elf_wall - ANSWERED

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patroid
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elf_wall - ANSWERED

Post by patroid » Sat May 09, 2015 4:01 pm

Hi
Again.
Should i continue? ?
Or any other ideas... maybe a complete bush... or sth like that??

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Re: elf_wall

Post by Stratego (dev) » Sun May 10, 2015 6:11 pm

it is pretty nice! however elf bush is ok for a wall i think - we dont need a new wall for them - do we?

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ollie444
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Re: elf_wall

Post by ollie444 » Sun May 10, 2015 6:26 pm

Yeah. Elves should have a wall. Bushes seem too weak/unrealistic to defend a base with.

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ejm29
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Re: elf_wall

Post by ejm29 » Sun May 10, 2015 6:45 pm

+1

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Re: elf_wall

Post by Stratego (dev) » Sun May 10, 2015 6:55 pm

Bushes seem too weak/unrealistic to defend a base with.
spiky bushes! :)

i think we go with the bush until launched, after that we can bring new structures and units as we do in AOS (based on votes).

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Re: elf_wall

Post by Sunrise Samurai » Fri Jun 26, 2015 5:44 pm

For the topic of spiky bushes as an elf wall, it strikes me that they should have lower hp than most walls, but rather high pierce armor and a relatively good attack power, though to avoid confusion when i say this, they still get no actions in a turn. In other words, say 40 or so hp, and give 20 power to use only in counterattacks (10 effective power, given it is halved in a counter) when attacked by melee, though the pierce armor is raised to say 10 since arrows aren't much good against a bush, plus to prevent using range as a defined way to avoid the counterattack. obviously, it would be far less durable against axe throwers, siege equipment, and fire based attacks, but who ever said a hedge of thornbushes would do well against falling rocks or large, cutting axes, and we all know wood burns well. I think this would be more unique and help make the elf walls at least stand out from the standard wall building we have seen so far. Also, could someone add some leaves or other greenery to the spiky bush image, it feels like one standing by itself is a dead tree standing in an undead citadel, not a vibrant, living bush grown by elves to be protection against threats to the woods. I'm thinking other ideas could apply to orcs and undead to help make them stand out more from the humans on this front too, and will try to post other ideas in their respective areas.
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Alexander82
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Re: elf_wall

Post by Alexander82 » Fri Jun 26, 2015 6:16 pm

If you send me the tiles used for aos walls i might figure out how to build walls that are better looking, for other races
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Re: elf_wall

Post by Stratego (dev) » Sat Jun 27, 2015 4:02 pm

ok! i have reduced the hp to 40, and armor to 1, and increased p.armor to 10.
the "only"counter attack ability is a good idea, however it is not working now in the engine but later can be implemented.

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Re: elf_wall

Post by Stratego (dev) » Sat Jun 27, 2015 4:02 pm

alexander: email me so i can send it to u.

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Sunrise Samurai
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Re: elf_wall

Post by Sunrise Samurai » Sat Jun 27, 2015 5:22 pm

It won't work to program a power and set actions allowed to 0 the same way a quick archer has 2? I'm not sure how you program these so I'm just comparing with other units to guess how it can be accomplished.
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Re: elf_wall

Post by Stratego (dev) » Sat Jun 27, 2015 7:31 pm

It won't work to program a power and set actions allowed to 0 the same way a quick archer has 2? I'm not sure how you program these so I'm just comparing with other units to guess how it can be accomplished.
You are totally right! It is up on server in 10 minutes! :)

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Re: elf_wall

Post by Sunrise Samurai » Mon Jun 29, 2015 12:44 am

I like the change to the elf wall. I notice it is cheaper now, but that works since it was made weaker overall. It can be easily destroyed in melee without the need for siege equipment, but it can get costly to do so when the attackers hurt themselves on the thorns in the process. Ranged attacks are now utterly useless against it, as they should be, and ranged attacks that hit normal armor are the way to go, just as I mentioned before. This is definitely a more unique way to defend a base than just a static wall, and will probably force players to either wait for siege equipment, back off, or take significant losses when thorn damage is added to a volley of arrows, with poison and burn included.
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Alexander82
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Re: elf_wall

Post by Alexander82 » Sun Sep 20, 2015 5:30 pm

Hey Daniel, Any news about the elven wall that i've sent you some time ago?
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Re: elf_wall

Post by Stratego (dev) » Mon Sep 21, 2015 5:34 pm

yes thanks for that, but i have to keep that for later since i have to make space for new graphics (and this takes very many space approx 10 unit worth), i receive too many memory errors now - and in fantasy it is quadrupled since we have 4 races not only one.

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Alexander82
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Re: elf_wall

Post by Alexander82 » Thu Jan 12, 2017 1:37 am

Hey Daniel, what about putting in the elven wall graphic?
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Re: elf_wall

Post by Stratego (dev) » Thu Jan 12, 2017 7:28 pm

we have already the spikes, do we need anther

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Re: elf_wall

Post by Midonik » Thu Jan 12, 2017 7:38 pm

This wall can be as stronger defense,but should take 3-4 turns to bulid and be little weaker than humans version. Elves dont need that big buff now,I think.
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Alexander82
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Re: elf_wall

Post by Alexander82 » Thu Jan 12, 2017 7:48 pm

the "wall" it is a new look for the spikes. It isn't another unit, just a reskin.
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Re: elf_wall

Post by Stratego (dev) » Thu Jan 12, 2017 11:04 pm

sorry, i prefer the spiky one.

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Alexander82
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Re: elf_wall

Post by Alexander82 » Fri Jan 13, 2017 2:30 am

My wall is based on the spiky bushes but it just create a more thick look
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Alexander82
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Re: elf_wall

Post by Alexander82 » Wed Aug 30, 2017 10:04 pm

I think we are sticking with the bushes
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