Turning up the heat on AOS a little

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Stratego (dev)
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Turning up the heat on AOS a little

Post by Stratego (dev) » Mon Jul 08, 2019 6:45 pm

I plan to make not only 1 new unit per month (as recently we do) but 4-5 units per month (about weekly 1) - or more.

For this i would need someone who have time and will to help make these unit jsons and pushing the units to get ready.
(at first from the already accepted units those only ned jsons - later maybe images will be needed too).

The chosen one would be the "co leader" of AOS.

write here or email me if you want to be such honorable AOS member.

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makazuwr32
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Re: Turning up the heat on AOS a little

Post by makazuwr32 » Tue Jul 09, 2019 8:09 am

The problem i see with aos is that we are reaching limit of histical units from chosen period of time.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
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Re: Turning up the heat on AOS a little

Post by Stratego (dev) » Tue Jul 09, 2019 8:11 am

nooo way :) you must be kidding :)

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Re: Turning up the heat on AOS a little

Post by makazuwr32 » Tue Jul 09, 2019 8:16 am

I am not kidding.
But i see few ways to bring the heat to aos.
A lot.
One of them is to make civilisations like races in aof.
Roman civilisation, greek civilisation, slavic civilisation, chinese civilisation and such.
We than can implement civilisation units with similar stats.

Also unlike aof i think through some techs these civilications must have access to other civilications.
This only limits starting units and techs.


As for AoS co-leader i suggest @godOfKings.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Re: Turning up the heat on AOS a little

Post by Stratego (dev) » Tue Jul 09, 2019 8:25 am

yes but we can put units without civilisations too (we have already chinese, persian etc units already)

i think we can only introduce civilisations if we have enaugh units to all civ.

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Re: Turning up the heat on AOS a little

Post by makazuwr32 » Tue Jul 09, 2019 8:28 am

Than i suggest to start implementing them.
For now as map editor units.
When critical amout of units is reached they can be put into normal game as civilisation.

Also i think that few possible civilisations we already have:
Romans
Vikings
Egypt
Japanese

Ofc they don't have all same range of unit selection as races in aof but that's a start.

Every major change begins from first small and unsteady step.

Another variant that i can see is to extend range of attack and hp for units.
Most of civilisation units are infantries and with few exeptions they for now will have attack and hp in range from 15 to 25 and attack in range from 6 to 20.
I suggest to extend these ranges up to 15-50 for hp and 6-40 for attack (extention for attack also will affect all melee units).
Also i suggest to make all buildings more healthy. It is weird that stone church can be demolished with attack of 1-2 melee infantry units.

Ofc these are major core changes to whole game and must be discussed before implementation and they will affect all units.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Re: Turning up the heat on AOS a little

Post by Stratego (dev) » Tue Jul 09, 2019 8:52 am

Another variant that i can see is to extend range of attack and hp for units
i would not go this direction, we would get many work to than and would sacrifice a good balance to a hopefully good balance.

so i would stay only on increasing unit counts

also i actully disagree we dont have possibility in current setup (without civs) there are many black spots already
- navy is totally "empty" currently, if considering upgrades than awfully empty.
- more units could have their upgrades (or more levels of upgrades)
- we could have many many new buildings


what i see without any extensive thinking:
- navy can use many changes - 8-10 new units and 5-6 upgrades on existing
- maybe some air units (not too much), ornithopter upgrade
- siege units are very few, we could have much more, and existing units mostly miss upgrades
- artifacts or equipments like traps, forest cutting units, bridge kinds and its upgrades, or over hills or forests?, moat
- too few mega buildings we have and they have no upgrades - or level ups! we have only one building level up(cathedral)! however level upping is cool!
- and of curse the many not yet implemented unit kinds we have on forum (accepted or not), eg. explosive bearer unit and so on.

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Re: Turning up the heat on AOS a little

Post by makazuwr32 » Tue Jul 09, 2019 9:13 am

For naval agree but that won't be suffice enough to maintain this speed you wanted - 4-5 new units per month - for extended period of time.

Also there were not so much naval for battles in that period of time.

Siege units were always of same type with little to no changes. In china, roman empire, slavic cities and egyptian kingdom.

About air units actually i would prefer to even erase ornithopter and not giving any flying units.

And who will be trained in these new mega buildings? Did you think?
With civilisations we can set for each civ own mega(s) and own units they can train in it.

Leveling buildings - i think there were not so many levelable buildings. Maybe only upgrades for towers and walls.

In general these ideas can help as for me to maintain your wanted speed for maybe 5-6 months but in the end they won't change too many in the game.

Civilisations could maintain your wanted speed for year or even more (depending on workability of you and co-leaders).


You know why i am not playing at all in aos?
Because every single random game is similar:
Wins the one who has better position and can maintain faster catapult spam.
Aof is completely different and each single game is different.

Civilisations could change this a lot because some civs didn't even have catapults in their armies while others had something similar to cannons (slavs didn't have catapults most of time because they were argubly hard to transport through forests while chinese had that hwatcha unit).
Also unlike races in aof i want for civilisations in aos to be able obtaining other civilisations. Via either conquering (capturing enemy tcs) or via techs (embassy, than tech to enable training of specific civ units).

By the way i am thinking to lower attack of catapult (and both attack and health of heavy catapult) but increasing its bonuses to buildings.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Re: Turning up the heat on AOS a little

Post by makazuwr32 » Tue Jul 09, 2019 9:25 am

Anyway if you choose civilisations i can provide large selection of national units for each civilisation you will choose.

But unless you or co-leader won't agree with some major core changes to aos i prefer to work on aof.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Re: Turning up the heat on AOS a little

Post by Stratego (dev) » Tue Jul 09, 2019 9:44 am

makazuwr32 wrote:
Tue Jul 09, 2019 9:13 am
For naval agree but that won't be suffice enough to maintain this speed you wanted - 4-5 new units per month - for extended period of time.
i dont want it forever for half a year is ok




About air units actually i would prefer to even erase ornithopter and not giving any flying units.
i want to keep, needed for strategy.
And who will be trained in these new mega buildings? Did you think?
not necessarily a factory.
With civilisations we can set for each civ own mega(s) and own units they can train in it.
Civilisations could maintain your wanted speed for year or even more (depending on workability of you and co-leaders).
no civilisations please - at least for a while. (i dont have much time for it - and i have yet found anyone could maintain that)
Leveling buildings - i think there were not so many levelable buildings. Maybe only upgrades for towers and walls.
it is not historical thing, it is game thing to make able to level eg. barracks, castle or towers.
You know why i am not playing at all in aos?
Because every single random game is similar:
Wins the one who has better position and can maintain faster catapult spam.
Aof is completely different and each single game is different.
actually if you dont play multiplayer you miss a lot - in multiplayer AOS is much better (yet) it is perfectly balanced (as much as it can at least)

btw: better position: little off topic but we also need multiplayer scenario maps for better "fair" TC alignment. we still dont have any.

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Re: Turning up the heat on AOS a little

Post by makazuwr32 » Tue Jul 09, 2019 9:57 am

Stratego (dev) wrote:
Tue Jul 09, 2019 9:44 am
better position: little off topic but we also need multiplayer scenario maps for better "fair" TC alignment. we still dont have any.
Firstly implement freely choosable races upon joining into game for aof as option.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

Stratego (dev)
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Re: Turning up the heat on AOS a little

Post by Stratego (dev) » Tue Jul 09, 2019 9:58 am

for AOS that is not needed. so it is not a requirement...

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Re: Turning up the heat on AOS a little

Post by Moh556 » Tue Jul 09, 2019 10:18 am

As i sayed in :map editor units will be buildable post
We can have civilizations based on map and by this way we can have3 civs :
Asians :persians. Arabs . Chinese. Japan. Koreans.etc
Africans massai(in future).egypt. atl atl s. And etc
Europeans greek . Rome . French . Germany. Britain.. spain etc
And each civ haves its unique castle(just like aoe that in the game castles are diffrent)
And all castles can create trebuchet
And all 3 castle s stats are equal

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Re: Turning up the heat on AOS a little

Post by Stratego (dev) » Fri Jul 12, 2019 4:09 pm

anyone?

i have a few units/tech ideas to put in right away
- cannon ship upgrade
- cannoneer upgrade
- a techs maybe for cannons giving +1 range
- trebuchet upgrade, increasing its damage
- mega castle level up - making it carry 5 units and more hp, and damage
- upgrading transportship to carry 2 units and give extra hp.
- 3rd upgrade for quadrireme giving more hp and + attack
- battering ram 3rd upgrade +hp + damage

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Re: Turning up the heat on AOS a little

Post by Moh556 » Sat Jul 13, 2019 8:53 am

We must have some one that make this castles and make json . This json really takes time ??? :|

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Re: Turning up the heat on AOS a little

Post by Stratego (dev) » Sat Jul 13, 2019 9:12 am

depends: 15minutes - 1 hours if a complex one
with testing

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Re: Turning up the heat on AOS a little

Post by Moh556 » Sat Jul 13, 2019 10:35 am

I think every one love to make their own favorite unit :lol:

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makazuwr32
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Re: Turning up the heat on AOS a little

Post by makazuwr32 » Sat Jul 13, 2019 10:49 am

But firstly you need to learn jsoning.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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godOfKings
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Re: Turning up the heat on AOS a little

Post by godOfKings » Sat Jul 13, 2019 2:17 pm

can i give some suggestion? unfortunately i cannot b co-leader at least for the next 4 to 5 months, i have the most important life event coming up i.e getting to a university :lol: , about civilisation, aos currently has a flexible style where u can enjoy the benefits of every civilisation in one battle and i want to keep it that way, i do think quadrireme needs a third upgrade, but my plan for naval for now is turtle ship carries hwacha and viking ship has upgrade to carry 2 units, planned for the future viking factory, and i m thinking of viking expansion, if @Lynx Shafir learned json she could do all these :( also i like moh's idea of more castles, but i m not that good in pixel to take such a project, perhaps general brave or some other talented artist could do it, and i want to implement 4 turn castle only knights as first infantry that can get 40 hp at third upgrade, currently there r many infantry that easily deals over 30 damage (even 2 turn celt can deal 28 dmg max) to other infantry like flail, mace, hatamoto and now zweihander

catapults may b very strong but they certainly are not op, in my fight with neaw i destroyed at least 20 catapults with a single castle, wat is op is that if a person can defend long enough he can spam huge number of workers and break the game with catapults
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Re: Turning up the heat on AOS a little

Post by Stratego (dev) » Sun Jul 14, 2019 6:05 am

Stratego (dev) wrote:
Fri Jul 12, 2019 4:09 pm
anyone?

i have a few units/tech ideas to put in right away
- cannon ship upgrade
- cannoneer upgrade
- a techs maybe for cannons giving +1 range
- trebuchet upgrade, increasing its damage
- mega castle level up - making it carry 5 units and more hp, and damage
- upgrading transportship to carry 2 units and give extra hp.
- 3rd upgrade for quadrireme giving more hp and + attack
- battering ram 3rd upgrade +hp + damage
ok, i made the trebuchet already.
i am sstarting to make quadrireme and transportship
(also fixing that fire arrowed towers fortres/mega castle does not have that bonus damage as fire archer, or something simillar)

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Re: Turning up the heat on AOS a little

Post by Stratego (dev) » Sun Jul 14, 2019 7:13 pm

ok, ready:
New unit: Heavy Trebuchet
New unit: Heavy Quadrireme
New unit: Upgraded Transportship
New unit: Armored Battering ram

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Lynx Shafir
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Re: Turning up the heat on AOS a little

Post by Lynx Shafir » Mon Jul 15, 2019 6:36 am

1)
, if @Lynx Shafir learned json she could do all these
I need to talk to her, she keeps distracted with arthritis ambitions...
XD
Sometime I will.
2)As for new harbour I'd like

-Reinforced hull (+hp) may one for armor..
Spacious cargo (+1carry)
Navigation (able to detect reefs - obstacle) /unlock certain "ocean" ship


3.alone I don't support viking units but
A nordic thematic group group wud be nice (gall, scandinavian, celtic, etc)
druids
"Warpaint" tech, tattoos
Celtic archer (sort of quick archer)
I started to discuss with @StormSaint373 some.
Last edited by Lynx Shafir on Fri Jul 26, 2019 9:38 am, edited 1 time in total.
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godOfKings
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Re: Turning up the heat on AOS a little

Post by godOfKings » Mon Jul 15, 2019 10:31 am

can u draw a nordic hall?
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

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Re: Turning up the heat on AOS a little

Post by godOfKings » Mon Jul 15, 2019 10:32 am

battering ram is actually quite a significant and strong unit, i dont know how balance will b affected with third upgrade, they r like this wall inside a town that protects ur catapults and trebuchets against enemy castle (whose town u captured)
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

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Re: Turning up the heat on AOS a little

Post by Puss_in_Boots » Tue Jul 16, 2019 4:17 am

Don't forget about fitting them into wagons.
RED, WHITE and BLUE!

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