Warfell impetum tank

Post Reply
User avatar
Morningwarrior
Posts: 686
Joined: Mon Apr 29, 2019 7:44 pm

Warfell impetum tank

Post by Morningwarrior »

Cost:11
Hp:320
Atk:35
Failure(Moviment):12%
Rng:6
Def:12/24
Spd:2
Sight:5
Carry capacity:1 (Only foot except giants mounted and mechanical,affected by carry capacity tech)
Action/Turn:2/2
Ability power:2
Mend aff:150%
Size:1×1
Builders:Castle,Warfell bastion and engineering College
-Bonuses:
+45% gains Giants
+25% gains ships
+75% gains buildings
+300% gains fortifield buildings
+700% gains mega buildings
-Abilities:
>Cannot be countered
>Warfell red crystal
>Warfell yellow crystal
>Warfell White crystal
>Arcane Flamer
Rng:2
Cooldown:2
Atk:35
Power rng:1
Same effect of Arcane flames.
Description:
Another Masterwork maked by the college enginers,a prototype of a steel wagon transformed over the years into a destructive war machine empowered by crystals that give it the necessary locomotion to advance in the field, with two barrels that shoot iron balls and cast arcane flames to burn any enemy approach makes it it something no race can put their armies in front of that tank.
I swore to protect and lead a great order that seeks enlightenment, I was chosen by the great star and I will pour out his fury against anyone who declares himself an enemy!
User avatar
makazuwr32
Posts: 7830
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Warfell impetum tank

Post by makazuwr32 »

no tanks for Warfell.

I do not like that giant golem either but i will bear it.

but no more crazy mechanical inventions for warfell.
makazuwr32 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™.
AoF Dev Co-Leader
Image
User avatar
Morningwarrior
Posts: 686
Joined: Mon Apr 29, 2019 7:44 pm

Re: Warfell impetum tank

Post by Morningwarrior »

a pit,but why don't you like the warfell colossus? and why more mechanical units bordering on a modernity for warfell sounds a little strange? I don't think this harms the game balance or even the sense.
I swore to protect and lead a great order that seeks enlightenment, I was chosen by the great star and I will pour out his fury against anyone who declares himself an enemy!
User avatar
makazuwr32
Posts: 7830
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Warfell impetum tank

Post by makazuwr32 »

Because of several reasons:
1. Main reason — warfell has way toooooooo much content that even on pair with base humans.
2. Warfell should not be technologically advanced. Not even on pair with normal humans — not to mention dwarves. Giving them «tank» means that they are on par with dwarves technologically... which is a no.
3. Balance wise it actually has a huge problems — too high hp, power range 1, too good attack, 2 actions, carry capacity and arcane flames should give this unit cost at very least 18 if not higher.
makazuwr32 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™.
AoF Dev Co-Leader
Image
User avatar
Morningwarrior
Posts: 686
Joined: Mon Apr 29, 2019 7:44 pm

Re: Warfell impetum tank

Post by Morningwarrior »

1-A good part of the content of warfell is linked to its mechanical technologies of the crystals and I agree with that since it is difficult to maintain a whole mechanic around a sub-faction, so much so that I intend to help in these reported corrections-the ones that still have several things to be corrected.
2-I disagree with that part since it is not good to leave a game faction stuck only to a single exclusive focus of units, in the case of humans in the middle ages, this greatly limits creativity when it comes to putting a new unit for the faction and this applies to others as well, but following this line of reasoning, I imagine that you also do not like arcane flamer, ironhod strikerman, ranger, fortitudo and others from warfell that follow this more modern line for Warfell units.
3-About the impetum tank, I can rebalance it in some stats so that it doesn't get too overpower, or I can just change it and put it in the dwarves faction because it also makes more their type, and a rebalance in their stats.
I swore to protect and lead a great order that seeks enlightenment, I was chosen by the great star and I will pour out his fury against anyone who declares himself an enemy!
User avatar
makazuwr32
Posts: 7830
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Warfell impetum tank

Post by makazuwr32 »

Morningwarrior wrote: Thu Feb 09, 2023 4:10 pm 1-A good part of the content of warfell is linked to its mechanical technologies of the crystals and I agree with that since it is difficult to maintain a whole mechanic around a sub-faction, so much so that I intend to help in these reported corrections-the ones that still have several things to be corrected.
2-I disagree with that part since it is not good to leave a game faction stuck only to a single exclusive focus of units, in the case of humans in the middle ages, this greatly limits creativity when it comes to putting a new unit for the faction and this applies to others as well, but following this line of reasoning, I imagine that you also do not like arcane flamer, ironhod strikerman, ranger, fortitudo and others from warfell that follow this more modern line for Warfell units.
3-About the impetum tank, I can rebalance it in some stats so that it doesn't get too overpower, or I can just change it and put it in the dwarves faction because it also makes more their type, and a rebalance in their stats.
1. Warfell also has 1 extra functionality - as replacement of base race. And early game this is very feelable since most warfell units have better stats than unupgraded humans.
2. This limitation is for every race though except dwarves. As for mentioned above units - except fortitudo (for balancing reasons -way toooooooooooooooooooooooooooooooooooooooooo powerful unit even for 10 turns), arcane air balloon (flying transports must be exclusive to dwarves - same as aoe raise dead and convert for undeads only) and plaustra ferrea (it haa way too many functions that i just want to erase it for balancing reasons - IF it was just slightly better wagon it would be fine) they are fine. as for these 3 units - i just do not have time to properly think how to change them. Warfell guns are operating on crystals, not on gunpowder. But something bigger than gun - cannons, golems or tanks - should be exclusive to dwarves since they should be bosses in constructing things.
3. Tank for gnomes will be a thing.

As for Fortitudo specifically - i want to remove arcane canister ability, power range, both crystals (replace them with something else). I really do not like this bane of ships balance wise.
Balloon might be changed into flying scout unit without attacks. No carry capacity for it for sure.
Plaustra ferrea should not have that much hp, no heal rate, no "attack from inside", no brown and purple crystals. Should be a bit better wagon and that's it.
makazuwr32 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™.
AoF Dev Co-Leader
Image
User avatar
makazuwr32
Posts: 7830
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Warfell impetum tank

Post by makazuwr32 »

Morningwarrior wrote: Thu Feb 09, 2023 4:10 pm 2-I disagree with that part since it is not good to leave a game faction stuck only to a single exclusive focus of units, in the case of humans in the middle ages, this greatly limits creativity when it comes to putting a new unit for the faction and this applies to others as well.
One extra thing:
For humans there was an awesome idea of sub with elemental mounts.
Basically same as elves can mount onto different mounts that sub also would be able to do the same.

As for limitations - time-wise races are advanced in technologies next way:
1. Humans - up to 15th century base race, up to 16th century for some subs - alas no gunpowder or cannons;
2. Orcs - up to 10th century base race (cannon is stolen from dwarves), up to 13th century for subs;
3. Undeads - same as humans;
4. Elves - up to 12th century base race, up to 14th century for subs - no gunpowder as well;
5. Dwarves - up to 17th century base race land units, up to 1920 year base naval units and base flyers, up to 1930 year gnomes sub specifically, rest of subs up to 16th century;
6. Scalefolks - up to 8th century base race, up to 11th century subs.

Also technically wise all gunpowder based or gunpowder like hand weapons in aof are at most have same power as real life gunpowder weapons in 15th century. When bows were still mostly on par with gunpowder weapons.
makazuwr32 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™.
AoF Dev Co-Leader
Image
User avatar
Morningwarrior
Posts: 686
Joined: Mon Apr 29, 2019 7:44 pm

Re: Warfell impetum tank

Post by Morningwarrior »

makazuwr32 wrote: Sat Feb 11, 2023 7:24 am
Morningwarrior wrote: Thu Feb 09, 2023 4:10 pm 1-A good part of the content of warfell is linked to its mechanical technologies of the crystals and I agree with that since it is difficult to maintain a whole mechanic around a sub-faction, so much so that I intend to help in these reported corrections-the ones that still have several things to be corrected.
2-I disagree with that part since it is not good to leave a game faction stuck only to a single exclusive focus of units, in the case of humans in the middle ages, this greatly limits creativity when it comes to putting a new unit for the faction and this applies to others as well, but following this line of reasoning, I imagine that you also do not like arcane flamer, ironhod strikerman, ranger, fortitudo and others from warfell that follow this more modern line for Warfell units.
3-About the impetum tank, I can rebalance it in some stats so that it doesn't get too overpower, or I can just change it and put it in the dwarves faction because it also makes more their type, and a rebalance in their stats.
1. Warfell also has 1 extra functionality - as replacement of base race. And early game this is very feelable since most warfell units have better stats than unupgraded humans.
2. This limitation is for every race though except dwarves. As for mentioned above units - except fortitudo (for balancing reasons -way toooooooooooooooooooooooooooooooooooooooooo powerful unit even for 10 turns), arcane air balloon (flying transports must be exclusive to dwarves - same as aoe raise dead and convert for undeads only) and plaustra ferrea (it haa way too many functions that i just want to erase it for balancing reasons - IF it was just slightly better wagon it would be fine) they are fine. as for these 3 units - i just do not have time to properly think how to change them. Warfell guns are operating on crystals, not on gunpowder. But something bigger than gun - cannons, golems or tanks - should be exclusive to dwarves since they should be bosses in constructing things.
3. Tank for gnomes will be a thing.

As for Fortitudo specifically - i want to remove arcane canister ability, power range, both crystals (replace them with something else). I really do not like this bane of ships balance wise.
Balloon might be changed into flying scout unit without attacks. No carry capacity for it for sure.
Plaustra ferrea should not have that much hp, no heal rate, no "attack from inside", no brown and purple crystals. Should be a bit better wagon and that's it.
Believe that I have the same thought as warfell to replace the standard units, but in fact replace it, but I want to wait and better assemble this mechanic that would be exclusive to humans. besides I thought that warfell actually used gunpowder weapons and crystals would just be a standard ability, in the case if you are going to make a remake of warfell colosso and arcane balloon, it would be interesting for the colossus to be converted and a type of crystallized dragon (not flying ) or a golem and the balloon could be a more resistant and stronger ornitropter but not with the same agility, and I would be grateful to remove the effect of arcane canister, it is very difficult to keep the arcane flamer away from other troops besides it being a more targeted favorable to the opponent.
I swore to protect and lead a great order that seeks enlightenment, I was chosen by the great star and I will pour out his fury against anyone who declares himself an enemy!
User avatar
Morningwarrior
Posts: 686
Joined: Mon Apr 29, 2019 7:44 pm

Re: Warfell impetum tank

Post by Morningwarrior »

makazuwr32 wrote: Sat Feb 11, 2023 7:43 am
Morningwarrior wrote: Thu Feb 09, 2023 4:10 pm 2-I disagree with that part since it is not good to leave a game faction stuck only to a single exclusive focus of units, in the case of humans in the middle ages, this greatly limits creativity when it comes to putting a new unit for the faction and this applies to others as well.
One extra thing:
For humans there was an awesome idea of sub with elemental mounts.
Basically same as elves can mount onto different mounts that sub also would be able to do the same.

As for limitations - time-wise races are advanced in technologies next way:
1. Humans - up to 15th century base race, up to 16th century for some subs - alas no gunpowder or cannons;
2. Orcs - up to 10th century base race (cannon is stolen from dwarves), up to 13th century for subs;
3. Undeads - same as humans;
4. Elves - up to 12th century base race, up to 14th century for subs - no gunpowder as well;
5. Dwarves - up to 17th century base race land units, up to 1920 year base naval units and base flyers, up to 1930 year gnomes sub specifically, rest of subs up to 16th century;
6. Scalefolks - up to 8th century base race, up to 11th century subs.

Also technically wise all gunpowder based or gunpowder like hand weapons in aof are at most have same power as real life gunpowder weapons in 15th century. When bows were still mostly on par with gunpowder weapons.
Curious elemental mounts, well the face of humanity to be a specialist in mounts, the point that I didn't understand is that the lizardmen are from the 8th century to the 11th century since their appearance is exclusively tribal, besides that I'm afraid the dwarves have a bismark or a potekimin in your naval units.
I swore to protect and lead a great order that seeks enlightenment, I was chosen by the great star and I will pour out his fury against anyone who declares himself an enemy!
User avatar
makazuwr32
Posts: 7830
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Warfell impetum tank

Post by makazuwr32 »

Naval units of dwarves are made by @diesel .

Some tribal cultures can exist even in 21st century.
For example in Africa.
And for native american civilization of 8-11 century is mostly tribal despite the fact that they built quite awesome structures like pyramids.
Current Scalefolks by the way are made by savra while keeping in mind native american civilization by the way.

As for the face of humanity i'd say is adaptability and ability to incorporate techniques from other races into themselves.
makazuwr32 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™.
AoF Dev Co-Leader
Image
User avatar
makazuwr32
Posts: 7830
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Warfell impetum tank

Post by makazuwr32 »

Morningwarrior wrote: Tue Feb 14, 2023 4:29 pm
makazuwr32 wrote: Sat Feb 11, 2023 7:24 am ....
Believe that I have the same thought as warfell to replace the standard units, but in fact replace it, but I want to wait and better assemble this mechanic that would be exclusive to humans. besides I thought that warfell actually used gunpowder weapons and crystals would just be a standard ability, in the case if you are going to make a remake of warfell colosso and arcane balloon, it would be interesting for the colossus to be converted and a type of crystallized dragon (not flying ) or a golem and the balloon could be a more resistant and stronger ornitropter but not with the same agility, and I would be grateful to remove the effect of arcane canister, it is very difficult to keep the arcane flamer away from other troops besides it being a more targeted favorable to the opponent.
Alternative to base race in tc will be a thing. That is one of reasons why warfell has got 3 tiers now. First tier will require only writing tech, will have 1 turn cost and will be researchable in tc.
Other races also will get their own alternative base races by the way (in most cases at very least — not sure if scalefolks or dwarves will need them though). One way or another. Only actual difference will be in paths available for them.

For example for undeads there will be available without even any techs later wights as complete alternative to skeletons. They will give different from raise dead relying gameplay but it will be balanced the way so you won't be able to progress fast in leveling both wights (they will be relying onto blacksmith techs and several unique to them techs, no aoe raise dead eithed) and skeletons.

For elves there are planned 2 alternative base races — plants and beastfolks.
Plants will be expanded from current ents but with bigger variety and more techs. But no actual weapons will be given to them — living plants do not use normal mortals' weapons but they rely onto brute force, agility and other natural skills.
Beastfolks will be made from current mermen, centaurs and many more, and some of them definitely will get a way to tc.

For orcs there are several tribes in plans — hobgoblins, ogres (part of savage tribes), expansion of minotaurs, troglodytes (based on titan quest ones alas — they in that game are force to be reckoned with), more trolls (mertrolls, ice trolls, jungle trolls, dark trolls, cave trolls, desert trolls — with their own weaknesses as well), cyclopses, behemoths and many more — and some of them might become a proper alternative to orcs in tcs.

As for units:
0. Current ornithopter will become fun unit. This is only unit fitting now to become a reference to aos. Also it does not fit for humans anyway who are relying onto alive flyers.
1. Warfell Crystal dragon will be a thing, and it will not be mechanical (i hope) but a living beast. But that is up to @General Brave.
2. Colossus is fine as i said mostly. Might only need slight rebalance in stats but otherwise it is agreed already.
3. Balloon i see as much more potent variant of scout bird, not as ornithopter alternative (because of point 0). It should not have any attack at all, no carry capacity, low speed (5 base and 1-2 with ability) and ability to sacrifice speed and toughness in exchange for getting even bigger sight range — it gets even higher. Under ability it might have even 15+ sight range. Maybe also give it 2 more abilities — one will work similar to gem spell to open map and other might give «can see invisible» trait in exchange for big sight reduction and -20 speed (for 1 turn).
4. I also am thinking to remove arcane canister from arcane flamer as well since it actually reduced its value in my eyes for player — due to that ability unit became more dangerous for your own units rather than for enemy. While once again it is buff and must increase unit's cost.
makazuwr32 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™.
AoF Dev Co-Leader
Image
User avatar
Morningwarrior
Posts: 686
Joined: Mon Apr 29, 2019 7:44 pm

Re: Warfell impetum tank

Post by Morningwarrior »

understandable that AOF will have an excellent expansion and you can count on me to prepare any other planning about the mechanical w units in the game, for now I have other plans.
I swore to protect and lead a great order that seeks enlightenment, I was chosen by the great star and I will pour out his fury against anyone who declares himself an enemy!
User avatar
Morningwarrior
Posts: 686
Joined: Mon Apr 29, 2019 7:44 pm

Re: Warfell impetum tank

Post by Morningwarrior »

i also have a question now, is warfell exclusively from AOF or is it from another media like LOTR or Game of thrones?
I swore to protect and lead a great order that seeks enlightenment, I was chosen by the great star and I will pour out his fury against anyone who declares himself an enemy!
User avatar
makazuwr32
Posts: 7830
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Warfell impetum tank

Post by makazuwr32 »

warfell is idea of General brave.
I have no idea.

But some things were discussed with Alexander82 (previous dev leader) and with me - crystals for example.
makazuwr32 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™.
AoF Dev Co-Leader
Image
User avatar
Morningwarrior
Posts: 686
Joined: Mon Apr 29, 2019 7:44 pm

Re: Warfell impetum tank

Post by Morningwarrior »

makazuwr32 wrote: Mon Mar 06, 2023 5:57 pm warfell is idea of General brave.
I have no idea.

But some things were discussed with Alexander82 (previous dev leader) and with me - crystals for example.
Intresthing, i have been working and thinking about the Warfell sub-faction, they looks more like a Bizantine/east europe faction and this give a better base to work with them.
I know is a 1 year later but Knowledge is also finding out about your way of thinking.
I swore to protect and lead a great order that seeks enlightenment, I was chosen by the great star and I will pour out his fury against anyone who declares himself an enemy!
Post Reply

Return to “Human”