Dwarven blacksmith tech tree

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Tankhead
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Re: Dwarven blacksmith tech tree

Post by Tankhead »

I prefer the way that isn't like humans.
Also let me quickly practice making tech jsons since this will be my first.
Id imagine it's not so hard tho
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Alexander82
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Re: Dwarven blacksmith tech tree

Post by Alexander82 »

makazuwr32 wrote: Tue Mar 26, 2019 8:56 am I prefer first variant for ranged->barrel->heavy artillery
Agreed
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Re: Dwarven blacksmith tech tree

Post by Alexander82 »

Tankhead wrote: Tue Mar 26, 2019 9:03 am I prefer the way that isn't like humans.
Isn't it already implemented? This way we can just add the additional levels
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Re: Dwarven blacksmith tech tree

Post by Tankhead »

Alexander82 wrote: Tue Mar 26, 2019 9:45 am
Tankhead wrote: Tue Mar 26, 2019 9:03 am I prefer the way that isn't like humans.
Isn't it already implemented? This way we can just add the additional levels
Oh is it?
Sorry then ( only recognize dwarves really )
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Re: Dwarven blacksmith tech tree

Post by makazuwr32 »

I know that you love dwarves a lot, Tankhead, but you must know other races as well. To know better what is going on and such.
Right now dwarves can use human blacksmith upgrades but i think that not all units are affected by upgrades properly.
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...
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Re: Dwarven blacksmith tech tree

Post by Tankhead »

Currently ranged.
Im assuming its a problem Dev or brave will fix eventually
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Re: Dwarven blacksmith tech tree

Post by makazuwr32 »

I think armor and shield upgrades also work weird.
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...
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Re: Dwarven blacksmith tech tree

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I will check all jsons and units to see if they are set properly
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Re: Dwarven blacksmith tech tree

Post by makazuwr32 »

@Alexander82 while you are still here question:
1. Should dwarves have 4 tiers of armor and 4 tiers of shield upgrades?
2. Should shielded units to be affected by both shield and armor upgrades as they are for humans?
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...
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Re: Dwarven blacksmith tech tree

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1) technically yes but I understand that the final values might be too high so we might give additional levels a different bonus like only a +1 armor and a +1 p.armor (like elven armors) or a deflecting rate (like a 5% dodge melee and dodge ranged each)



2) Yes
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Re: Dwarven blacksmith tech tree

Post by makazuwr32 »

I see. Thanks for info.

I think that +1/+1 to armors must be for armor techs on all levels.
As for shields i suggest to make them a bit different:
1-2 level as they are now
3 level +10% to dodge melee and +1 to melee armor
4 level +10% to dodge ranged and +1 to piercing armor

Or if it is possible to make dwarven shield techs to act completely different from human ones even at level 1-2 than:
1,3 level: +1 melee armor, +5% dodge melee, +5% dodge counter
2,4 level: +1 piercing armor, +5% dodge ranged, +5% dodge counter
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...
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Re: Dwarven blacksmith tech tree

Post by Alexander82 »

I think that the first 2 are ok to stay like human techs.

the second 2 can be different because the deflection might come thanks to the hardness of the material that makes penetration of a blow more difficult (they can't be basically broken by other races' weapons).

also I forgot to mention that the units currently called mithril should be renamed (all dwarves will employ mithril and adamantium equipment when researched)

so it is good if we want to give +5/+5 dodge per level for 3 and 4

I wouldn't give counter since it is more something based on reflexes and is probably the main elven feature, even more than other kind of dodge.

Dwarves will have the armor and hp to deal with a counterattack
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Re: Dwarven blacksmith tech tree

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Alright. So
makazuwr32 wrote: Tue Mar 26, 2019 10:36 am As for shields i suggest to make them a bit different:
1-2 level as they are now
3 level +5% to dodge melee and ranged and +1 to melee armor
4 level +5% to dodge melee and ranged and +1 to piercing armor
This way?

As for mithril units we can use their images as upgraded variants and their buyable places in upgrade tree for defender expansion.
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...
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Re: Dwarven blacksmith tech tree

Post by Alexander82 »

If you want we might even make them be like

+1/+1 armor +5/+5 dodge each

You generally are the one that wants to avoid too high armor values, so I took that out of the equation

I'm perfectly fine with a +4/+4 armor too if the units' cost is high enough xD
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Re: Dwarven blacksmith tech tree

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If unit is affected by both armor and shield upgrades than he will get +8/+8 armor total.
Which as i think is too much.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
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Re: Dwarven blacksmith tech tree

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Yep. I agree, that is why I was going with +6/+6 and dodge
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Re: Dwarven blacksmith tech tree

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So for shield techs +1/+1 to armor at level 1/2 and +5% to dodge melee and range at level 3/4 right?
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...
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Re: Dwarven blacksmith tech tree

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I think it should work. Do you agree?
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Re: Dwarven blacksmith tech tree

Post by makazuwr32 »

Yes it will be good enough.
Not too much armor increase (especially on high cost units) while giving them a bit of dodges is intresting way.

Also what do you think about using mithril unit images for upgrades of basic units (tiers) and making in their place defender expansion?
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...
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Re: Dwarven blacksmith tech tree

Post by Alexander82 »

I generally prefer for upgrades to look like the previous version of the unit.

They might still be used tough.

Also I'd like the basic unit to have a common style like I did for humans. Also I approve the defender expansion.
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Re: Dwarven blacksmith tech tree

Post by makazuwr32 »

Alright.
Updated first post with latest info.
Also question:
What costs must be put for tier 3-4 techs of melee, armor and shield upgrades? 6/7 turns?

Tier 1-2 currently has 4/5 turns cost.
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Re: Dwarven blacksmith tech tree

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Yes, I'd go with the same progression
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Re: Dwarven blacksmith tech tree

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Updated first post again.
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...
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Re: Dwarven blacksmith tech tree

Post by Savra »

We need new images don't we?
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Re: Dwarven blacksmith tech tree

Post by makazuwr32 »

Savra wrote: Sat Aug 24, 2019 1:31 am We need new images don't we?
Yes. 12 images in total are required.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
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Re: Dwarven blacksmith tech tree

Post by Savra »

So none of are old ones?

I already made the weapons and armor upgrades images so that should remove 8 and leave the remaining 4 to be decided. But some of those images are on first post too.
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Re: Dwarven blacksmith tech tree

Post by makazuwr32 »

Oh. Right. Forgot about them.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
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Re: Dwarven blacksmith tech tree

Post by Savra »

makazuwr32 wrote: Fri Nov 09, 2018 8:44 am Approved by Alexander82

Sword upgrades: increases attack of most melee dwarven units by +1 per level. Cost - 4/5/6/7 turns.
Tier 1Image
Tier 2Image
Tier 3Image
Tier 4Image
Researchable at craftsmans guild.

Armor upgrades: increases armor of most living dwarven units by +1/+1 per level. Cost - 4/5/6/7 turns.
Tier 1Image
Tier 2 Image
Tier 3Image
Tier 4Image
Researchable at craftsmans guild.

Shield upgrades: increases armor of shielded units by +1/+1 at levels 1-2 and gives +5% to dodge melee and ranged at levels 3-4. Cost 4/5/6/7 turns
Tier 1Image
Tier 2Image
Tier 3Image
Tier 4Image
Researchable at craftsmans guild.

Ranged upgrades: increases damage and range by +1 for most ranged and light gunpowder-based units. Cost - 4/5 turns.
Tier 1Image
Tier 2Image
Researchable at craftsmans guild.

Barrel upgrades: increases accuracy of all gunpowder-based units by +10% and attack by +1 per level. Requires Ranged upgrade of same level. Cost - 3/5 turns
Tier 1Image
Tier 2Image
Researchable at shooting stand.

Heavy cannons (WiP name): increases attack of big guns of dwarves by +2 per level. Requires Barrel upgrade of same level. Cost - 5/7 turns.
Tier 1Image
Tier 2Image
Researchable at tavern.

Thrower upgrades(WiP name): increases attack of dwarven throwers by +1 per level. Requires Ranged upgrade of the same level. Cost - 3/5 turns.
Tier 1Image
Tier 2Image
Researchable at shooting stand.

Required images:
Sword upgrades, shield upgrades, armor upgrades - tier 3 and 4;
Barrel upgrades, heavy cannons, thrower upgrades - tier 1 and 2.
And something to replace their reach tech
Image

That's how much we already have so far.
Last edited by Savra on Mon Sep 09, 2019 2:28 pm, edited 4 times in total.
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Re: Dwarven blacksmith tech tree

Post by Savra »

And the final six.
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Dwarf shield tech 1.png
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Dwarf shield tech 3.png
Dwarf shield tech 3.png (635 Bytes) Viewed 2454 times
Dwarf shield tech 4.png
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Dwarf axe throwing 1.png
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Re: Dwarven blacksmith tech tree

Post by Savra »

@Alexander82, @makazuwr32 any thoughts?
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