Gameplay related

Here u see a list of coding related suggestions to be priorized - we can tell what the community needs the most to be coded
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Gameplay related

Allies share bridge access http://www.androidutils.com/forum/viewt ... ?f=8&t=938
2
13%
[[[IMPLEMENTED]]] - Order of units in TC http://www.androidutils.com/forum/viewt ... f=8&t=5610
2
13%
Some units can form terrain http://www.androidutils.com/forum/viewt ... f=8&t=1554
4
27%
floors to define (multilayer maps) http://www.androidutils.com/forum/viewt ... f=8&t=3738
0
No votes
percental bulding process http://www.androidutils.com/forum/viewt ... f=8&t=3641
0
No votes
Full building still produces http://www.androidutils.com/forum/viewt ... f=8&t=1973
0
No votes
TC spawn generation recognises if island like map so put tc on shore (for AI to build transports)
0
No votes
Able to auto-generate random terrain maps to play random/multiplayer
2
13%
Unit swap http://www.androidutils.com/forum/viewt ... f=8&t=2265
2
13%
Converting affects a "will" value that is decreased with each conversion and finally converts
3
20%
 
Total votes: 15

Stratego (dev)
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Gameplay related

Post by Stratego (dev) » Wed Jul 04, 2018 11:44 pm

This "vote" is not a vote
  • it is a priority list that will never get closed
  • Select here the most importants in your opinion
  • You can change your votes any time
  • will be more items, suggest please

Stratego (dev)
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Re: Gameplay related

Post by Stratego (dev) » Fri Jul 06, 2018 12:15 pm

voteable!

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General Brave
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Re: Gameplay related

Post by General Brave » Fri Jul 06, 2018 6:18 pm

Definitely want the floor/layers.
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General Brave
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Re: Gameplay related

Post by General Brave » Sun Sep 16, 2018 7:43 am

Change.
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godOfKings
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Re: Gameplay related

Post by godOfKings » Mon Sep 17, 2018 3:59 pm

i like conversion based on will, with 100 will points that r damaged by convert, basic 20 dmg, with persuasion 50 and for priest max 70, subtracted by the current spell resist formula
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Lynx Shafir
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Re: Gameplay related

Post by Lynx Shafir » Mon Sep 17, 2018 4:47 pm

godOfKings wrote:
Mon Sep 17, 2018 3:59 pm
i like conversion based on will, with 100 will points that r damaged by convert, basic 20 dmg, with persuasion 50 and for priest max 70, subtracted by the current spell resist formula
Instead of spells res (than only for Aos)
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godOfKings
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Re: Gameplay related

Post by godOfKings » Wed Apr 17, 2019 4:25 pm

A bit major game changer suggestion....

Counter attack of units with bonus will NOT deal full damage, instead it deals half of bonus damage (which is still higher than half of basic damage)

This suggestion is mainly to deal with cavalry that deals full damage on counter attack to high hp anti-mounted infantry

Its a major balancing problem in aos for voulgier (and also may b some units in aof)
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

Stratego (dev)
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Re: Gameplay related

Post by Stratego (dev) » Wed Apr 17, 2019 5:43 pm

what about not having bonus against anti cavalry this case? (that seems more reasonable to me)

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godOfKings
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Re: Gameplay related

Post by godOfKings » Fri Apr 19, 2019 7:56 am

damage of cavalry becomes too low against high hp anti cavalry infantry, it is decided (in AOS) no matter how high hp an infantry has, for a cavalry it should take 2-3 hits (mostly 2 hits unless its very expensive infantry like 7 turn spartan or 5 turn templar) to kill the infantry
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

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Re: Gameplay related

Post by Stratego (dev) » Fri Apr 19, 2019 8:13 am

soory i dont understand.

you mentioned that pikeman like units should not be killed by knigths that easy on counter (because of their bonus against pikemna)
to this i uggested not to give bonus against pikeman -> so they will not be killed thaat easy on normal attack, and neither on counterattack.

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makazuwr32
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Re: Gameplay related

Post by makazuwr32 » Fri Apr 19, 2019 9:16 am

He means that anti-cav infantry in aos must be easily killable by cavalry still.
If you'll remove that bonus than cavalry won't be able to kill easily anti-cav infantry (especially such as voulgier).

But at the same time anti-cav infantry must take a bit less damage from enemy cav at least on counters.
Specifically for not so genious persons
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godOfKings
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Re: Gameplay related

Post by godOfKings » Fri Apr 19, 2019 10:32 am

mainly that it should b possible for knights to easily kill anti-cav infantry wen they atk first, at the same time, killing anti-cavalry infantry (or just any unit) by counter attack alone is not really strategic (because its not the player who owns the defending unit giving the command to kill the attacking unit), if we still want full counter damage then we can use the specAction for full counter damage on that specific unit that actually needs it
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

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makazuwr32
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Re: Gameplay related

Post by makazuwr32 » Fri Apr 19, 2019 10:42 am

This also actually will partially solve the problem of humans for dealing with giants — only 50% damage on counter from giants gained by drake knight is not so high. I must remind that for now they do full damage on counter to drake knight because they have 1% bonus against flying and drake knight is flying.
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
IT IS ALWAYS EASIER TO CORRECT EXISTING THINGS THAN TO MAKE SOMETHING NEW FROM SCRAP. © by Makazuwr32™.

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Re: Gameplay related

Post by Stratego (dev) » Fri Apr 19, 2019 1:12 pm

maybe i am lost here but here is my idea maybe good for all problems:

what about modifying counter attack:
- if i was attacked
- and i have bonus against attacker
- then
if
a) attacker has no bonus against me than i do normal bonused counter attack
b) attacker HAS bonus against me than i do normal counter attack (like i had no bonus at all) - as i remember that is power/2 currently.

(so practically bonus on both sides neglects each other on counter)

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godOfKings
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Re: Gameplay related

Post by godOfKings » Fri Apr 19, 2019 1:32 pm

+1
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

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makazuwr32
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Re: Gameplay related

Post by makazuwr32 » Fri Apr 19, 2019 1:37 pm

Yes, please.
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
IT IS ALWAYS EASIER TO CORRECT EXISTING THINGS THAN TO MAKE SOMETHING NEW FROM SCRAP. © by Makazuwr32™.

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