Unit/tech capabilities II (COLLECTING)

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Stratego (dev)
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Unit/tech capabilities II (COLLECTING)

Post by Stratego (dev) » Fri Aug 17, 2018 9:41 pm

Unit/tech capabilities II

please suggest here the new ones

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makazuwr32
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Re: Unit/tech capabilities II (COLLECTING)

Post by makazuwr32 » Fri Aug 17, 2018 10:10 pm

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.
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.
For a start.
Specifically for not so genious persons
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Gral.Sturnn
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Re: Unit/tech capabilities II (COLLECTING)

Post by Gral.Sturnn » Fri Aug 17, 2018 11:53 pm

Terrain advantage.

Units over high terrain gain 2 sight and 2 reach
~Gral.Sturnn

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godOfKings
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Re: Unit/tech capabilities II (COLLECTING)

Post by godOfKings » Sat Aug 18, 2018 4:35 am

Gral.Sturnn wrote:
Fri Aug 17, 2018 11:53 pm
Terrain advantage.

Units over high terrain gain 2 sight and 2 reach
melee units dont get two range, how do u expect a swordsman to atk someone down the cliff, throw his sword at the enemy?
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getfreur
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Re: Unit/tech capabilities II (COLLECTING)

Post by getfreur » Sat Aug 18, 2018 5:40 am

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.
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Tankhead
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Re: Unit/tech capabilities II (COLLECTING)

Post by Tankhead » Sat Aug 18, 2018 6:19 am

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
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Re: Unit/tech capabilities II (COLLECTING)

Post by makazuwr32 » Sat Aug 18, 2018 6:29 am

Yes. right one.
Specifically for not so genious persons
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Gral.Sturnn
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Re: Unit/tech capabilities II (COLLECTING)

Post by Gral.Sturnn » Sat Aug 18, 2018 2:09 pm

godOfKings wrote:
Sat Aug 18, 2018 4:35 am
Gral.Sturnn wrote:
Fri Aug 17, 2018 11:53 pm
Terrain advantage.

Units over high terrain gain 2 sight and 2 reach
melee units dont get two range, how do u expect a swordsman to atk someone down the cliff, throw his sword at the enemy?
No only ranged units
~Gral.Sturnn

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Lynx Shafir
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Re: Unit/tech capabilities II (COLLECTING)

Post by Lynx Shafir » Sat Aug 18, 2018 2:48 pm

getfreur wrote:
Sat Aug 18, 2018 5:40 am
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.
.
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)
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Re: Unit/tech capabilities II (COLLECTING)

Post by Lynx Shafir » Sat Aug 18, 2018 2:59 pm

Gral.Sturnn wrote:
Fri Aug 17, 2018 11:53 pm
Terrain advantage.

Units over high terrain gain 2 sight and 2 reach
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)
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.
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Re: Unit/tech capabilities II (COLLECTING)

Post by Gral.Sturnn » Sat Aug 18, 2018 5:46 pm

Lynx Shafir wrote:
Sat Aug 18, 2018 2:48 pm
getfreur wrote:
Sat Aug 18, 2018 5:40 am
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.
.
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)
we should really implement somekind of formation bonuses
~Gral.Sturnn

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Re: Unit/tech capabilities II (COLLECTING)

Post by LordOfAles » Sun Aug 19, 2018 7:00 pm

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.
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Gral.Sturnn
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Re: Unit/tech capabilities II (COLLECTING)

Post by Gral.Sturnn » Sun Aug 19, 2018 7:13 pm

I usuakly do that but theres should be someting deeper
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godOfKings
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Re: Unit/tech capabilities II (COLLECTING)

Post by godOfKings » Sun Aug 19, 2018 8:11 pm

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
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: Unit/tech capabilities II (COLLECTING)

Post by makazuwr32 » Tue Aug 21, 2018 9:20 am

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.

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, %
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)
Last edited by makazuwr32 on Tue Aug 21, 2018 5:36 pm, edited 1 time in total.
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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Lynx Shafir
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Re: Unit/tech capabilities II (COLLECTING)

Post by Lynx Shafir » Tue Aug 21, 2018 4:45 pm

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. )
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Re: Unit/tech capabilities II (COLLECTING)

Post by makazuwr32 » Tue Aug 21, 2018 5:27 pm

@Stratego (dev) I think this one is full.
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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Lynx Shafir
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Re: Unit/tech capabilities II (COLLECTING)

Post by Lynx Shafir » Tue Aug 21, 2018 5:33 pm

O damn 14, I must move it again...
"Souls To Revive Us
Or Rot Us Away
Want For The Weary
And Death For The Sane
Cursed Yet We Listen
For Bells Left To Toll
To Fight Back The Depths Of
Humanity's Soul "

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Re: Unit/tech capabilities II (COLLECTING)

Post by Stratego (dev) » Tue Aug 21, 2018 6:23 pm

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

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Lynx Shafir
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Re: Unit/tech capabilities II (COLLECTING)

Post by Lynx Shafir » Tue Aug 21, 2018 6:38 pm

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 :D )PM if so
Last edited by Lynx Shafir on Tue Aug 21, 2018 7:00 pm, edited 1 time in total.
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Or Rot Us Away
Want For The Weary
And Death For The Sane
Cursed Yet We Listen
For Bells Left To Toll
To Fight Back The Depths Of
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makazuwr32
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Re: Unit/tech capabilities II (COLLECTING)

Post by makazuwr32 » Tue Aug 21, 2018 6:55 pm

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.
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: Unit/tech capabilities II (COLLECTING)

Post by Stratego (dev) » Tue Aug 21, 2018 8:38 pm

sorry but most of these seems too complex things.
(will not be understandable by random players)

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Re: Unit/tech capabilities II (COLLECTING)

Post by makazuwr32 » Tue Aug 21, 2018 8:51 pm

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.
Last edited by makazuwr32 on Tue Aug 21, 2018 8:53 pm, edited 1 time in total.
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: Unit/tech capabilities II (COLLECTING)

Post by LordOfAles » Tue Aug 21, 2018 8:53 pm

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.
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Re: Unit/tech capabilities II (COLLECTING)

Post by Stratego (dev) » Tue Aug 21, 2018 8:59 pm

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.

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Lynx Shafir
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Re: Unit/tech capabilities II (COLLECTING)

Post by Lynx Shafir » Fri Aug 24, 2018 10:04 am

None of em accepted?
"Souls To Revive Us
Or Rot Us Away
Want For The Weary
And Death For The Sane
Cursed Yet We Listen
For Bells Left To Toll
To Fight Back The Depths Of
Humanity's Soul "

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Lynx Shafir
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Re: Unit/tech capabilities II (COLLECTING)

Post by Lynx Shafir » Fri Nov 30, 2018 8:34 am

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.
"Souls To Revive Us
Or Rot Us Away
Want For The Weary
And Death For The Sane
Cursed Yet We Listen
For Bells Left To Toll
To Fight Back The Depths Of
Humanity's Soul "

Stratego (dev)
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Re: Unit/tech capabilities II (COLLECTING)

Post by Stratego (dev) » Fri Nov 30, 2018 12:27 pm

I think that is working currently.
Same as vanishing but it calls the transform effect instead of killme effect like vanishing

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