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Unit - chariot - IMPLEMENTED v0.991

Posted: Wed Apr 30, 2014 11:49 pm
by Dgkfadomo777
The charriot was very quick and armoured. Considred tanks of older time. I dont have much properties but it should be well armoured good health, fast and and can throw spears or shoot arrows. Need help coming up with some more properties

Re: charriot

Posted: Fri May 02, 2014 10:32 am
by Longinus
Please post an image of what you want for the charriot to look like...

Re: charriot

Posted: Sat May 03, 2014 12:13 am
by Dgkfadomo777
Doesnt exactle have to look like this but this is close

Re: charriot

Posted: Sat May 03, 2014 7:32 am
by balint
and there is a second man behind the other who fight. he trhow spears, shoot arrows or fight with a sword or spear

Re: charriot

Posted: Sat May 03, 2014 12:05 pm
by Longinus
Nice.. it may take a while to make it but I'll see what I can do :D

Re: charriot

Posted: Sat May 03, 2014 5:35 pm
by Stratego (dev)
here you can see the Age Of Kings / Heaven verison: http://artho.com/age/pics/unitsall.gif
an here: http://aoe.heavengames.com/academy/unit ... scythe.jpg

Re: chariot

Posted: Wed May 21, 2014 11:57 pm
by Dgkfadomo777
I like the image with the first link maybe you could make it similair to that, additionally can anyone provide feedback here

Re: chariot

Posted: Thu May 22, 2014 12:02 am
by Dgkfadomo777
Maybe there should be an archer charriot a spearthrowing charriot and a swordsman charriot each a diffrent unit. Of course it could also be a spearman (which is the unit) when it attacks and and hold achers and swordsman like a normal transport unit except they can attack while inside the charriot.

Re: chariot

Posted: Sat May 31, 2014 2:55 am
by Dgkfadomo777
Does anyone think charriot is a good idea

Re: chariot

Posted: Sat May 31, 2014 3:55 am
by Stratego (dev)
Sure! We only need icon for it. And we should think of the "wagon like" idea because other games uses chariots like individual units not transports. But i like the tranport approach.

Re: chariot

Posted: Sat May 31, 2014 8:04 am
by balint
Yeah thats a good idea, and than, the charriot will have a low damage and can transport a few (1-2) unit(s)?

Re: chariot

Posted: Sat May 31, 2014 2:53 pm
by Dgkfadomo777
balint wrote:Yeah thats a good idea, and than, the charriot will have a low damage and can transport a few (1-2) unit(s)?
I like that idea charriots usually held 2 or 3 units (counting the the one driving) the unit driving could still attack alone though

Re: chariot

Posted: Sat May 31, 2014 5:47 pm
by balint
Well, maybe little attack (horse hit the enemy)

Re: chariot

Posted: Sat May 31, 2014 5:48 pm
by Stratego (dev)
i started putting in a chariot using this image as a base.
64_unit_chariot.png
64_unit_chariot.png (5.1 KiB) Viewed 21335 times
i have problems with the suggested "wagon" approach
1. how many hp should a wagon-chariot have? (to not to be op.) since not the archer in it will be damaged but the chariot - or not? the unit inside will be damaged and if empty than the chariot?
2. how will an enemy (or even yourself) know what unit is in the chariot, imagine 10 chariots with the same image... I do not know how to work it around...

so i am about to create individual chariots: archer, spear (melee).

give me your thoughts please.

Re: chariot

Posted: Sat May 31, 2014 5:52 pm
by balint
transporting charriot

image: there is a man behind the rider and can't see it's weapon

hp: I think the unit inside should ve damaged and then the charriot. It should have not so much hp, maybe 10-15 and 2 armor

Re: chariot

Posted: Sat May 31, 2014 5:57 pm
by Stratego (dev)
what about my 2. point as a problem?

Re: chariot

Posted: Sat May 31, 2014 6:03 pm
by balint
same way as the wagon. the enemy can't kbow it, but you can see it by double click. image-problem: well it only carry infantry (archers swirdman, pikeman, hoplite....) and the icon would be the smae for every (a second man stand behind the other and show it's back to the player.

Re: chariot

Posted: Sat Jun 07, 2014 5:26 am
by Dgkfadomo777
Only charriot is damaged if hit then the first unit comes out when destroyed

Re: chariot

Posted: Fri Jun 20, 2014 7:51 am
by Dgkfadomo777
A good idea for the charriot is units ride and attack on it but only the charriot is hit when attacked. However when destroyed only one unit comes out or all the units in there die whatever is easier to program. I would reccomend that you get feedback from people here to avoid reprogramming if it is put into the game or just to get ideas/different prespective.

Re: chariot

Posted: Fri Jun 20, 2014 8:17 am
by Stratego (dev)
there is a pre-beta chariot version on the server (dev version)
try put and send me errors/suggestions. (it is not the carrier type)

Re: chariot

Posted: Fri Jun 20, 2014 6:12 pm
by Stratego (dev)
actually i dont like the new chariot behaviour...
i think no mobile unit is acceptable with rectangular size (2x1) - the move highlighs and the thing that horizontally it can go tru a 1 tile wide gap, but can not vertically - these are so odd.

only 2x2 would be good i think.

but that is not good for a chariot.
i think i will make the chariot 1x1 and let it extend some direction to overlap other units (eg upwards as a tower can "cover" the unit above it)


just thinking ....

Re: chariot

Posted: Tue Jun 24, 2014 1:42 am
by Dgkfadomo777
Will the charriot be 1x1 rom now on. It could be an improvement

Re: chariot

Posted: Tue Jun 24, 2014 4:37 am
by Stratego (dev)
you mean you are waiting for the 1x1 chariot?

Re: chariot

Posted: Tue Jun 24, 2014 5:21 am
by Dgkfadomo777
Yes

Re: chariot

Posted: Tue Jun 24, 2014 7:20 am
by balint
Maybe it could be upgraded from knight.

Re: chariot

Posted: Tue Jun 24, 2014 5:02 pm
by Stratego (dev)
balint wrote:Maybe it could be upgraded from knight.
definitely no :)

Re: chariot

Posted: Tue Jul 01, 2014 6:09 am
by Storgar
I think some of the conversations about chariots here are overcomplicating it.
Keep it simple - its an attack unit. Ancient ones used to have scythes on wheels and very nasty people in them :p
My idea for one is this:
single tile used maybe image looks at it front on..
Trained in stables, cost 8 turns, HP 45, Power 14, attack range 1, Armour 4, Pierce armour 3, movement 4, sight 5, same bonuses as cavalry.
Also one could be done where the attack and bonuses is changed to that of an archer for chariot archers.

Re: chariot

Posted: Tue Jul 01, 2014 6:13 am
by balint
yeah, but we should try to be more realistic. abd chariots were much larger then a single knight.

Re: chariot

Posted: Tue Jul 01, 2014 6:21 am
by Storgar
warships were much larger that a worker, threbs were much bigger than an archer, battering rams were prob the size of 10 men.
I didn't think the size was that important.

Re: chariot

Posted: Wed Jul 02, 2014 11:08 am
by Storgar
Just to continue my above thought..
I like to think of them as pictorial representations rather than trying to gain accurate scale. You could even consider a unit to be a group of men rather than a single one, hence 1 unit of elephants would have less actual elephants than a unit of archers would have archers and in turn a unit of chariots would have less that swordsmen so each unit can fit onto 1 square.
I firmly believe that all military units should remain 1 square in size (the castle is fine as it is as its a special structure which would be very large). I think it it goes down the road of different units taking up different space then it will alter the game play quite significantly.