Oil walls

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Alexander82
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Oil walls

Post by Alexander82 »

I was thinking about an improvement for the walls
Once you build this improvement your walls are provided of an oil cauldron. If an enemy unit end its turn near the wall (in an adiacent square) they receive damage from the boiling oil.
That could make walls more useful without making them op
The damage could be an higher one or a lower poison-like scald damage
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balint
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Re: Oil walls

Post by balint »

I like ot really much!
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DoomCarrot
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Re: Oil walls

Post by DoomCarrot »

great idea, but I think pierce armor should greatly protect against it, seeing as it would simply splash off of shields for the most part
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balint
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Re: Oil walls

Post by balint »

well, yes but than give an armor debuff. because the shield was made from mainly wood and that can even catch fire when they use hot oil and fire arrows ;)
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Alexander82
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Re: Oil walls

Post by Alexander82 »

Here is a simple image
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Oil Wall.png
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Alex486
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Re: Oil walls

Post by Alex486 »

I like the idea. Maybe the damage is only 2HP.
Anything is feasible with enough money and power.

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ollie444
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Re: Oil walls

Post by ollie444 »

Maybe to the enemy it appears as normal wall
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RiverRaider 1097
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Re: Oil walls

Post by RiverRaider 1097 »

I think there ought to be an actual unit that pours the oil like in Stronghold Crusader PC game I think they are just called oilers if I remember right. But I like the concept if your a wall builder!
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RiverRaider 1097
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Re: Oil walls

Post by RiverRaider 1097 »

Could be an opportunity to create another structure that boils the oil maybe in the Advancement center?but in this game I believe the oilers should be slow moving but well armoured basically just have them posted inside your walls at strategic locations.
and remember,wherever your at,there you are
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Alexander82
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Re: Oil walls

Post by Alexander82 »

You mean like a unit that can enter walls?
Here we need daniel's opiion then
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RiverRaider 1097
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Re: Oil walls

Post by RiverRaider 1097 »

No just stand behind like an archer would
and remember,wherever your at,there you are
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TheBluePhoenix
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Re: Oil walls

Post by TheBluePhoenix »

I love this idea but i think that like it was actually used this wall should be built only near water and should spread to the nearby tiles only for one turn. after releasing oil once it can again release oil after 3 turns and the effect of this would be that whenever a ship comes in contact with it if it is set on fire by a fire arrow then the ship sets on fire and should lose 5 hp for each nearby tile on fire. on ground it should not be used as even the grass would catch fire logically which would spread turn by turn. Wat say
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COOLguy
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Re: Oil walls

Post by COOLguy »

Coding would kill :(

Somewhere Daniel posted that some unit ideas that are awesome would be put on hold when they require extra coding work, because he gets short on time. And this would require a ton of new stuff because of the whole fire spread thing. :cry:
Thanks!
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TheBluePhoenix
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Re: Oil walls

Post by TheBluePhoenix »

I understand but this unit can also be a game changer :geek:
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Lynx Shafir
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Re: Oil walls

Post by Lynx Shafir »

So here's my proposal


-insert name-
Research cost
6 advancement center or
Fort(why not, currently pretty useless)

1unlocks new ability for fortifications
Towers, walls
2.unlocks tar trap as constructable.
Ability -"pour Oil/Tar"
Active skill with CD 3!


Deals 10 melle /blank dmg to units within range 1
Power range 1
Applies slowing 1(-1speed)
Last 3 turns
Can't be healed (take a bath.. in car washer might help)
If want burning , may set to apply that too.
Even "effect makes burnable flesh blod units if possible
Idk, if not, just forget this than.
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
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Lynx Shafir
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Re: Oil walls

Post by Lynx Shafir »

May this work?

Image
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
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phoenixffyrnig
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Re: Barbican/ Gate Upgrade

Post by phoenixffyrnig »

Is this a good time to re-mention murder holes, the ability to drop burning hellfire on adjacent enemies, either at the gate or at the castle itself?
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Badnorth
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Re: Barbican/ Gate Upgrade

Post by Badnorth »

Nice
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SirPat
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Re: Barbican/ Gate Upgrade

Post by SirPat »

phoenixffyrnig wrote: Sun Aug 02, 2020 10:41 pm Is this a good time to re-mention murder holes, the ability to drop burning hellfire on adjacent enemies, either at the gate or at the castle itself?
Hahahha yup those murder holes :twisted: I can feel the power once these once are also added
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Badnorth
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Re: Barbican/ Gate Upgrade

Post by Badnorth »

Lol that's gonna be a useful tech
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Endru1241
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Re: Barbican/ Gate Upgrade

Post by Endru1241 »

phoenixffyrnig wrote: Sun Aug 02, 2020 10:41 pm Is this a good time to re-mention murder holes, the ability to drop burning hellfire on adjacent enemies, either at the gate or at the castle itself?
Definetely not in unrelated topic.

Moved posts.

As for the idea itself - i don't think castle needs any other upgrades. It's main purpose is to be another (apart of tc) strategic center. Not defensive building. It can defend itself somehow, but should be additionally protected.
After barbician upgrade - gate won't need any other boost too.
That leaves the walls or some other mechanism.
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