Unit/tech capabilities II (COLLECTING)
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Unit/tech capabilities II (COLLECTING)
Unit/tech capabilities II
please suggest here the new ones
please suggest here the new ones
- makazuwr32
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Re: Unit/tech capabilities II (COLLECTING)
Lynx Shafir wrote: ↑Mon Aug 06, 2018 6:14 am Suggestion-
"attack tipe what modifies unit position "
Self and enemy.
Eg. Knock back, shild dash - back move according to attack direction
What drag closer eg lasso, kusarigama. Tentacles.
Explosion effect.
cannon moves back when fires
And such.
For a start.makazuwr32 wrote: ↑Mon Aug 06, 2018 8:26 am New research effect: incompability – if you research one thing it auto locks research for other and vice versa.
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™.
- Gral.Sturnn
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Re: Unit/tech capabilities II (COLLECTING)
Terrain advantage.
Units over high terrain gain 2 sight and 2 reach
Units over high terrain gain 2 sight and 2 reach
~Gral.Sturnn
- godOfKings
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Re: Unit/tech capabilities II (COLLECTING)
melee units dont get two range, how do u expect a swordsman to atk someone down the cliff, throw his sword at the enemy?Gral.Sturnn wrote: ↑Fri Aug 17, 2018 11:53 pm Terrain advantage.
Units over high terrain gain 2 sight and 2 reach
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: Unit/tech capabilities II (COLLECTING)
Shildwall, units with shilds give 1+ armor, but -1 in movement In a one tile range to every direction, can only affect the same unit.
Lordaeron Will rise again!!
Re: Unit/tech capabilities II (COLLECTING)
Confused affect - attacks anything close to unit ( either allies or enemies and even neutral ) reverts back to normal self with dispel or up loss
Charm affect- temporarily has an ally fight for enemies. Reverts back with dispel or hp loss
Not sure I placed this in the right topic
Charm affect- temporarily has an ally fight for enemies. Reverts back with dispel or hp loss
Not sure I placed this in the right topic
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"
- makazuwr32
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Re: Unit/tech capabilities II (COLLECTING)
Yes. right one.
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™.
- Gral.Sturnn
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Re: Unit/tech capabilities II (COLLECTING)
No only ranged unitsgodOfKings wrote: ↑Sat Aug 18, 2018 4:35 ammelee units dont get two range, how do u expect a swordsman to atk someone down the cliff, throw his sword at the enemy?Gral.Sturnn wrote: ↑Fri Aug 17, 2018 11:53 pm Terrain advantage.
Units over high terrain gain 2 sight and 2 reach
~Gral.Sturnn
- Lynx Shafir
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Re: Unit/tech capabilities II (COLLECTING)
.
for shielded formsation I think have it in legion training for Roman units in groups
May call it formation strategy and expand it for other unit and formations.
Need further ideas to this. collective
But what others think.?
And similar :if unit is behind a wall gains plus armor.
(Wuld be more realistic if gains fog or miss but that ruins many campaigns)
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
- Lynx Shafir
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Re: Unit/tech capabilities II (COLLECTING)
May as a coterrpart of "terrain effects on stats" (already suggested) and enable disable map settings otherwise some ranged units would gain irreal range.(early expansion elf are already in advance in small maps)Gral.Sturnn wrote: ↑Fri Aug 17, 2018 11:53 pm Terrain advantage.
Units over high terrain gain 2 sight and 2 reach
Also have to work in "from hill to plain" and not "hill to hill" shot way.
Still unsure about it.
But if only Archer(so no mage for inst) tipe and can turn off than ok
Last edited by Lynx Shafir on Tue Aug 21, 2018 5:36 pm, edited 1 time in total.
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
- Gral.Sturnn
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- Joined: Tue Feb 13, 2018 11:29 pm
Re: Unit/tech capabilities II (COLLECTING)
we should really implement somekind of formation bonusesLynx Shafir wrote: ↑Sat Aug 18, 2018 2:48 pm.
for shielded formsation I think have it in legion training for Roman units in groups
May call it formation strategy and expand it for other unit and formations.
Need further ideas to this. collective
But what others think.?
And similar :if unit is behind a wall gains plus armor.
(Wuld be more realistic if gains fog or miss but that ruins many campaigns)
~Gral.Sturnn
- LordOfAles
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Re: Unit/tech capabilities II (COLLECTING)
Technically, it is already benefitable to put units into formation. If you form square formation with swordsmen in narrow passages only 1 swordsman will be hit at the time and replaced with more healthy one, while, if you have healers, swordsmen that got hit can heal. This is very useful if reinforcements are on the way. If you form phalanx formation with knights they will split enemy army into 2 parts (unless they have durable anti-cavalry units) and will be pushed into 2 directions allowing ranged units to strike from cover for example. Etc.
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
- Gral.Sturnn
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Re: Unit/tech capabilities II (COLLECTING)
I usuakly do that but theres should be someting deeper
~Gral.Sturnn
- godOfKings
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Re: Unit/tech capabilities II (COLLECTING)
For me, thanks to the advent of wagons, I have already left the era where formations were a thing, now I only do ambushes, bait enemies with empty wagon then send a wagon filled with their counters to kill them all in just one turn
Sometimes I just hate myself for knowing too well how to play this game, my play style is nothing like the medieval generals of war
Sometimes I just hate myself for knowing too well how to play this game, my play style is nothing like the medieval generals of war
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
- makazuwr32
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Re: Unit/tech capabilities II (COLLECTING)
More unit abilities suggestion:
1. Windwalk: Activable ability that makes unit invinsible for few turns. autobreaks if unit attacks or uses any active ability; adds 100% bonus damage to attack if broken that way (multiplied by bonus to units if has any).
2. Magic shield: Passive ability that reduces damage from melee/ranged/magic by %. can be only by 1 of 3. It takes into account only after damage was reduced by armor.
3. Moon strike: Passive ability that allows to strike additional units for portion of base damage in range of main target. Difference from power range is that it strikes only limited amount of units inthat range.
What i want to see if possible targets amount is 2, Range is 2, Damage dealt to additional targets is 25%
Disposition;
N N E4 N
N E1 N N
X D E2 N
N N N N
N E3 N N
Unit X attacks unit D, randomly chooses 2 units from targets E1, E2, E3, E4 and deals 25% of its damage to them, that is reduced by armor if chosed targets have any, can be dodged or multiplied by bonuses if X has againt them.
4. Taunt: Unit taunts all enemy units in some range around him to attack him. Taunted units can't be controlled for few turns by any ways and are forcibly attack taunter unit. Can't be disenchanted but affected by spell resist.
5. Channeling spell: spell must be channeled to take effect for few turns. Unit can't move or use any abilities during this or spell will be interrupted.
5.1. Offencive channeling spell: Spell deal continious damage as long as unit channels that spell. Has max channeling turn stat, after it was stopped, ended or interrupted it begins cooldown counter.
6. Better AoE spells: they leave on the ground aftereffects that will damage units who stays on affected tiles.
7. Stun: interrupts any channeling effects of unit, removes all buffs exept of runic ones.
8. Runic self-spells: they don't take away unit's actions for activating. Can't be dispelled but they last for very little amount of time (1-2 turns) with very high cooldown (5+ turns)
1. Windwalk: Activable ability that makes unit invinsible for few turns. autobreaks if unit attacks or uses any active ability; adds 100% bonus damage to attack if broken that way (multiplied by bonus to units if has any).
2. Magic shield: Passive ability that reduces damage from melee/ranged/magic by %. can be only by 1 of 3. It takes into account only after damage was reduced by armor.
Code: Select all
Total damage:
T = (D + D*B - A)*(1 - M); where
T - Total damage dealt to defending unit
D - Base damage of attacking unit
B - Bonus to enemy unit, %
A - Armor of defending unit
M - Multiplier of damage reduce for that damage type, %
What i want to see if possible targets amount is 2, Range is 2, Damage dealt to additional targets is 25%
Disposition;
N N E4 N
N E1 N N
X D E2 N
N N N N
N E3 N N
Unit X attacks unit D, randomly chooses 2 units from targets E1, E2, E3, E4 and deals 25% of its damage to them, that is reduced by armor if chosed targets have any, can be dodged or multiplied by bonuses if X has againt them.
4. Taunt: Unit taunts all enemy units in some range around him to attack him. Taunted units can't be controlled for few turns by any ways and are forcibly attack taunter unit. Can't be disenchanted but affected by spell resist.
5. Channeling spell: spell must be channeled to take effect for few turns. Unit can't move or use any abilities during this or spell will be interrupted.
5.1. Offencive channeling spell: Spell deal continious damage as long as unit channels that spell. Has max channeling turn stat, after it was stopped, ended or interrupted it begins cooldown counter.
6. Better AoE spells: they leave on the ground aftereffects that will damage units who stays on affected tiles.
7. Stun: interrupts any channeling effects of unit, removes all buffs exept of runic ones.
8. Runic self-spells: they don't take away unit's actions for activating. Can't be dispelled but they last for very little amount of time (1-2 turns) with very high cooldown (5+ turns)
Last edited by makazuwr32 on Tue Aug 21, 2018 5:36 pm, edited 1 time in total.
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™.
- Lynx Shafir
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Re: Unit/tech capabilities II (COLLECTING)
From previous list
New SUGGESTION.
Disguise unit /trickery illusion
(Not sure how to call it)
They are special units and circumstances,
The enemy sees ur units different/fake stats, name, team (look and stats)
Exempl.
]Can used at.
A) Illusions spells - create illusion has 1hp but enemy player sees if click it has 30.
B)Terrain assimilation.
Ent hiding in forest. - help solving the steps on issue if they look like obstacles - trees what can't be stepped.
Same for earth golem hides in rocky surfaces (obstacle) - no attack during it
C) Partisans - enemy sees them as neutral AI (civilians) AoWW 2
Other tricksters.
D) A tipe Shapeshifter creatures, -
E) some traps as well (to not reveal if u stand next to it,
Eg look regular unit -ship if attacked explodes or anything appropriate. )
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
- makazuwr32
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Re: Unit/tech capabilities II (COLLECTING)
@Stratego (dev) I think this one is full.
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™.
- Lynx Shafir
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Re: Unit/tech capabilities II (COLLECTING)
O damn 14, I must move it again...
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
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Re: Unit/tech capabilities II (COLLECTING)
some are too specific, and multiple: meaning not one feature but a lot like "windwalk", or i can not imageine a unit with it,
i did not understood many if the suggestions (were too complex or specific) these are the ones seems ok, :
1. traps (to not reveal if u stand next to it, - so a stealth unit that is not visible of u step beside it
2. specific terrain modifies specific properties of a unit (i hope it is not yet on other list) like "Ent hiding in forest" - OR simply like the transform effect: different terrain gets an autotransform of the unit to an other one (that has eg. invisibility)
3. "energy shield" option for SWS would be needed apart from hull (hp) armor a shield that is reducing with every hit and if vanishes the hull will decrease, can auto shield regenerate
i did not understood many if the suggestions (were too complex or specific) these are the ones seems ok, :
1. traps (to not reveal if u stand next to it, - so a stealth unit that is not visible of u step beside it
2. specific terrain modifies specific properties of a unit (i hope it is not yet on other list) like "Ent hiding in forest" - OR simply like the transform effect: different terrain gets an autotransform of the unit to an other one (that has eg. invisibility)
3. "energy shield" option for SWS would be needed apart from hull (hp) armor a shield that is reducing with every hit and if vanishes the hull will decrease, can auto shield regenerate
- Lynx Shafir
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Re: Unit/tech capabilities II (COLLECTING)
Some are complex like illusions.taunt.
The first two is simpler.
Im curious u can be programme such like illusion (can ingine handle different look of units from diff sides - even as obstacles) ?
If have questions about, just ask.
That traps should shove fake stats too, not only,stealth. (Like a guard tower look unit but hides a trap - different stats)
Global terrain effect on stats was suggested
Tell me what u don't understand, I can explain u hungarian(at least mine own concepts )PM if so
The first two is simpler.
Im curious u can be programme such like illusion (can ingine handle different look of units from diff sides - even as obstacles) ?
If have questions about, just ask.
That traps should shove fake stats too, not only,stealth. (Like a guard tower look unit but hides a trap - different stats)
Global terrain effect on stats was suggested
Tell me what u don't understand, I can explain u hungarian(at least mine own concepts )PM if so
Last edited by Lynx Shafir on Tue Aug 21, 2018 7:00 pm, edited 1 time in total.
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
- makazuwr32
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- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Unit/tech capabilities II (COLLECTING)
Windwalk ability is for a whole section of units needed for me.
Moon elves, some ambush-like units.
Magic shield also for few units at least in different ways. (From magic, from piercing — for different units each).
Moon strike is not so needed because this one actually for only one unit is needed.
Taunt for many units needed in AoF.
Channeling spells will allow make more intresting buffing and debuffing spells. I have in mind at least 20 spells for different races.
Better aoe spells are also part of that.
Stun - counter to channeling spells. One of ways.
Runic - additional strategic magic specific for dwarves.
Moon elves, some ambush-like units.
Magic shield also for few units at least in different ways. (From magic, from piercing — for different units each).
Moon strike is not so needed because this one actually for only one unit is needed.
Taunt for many units needed in AoF.
Channeling spells will allow make more intresting buffing and debuffing spells. I have in mind at least 20 spells for different races.
Better aoe spells are also part of that.
Stun - counter to channeling spells. One of ways.
Runic - additional strategic magic specific for dwarves.
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™.
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Re: Unit/tech capabilities II (COLLECTING)
sorry but most of these seems too complex things.
(will not be understandable by random players)
(will not be understandable by random players)
- makazuwr32
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Re: Unit/tech capabilities II (COLLECTING)
Not so as you think.
Magic shield maybe.
Stun maybe.
But windwalk is quite simple for understanding - your unit becomes invinsible and deals while has this buff doubled damage on first attack. Autodisenchants on attack itself.
Magic shield maybe.
Stun maybe.
But windwalk is quite simple for understanding - your unit becomes invinsible and deals while has this buff doubled damage on first attack. Autodisenchants on attack itself.
Last edited by makazuwr32 on Tue Aug 21, 2018 8:53 pm, edited 1 time in total.
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™.
- LordOfAles
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Re: Unit/tech capabilities II (COLLECTING)
If by "random" players you mean "dumb" players then of course it won't be understandable. That's why there are smart people that understand things.
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
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Re: Unit/tech capabilities II (COLLECTING)
windwalk is not so complex.
but rest is yes.
random is not mean dumb: this game is for everyone, every bright and not so bright player should have fun in it - there is no need super complex things to make fun.
also: never forget AI: none of these complex things will be used properly by AI - that is a much bigger task to implement.
but rest is yes.
random is not mean dumb: this game is for everyone, every bright and not so bright player should have fun in it - there is no need super complex things to make fun.
also: never forget AI: none of these complex things will be used properly by AI - that is a much bigger task to implement.
- Lynx Shafir
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Re: Unit/tech capabilities II (COLLECTING)
None of em accepted?
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
- Lynx Shafir
- Posts: 1563
- Joined: Mon May 28, 2018 4:24 am
Re: Unit/tech capabilities II (COLLECTING)
There's an important one I see not mentioned yet, though needed for many units.
Suggestion:
New vanishing like effect.
The effect(Eg.transform) occurs only if countdown ends.
Exp. in case of phoenix ashes - transform back to phoenix.
Suggestion:
New vanishing like effect.
The effect(Eg.transform) occurs only if countdown ends.
Exp. in case of phoenix ashes - transform back to phoenix.
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
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- Site Admin
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- Joined: Fri Apr 25, 2014 9:28 pm
Re: Unit/tech capabilities II (COLLECTING)
I think that is working currently.
Same as vanishing but it calls the transform effect instead of killme effect like vanishing
Same as vanishing but it calls the transform effect instead of killme effect like vanishing
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Re: Unit/tech capabilities II (COLLECTING)
feel free to collect a 10 point list that i can launch to vote for.
- godOfKings
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Re: Unit/tech capabilities II (COLLECTING)
A factory that can b transformed into a moving non-building unit without production, but still counts as factory and fills factory limit, needed for the transformation of this unit nomad camp
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