this? Or do you want the slit to be thiner?
 

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You are going to laugh if you see how the skin looks thou...
So, anything else?
 
I still think the clockwork golem would be preferable. no amount of reskinning is going to make this look like anything other than an futuristic mech. and that's just not the idea here.
 
I still think the clockwork golem would be preferable. no amount of reskinning is going to make this look like anything other than an futuristic mech. and that's just not the idea here.


Yeah take the clockwork golem. Perfect fit.


Then Warkirby can work on the cow golem as the new Luichurp Berserker UU.


"The last thing the orcs heard was MOOOOOOO!!!!"
 
Honestly, I'm not sure..... I just don't really care to reuse unit graphics even in the same civ, let alone multiple civs, unless it's due to a racial thing like the dwarves. For example, the Zeppelin and Lenora, the Zeppelin hero, have different art. Tracked some down on here..... had to remove a flag, but that's simple enough that I could do it. :lol:
 
I so totally lost track of what is going on there. Been busy with my own stuff. Would you care to update me a bit? What are you planning for the Bannor finally?
 
haha No idea still. Getting close to a release, so any Bannor changes will be a patch..... atm, I just have to make some final adjustments to the Mechanos, finish up the balancing for the Doviello, and fix the music. Then a few games to test..... Hopefully Warkirby will have the last of the Siege icons finished then, as well. :lol:
 
I so totally lost track of what is going on there. Been busy with my own stuff. Would you care to update me a bit? What are you planning for the Bannor finally?


The current Bannor debate is over in the poorly-named "Slayer Promotions" thread.

Looks like at the moment:

1. Limit of 4 on Clerics removed. Allow them to upgrade to Paladin, Eidolon, Crusader, Priest of Order
2. Worker UU that builds a Bannor-specific Fort, the Estate. Provides yield bonuses. Demis will spawn from fully-upgraded Estates as well as Towns.
3. New civ trait, Tempered. Gives 25% magic/death/unholy/fire resistance, immune to fear. Allows access to guardsman and perfect sight.
4. Crusade moved to membership
5. Bannor disciples can do a temp summon in national borders. Summons a Warrior.
6. Mounted infantry mechanic.
7. Spell that allows melee/archer units to permanently lose ability to move, become free unit.

Slayer promos currently on hiatus
 
Goliath requires Alchemy/Mithril Working. So both the Siege and Melee line.... More research required than even Eurabatres.

The Mechanos worldspell originally gave research based on the number of workshops they had, and then created the steamworks giving them +50%:hammers: and 40%:science: in one city. No, it creates the Pillar of Creation building (Think Tower of Babel.... Arrogance, building upwards to heaven to take it from the gods), which currently does nothing but grant one free tech. Thought about some passive bonuses, but dont' want to mess with it.... It can get you that early lead in the beginning, or finish off a high tier tech if you hold off on it. The D'tesh will probably get one eventually, but I'm waiting to see what Mailbox thinks about Cyther's proposed worldspell before I do anything.
 
The current Bannor debate is over in the poorly-named "Slayer Promotions" thread.

Looks like at the moment:

1. Limit of 4 on Clerics removed. Allow them to upgrade to Paladin, Eidolon, Crusader, Priest of Order
2. Worker UU that builds a Bannor-specific Fort, the Estate. Provides yield bonuses. Demis will spawn from fully-upgraded Estates as well as Towns.
3. New civ trait, Tempered. Gives 25% magic/death/unholy/fire resistance, immune to fear. Allows access to guardsman and perfect sight.
4. Crusade moved to membership
5. Bannor disciples can do a temp summon in national borders. Summons a Warrior.
6. Mounted infantry mechanic.
7. Spell that allows melee/archer units to permanently lose ability to move, become free unit.

Slayer promos currently on hiatus
That looks quite interesting :)
 
Why remove the national limit on clerics?

I thought they were a bit overpowered as it. It's essentially a free lv5 promotion for all your units, including those that can't normally learn march, if I recall. On top of them being the same strength as warriors, and buildable from the start.

I think the national limit is needed to keep them in check. Or a tech prereq
 
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