Unit/tech capabilities
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Unit/tech capabilities
ofc it is needed for elven stealth buildings and some more units.
AoF Dev Co-Leadermakazuwr32 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...
© by Makazuwr32™.
- Lynx Shafir
- Posts: 1563
- Joined: Mon May 28, 2018 4:24 am
Re: Unit/tech capabilities
But only ten member had voted... Yet
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
- godOfKings
- Posts: 3302
- Joined: Fri Sep 22, 2017 4:50 pm
Re: Unit/tech capabilities
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
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me
For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
- Lynx Shafir
- Posts: 1563
- Joined: Mon May 28, 2018 4:24 am
Re: Unit/tech capabilities
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?
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.
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Unit/tech capabilities
for shapeshifters i want not to hide ability but to change stats and abilities.
For creastions race.
For creastions race.
AoF Dev Co-Leadermakazuwr32 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...
© by Makazuwr32™.
- Lynx Shafir
- Posts: 1563
- Joined: Mon May 28, 2018 4:24 am
Re: Unit/tech capabilities
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?
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?
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
Re: Unit/tech capabilities
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.
Wise, Might, Loyalty. Forever stands Warfell.
- Lynx Shafir
- Posts: 1563
- Joined: Mon May 28, 2018 4:24 am
Re: Unit/tech capabilities
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.
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.
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: Unit/tech capabilities
A. I've suggested the same myself. I think it's a good idea.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?
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.
The glorious sun rises again
- Lynx Shafir
- Posts: 1563
- Joined: Mon May 28, 2018 4:24 am
Re: Unit/tech capabilities
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..
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..
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
- Lynx Shafir
- Posts: 1563
- Joined: Mon May 28, 2018 4:24 am
Re: Unit/tech capabilities
Also @Stratego
Please open a second topic for collecting tech cap. ideas, we have 5 new suggestion.
Please open a second topic for collecting tech cap. ideas, we have 5 new suggestion.
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: Unit/tech capabilities
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.
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.
The glorious sun rises again
- Lynx Shafir
- Posts: 1563
- Joined: Mon May 28, 2018 4:24 am
Re: Unit/tech capabilities
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.
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.
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
-
- Site Admin
- Posts: 15741
- Joined: Fri Apr 25, 2014 9:28 pm
Re: Unit/tech capabilities
ok, opened
-
- Site Admin
- Posts: 15741
- Joined: Fri Apr 25, 2014 9:28 pm
Re: Unit/tech capabilities
2 items implemented
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Unit/tech capabilities
@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?
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?
AoF Dev Co-Leadermakazuwr32 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...
© by Makazuwr32™.
-
- Site Admin
- Posts: 15741
- Joined: Fri Apr 25, 2014 9:28 pm
Re: Unit/tech capabilities
everything is possible frankly only needs time.
this case not sure, maybe half a day or so.
this case not sure, maybe half a day or so.
- godOfKings
- Posts: 3302
- Joined: Fri Sep 22, 2017 4:50 pm
Re: Unit/tech capabilities
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?
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me
For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Unit/tech capabilities
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.
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.
AoF Dev Co-Leadermakazuwr32 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...
© by Makazuwr32™.
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Unit/tech capabilities
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.
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.
AoF Dev Co-Leadermakazuwr32 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...
© by Makazuwr32™.
- godOfKings
- Posts: 3302
- Joined: Fri Sep 22, 2017 4:50 pm
Re: Unit/tech capabilities
@Stratego (dev) Give assassin the ability to kill a unit garrisoned inside a building or tower according to this Assassin rework
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me
For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
Re: Unit/tech capabilities
@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
-
- Site Admin
- Posts: 15741
- Joined: Fri Apr 25, 2014 9:28 pm
Re: Unit/tech capabilities
Really? I wamt to learm how to do it!!!
Re: Unit/tech capabilities
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.
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.
Age of Strategy design leader
Re: Unit/tech capabilities
idk if i understand it pretty well, i will try it anyway thanks