Sapper (Saboteur)
- DoomCarrot
- Posts: 3096
- Joined: Wed Mar 18, 2015 6:04 pm
- Location: Commanding General's quarters, a tall keep above the mighty city of Carrot's Point
Re: Wall digger
So it is basically a close range trebuchet
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.
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.
- TheBluePhoenix
- Posts: 1498
- Joined: Thu Jul 30, 2015 5:09 pm
Re: Wall digger
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
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
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
Re: digger
Found this as a double post - merged.
UPDATE actually a couple of double posts.
UPDATE actually a couple of double posts.
Thanks!
Josh
Josh
- LordOfAles
- Posts: 3694
- Joined: Tue Jul 18, 2017 12:27 pm
- Location: Balkans, Montenegro
Re: Saboteur
Its ok if assasins ability for destroying buildings gets disabled
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: Saboteur
Yes, if assassins are forbidden from killing buildings, this may be useful.
The glorious sun rises again
Re: Saboteur
YesLordOfAles wrote:Its ok if assasins ability for destroying buildings gets disabled
Is this a repeat topic? Someone please find the original to merge
Thanks!
Josh
Josh
SAPPER. Under ground terror!!
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
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.
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.
- DoomCarrot
- Posts: 3096
- Joined: Wed Mar 18, 2015 6:04 pm
- Location: Commanding General's quarters, a tall keep above the mighty city of Carrot's Point
Re: SAPPER. Under ground terror!!
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
The day is coming when a single carrot, freshly observed, will set off a revolution.
Re: SAPPER. Under ground terror!!
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.
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.
Re: SAPPER. Under ground terror!!
I do not think so. I checked it out by looking for it.COOLguy wrote:Is this a double post? Could you help find the link?
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.
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.
-
- Posts: 8
- Joined: Fri Feb 02, 2018 1:06 am
- Location: Somewhere in space between Andromeda and the Milky Way
Tunnelers, for a new strategy
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 ?
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 ?
- LordOfAles
- Posts: 3694
- Joined: Tue Jul 18, 2017 12:27 pm
- Location: Balkans, Montenegro
Re: Tunnelers, for a new strategy
Welcome to forums Baruka!!! I think there was a post about tunnelers already?
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
-
- Posts: 8
- Joined: Fri Feb 02, 2018 1:06 am
- Location: Somewhere in space between Andromeda and the Milky Way
Re: Tunnelers, for a new strategy
Oh then i didnt saw it, i will search, and thanks
-
- Posts: 8
- Joined: Fri Feb 02, 2018 1:06 am
- Location: Somewhere in space between Andromeda and the Milky Way
Re: Tunnelers, for a new strategy
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"
- LordOfAles
- Posts: 3694
- Joined: Tue Jul 18, 2017 12:27 pm
- Location: Balkans, Montenegro
Re: Tunnelers, for a new strategy
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.
Btw i think nothing was fast enough to dig from one side of wall to another in medieval times.
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: Tunnelers, for a new strategy
I think any form of tunnels has been rejected because of game mechanics problems. How do we have above ground and below ground coexist?
The glorious sun rises again
- LordOfAles
- Posts: 3694
- Joined: Tue Jul 18, 2017 12:27 pm
- Location: Balkans, Montenegro
Re: Tunnelers, for a new strategy
We don't and probably can't
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
-
- Posts: 8
- Joined: Fri Feb 02, 2018 1:06 am
- Location: Somewhere in space between Andromeda and the Milky Way
Re: Tunnelers, for a new strategy
I never wrote something about underground, the tunnel is only here to "teleport" units from a tile A to a tile B.
- LordOfAles
- Posts: 3694
- Joined: Tue Jul 18, 2017 12:27 pm
- Location: Balkans, Montenegro
Re: Tunnelers, for a new strategy
i think even teleporting is currently imposible. lol
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
-
- Posts: 8
- Joined: Fri Feb 02, 2018 1:06 am
- Location: Somewhere in space between Andromeda and the Milky Way
Re: Tunnelers, for a new strategy
There is one possibility, stairs like i saw in AoF Last Mage campaign.
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: Tunnelers, for a new strategy
It's just a tile. No effect without triggers, and those are done by the map designer.
The glorious sun rises again
- LordOfAles
- Posts: 3694
- Joined: Tue Jul 18, 2017 12:27 pm
- Location: Balkans, Montenegro
Re: Tunnelers, for a new strategy
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.
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
Re: Sapper (Saboteur)
Put all the destroy building sabotage sapper units into one thread! Merged!
Thanks!
Josh
Josh
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: nuns
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.Stratego (dev) wrote:building conversion: there is still a problem if the building has units inside, what would happen to them?
The glorious sun rises again
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
- godOfKings
- Posts: 3302
- Joined: Fri Sep 22, 2017 4:50 pm
Re: Sapper (Saboteur)
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
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
Re: Tunnelers, for a new strategy
Please give me the link to the other tunnel topic so I can merge it
Thanks!
Josh
Josh
Re: Sapper (Saboteur)
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.
Thank you to LoA for his help in tracking all these guys down.
Thanks!
Josh
Josh