Unit/tech capabilities

Here u see a list of coding related suggestions to be priorized - we can tell what the community needs the most to be coded

Unit/tech capabilities

Step by Step movement: making ability for a unit not to consume all movement, but in one turn it can go mutiple times until remaining movement goes to zero - so a unit can jump in attack and retreat in one turn. This would be a special setting for the unit.
10
36%
Teleporting option: a unit that has a "pair" unit somewhere and other units going into one will come out on other - or something like this (like a tunnel)
4
14%
Unit join option: one unit can join to other unit in special ways: eg. receiving/redirecting all damage from the other unit(s) like the "En-kor" cards in MTG.
1
4%
[[[IMPLEMENTED]]]Submarine way: A stealth unit that can not be stepped on, but interrupts enemy movement instead of being stepped on: eg. submarines should work this way.
3
11%
[[[IMPLEMENTED]]]Mine way: A stealth unit that can be stepped on, but if enemy did not die from it (eg. a pit with spikes, or a minefield) than the enemy gets damaged and its movement interrupted (and mine remains)
1
4%
Interrupting First strike: new kind of first strike meaning it will attack in enemy turn and can interrupt movement: eg. AA gun that will shoot a plane right on entering its range of fire - and maybe interrupts plane movement, not sure.
1
4%
Treasure chest: an object that can be hidden on a campaign map, and if player gets it/opens it, it can give GEMs for the upgrade section.
4
14%
Wonder: a building that takes long to build, and if ready and kept alive for 10-15 turns the player wins (all player gets notification that a Wonder was started to build)
1
4%
Elemental unit type (read details in this thread)
2
7%
Disrupt spell/Silence spell(read details in this thread)
1
4%
 
Total votes: 28

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makazuwr32
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Re: Unit/tech capabilities

Post by makazuwr32 »

ofc it is needed for elven stealth buildings and some more units.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Lynx Shafir
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Re: Unit/tech capabilities

Post by Lynx Shafir »

But only ten member had voted... Yet
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godOfKings
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Re: Unit/tech capabilities

Post by godOfKings »

if u want to go two ways, i think betr to make two equally high expensive techs that open whole new different branches of tech, so players can research both basic techs but wont get as much benefit as they would if they specialised on only one tech tree (that too will require much calculation and balancing) , so u r using the high turn costs to discourage players from researching both tech trees
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Re: Unit/tech capabilities

Post by Lynx Shafir »

New SUGGESTION.

Disguise unit /trickery illusion
(Not sure how to call it)

They are special units and circumstances,
The enemy sees ur units different (look and stats)

Exempl.
Can used at.
A) Illusions spells - create illusion has 1hp but enemy player sees if click it has 30.
B) Ent hiding in forest. - help solving the steps on issue if they look like obstacles - trees what can't be stepped.
Same for earth golem hide - no attack during it
C) Partisans - enemy sees them as neutral AI (civilians) AoWW 2
D) Shapeshifter creatures, and some ground traps as well (to not reveal if u stand next to it, maybe)

Thoughts?
Last edited by Lynx Shafir on Wed Aug 15, 2018 5:11 pm, edited 1 time in total.
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Re: Unit/tech capabilities

Post by makazuwr32 »

for shapeshifters i want not to hide ability but to change stats and abilities.
For creastions race.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Lynx Shafir
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Re: Unit/tech capabilities

Post by Lynx Shafir »

For shape-shifting I meant for example a demon disguise itself as an animal eg bear,
Enemy must see it as bear (stats name)no big treat ignores it.otherwise no use if reveal if click on it.
Or as ur own/allied unit
. So it's a trickery.

Otherwise what about a idea?
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General Brave
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Re: Unit/tech capabilities

Post by General Brave »

I wish there's no way to know if it is a shapeshifter, unless your unit consents It's Not What It Seems similar to can see stealth.
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Lynx Shafir
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Re: Unit/tech capabilities

Post by Lynx Shafir »

They will be units what see illusions (fantasy) like detect stealth.
And not some many units have it to cause problems, though interesting strategie if have some.
If meant this?

Eg Death angel can reveal any illusion since sences living things.
And holy units as well (not all)
For environment hiding they reveal if step next to him (eg Ent, golem)but they are shoved as obstacles to enemy.
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Re: Unit/tech capabilities

Post by Sunrise Samurai »

Lynx Shafir wrote: Wed Aug 15, 2018 4:20 pm Exempl.
Can used at.
A) Illusions spells - create illusion has 1hp but enemy player sees if click it has 30.
B) Ent hiding in forest. - help solving the steps on issue if they look like obstacles - trees what can't be stepped.
Same for earth golem hide - no attack during it
C) Partisans - enemy sees them as neutral AI (civilians) AoWW 2
D) Shapeshifter creatures, and some ground traps as well (to not reveal if u stand next to it, maybe)

Thoughts?
A. I've suggested the same myself. I think it's a good idea.
B. I'd notice an obstacle where it shouldn't be. In fact, I'd open the map against ai and compare if I even suspected. I bet most others would do the same. This just won't work.
C. I tend to kill the civilians and such to deny or use veteraning, remove obstacles to building, and stop uncertain moving units that could get in the way randomly. Only neutral buildings I intend to use as makeshift walls do I not deliberately destroy. Not going to work either.
D. Shapeshifters and other units might be a good idea. Maybe units that hide under the guise of a more common unit. Traps could be as simple as a "transport ship" that explodes on death, destroying any ships nearby. Just fake you're going to land some troops and watch your opponent blow up their own navy.
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Lynx Shafir
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Re: Unit/tech capabilities

Post by Lynx Shafir »

B) if a golem "transforms into hill(terrain obstacle) before u see that map part can wait in ambush.
If u figure out that is something wrong ther should be not rock still u can't Attak it (is a rock)
If u stand next to him it revealed and can't transform back let's say 5 turn (get CD the ability)
Enemy sees a hill u see it with highlight, countur and see stats if click it.
I wanted to solve the invisible and can stepped on problem.
Better idea for?
C) after adding more AI tipe (eg Friendly neutral- civilian who can be killed) may resolve this..
A honest and righteous soldier don't kill innocent civilians.

Anyway is hard to code..
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Lynx Shafir
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Re: Unit/tech capabilities

Post by Lynx Shafir »

Also @Stratego

Please open a second topic for collecting tech cap. ideas, we have 5 new suggestion.
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Re: Unit/tech capabilities

Post by Sunrise Samurai »

I always make sure I know the terrain in each map. a random terrain obstacle won't fool me. I see a hill or tree where it shouldn't be, I just move something adjacent knowing to attack. It's worse than stepping on things, because it can be done deliberately.

Honest and righteous soldiers aren't undead looking for corpses or zurgo helmsmashers looking for an easy kill. A general facing either of these would remove the opportunity by any means necessary, even if the civilians refused to leave.

Submarine style stealth is the best option for now. Anything stealthed is either moved to an adjacent spot or the unit moving is stopped one move short if it would step on something.
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Lynx Shafir
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Re: Unit/tech capabilities

Post by Lynx Shafir »

New Ai tipe means it can't be killed at all not only by good will. ;p
Will see after.

And an earth golem hides only on mountain terrain. Ent in forest.
Use on campaign and fog.
But if have the tech coded can run test.
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Re: Unit/tech capabilities

Post by Stratego (dev) »

ok, opened
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Re: Unit/tech capabilities

Post by Stratego (dev) »

2 items implemented
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Re: Unit/tech capabilities

Post by makazuwr32 »

@Stratego (dev):
Is it possible for you to make an ability that will produce fog of war around unit in some range of it on open maps?
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Unit/tech capabilities

Post by Stratego (dev) »

everything is possible :) frankly only needs time.

this case not sure, maybe half a day or so.
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godOfKings
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Re: Unit/tech capabilities

Post by godOfKings »

Does this fog of war affect enemy player in revealed map wen the target unit/spot is not in sight of enemy owned units? Or is it trigger effect?
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Re: Unit/tech capabilities

Post by makazuwr32 »

Yes it does.
Just like a normal fog that covers some part of map in it and you can still see things in it with units like in normal fog map.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Unit/tech capabilities

Post by makazuwr32 »

I want this for several things:
1. Campain only towers to decrease sight on open maps;
2. For necropolis of undeads researchable ability to create such fog to hide itself and surroundings.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Unit/tech capabilities

Post by godOfKings »

@Stratego (dev) Give assassin the ability to kill a unit garrisoned inside a building or tower according to this Assassin rework
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Re: Unit/tech capabilities

Post by L4cus »

@Stratego (dev) i think, a property that gives stealth property to a unit (for forest terrain effect) hodong units...this could be good for all units
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Re: Unit/tech capabilities

Post by Stratego (dev) »

L4cus wrote: Sun Apr 18, 2021 3:34 am @Stratego (dev) i think, a property that gives stealth property to a unit (for forest terrain effect) hodong units...this could be good for all units
i would not put in for every unit, but it an be done by effects already.
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Re: Unit/tech capabilities

Post by L4cus »

Really? I wamt to learm how to do it!!!
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Re: Unit/tech capabilities

Post by Endru1241 »

It needs to use const.json to be defined as terrain effect for specific terrain types.
Effect itself has to be set as terrain source and in effect affect definition all stealth specs required and possible targets would have to be set (e.g. categories).
Btw. in const.json it can be set to have some tech required to be enabled.
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L4cus
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Re: Unit/tech capabilities

Post by L4cus »

idk if i understand it pretty well, i will try it anyway thanks
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