Cannon - IMPLEMENTED

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COOLguy
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Cannon - IMPLEMENTED

Post by COOLguy » Wed Jul 01, 2015 11:36 pm

What's the stats? Requires "Gunpowder Tech". Here is the image (Do you all like it?).

Requested by Daniel here: viewtopic.php?f=7&t=899&start=240#p12853 and numerous others on the Play Store. Pls vote for it! :)
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32_uit_cannon.png
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Josh

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Re: Cannon

Post by Stratego (dev) » Thu Jul 02, 2015 4:52 am

image is good!
suggestions:
- sound: i forgot to mention that we need a sound to for the cannonshot
- angle view i think we should not make it from side view but in an angle like we used it on "ships" (i think that would look more 3Dish) - but it is not important, i still like the image you drew.
- cannon type: it looked too modern for me, but i found that i am wrong they also looked like this, however i feel that a cannon with shorter tube and with thicker tube would fit better as the "first" cannon, i mean like these:
https://ecambrose.wordpress.com/2011/05 ... d-fantasy/
http://www.featurepics.com/online/Old-H ... 50142.aspx
http://farm7.static.flickr.com/6087/608 ... 44ab8b.jpg
and maybe my "feeling" is infuleced by AOE too, here is the first cannon in AOE: http://ageofempires.wikia.com/wiki/Bombard_Cannon
and here are a few mods by some fan: http://img221.imageshack.us/img221/5272/bombard.png and u can find some cannons in the same forum topic: http://aok.heavengames.com/cgi-bin/aokc ... 489&st=570

i can be totally wrong - i have no any knowledge about medieval cannons :)


(+ we need later a separate topic but this one is an interesting "cannon" https://www.flickr.com/photos/barryslemmings/213118898)

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Re: Cannon

Post by COOLguy » Thu Jul 02, 2015 6:45 pm

Ok cool I will work on it. :)
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Josh

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Re: Cannon

Post by COOLguy » Thu Jul 02, 2015 9:43 pm

Like this? One is with the man and one without.

(I kinda just copied AoE's bombard... that's not illegal or anything right? :) )
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Bombardcannon.png
Bombardcannon.png (1.58 KiB) Viewed 11300 times
Bombardcannon2.png
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Josh

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Re: Cannon

Post by Darkknight » Fri Jul 03, 2015 3:13 pm

They do not really look like cannons. I couldn't recongise that the image was a cannon at first.

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RiverRaider 1097
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Re: Cannon

Post by RiverRaider 1097 » Fri Jul 03, 2015 4:07 pm

COOLguy, ain't this an image of you at the airport with your luggage? from your recent trip lol )
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lordtalamar
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Re: Cannon

Post by lordtalamar » Fri Jul 03, 2015 5:44 pm

Don't know how to use pixel art but the first cannons were bronze short in length and fat in girth.

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Re: Cannon

Post by COOLguy » Fri Jul 03, 2015 7:14 pm

RiverRaider 1097 wrote:COOLguy, ain't this an image of you at the airport with your luggage? from your recent trip lol )
lol no, mine had no wheels. :D
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Re: Cannon

Post by Stratego (dev) » Sun Jul 05, 2015 2:22 pm

COOLguy wrote:Like this? One is with the man and one without.

(I kinda just copied AoE's bombard... that's not illegal or anything right? :) )
they look very nice! however they seems to me a copy of AOE that is not so good :)

i suggest changing it somehow
- the bronze color
- and being thick is a good start,
- and if maybe 2 guys would push it that would be a change to AOE concept,
- or they are not pushing it, but one guy is aiming with it an an other guy is holding a flaming (and maybe animated flaming!) torch :)

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Re: Cannon

Post by COOLguy » Sun Jul 05, 2015 10:36 pm

Ok, more like this?
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Bombardcannon3.png
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Bombardcannon3.gif
Bombardcannon3.gif (5.85 KiB) Viewed 11252 times
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Josh

Ness

Re: Cannon

Post by Ness » Sun Jul 05, 2015 10:56 pm

stats

cost 5
hp 12
power 5
range 7
armour 0/6
speed 1
sight 7
builder siege workshop
inaccurate

bonuses 1000% to buildings 4000% to castles

needs gunpowder tech researched in adv centre in 6 turns

and I think at here should be "exploding ammo" tech that gives +1 damage, area damage and chance to make buildings burn for cannon. 6 turns research time in adv centre.

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Re: Cannon

Post by COOLguy » Sun Jul 05, 2015 11:46 pm

Ness wrote: and I think at here should be "exploding ammo" tech that gives +1 damage, area damage and chance to make buildings burn for cannon. 6 turns research time in adv centre.
:D That's cool. :) I like
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RiverRaider 1097
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Re: Cannon

Post by RiverRaider 1097 » Mon Jul 06, 2015 2:17 am

COOL:) images #2 my pick, exploding ammo tech. and stats. sounds n looks good as well )
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Re: Cannon

Post by Stratego (dev) » Mon Jul 06, 2015 4:58 am

COOLguy wrote:Ok, more like this?
very nice! the animating is also cool!
please give a try with one guy only (the thorch guy) now with two guys it looks too crowded (i know the 2 guy was my idea - sorry)

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Re: Cannon

Post by COOLguy » Mon Jul 06, 2015 12:30 pm

Ok! :)
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Josh

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Re: Cannon

Post by COOLguy » Mon Jul 06, 2015 8:39 pm

Does this look better?
Attachments
Bombardcannon4.png
Bombardcannon4.png (1.59 KiB) Viewed 11223 times
Bombardcannon4.gif
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Josh

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Re: Cannon

Post by Stratego (dev) » Mon Jul 06, 2015 10:09 pm

ok! i could not wait so i put in the first version - it is not complete since these are missing:
- finalizing where to build (currently in castle)
- make a shop item for it (currently needs trabuchet shopitem)
- make sound for it - would be cool if u could help me find some.
- make the gunpowder tech to be required for it
- tuneing the accuracy (now 3%) and splash damage it has (now it is 50% per distance)

but anyway i like it!

however the image is a little blurry, could u please enhance it? (maybe a little contrast?)
here is the spritesheet:
64_unit_cannoneer.png
64_unit_cannoneer.png (1.92 KiB) Viewed 11217 times
it is up on server already!

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Re: Cannon

Post by COOLguy » Mon Jul 06, 2015 11:18 pm

Cool! :)

Is this image bettered?
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64_unit_cannoneer.png
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Ness

Re: Cannon

Post by Ness » Tue Jul 07, 2015 7:18 am

Currently cannon makes area damage but I think at it shouldnt do that before researching "exploding ammo" tech.

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Re: Cannon

Post by Darkknight » Tue Jul 07, 2015 2:59 pm

Ness wrote:Currently cannon makes area damage but I think at it shouldnt do that before researching "exploding ammo" tech.
I also think that it needs a tech to make area damage researched in advancement center for 4 turns but i think it needs a better name than 'exploding ammo'.

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Re: Cannon

Post by Stratego (dev) » Tue Jul 07, 2015 8:30 pm

ok.

1. area damage removed.
2. it needs gunpowder tech
3. a new tech will be for making it explode: to burn and area damage.
4. i also reduced bonus against smaller buildings, and catapults.
5. we have shopitem for cannoneer, that will grant cannoneer AND gunpowder in one.

ideas: what if the canoneer can be trained in castle AND siege workshop?

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Re: Cannon

Post by COOLguy » Tue Jul 07, 2015 9:53 pm

Great! :)

Well that would be okay if he was trained in both, but I think he should only be in the castle.
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Josh

Ness

Re: Cannon

Post by Ness » Wed Jul 08, 2015 11:56 am

Maybe gunpowder units should have new building where they are trained.

lordtalamar
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Re: Cannon

Post by lordtalamar » Thu Jul 09, 2015 1:34 am

Just a thought but what if they had a chance to blow up? start at 10% chance and add 5% for very turn fired remove 5% every round not fired but never lower than 10%?

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Re: Cannon

Post by zteven2 » Sun Jul 12, 2015 3:41 am

Change it from exploding ammo to howitzer ammo
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Re: Cannon

Post by Stratego (dev) » Sun Jul 12, 2015 4:47 pm

Maybe gunpowder units should have new building where they are trained.
we can make it, if we have more than 3 gunpowder units it can produce.

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Re: Cannon

Post by COOLguy » Sun Jul 12, 2015 5:52 pm

Maybe if we implement the musketeer sometime we can make the factory then.
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Re: Cannon

Post by lordtalamar » Sun Jul 12, 2015 7:58 pm

Or the hand grenades I suggested since we basically have a musket already?

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Re: Cannon

Post by COOLguy » Sun Jul 12, 2015 8:02 pm

Um, the medieval "hand grenades" used other incendiary than gunpowder, mostly. Perhaps Chinese Fire arrows?
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Ness

Re: Cannon

Post by Ness » Mon Jul 13, 2015 1:16 pm

I think at fire arrow launcher and hand cannoneer (hand cannon was first portable fire arm) should be in.

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