Unit - Japanese
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- Posts: 9
- Joined: Sat Oct 09, 2021 6:47 am
Unit - Japanese
Please add Yari Ashigaru to the game.
Yari Samurai, Teppo Ashigaru, Yumi Ashigaru, Mounted Samurai, Mounted Yari Samurai, Sumo, Naginata Samurai, Mounted Naginata.
Ashigaru Type should have left if he wasn't accompanied by the Daimyo. Because generally ashigaru in other samurai games give up faster. Ashigaru is better worth 2 turns.
Samurai Type is very brave, he will not be out of the game even without a daimyo, Samurai is better worth 3 turns.
Edits:Edit:
Yari: Archer,
Tanegashima: Long range but weaker gun.
Teppo: Low range gun but high damage,
Naginata: Weapons like Halberdier's spear (Maybe an upgrade an Ashigaru Yari).
And Sumo is like a shield, its health is thick and strong.
THIS SUGGESTION IS MENTIONED BY Mézes Zerotouch
Yari Samurai, Teppo Ashigaru, Yumi Ashigaru, Mounted Samurai, Mounted Yari Samurai, Sumo, Naginata Samurai, Mounted Naginata.
Ashigaru Type should have left if he wasn't accompanied by the Daimyo. Because generally ashigaru in other samurai games give up faster. Ashigaru is better worth 2 turns.
Samurai Type is very brave, he will not be out of the game even without a daimyo, Samurai is better worth 3 turns.
Edits:Edit:
Yari: Archer,
Tanegashima: Long range but weaker gun.
Teppo: Low range gun but high damage,
Naginata: Weapons like Halberdier's spear (Maybe an upgrade an Ashigaru Yari).
And Sumo is like a shield, its health is thick and strong.
THIS SUGGESTION IS MENTIONED BY Mézes Zerotouch
Last edited by Hikari Nobumitsu on Sat Oct 09, 2021 1:08 pm, edited 1 time in total.
- phoenixffyrnig
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Re: Unit - Japanese
Hi Hikari- cool, I think we need a few more Japanese units. A lot of people, myself included, don't know what these units are that you just mentioned, a quick description of each would be super helpful, weapons used, rôle in game, key attributes etc.
I also play an RTS game called Life
And I also like drinking beer!
And I also like drinking beer!
Re: Unit - Japanese
Hi.
There won't be as many japanese units.
The reason is simple - we cannot concentrate on a culture of one small island nation, while ignoring others, often bigger.
But I plan to add two - a mounted samurai unit and one cheap anti-mounted - yari ashigaru.
There won't be as many japanese units.
The reason is simple - we cannot concentrate on a culture of one small island nation, while ignoring others, often bigger.
But I plan to add two - a mounted samurai unit and one cheap anti-mounted - yari ashigaru.
Age of Strategy design leader
- makazuwr32
- Posts: 7835
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Unit - Japanese
If i remember correctly we are going for generic eastern culture.
And that includes chinese, vietnamese, japanese and other south-east asia cultures, right?
And that includes chinese, vietnamese, japanese and other south-east asia cultures, right?
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
Re: Unit - Japanese
When culture (RACE) adding update will come - sure.
I plan to start with:
- AoS/all/world/traveller - a replica of current set
- European - pretty much like core units with all exotic removed
- Roman
- Hellenic
- possibly Egiptian
- Middle-Eastern and possibly locked in more ancient setting Parthian and more middle ages - Arabic
- Indian
Split from primitive with added more competitive techs:
- American
- African
- Germanic (or Western European)
- Slavic (or Eastern European)
- Celtic
- Nordic
- Steppe
- East Asian or more split to Japanese, Chinese and maybe others
- Orders or Crusaders - a representation of crusades specific
- Primitive - intentionally non-competitive weaker culture
- Outlaw - intentionally non-competitive
But I don't plan any of them to be fully separate from others (like in AoF).
Most units, buildings would be shared and cultures would mainly focus on limiting possible things to train and adding some few for each special units, bonus techs.
Right now I am not sure it could even be made.
Because I'd want to change what different cultures can train in TC.
So it's only an idea.
I plan to start with:
- AoS/all/world/traveller - a replica of current set
- European - pretty much like core units with all exotic removed
- Roman
- Hellenic
- possibly Egiptian
- Middle-Eastern and possibly locked in more ancient setting Parthian and more middle ages - Arabic
- Indian
Split from primitive with added more competitive techs:
- American
- African
- Germanic (or Western European)
- Slavic (or Eastern European)
- Celtic
- Nordic
- Steppe
- East Asian or more split to Japanese, Chinese and maybe others
- Orders or Crusaders - a representation of crusades specific
- Primitive - intentionally non-competitive weaker culture
- Outlaw - intentionally non-competitive
But I don't plan any of them to be fully separate from others (like in AoF).
Most units, buildings would be shared and cultures would mainly focus on limiting possible things to train and adding some few for each special units, bonus techs.
Right now I am not sure it could even be made.
Because I'd want to change what different cultures can train in TC.
So it's only an idea.
Age of Strategy design leader
- makazuwr32
- Posts: 7835
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Unit - Japanese
It is possible i must say.
You basically use same approach as aof but set some units to be trainable for more than 1 culture.
For example ambidextria tech and writing tech in aof are accessable for multiple races.
Another idea is that you can add tech into tc to unlock this or that culture.
You basically use same approach as aof but set some units to be trainable for more than 1 culture.
For example ambidextria tech and writing tech in aof are accessable for multiple races.
Another idea is that you can add tech into tc to unlock this or that culture.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
Re: Unit - Japanese
What I am mainly trying to figure out (or wait for is some way to do it):
- set techs yo be auto-researched from start for a culture
- grant another tech with research of some tech (to affect two different categories with two different effects)
- make different cultures have different set of trainable units from tc (mentioned problem) - the issue here is that they can be the same units.
E.g. I want main All culture train hastati only from roman garrison, but Roman culture to train it from barracks and tc.
Barracks could be resolved by making roman barracks, with different set of trainables, but what about tc?
- set techs yo be auto-researched from start for a culture
- grant another tech with research of some tech (to affect two different categories with two different effects)
- make different cultures have different set of trainable units from tc (mentioned problem) - the issue here is that they can be the same units.
E.g. I want main All culture train hastati only from roman garrison, but Roman culture to train it from barracks and tc.
Barracks could be resolved by making roman barracks, with different set of trainables, but what about tc?
Age of Strategy design leader
- makazuwr32
- Posts: 7835
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Unit - Japanese
Hm. I think for now giving for one culture/race one set of trainable places for unit/tech and for other culture/race other set of traibale places (especially when they all have access to same buildings) is not possible yet.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
- makazuwr32
- Posts: 7835
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Unit - Japanese
Possible but with all tech setting.
I think you can set different techs for different cultures in all techs option as researched at start.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
Re: Unit - Japanese
Except I
Not if we are talking about the same tech.makazuwr32 wrote: ↑Sat Oct 09, 2021 2:30 pmPossible but with all tech setting.
I think you can set different techs for different cultures in all techs option as researched at start.
Age of Strategy design leader
- makazuwr32
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- Location: Moscow, Russia
Re: Unit - Japanese
I mean same tech as well.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
Re: Unit - Japanese
As a japanese units user, that would be awesomeEndru1241 wrote: ↑Sat Oct 09, 2021 11:40 am Hi.
There won't be as many japanese units.
The reason is simple - we cannot concentrate on a culture of one small island nation, while ignoring others, often bigger.
But I plan to add two - a mounted samurai unit and one cheap anti-mounted - yari ashigaru.
A question though: how does the bushido aura affect anti-mounted units after the changes to their scalings?
Green is the correct color, other colors are "less correct".
Re: Unit - Japanese
How?
If a tech is all tech member (I think it doesn't matter if because there is no upgrade for it or has spec IS_ALL_TECH_MEMBER ) it is researched at the start for for hard AI (ignoring all tech settings) and for players (possibly easy AI too) if map is set with all tech on start if only such tech can be researched by said culture/race.
But if I want one race to have a tech from the start and another to research it and it has to be the same tech?
It would increase only attack part, so assuming yari ashigaru to have bonuses like spearman - it would increase damage vs heavy cavalry by 4.b2198 wrote: ↑Sat Oct 09, 2021 3:53 pmAs a japanese units user, that would be awesomeEndru1241 wrote: ↑Sat Oct 09, 2021 11:40 am Hi.
There won't be as many japanese units.
The reason is simple - we cannot concentrate on a culture of one small island nation, while ignoring others, often bigger.
But I plan to add two - a mounted samurai unit and one cheap anti-mounted - yari ashigaru.
A question though: how does the bushido aura affect anti-mounted units after the changes to their scalings?
Age of Strategy design leader
Re: Unit - Japanese
@Endru1241 please dont separate them into races. Let the units and races share their cultures. Dont make it like AOF, AOWW, and AOG.
- makazuwr32
- Posts: 7835
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Unit - Japanese
There will be nations i think.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
Re: Unit - Japanese
There seems to be misunderstanding in what I plan.
AoS won't have balanced cultures, like any other variant.
I plan to have:
- main set of balanced cultures, competitive against each other.
- ancient cultures which doesn't have to be competitive on endgame to main ones, but instead balanced to each other and heavily thematic.
- intentionally unbalanced cultures with for sure:
a) All / AoS / Travel / Human/ World - whatever it will be named - a culture being mirror of current AoS (whatever is current on the time of implementation)
b) Primitives, Bandits - intentionally weaker cultures meant for AI or challenge
Some ideas about my approach might be found in topic Cultures.
Although there were some more opinions posted around the forum later on.
Age of Strategy design leader