Unit Promotions
Re: Unit promotion/leveling system
DANIEL??????
Dont like it?
Patroid
Dont like it?
Patroid
- Alexander82
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Re: Unit promotion/leveling system
If the system get in i think that every unit should benefit from it. I don't think that system should become the def ault but we might create a growth system that we might use for rpg campaigns.
I fear that might make normal games too complicated, having tw worry for both your unit survival and the enemies veteran
I fear that might make normal games too complicated, having tw worry for both your unit survival and the enemies veteran
Age of Fantasy design leader
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Re: Unit promotion/leveling system
This unit promotion system should be in but it should be optional. Unit should get experience from damage that unit makes and damage that it resist and units that can heal or convert should get experience from healing and converting. Different units should get different amount experience, like spartan should have get less experience when it makes 10 damage than swordsman that makes 10 damage.
- Alexander82
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Re: Unit promotion/leveling system
I think we might relte experience with unit cost:
To reach the first level a unit should kill an amount of enemies equal to its cost:
A swordman should kill 2
A knight should kill 4
An elephant should kill 8
and so on
For the second level you should hit that number twice
a swordman should kill another 4 unit
A knight 8
an elephant 16
and so on
for the third you have to multiply the cost for 3 and for the fourth you need to make it 4 times
I think it could also be a good way to make cheaper units keep up with stronger one
To reach the first level a unit should kill an amount of enemies equal to its cost:
A swordman should kill 2
A knight should kill 4
An elephant should kill 8
and so on
For the second level you should hit that number twice
a swordman should kill another 4 unit
A knight 8
an elephant 16
and so on
for the third you have to multiply the cost for 3 and for the fourth you need to make it 4 times
I think it could also be a good way to make cheaper units keep up with stronger one
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- TheBluePhoenix
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Re: Unit promotion/leveling system
Dev will have a tough time implementing and coding all that
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- Alexander82
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Re: Unit promotion/leveling system
I think the max level should be 3. Otherwise you might end up with a "superpower" unit
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Re: Unit promotion/leveling system
sounds interesting - but i am not sure it would complicate the game too much or not...
(maybe an optional way.. in game setup)
(maybe an optional way.. in game setup)
Re: Unit promotion/leveling system
It would make the game harder. Because you need to fall back with more experienced troops to save them from being destroyed, and replace them temporary with some fresh recruits. It woudl be harder if Ai units would get stronger with time, too
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Re: Unit promotion/leveling system
I don't think it would make the game to complicated. Some of the most popular TBS games have implemented unit experience. (Ie, the award winning "Civilization" series)
"I don't care who I have to step on on my way down."
Re: Unit promotion/leveling system
this is the most exiting to be implemented because when we have this the games will become more difficult and surely when its lunched i excited to play it and make my army so powerfull
Have a nice day everyone
Re: Unit promotion/leveling system
How bout we make this a tech, like in Tzar? Something like 'learning'
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- DoomCarrot
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Experienced units
Just an idea:
What if units with possible upgrades (templar, archer, swordsman, pikemen, skirmisher, knight, etc) could upgrade by killing a certain amount of units? For instance, if a swordsman manages to kill 5 units, it automatically upgrades to the next tier. (broad swordsman)
I would understand if Daniel says no, because this is kind of a gameplay changing idea, but I think it would add a lot of strategy.
So.... Yay or nay?
What if units with possible upgrades (templar, archer, swordsman, pikemen, skirmisher, knight, etc) could upgrade by killing a certain amount of units? For instance, if a swordsman manages to kill 5 units, it automatically upgrades to the next tier. (broad swordsman)
I would understand if Daniel says no, because this is kind of a gameplay changing idea, but I think it would add a lot of strategy.
So.... Yay or nay?
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- TheBluePhoenix
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Re: Experienced units
Already posted doom.check the forum
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- DoomCarrot
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Re: Experienced units
I searched for "unit experience" but nothing came up
I have no idea where that topic is, but a merge would be nice.
I have no idea where that topic is, but a merge would be nice.
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Re: Unit promotion/leveling system
(merged)
please do not open duplicate topics, or if opened please help me with a link to the old topic to be merged - thanks.
please do not open duplicate topics, or if opened please help me with a link to the old topic to be merged - thanks.
- DoomCarrot
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Re: Unit promotion/leveling system
Aha, thanks Daniel
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- Ublaz Mad Eyes
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Unit Promotions
Promotions, when a unit takes towns, destroys buildings/other units it gains XP, once it has a certain amount of XP it can be promoted, choose from promotions that boost attack/HP/armor.
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Re: Unit Promotions
There is already another suggestion like this:
http://www.ageofstrategy.net/viewtopic.php?f=8&t=1473
http://www.ageofstrategy.net/viewtopic.php?f=8&t=1473
- Ublaz Mad Eyes
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Re: Unit promotion/leveling system
My idea of a promotion system is this. The unit, after each level up, rather than getting an upgrade to all its stats, receives only one, and you choose that one. I.e. you have a swordsman, and he upgrades to level 1. Available would be "shock" (+1 attack), "cover" (+1 pierce armor), "morale" (+1 movement speed), "loyalty" (+1 spell resistance), "impenetrable armor" (+1 armor), and "resiliency" (+5 health). Ranged units would also get "range" (+1 range) and healing units would get "surgeon" (+2 heal rate).
YES, THE DAY WILL COME! HIS EMPEROR'S MOST EXCELLENT MAJESTY WILL CONQUER ALL!!!
NO, I AM NOT CRAZY!!!!!!!!!
NO, I AM NOT CRAZY!!!!!!!!!
- DoomCarrot
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Re: Unit promotion/leveling system
That's a cool idea Ublaz! I like that idea a lot. However, I don't think extra move/range should be an upgrade possibility.... Imagine a super hussar with 9 move, or an xbow with 11 range.
Maybe these upgrades could be limited to 1 or 2 of these upgrades per unit?
Maybe these upgrades could be limited to 1 or 2 of these upgrades per unit?
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- Ublaz Mad Eyes
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Re: Unit promotion/leveling system
I had envisioned that "morale" and "range" were only on later levels. As well, "loyalty" should be +10% spell resistance.
I had an idea, though.
What if, after your units collaborately get a certain amount of experience, a "hero" appears in one of your towns? e.g. Hero Knight, Champion, etc.
I had an idea, though.
What if, after your units collaborately get a certain amount of experience, a "hero" appears in one of your towns? e.g. Hero Knight, Champion, etc.
YES, THE DAY WILL COME! HIS EMPEROR'S MOST EXCELLENT MAJESTY WILL CONQUER ALL!!!
NO, I AM NOT CRAZY!!!!!!!!!
NO, I AM NOT CRAZY!!!!!!!!!
- Ublaz Mad Eyes
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Re: Unit promotion/leveling system
I had another idea. What if you had to research a tech to get heroes?
Just an idea.
Just an idea.
YES, THE DAY WILL COME! HIS EMPEROR'S MOST EXCELLENT MAJESTY WILL CONQUER ALL!!!
NO, I AM NOT CRAZY!!!!!!!!!
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Re: Unit promotion/leveling system
I think heroes can be hired by using gems in Yes 5 and Yes 10 multip games.Each hero cost 1 gem(one time use).Will be created in one of your town.
- DoomCarrot
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Re: Unit promotion/leveling system
Eh, but who plays Yes(?) games? And besides, I would rather use an insta-destroy castle effect rather than a spawn prince effect...
The day is coming when a single carrot, freshly observed, will set off a revolution.
Re: Unit promotion/leveling system
Could someone make a map with triggers that may do just this?
I was thinking that I could do this using unit types by making each unit have multiple triggers that effect upon the specific unit on the destruction of a few enemy units and deactivates other triggers does the same thing which would be the unit's type change to one more powerful.
Once the type changes, it activates another round of triggers that would do the same thing as before but changes the type to a even more powerful unit.
And possibly another and so on.
At least this is how I'd make the leveling system if it was me in the map editor
I like this idea but its way to much work for each unit involved
I was thinking that I could do this using unit types by making each unit have multiple triggers that effect upon the specific unit on the destruction of a few enemy units and deactivates other triggers does the same thing which would be the unit's type change to one more powerful.
Once the type changes, it activates another round of triggers that would do the same thing as before but changes the type to a even more powerful unit.
And possibly another and so on.
At least this is how I'd make the leveling system if it was me in the map editor
I like this idea but its way to much work for each unit involved
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Re: Unit promotion/leveling system
It is too complex.
I only can be done by triggers if there are only one your unit.Maybe it can be done when any emeny unit die,one stone created.When (objs in area)there have 5,10,15...... stones in area,your unit increase attack.
You also can follow FAN MAP "BOOT CAMP RPG!".That map trigger is very very good.
I think it can be done if you follow it.
I only can be done by triggers if there are only one your unit.Maybe it can be done when any emeny unit die,one stone created.When (objs in area)there have 5,10,15...... stones in area,your unit increase attack.
You also can follow FAN MAP "BOOT CAMP RPG!".That map trigger is very very good.
I think it can be done if you follow it.
- Ublaz Mad Eyes
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Re: Unit promotion/leveling system
Doomcarrot, I play Yes(10) games. I don't use effects, but I really like Tie fighters.
But I don't think it should be done with triggers. I think it should be an option you select while making a campaign or starting a random game. Campaigns created before this feature would have this option off, to avoid confusion.
But I don't think it should be done with triggers. I think it should be an option you select while making a campaign or starting a random game. Campaigns created before this feature would have this option off, to avoid confusion.
YES, THE DAY WILL COME! HIS EMPEROR'S MOST EXCELLENT MAJESTY WILL CONQUER ALL!!!
NO, I AM NOT CRAZY!!!!!!!!!
NO, I AM NOT CRAZY!!!!!!!!!