Sapper (Saboteur)

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DoomCarrot
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Re: Wall digger

Post by DoomCarrot » Sat Feb 13, 2016 10:54 pm

So it is basically a close range trebuchet :lol:

I personally think that this unit would be a bit useless. Here is why:

1. 0 damage times 50000000000 is still 0.
2. If he costs anything more than 1, why not just build an assassin for so much more capability?
3. This could get very out of hand with people zerging you with wagons of these guys, who would one hit all of your fortifications. I mean, alright, maybe diggers did exist irl, but this is very overpowered and deffinately not how it worked. Sieges like this involved years, not wagon zerging.

I think this might have some merit, but there are a lot of flaws to the concept that would need to be sorted out.
The day is coming when a single carrot, freshly observed, will set off a revolution.

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TheBluePhoenix
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Re: Wall digger

Post by TheBluePhoenix » Sun Feb 14, 2016 4:51 am

1.0 damage x 50000% is 500(by default when bonus is counted min attack is assuned to be 1)
2.Assassins are costly. I am thinking of keeping the cost 2/3.also, structures dont move. So if this is killed after it digs once, the next digger will take only 1/2 turns to fall the structure.
3. I know it might get op. So i was thinking to change bonus for all structures so that the structures take about 2-3 turns to fall
i know it is a bit weird , but we might be able to improve it
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COOLguy
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Re: digger

Post by COOLguy » Mon May 30, 2016 4:47 am

Found this as a double post - merged.

UPDATE actually a couple of double posts.
Thanks!
Josh

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Lawrence
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Saboteur

Post by Lawrence » Sat Oct 28, 2017 11:36 am

A kind of Assasin, but then for buildings!
What do you think? :idea: :?:
Random guy: "Lets use goblins."
Me: "GOBLINS? THIS IS LAWRENCIAAAAA!"

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LordOfAles
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Re: Saboteur

Post by LordOfAles » Sat Oct 28, 2017 5:40 pm

Its ok if assasins ability for destroying buildings gets disabled
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Sunrise Samurai
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Re: Saboteur

Post by Sunrise Samurai » Sat Oct 28, 2017 9:41 pm

Yes, if assassins are forbidden from killing buildings, this may be useful.
Currently residing at the local ninja academy. I'm still watching though.

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COOLguy
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Re: Saboteur

Post by COOLguy » Sun Oct 29, 2017 10:00 pm

LordOfAles wrote:Its ok if assasins ability for destroying buildings gets disabled
Yes

Is this a repeat topic? Someone please find the original to merge
Thanks!
Josh

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Belfry777
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SAPPER. Under ground terror!!

Post by Belfry777 » Sun Dec 10, 2017 6:37 pm

A man that dug under walls and castles then exploded it with gunpowder making everything fall down! what a great unit!!


photo coming soon!!

history: https://en.wikipedia.org/wiki/Tunnel_warfare
A thousand may fall at your side,
And ten thousand at your right hand;
But it shall not come near you.
Only with your eyes shall you look,
And see the reward of the wicked.

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DoomCarrot
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Re: SAPPER. Under ground terror!!

Post by DoomCarrot » Tue Dec 12, 2017 11:17 pm

I think it would be interesting. Perhaps a unit with stealth like that of a ranger's, and it has a special: it can place an exposive, and trigger it at any time. It can never place more than one explosive, however, and the charge is destroyed if the sapper is. It would be able to be seen by all stealth detection units
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Belfry777
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Re: SAPPER. Under ground terror!!

Post by Belfry777 » Wed Dec 13, 2017 5:17 pm

Yes I was thinking it would be able to dig under walls and other structures.
A thousand may fall at your side,
And ten thousand at your right hand;
But it shall not come near you.
Only with your eyes shall you look,
And see the reward of the wicked.

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COOLguy
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Re: SAPPER. Under ground terror!!

Post by COOLguy » Thu Dec 14, 2017 5:21 pm

Is this a double post? Could you help find the link?
Thanks!
Josh

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Belfry777
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Re: SAPPER. Under ground terror!!

Post by Belfry777 » Thu Dec 14, 2017 6:54 pm

COOLguy wrote:Is this a double post? Could you help find the link?
I do not think so. I checked it out by looking for it.
A thousand may fall at your side,
And ten thousand at your right hand;
But it shall not come near you.
Only with your eyes shall you look,
And see the reward of the wicked.

Baruka_Subarando
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Tunnelers, for a new strategy

Post by Baruka_Subarando » Tue Feb 06, 2018 9:35 pm

Hello, this is my first post, and my english is not good, so feel free to correct it.

Here is my idea, the Tunneler, a special unit that is only here to build tunnels to help moving troops faster.

Tunneler
cost 8
25hp
1atk
2/4 def

And is purpose is to build a Tunnel :

Tunnel
10cost
50hp
0atk
0/10 def

The tunnel need to be linked with another Tunnel of the same team(you can link your tunnel with another tunnel of your teammates, but it will be too OP) that is in a 10tiles radius or it wont be linked.
Water tiles count as 2.

How it works, obviously, you can only go through the tunnel with one unit every turn.

And If someone got an idea to improve it, then write something.

I tried to be cool about stats, because i dont want people to rush like 10 tunnelers too fast but i still want it to be useful.

P.S. It could also be very cool for Dwarves in AoF no ?

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LordOfAles
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Re: Tunnelers, for a new strategy

Post by LordOfAles » Tue Feb 06, 2018 9:55 pm

Welcome to forums Baruka!!! I think there was a post about tunnelers already?
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Baruka_Subarando
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Re: Tunnelers, for a new strategy

Post by Baruka_Subarando » Tue Feb 06, 2018 9:59 pm

Oh then i didnt saw it, i will search, and thanks :)

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Re: Tunnelers, for a new strategy

Post by Baruka_Subarando » Tue Feb 06, 2018 10:05 pm

Ok, so i looked for it, and what i saw is a Tunneler that can destroy walls and the Dwarf Tunneler that works like the one i "created"

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LordOfAles
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Re: Tunnelers, for a new strategy

Post by LordOfAles » Wed Feb 07, 2018 8:37 am

Yes tunnelers were caryying pickaxes to destroy walls(they made a tunnel in walls, so that is why they got name tunnelers)

Btw i think nothing was fast enough to dig from one side of wall to another in medieval times.
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Sunrise Samurai
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Re: Tunnelers, for a new strategy

Post by Sunrise Samurai » Wed Feb 07, 2018 2:07 pm

I think any form of tunnels has been rejected because of game mechanics problems. How do we have above ground and below ground coexist?
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LordOfAles
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Re: Tunnelers, for a new strategy

Post by LordOfAles » Wed Feb 07, 2018 3:35 pm

We don't and probably can't
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Baruka_Subarando
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Re: Tunnelers, for a new strategy

Post by Baruka_Subarando » Wed Feb 07, 2018 4:18 pm

I never wrote something about underground, the tunnel is only here to "teleport" units from a tile A to a tile B.

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LordOfAles
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Re: Tunnelers, for a new strategy

Post by LordOfAles » Wed Feb 07, 2018 4:23 pm

i think even teleporting is currently imposible. lol
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Re: Tunnelers, for a new strategy

Post by Baruka_Subarando » Wed Feb 07, 2018 4:31 pm

There is one possibility, stairs like i saw in AoF Last Mage campaign.

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Sunrise Samurai
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Re: Tunnelers, for a new strategy

Post by Sunrise Samurai » Wed Feb 07, 2018 5:41 pm

It's just a tile. No effect without triggers, and those are done by the map designer.
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LordOfAles
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Re: Tunnelers, for a new strategy

Post by LordOfAles » Wed Feb 07, 2018 6:53 pm

Exactly. I made the tp trigger. If you check the stair for example at random map Grey Heavens you will see they actually do nothing. :lol:
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COOLguy
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Re: Sapper (Saboteur)

Post by COOLguy » Wed Feb 21, 2018 4:02 pm

Put all the destroy building sabotage sapper units into one thread! Merged!
Thanks!
Josh

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Sunrise Samurai
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Re: nuns

Post by Sunrise Samurai » Fri Feb 23, 2018 2:37 am

Stratego (dev) wrote:building conversion: there is still a problem if the building has units inside, what would happen to them?
Using the convert gem spell, I've gotten an answer to this question. Units inside currently remain loyal to the original owner. They cannot be interacted with by the new owner except to see their stats. The original owner, however, cannot access the inside of the building to command them. The end result is the unit stuck inside trying to attack as the ai commands idle units on turn end, typically attacking the building it resides in.
Currently residing at the local ninja academy. I'm still watching though.

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General Brave
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Re: Sapper (Saboteur)

Post by General Brave » Fri Feb 23, 2018 3:03 am

Secondary sabotage.
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godOfKings
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Re: Sapper (Saboteur)

Post by godOfKings » Tue Feb 27, 2018 2:56 pm

The rebellion of the conquered Lol
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: Tunnelers, for a new strategy

Post by COOLguy » Sun Jul 08, 2018 2:19 am

Please give me the link to the other tunnel topic so I can merge it
Thanks!
Josh

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COOLguy
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Re: Sapper (Saboteur)

Post by COOLguy » Thu Jul 12, 2018 5:29 am

Once again, I have merged all the saboteur/sapper/tunneler topics. Please do not double post as this takes effort to clear.

Thank you to LoA for his help in tracking all these guys down. :)
Thanks!
Josh

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