Search found 733 matches

by Endru1241
Sun May 31, 2020 8:38 pm
Forum: DEVELOPER version changes
Topic: version 1.123
Replies: 11
Views: 229

Re: version 1.123

AgentA wrote:
Sun May 31, 2020 11:39 am
Help. Monk cannot heal because of missing heal button.
Noted.
It's the same with cathedral, priory and monastery - fix is in the pack - should be in the dev in coming week.
by Endru1241
Thu May 28, 2020 1:56 pm
Forum: Unit balancing
Topic: packed sieges
Replies: 35
Views: 2019

Re: packed sieges

The rest:
by Endru1241
Thu May 28, 2020 1:52 pm
Forum: Unit balancing
Topic: packed sieges
Replies: 35
Views: 2019

Re: packed sieges

OK. That's it. Images for packed sieges + required changed images for normal versions. Now I'm gonna start with the jsons. Exact stats: Ballista: standard, moving version is produced. Can be carried. Has the same stats as now, but 0/3 armor and only 1 attack ! As a compensation I was thinking of 2 m...
by Endru1241
Thu May 28, 2020 8:08 am
Forum: Unit balancing
Topic: Coolguy is OP...
Replies: 15
Views: 113

Re: Coolguy is OP...

I don't like 30% at all. With all recent workings we are trying to reduce randomness - why increase it again? Maybe just remove dodge altogether and give armor instead. E.g. ninja has armor as a representation of average ability to dodge/parry. Some high value could work, provided hp would be a litt...
by Endru1241
Wed May 27, 2020 9:00 pm
Forum: Maps, campaigns
Topic: Maybe history of Russia, Poland?
Replies: 2
Views: 26

Re: Maybe history of Russia, Poland?

AoS (and derived Age of versions) is a game in huge part made by community. There is a map editor ready to use - feel free. There would certainly be a few good advices about historical details from forumers. A note though - Russia exists from 15th century and Poland from 10th (but it dissapeared in ...
by Endru1241
Wed May 27, 2020 12:02 am
Forum: Techs
Topic: Gunpowder techs
Replies: 3
Views: 37

Re: Gunpowder techs

this sounds easy so: Arquebus finer powder matchlock wheelock standard ammunition flintlock rifling for cannons reloading procedure barreled grained powder advanzed casting mortar standarized ammunition breach loading howitzer grape shot It sounds easy and all, but let's start with time. Which of t...
by Endru1241
Tue May 26, 2020 8:27 pm
Forum: Unit balancing
Topic: Coolguy is OP...
Replies: 15
Views: 113

Re: Coolguy is OP...

Eeee, he should be.
I was sure he was.
Well, it's a bug. I'll try to remember to correct it for the next pack.
by Endru1241
Tue May 26, 2020 7:42 pm
Forum: Gameplay & UI
Topic: Factions:for labelling purposes
Replies: 9
Views: 52

Re: Factions:for labelling purposes

SirLuciano wrote:
Mon May 25, 2020 1:27 pm
I want to separate units race wise.
Dangerous words in current times.

But seriously, we should ask stratego if it's still in the making list and what are eventual problems.
@Stratego (dev) ?
by Endru1241
Tue May 26, 2020 4:50 pm
Forum: Unit balancing
Topic: Coolguy is OP...
Replies: 15
Views: 113

Re: Coolguy is OP...

Coolguy may seem OP, because he is the only one.
If proper ideas came - other unique or legendary units can be added (maybe even forum heroes).
by Endru1241
Tue May 26, 2020 4:47 pm
Forum: Documentation
Topic: Missing texts AOS
Replies: 7
Views: 1259

Re: Missing texts AOS

There is few spanish units in map editor only.
They were around for some time, but not sure if they're used anywhere.
Probably implemented on a request from map maker.
by Endru1241
Mon May 25, 2020 12:31 pm
Forum: Gameplay & UI
Topic: Factions:for labelling purposes
Replies: 9
Views: 52

Re: Factions:for labelling purposes

We already have such things - categories. We lack general/basic category, maybe few less popular ones, but I, while jsoning units tried to add all proper categories. Grouping units in lists by categories is an idea stratego already had, but there must have been some complications, because the topic ...
by Endru1241
Mon May 18, 2020 9:25 am
Forum: Graphics
Topic: Teutonic knights reskin
Replies: 23
Views: 308

Re: Teutonic knights reskin

They are in the proceedings.
I cannot promise anything about the date - recently it gets me much time to finish the pack.
by Endru1241
Mon May 18, 2020 8:25 am
Forum: Unit - infantry
Topic: Artisan... worker upgrade
Replies: 5
Views: 115

Re: Artisan... worker upgrade

Maybe he could get an upgrade, but one increasing utility and survival rate, but not main construction speed. Basic could be then changed to attached skin and old one moved to ancestors pack. Utility increase possibilities: - some sort of ability - e.g. mass repair (weaker repair, but with additiona...
by Endru1241
Sun May 17, 2020 3:32 pm
Forum: Unit balancing
Topic: Scout bird rework.
Replies: 17
Views: 126

Re: Scout bird rework.

Imho - p.armor (representing dodge ability), speed, stealth and additional reveal effect are all acceptable. The question is what exact combination to use. And what exactly should be done - rebalance, upgrade? I write about reveal effect, because we do have that in fact - SYSTEM_SPECIAL_EFFECT_REVEA...
by Endru1241
Sun May 17, 2020 3:12 pm
Forum: Unit - infantry
Topic: Falconry
Replies: 13
Views: 128

Re: Falconry

While the images are great and falconeers indeed should be around in times presented in AoS, I am a little conflicted about their exact use. Falconry did not have military use - birds of prey can barely fight unarmored man and are incapable to hurt armored armyman - even one only wearing thick cloth...
by Endru1241
Wed May 13, 2020 11:46 pm
Forum: Unit - siege
Topic: Russian siege artillery — "Unicorn"
Replies: 4
Views: 72

Re: Russian siege artillery — "Unicorn"

1. I've read it carefully. It doesn't change much if it's completely outside the range and even outside of view range. Such huge range is the game changer. And it couldn't be present in only one culture. 2. Read carefully. I wrote, that Tzar Cannon was used at most for a few shots. And it was only t...
by Endru1241
Wed May 13, 2020 1:55 pm
Forum: Unit - siege
Topic: Russian siege artillery — "Onager"
Replies: 2
Views: 50

Re: Russian siege artillery — "Onager"

Over 200mm caliber was already considered large. Such cannons would weight few tonnes, so they were definitely not so light. They were siege cannons through and through. Just because few monsters twice bigger than them existed - doesn't mean they weren't huge. Especially since most of those monsters...
by Endru1241
Wed May 13, 2020 1:01 pm
Forum: Graphics
Topic: AOS Skinset for Basic Units
Replies: 70
Views: 857

Re: AOS Skinset for Basic Units

They are distinctive enough. They do still look recognisable. They have something unique about them. They look great. It's enough to set their rarity up to RARE. Bishop however - I believe could deserve LEGENDARY. But I do not set the costs for them. If I have to force myself to complain - I would s...
by Endru1241
Wed May 13, 2020 11:59 am
Forum: AI
Topic: Problem with "unavoidable" wolf holes
Replies: 3
Views: 83

Re: Problem with "unavoidable" wolf holes

I moved it to more appropriate forum. Especially because I believe, that AI would probably do the same - go right into seen trap. It is however non-trivial algorithm problem. If AI were to avoid traps - how to weight the slow-down of making a detour to avoid it vs the damage received from trap? Stra...
by Endru1241
Wed May 13, 2020 11:52 am
Forum: Units/techs/effects
Topic: Ornithopter suffer 4 burn damage? ANSWERED
Replies: 2
Views: 56

Re: Ornithopter suffer 4 burn damage?

A feature. E.g. traps burn for only 4 damage too. To be more precise - basic damage was never changed - it's 4, but damage has bonuses: +50% vs ships, buildings and siege; +3000% vs mega buildings. Traps and groundworks are not buildings. Also not all mechanical/non-"flesh and blood" are siege machi...
by Endru1241
Wed May 13, 2020 11:40 am
Forum: More Q&A
Topic: Trainee and Alastar
Replies: 2
Views: 1082

Re: Trainee and Alastar

As far as I know - they are not used. Just like few other units in the map editor (e.g. everything related to Asterix and Obelix). It was supposed to be used for advancing (training) the hero. There is three paths of upgrades, but they all come into the perfect one in the end. But there is no way to...
by Endru1241
Wed May 13, 2020 11:33 am
Forum: Unit - siege
Topic: Russian siege artillery — "Unicorn"
Replies: 4
Views: 72

Re: Russian siege artillery — "Unicorn"

It's Inrog or Yedinorog or something else I did not hear about? Inrog was cast in 1577 and it was ~210 mm caliber and weighted over 7 tons. It was one of the biggest cannons made for the purpose of the Livonian War. I don't know what it could shoot, but Mons Meg, being over twice the caliber (510mm)...
by Endru1241
Sat May 09, 2020 1:04 am
Forum: Gameplay & UI
Topic: Cultures
Replies: 14
Views: 127

Re: Cultures

Maybe if possible +1 cost penalty for all cav units excluding light cavalry (horses were rather rare in slavic forests and more valuable). Additional armor/p.armor bonuses for units on snow tiles and no movement penalty on snow. Additional accessable core-like units: Knight, lancer, shield knight, ...
by Endru1241
Fri May 08, 2020 1:57 pm
Forum: Gameplay & UI
Topic: Cultures
Replies: 14
Views: 127

Re: Cultures

To core units maybe add: labourer, ?mounted crossbow? Not sure - I was thinking if we shouldn't make labourer specific to cultures more set up on labour, maybe east-asian? Mounted crossbow on the other hand can be unique to some other culture, but it can just as well be added to core. Should all fa...
by Endru1241
Fri May 08, 2020 11:57 am
Forum: Gameplay & UI
Topic: Cultures
Replies: 14
Views: 127

Re: Cultures

So, let's start. 1) Core units: infantry - swordsman, shielder, spearman ranged - archer, longbowman, skirmisher, horse archer, horse skirmisher, fire archer, poison archer mounted - light cavalry, chariot siege - ram, balista, catapult, siege tower ship - transport, galley, trireme, ballista ship, ...
by Endru1241
Fri May 08, 2020 11:18 am
Forum: Gameplay & UI
Topic: Cultures
Replies: 14
Views: 127

Cultures

That's a big one. It's related to first topic about national units and of course Nations . Anyway - idea is simple - game engine already has mechanism to split units, buildings, tech in groups. AoF has races, AoW - nations, so AoS would have cultures/cultural groups. Potential implementation would n...
by Endru1241
Fri May 08, 2020 8:32 am
Forum: Graphics
Topic: Teutonic knights reskin
Replies: 23
Views: 308

Re: Teutonic knights reskin

OK. I'm replacing Komtur image, but on the one with thinner flagpole.
On lancer I added some team colors and changed the shape of the flag.
by Endru1241
Fri May 08, 2020 6:32 am
Forum: Unit - siege
Topic: Siege Ballista and hvy variant
Replies: 5
Views: 54

Re: Siege Ballista and hvy variant

Too similar in look to another unit. SirPat idea to use it for transformed state is better. Why not use both? We could add research to allow ballista additional transformation - siege mode, where attack deals melee damage and has bonus vs buildings and siege at the cost of no splash damage and only ...
by Endru1241
Fri May 08, 2020 6:23 am
Forum: Unit - infantry
Topic: Artisan... worker upgrade
Replies: 5
Views: 115

Re: Artisan... worker upgrade

Current endgame is really populated by workers.
It's logical to nerf overused units and buff underused. Not the other way around.
by Endru1241
Thu May 07, 2020 7:51 am
Forum: Units/techs/effects
Topic: Tech Research Accessibility
Replies: 4
Views: 94

Re: Tech Research Accessibility

Yes. But it's only half way to go.

We are actually planning to bring races to AoS - they will be named cultures.
But that's for another topic.

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