knights of Saint John

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Gral.Sturnn
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knights of Saint John

Post by Gral.Sturnn » Thu Nov 01, 2018 12:47 am

from the hospitaller order guarding malta (upcoming historical siege).

hp: 32
Attack: 14
Speed: 3
Armor: 3
Pierce armor: 2
Sight: 4
Spell resistance: 100%
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Gral.Sturnn
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Re: knights of Saint John

Post by Gral.Sturnn » Thu Nov 01, 2018 12:47 am

.
Attachments
knight of St. john.png
knight of St. john.png (1.46 KiB) Viewed 1395 times
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Re: knights of Saint John

Post by Gral.Sturnn » Thu Nov 01, 2018 12:50 am

msuketer

same as actuall musketeer
Attachments
musketeer3 (1)2 (1).png
musketeer3 (1)2 (1).png (1.7 KiB) Viewed 1395 times
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Re: knights of Saint John

Post by Gral.Sturnn » Thu Nov 01, 2018 1:46 am

soldier of saint john

hp: 25
Attack: 10
Speed: 3
Sight: 4
Armor: 1
Armor piercing: 1
Spell resistance: 100%
Attachments
Saint John soldier.png
Saint John soldier.png (1.94 KiB) Viewed 1394 times
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Re: knights of Saint John

Post by Gral.Sturnn » Thu Nov 01, 2018 2:00 am

azab (ottoman light infantryman)

Hp: 14
Attack: 6
Speed: 3
Sight: 4
Armor: 0
Armor piercing: 0
Spell resistance: 0%
Attachments
ottoman azap.png
ottoman azap.png (1.2 KiB) Viewed 1393 times
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Re: knights of Saint John

Post by Gral.Sturnn » Fri Nov 02, 2018 7:50 pm

@Stratego (dev) hey I made my first .json whats missing? so I can work on the rest
Attachments
knight of Saint John.json
(3.78 KiB) Downloaded 20 times
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Re: knights of Saint John

Post by Stratego (dev) » Fri Nov 02, 2018 8:51 pm

nice!

errors in json
- json: please keep unit type name and image name capitalization rules
- unit speed should not be 5 for a on-foot soldier
- sounds in jons are referring to a horserider unit

other than these seems good!

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Re: knights of Saint John

Post by Gral.Sturnn » Fri Nov 02, 2018 9:40 pm

ok
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Re: knights of Saint John

Post by Gral.Sturnn » Fri Nov 02, 2018 9:43 pm

can you send me the swordman json so i can copy the sounds?
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Re: knights of Saint John

Post by Gral.Sturnn » Fri Nov 02, 2018 9:45 pm

also then the rodelero is wrong it has 4 speed also the janissaire rifleman has no range
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Re: knights of Saint John

Post by Stratego (dev) » Fri Nov 02, 2018 10:58 pm

from aOF
Attachments
unit_human_swordsman.json
(3.91 KiB) Downloaded 26 times

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Re: knights of Saint John

Post by Gral.Sturnn » Fri Nov 02, 2018 11:55 pm

Thx
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Re: knights of Saint John

Post by Gral.Sturnn » Sat Nov 03, 2018 12:31 am

Here it is

{
"unitTypeName":"UNIT_KNIGHT_OF_SAINT_JOHN",
"unitType":7,
"uiDefinition":{
"visuals":[

{
"imgName":"unit_knight of St. John.png",
"type":"DEFAULT",
"shiftIndicatorsDown":0,
"typeExtra":0.0,
"imgColumns":1,
"imageDefParts":[
{
"cropToRect":{"top": 0,"left":0,"bottom":32,"right":32},
"layer":"UNITS",
"shiftCol":0,
"shiftRow":0,
"clickable":true
}
]
}


]
},

"unitStatSheet":{
"unit":{

"isTechnology":false,
"costTurn":2,
"grantorShopItems":null,
"hpMax":34,
"power":14,
"rangeAttack":1,
"armorPierce":2,
"armorNormal":3,
"sight":4,

"unitSizeCol":1,
"unitSizeRow":1,
"isUnderConstruction":false,
"isFactory":false,
"isFactoryThatNotAffectsFactoryLimits":false,
"isOccupiableBuilding":false,
"isWalkableThrough":true,

"powerAccuracyPenalty":0.0,
"powerRange":0,
"powerRangePenaltyPercent":0,
"attackTypeBurningRock":false,
"attackTypeArrow":false,

"rangeWalk":3,
"trnWalkTerrain":[
{"terrainType":"TERRAINS_FORESTWALKABLE", "modifier":1}
],


"convertRange":0,
"convertResistance":0,
"convertPossibility":0,
"rangeHeal":0,
"healRate":0,
"rangeMend":0,
"mendRate":0,
"canBuild":false,
"bonusMendingWhenConstructing":0.0,
"bonusMending":0.0,
"bonusHealing":1.0,

"carryCapacity":0,
"canBeCarried":true,
"isCarriedUnitSurvivesIfIDie":false,
"isCarrierCanCarryUnderConstruction":false,
"isCarrierHidesCarriedUnits":true,
"isCarrierLetCarriedUnitsToShoot":false,
"isCarrierRemovesTerrainDrawbacks":false,

"maxActionCount":1,
"canOccupyBuilding":true,





"trnEffectAffectTurnsLeft":null,

"trnWeaponEffects":null,

"trnRaces":["RACE_HUMAN"],
"trnCategories":["U_INFANTRY_MELEE", "DOC_CLOSE_COMBAT"],
"trnModifiers":{"unitTypes":["TECH_HUMAN_ARMORS_1", "TECH_HUMAN_ARMORS_2", "TECH_HUMAN_WEAPONS_MELEE_1", "TECH_HUMAN_WEAPONS_MELEE_2", "TECH_HUMAN_SHIELDS_1", "TECH_HUMAN_SHIELDS_2"]},
"trnRevokerTechs":{"unitTypes":["TECH_HUMAN_ARMORS_1", "TECH_HUMAN_WEAPONS_MELEE_1", "TECH_UPGRADE_UNIT_INFANTRY_1", "TECH_HUMAN_SHIELDS_1"]},
"trnCanNotCarryMe":{},
"trnBuilders":{"unitTypes":["UNIT_TC", "UNIT_BUILDING_BARRACKS"]},
"trnBonusList":[
{"modifier":1, "unitList":{"categories":["U_BUILDINGS", "U_THROWERS"], "unitTypes":["UNIT_BATTERING_RAM"]}},
{"modifier":2, "unitList":{"categories":["U_FORTIFIED_BUILDINGS"]}},
{"modifier":7, "unitList":{"categories":["U_MEGA_BUILDINGS"]}}
],
"trnBestAgainstMeWater":{"categories":["U_SHIP_ATTACK"]},
"trnBestAgainstMeGround":{"categories":["U_ANTI_INFANTRY"]}


}
},
"soundDefinition":{
"soundPacks":[
{"soundEvent":"UNIT_SELECTED","packName":"SOUND_PACK_UNIT_SELECT_LAND_UNIT"},
{"soundEvent":"UNIT_AFFIRM_MOVE","packName":"SOUND_PACK_UNIT_AFFIRM_LAND_UNIT"},
{"soundEvent":"UNIT_ATTACK","packName":"SOUND_PACK_UNIT_ATTACK_SWING"},
{"soundEvent":"UNIT_DAMAGE","packName":"SOUND_PACK_UNIT_DAMAGED_HUMAN"}
]
}

}
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Re: knights of Saint John

Post by Stratego (dev) » Sat Nov 03, 2018 6:19 am

please dont use anything else than the sound IDNAMEs, here i see OF techs and so on.

also use only attached files as jsons.

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Re: knights of Saint John

Post by Gral.Sturnn » Sat Nov 03, 2018 1:48 pm

Ok
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Re: knights of Saint John

Post by Gral.Sturnn » Sat Nov 03, 2018 7:55 pm

i hope i got it right this time @Stratego (dev)
Attachments
knight of Saint John.json
(3.76 KiB) Downloaded 16 times
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Re: knights of Saint John

Post by Soviet_volkc » Sun Nov 04, 2018 10:44 am

Here
Attachments
knight of St.Jhon.png
knight of St.Jhon.png (1.6 KiB) Viewed 1347 times
otoman.png
otoman.png (1.13 KiB) Viewed 1347 times
musketer.png
musketer.png (1.36 KiB) Viewed 1347 times
soldier st.Jhon.png
soldier st.Jhon.png (1.84 KiB) Viewed 1347 times
Knight of Scotland

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Gral.Sturnn
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Re: knights of Saint John

Post by Gral.Sturnn » Sun Nov 04, 2018 3:37 pm

Nice soviet, but I still prefere my coloring
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Re: knights of Saint John

Post by Gral.Sturnn » Sun Nov 04, 2018 7:33 pm

here a remade
Attachments
soldier of St. John (swordman).png
soldier of St. John (swordman).png (2 KiB) Viewed 1335 times
Saint John soldier (halberd).png
Saint John soldier (halberd).png (2.02 KiB) Viewed 1335 times
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Re: knights of Saint John

Post by Stratego (dev) » Sun Nov 04, 2018 8:29 pm

Gral.Sturnn wrote:
Sun Nov 04, 2018 7:33 pm
here a remade
please try to remake these, these are very different from current units eg. they rarely facing the camera (the rest are ok - the best is "knight of St.Jhon")
i suggest making them from current units ingame - modifying them.

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Re: knights of Saint John

Post by Gral.Sturnn » Sun Nov 04, 2018 8:31 pm

;(,ok, i will see what can I do. Also is the .json now correct?
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Re: knights of Saint John

Post by Stratego (dev) » Tue Nov 06, 2018 5:54 am

these are what i see:
- filename needs to be lowercase no spaces
- unit type name should be capital letters, no space or dots.
- also please clear the modifiers list since we dont have these techs in AOS

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Re: knights of Saint John

Post by Gral.Sturnn » Tue Nov 06, 2018 12:05 pm

Ok
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Re: knights of Saint John

Post by Gral.Sturnn » Tue Nov 06, 2018 10:13 pm

Is this style ok?
Attachments
soldier of St. John (swordman).png
soldier of St. John (swordman).png (2.04 KiB) Viewed 1300 times
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Re: knights of Saint John

Post by Stratego (dev) » Tue Nov 06, 2018 10:33 pm

nice, but different style, i ment start modifying eg. these so you will have matching result.
Attachments
32_unit_broad_swordman.png
32_unit_broad_swordman.png (1.3 KiB) Viewed 1298 times
32_unit_swordman.png
32_unit_swordman.png (1.08 KiB) Viewed 1298 times

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Re: knights of Saint John

Post by Gral.Sturnn » Tue Nov 06, 2018 11:35 pm

I dont like it but here it is
Attachments
soldier of saint john.png
soldier of saint john.png (1.4 KiB) Viewed 1290 times
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Re: knights of Saint John

Post by makazuwr32 » Wed Nov 07, 2018 4:14 am

Where is team color?
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
IT IS ALWAYS EASIER TO CORRECT EXISTING THINGS THAN TO MAKE SOMETHING NEW FROM SCRAP. © by Makazuwr32™.

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Gral.Sturnn
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Re: knights of Saint John

Post by Gral.Sturnn » Wed Nov 07, 2018 4:33 am

map editor
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Re: knights of Saint John

Post by Stratego (dev) » Wed Nov 07, 2018 6:05 am

Gral.Sturnn wrote:
Tue Nov 06, 2018 11:35 pm
I dont like it but here it is
you are good!

you dont like? i think it looks fairly good,
the "pose" you dont like? here is some other alignment of units (other poses) if you dont like the pose.
Attachments
64_unit_halberdier.png
64_unit_halberdier.png (1.12 KiB) Viewed 1283 times
32_unit_pikeman.png
32_unit_pikeman.png (1.04 KiB) Viewed 1283 times
32_unit_lord_paladin.png
32_unit_lord_paladin.png (1.34 KiB) Viewed 1283 times
64_unit_celt.png
64_unit_celt.png (1.41 KiB) Viewed 1283 times

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Re: knights of Saint John

Post by Gral.Sturnn » Wed Nov 07, 2018 12:03 pm

Thanl you ill fix the halberdier now
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