Graphics : Terrain
Graphics : Terrain
Here we will post terrains for Age of Discovery .
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- Maxbirykov2004
- Posts: 1022
- Joined: Mon Mar 30, 2020 12:50 pm
- Location: Belarus
Re: Graphics : Terrain
What wrong about terrains what exists now?
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Re: Graphics : Terrain
We already have? Lucus said we need em.
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- Maxbirykov2004
- Posts: 1022
- Joined: Mon Mar 30, 2020 12:50 pm
- Location: Belarus
Re: Graphics : Terrain
Amm standard terrain package from Aos Aof Aoww...
But i think lucas right because this package is pretty simple
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Re: Graphics : Terrain
Oh ok
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- Squirrel5555
- Posts: 860
- Joined: Sun Feb 16, 2020 3:43 pm
Re: Graphics : Terrain
Well AOS has most terrains, but I would request marsh terrain if possible. This could be impassable for siege, and defensive buildings would be unbuildable, and maybe have a slowing effect on units on it. I know this is similar to forest, but I would really like another sprite for it.
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- Site Admin
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Re: Graphics : Terrain
we will have AOW terrains in AOD by default, not AOS (those are 32px based not 64px)
Re: Graphics : Terrain
Oh thats cool
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- Squirrel5555
- Posts: 860
- Joined: Sun Feb 16, 2020 3:43 pm
Re: Graphics : Terrain
Nice.
But some terrain requests that I have are:
Marsh: no defensive buildings, considerably slower movement speed, siege cant move through it
Hills: improves range of siege slightly, impassable for wagons maybe
Are these effects possible?
But some terrain requests that I have are:
Marsh: no defensive buildings, considerably slower movement speed, siege cant move through it
Hills: improves range of siege slightly, impassable for wagons maybe
Are these effects possible?
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Re: Graphics : Terrain
Muddy : Reduces speed of Infantry by 1 and cavalry by 2
Siege cannot go through
Siege cannot go through
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Re: Graphics : Terrain
Ruins/Urban : Reduces speed of Infantry by 1 increases infantry piercing armor and Artillery miss chance. Siege cannot go through also wagons.
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Re: Graphics : Terrain
Marsh and muddy are not the same?
Uphill bonuses...could be ok but not only rising piercing armor
highgrass terrain: not bonuses but u can hide units there(only infamtry) (idk if its possible)
Rocky terrain: slightly rises melee and piercing armor
Uphill bonuses...could be ok but not only rising piercing armor
highgrass terrain: not bonuses but u can hide units there(only infamtry) (idk if its possible)
Rocky terrain: slightly rises melee and piercing armor
Re: Graphics : Terrain
At aoww there are some ruins u can set at mapeditor for campaigns...the spritrs could be changedQuadrupoleStrat wrote: ↑Wed Jun 17, 2020 12:19 pm Ruins/Urban : Reduces speed of Infantry by 1 increases infantry piercing armor and Artillery miss chance. Siege cannot go through also wagons.
Re: Graphics : Terrain
Maybe we could also add a corpse for structures?
Rubble - buildings,fortifications : Vanishing 3 - 10 HP 0/0 Armor
Large rubble - Mega Buildings : Vanishing 6 - 30 HP 0/0 Armor
But it may lead to a disadvantage.
Rubble - buildings,fortifications : Vanishing 3 - 10 HP 0/0 Armor
Large rubble - Mega Buildings : Vanishing 6 - 30 HP 0/0 Armor
But it may lead to a disadvantage.
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Re: Graphics : Terrain
I understand unit corpses to desappear, but a ruin...it doesnt just dissapear that easily...i dokt think so...
Re: Graphics : Terrain
a bad idea but.
Rubble - Vanishing - 16
Mega rubble - Vanishing - 32
Rubble - Vanishing - 16
Mega rubble - Vanishing - 32
For newcomers, click here for discord links. Hopefully they aren't expired.
Re: Graphics : Terrain
A new idea:
1 heavy cavalry lose 2 speed at forest and any other disadvantageous terrain
Also some terrains like shallow that allow cav to pass trought but some big ships cant
Also, muddy terrain and some others would reduce heavy armored and light armored units speed by 1. Unarmored infantry isnt affected
After techs and some uogrades i will learn to mod terrains
1 heavy cavalry lose 2 speed at forest and any other disadvantageous terrain
Also some terrains like shallow that allow cav to pass trought but some big ships cant
Also, muddy terrain and some others would reduce heavy armored and light armored units speed by 1. Unarmored infantry isnt affected
After techs and some uogrades i will learn to mod terrains
Re: Graphics : Terrain
How would it work? If u step on it, then desappears?QuadrupoleStrat wrote: ↑Mon Aug 03, 2020 12:02 pm a bad idea but.
Rubble - Vanishing - 16
Mega rubble - Vanishing - 32
It doesnt desappear if u step on it so its an obtacle?
U have to wait 16 turns until it?
Re: Graphics : Terrain
Lasts for 16 turns unless destroyed.
An obstacle yes.
But I still think it is a bad idea.
An obstacle yes.
But I still think it is a bad idea.
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Re: Graphics : Terrain
Maybe for the future...mmhQuadrupoleStrat wrote: ↑Mon Aug 03, 2020 12:21 pm Lasts for 16 turns unless destroyed.
An obstacle yes.
But I still think it is a bad idea.
I havent decided yet if corpses are be on the game...
Re: Graphics : Terrain
It may be a good sign when the enemy just killed a unit.
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Re: Graphics : Terrain
When is stratego gonna mark you as moderator? So you can merge and delete things..this could be useful .
For newcomers, click here for discord links. Hopefully they aren't expired.
Re: Graphics : Terrain
Ywah it would...
Dont worry...he must be busy with soemthing related or unralted to the game...
Dont worry...he must be busy with soemthing related or unralted to the game...