Space Carrier

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Lawrence
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Space Carrier

Post by Lawrence » Wed Feb 28, 2018 1:43 pm

Giant flying ship, can train fighters
Last edited by Lawrence on Wed Feb 28, 2018 3:50 pm, edited 2 times in total.
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Re: Mothership

Post by Midonik » Wed Feb 28, 2018 1:51 pm

Rename it to "space carrier". It wont produce fighters,but will be able to summon a fighter wing with vashining.
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Lawrence
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Re: Mothership

Post by Lawrence » Wed Feb 28, 2018 2:05 pm

Like the elf wizard in AoF?
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Re: Giant Carrier

Post by Midonik » Wed Feb 28, 2018 3:11 pm

Yeah. (I said "space carrier",not giant,that doesn't make much sense.)
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Re: Giant Carrier

Post by Lawrence » Wed Feb 28, 2018 3:50 pm

Midonik wrote:Yeah. (I said "space carrier",not giant,that doesn't make much sense.)
Sorry :?
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Super Carrier

Post by Shark guy 35 » Sat Jan 30, 2021 4:10 am

A feat of human engineering, this is a tough unit that can carry smaller crafts and launch starfighters. It will have a lot of health, and lots of carry capacity too. It can also build and repair starfighters, and can even launch frigates. However, it is very expensive. 15 turns at least.
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Re: Super Carrier

Post by Midonik » Sat Jan 30, 2021 8:14 am

I wouldn't make regular unit more expansive than 10.
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Re: Super Carrier

Post by Ed Vranszh » Wed May 12, 2021 9:06 am

Is it some kind of Spaceship?

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Re: Super Carrier

Post by Midonik » Wed May 12, 2021 9:16 am

Well we are in the Space subforum. So duh.

Space battles are still only planned, I need to disscus this with the developer.
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Re: Super Carrier

Post by Ed Vranszh » Wed May 12, 2021 2:18 pm

Umm,i tried to make a spaceship maybe?,but it looks bad..
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Re: Super Carrier

Post by Midonik » Wed May 12, 2021 2:23 pm

You have chosen a super ambitious project for a first try. It doesnt look good. Is that even correct size? Images should be 64x64 px based. I think such a large ship could even be 128 px in height. Its definetely facing the wrong side - all images should face right.
I would probably recommend you started with some ground units, maybe trying to base you images around existing ones. Those will also be needed sooner.
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Re: Super Carrier

Post by Ed Vranszh » Wed May 12, 2021 3:08 pm

Oh,That is exactly 64x64 though..
Really,the canvas is 64x64 and i haven't changed the size too..
Also,thanks,maybe i will try somes

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Re: Super Carrier

Post by Ed Vranszh » Wed May 12, 2021 3:09 pm

Can you explain which part is not looks good besize the wrong direction,and sizes?
For further improvization maybe :^

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Re: Super Carrier

Post by Midonik » Wed May 12, 2021 3:23 pm

I just say the right size to every newcomer to make sure they are doing it right.

Im no artist myself so its hard to give you specific advice. You seemed to be going with a top-side angle, which is correct actually. However the ship itself is very messy, each part doesnt fit the rest, they seem to perhaps be from different angles I guess. The image lacks texture, even shading in some places. From the game requirements stand point, there is no team colour - a very particular colour, I dont remember its rgb or other code by memeory, but its the pink you see when looking thru units in make editor for example, that then gets covnverted to players colour - it needs to be fulfil certain requiements to get converted so you should try to find its colour code by searching froums with the query - team colour, or by taking it from an existing unit image, and save it, if you want to make images for Ao games.
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Re: Super Carrier

Post by Ed Vranszh » Wed May 12, 2021 4:44 pm

Hmm true :)

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Re: Super Carrier

Post by Spartan1179 » Sun Aug 01, 2021 7:26 pm

I think a ship like this is a great unit to add to the game it would make a lot of levels easy to beat.
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Re: Space Carrier

Post by Midonik » Fri Jan 21, 2022 10:54 am

The idea of a space carrier has been brought up more than once. I think it should be the next step in the space battles development. Let me clarify how I think it should work.

The space (spacecraft? kinda long) carrier should be the heaviest class of ships, so it should have a lot of hp. It won't have any attack on it's own, but it should summon squadrons of small spacecraft (I think we can have 3 of those per image) with vanishing and of course cooldown. Squadrons would represent the offensive capabilities of the carrier.
There should be two main types: fighters (for fighting other squadrons) and bombers (for fighting bigger spaceships and maybe buildings). Both should have vanishing. They should have plenty of speed and pack a punch, but their hp should be low. I think they could have dodges tho, to represent that they are hard to hit by not specialised spacecrafts. Does bonus ignore dodge completely or was that removed? If not then the dodge values could be really high and only fighters and anit-air... (well word "air" makes no sense in context of space combat but the "squadron" spacecrafts are kind of like planes... we'll need to find a good name, I guess anti squadron works tho it's long) spaceships would be able to reliably hit them, as they'd have bonuses. Or we could even use trnValidTargets and just straight up not allow non-specialised ships to hit the squadrons, then we don't need to necessarily use dodges.
Of course, besides summoning, the carriers should be able to... carry. Spacecrafts. And also repair them. It definitely should carry squadrons. It definitely shouldn't carry larger ships, and for sure not other carriers. I think it could be ok to let it carry frigates and corvettes too. I was thinking it could have a delay vanishing aura inside (0 range) too (so the squadrons can be refueled in it), so that it could keep more squadrons around, but maybe that would result in too large swarms (although that would be limited by carry capacity I guess).
This carriers would carry a lot of value (as they would be able to launch attacks over huge distances indirectly) and would be very powerful, so they should be the most expensive ships, cost 8-9, not buildable in tcs.
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