Masonry - IMPLEMENTED

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Hardeep
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Masonry - IMPLEMENTED

Post by Hardeep » Sat Jan 02, 2016 10:30 pm

Im not sure if its intended but factory buildings do not benefit from it, whereas massive walls affect them.
Is masonry for fortifications, and massive walls for factories?
If so they have the same turn cost, but massive walls affects both fortifications and factories.
There never was much hope... just a fool's hope

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COOLguy
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Re: Masonry

Post by COOLguy » Sat Jan 02, 2016 10:53 pm

I think masonry affects only fortifications but gives more, and the two techs are stack-able.
Thanks!
Josh

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Hardeep
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Re: Masonry

Post by Hardeep » Sat Jan 02, 2016 10:56 pm

COOLguy wrote:I think masonry affects only fortifications but gives more, and the two techs are stack-able.
Masonry and massive walls both give 20 health and a 40% mend bonus, they give the same...
There never was much hope... just a fool's hope

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DoomCarrot
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Re: Masonry

Post by DoomCarrot » Sat Jan 02, 2016 11:04 pm

I feel like massive walls should only affect fortifications and masonry should affect everything.
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Hardeep
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Re: Masonry

Post by Hardeep » Sat Jan 02, 2016 11:30 pm

DoomCarrot wrote:I feel like massive walls should only affect fortifications and masonry should affect everything.
Then masonry and massive walls should swap (masonry becomes only available in advancement center, unlocked by upgrade, whereas massive walls is unlocked by default and placed in tc)
The only thing that that would change is the name of this thread :lol:
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Re: Masonry

Post by Stratego (dev) » Thu Mar 17, 2016 9:01 pm

Coolguy please make statement here too - thanks!

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Hardeep
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Re: Masonry

Post by Hardeep » Thu Mar 17, 2016 9:44 pm

Massive walls actually give 30hp, and make factories take longer to build! :o
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COOLguy
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Re: Masonry

Post by COOLguy » Fri Mar 18, 2016 5:33 am

Okay one second. I will find the other thread because I think I thought of a solution.
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Josh

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COOLguy
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Re: Masonry

Post by COOLguy » Fri Mar 18, 2016 3:59 pm

Okay, a similar thread is here: viewtopic.php?f=11&t=2015&hilit=masonry

The problem stated there: the Massive Walls Tech causes build time to climb for all structures
The problem stated in this thread: the name "Masonry" is misleading because it doesn't affect all structures

So my solution for both problems
1) -Have all the structures that currently benefit from the "Massive Walls" tech still be affected by it except the Great Castle
-Have the tech add "1.2" to the "bonusMendingWhenConstructing" value (along with the still 30 hp)
-Increase the tech cost by 1-2 turns
-State that it reduces the cost of the Fortress.
and
2) -Swap the names of "Masonry" and "Massive Walls"
Thanks!
Josh

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TheBluePhoenix
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Re: Masonry

Post by TheBluePhoenix » Sat Mar 19, 2016 5:44 pm

Well coolguy you will be in regret if you change it cause your catapult ship survived just because the gaurd tower took me 4 turns to build and i had only 3 workers. Anyway, the change is welcomed :D
BEWARE!!!!The long lost empire of phoenicia is rising- The world is but just near the golden age,wherein men played and frolicked,without any worries at all


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COOLguy
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Re: Masonry

Post by COOLguy » Sun Mar 20, 2016 2:51 am

lol
Thanks!
Josh

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Re: Masonry

Post by Stratego (dev) » Thu Mar 24, 2016 9:01 am

ok, up on server a version where both techs give + 50% hp to all buildings and +50% bonus for construction - so the turn requirement will be the same.

please check how it works now and give suggestions to change.

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Re: Masonry - IMPLEMENTED

Post by SomeGuy » Sun Mar 27, 2016 12:17 pm

So if we research both Masonry and Massive Walls, will the 50% bonus stack, i.e with a 20HP building, one tech will make it 30HP, and both will make it 45HP?
Because if that's the case, I believe it will be OP.
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SomeGuy
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Re: Masonry - IMPLEMENTED

Post by SomeGuy » Sun Mar 27, 2016 12:31 pm

Also, I noticed that the AI players all now start off with 30HP factory buildings (barracks, archery range, church, and so on... ), are they meant to have 30HP?
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TheBluePhoenix
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Re: Masonry - IMPLEMENTED

Post by TheBluePhoenix » Sun Mar 27, 2016 1:50 pm

Well nothing's op as every structure is easily destructible. I dont know about the ai thing though...
BEWARE!!!!The long lost empire of phoenicia is rising- The world is but just near the golden age,wherein men played and frolicked,without any worries at all


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COOLguy
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Re: Masonry - IMPLEMENTED

Post by COOLguy » Sun Mar 27, 2016 6:55 pm

They have all default techs researched (masonry included but not massive walls)
Thanks!
Josh

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DoomCarrot
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Re: Masonry - IMPLEMENTED

Post by DoomCarrot » Sun Mar 27, 2016 10:10 pm

How is that OP?

Yes, archers won't be able to destroy a barracks in 4 hits anymore (which os stupid imo), but a treb or heavy catapult will still destroy it in one turn easily.

Also, spending 10 turns or so to get these upgrades is no small price.
The day is coming when a single carrot, freshly observed, will set off a revolution.

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COOLguy
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Re: Masonry - IMPLEMENTED

Post by COOLguy » Sun Mar 27, 2016 10:30 pm

Yes, now I will actually be building massive walls instead of avoiding it like the plague :)
Thanks!
Josh

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Re: Masonry - IMPLEMENTED

Post by Stratego (dev) » Wed Mar 30, 2016 6:00 am

it is buggy...
i just saw that it took me 5 turns to build a building that has 30 hp because of masonry (although the build list shows 3 turns...)

so it is not working fine - did not you experienced this?

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Re: Masonry - IMPLEMENTED

Post by Stratego (dev) » Wed Mar 30, 2016 7:50 am

MAsonry/massive walls: now i hope i have fixed it, workers build the buildings in same time as before the tech,
these needs extensive testing:
- masonry/massive walls: bonus on mending when constructing
- masonry/massive walls: does all buildings get the HP bonus (existing ones and so on)
- also needs check the persuasion tech
- also the ambidextria tech

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COOLguy
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Re: Masonry - IMPLEMENTED

Post by COOLguy » Wed Mar 30, 2016 1:43 pm

Okay, I am researching them now on three of my mp games. I will let you know the result
Thanks!
Josh

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