Monastery IMPLEMENTED
- StormSaint373
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Monastery IMPLEMENTED
A church like structure built on mountain terrain.
Thoughts?
Thoughts?
Beware the calm before the Tempest. . .
- Lynx Shafir
- Posts: 1563
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Re: Monastery
Aside of terrain what provides?
Maybe trains monks who can...
make vine and cheese...
#Meteora
Maybe trains monks who can...
make vine and cheese...
#Meteora
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
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
- StormSaint373
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Re: Monastery
Maybe allows creation of priests, and other religious units...
Beware the calm before the Tempest. . .
- General Brave
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- StormSaint373
- Posts: 1801
- Joined: Mon Nov 27, 2017 5:35 pm
- Location: USA, East Ohio
- StormSaint373
- Posts: 1801
- Joined: Mon Nov 27, 2017 5:35 pm
- Location: USA, East Ohio
Re: Monastery
@General Brave , @Stratego (dev)
Here's a 32x image of the Monastery
Trains all religious units and crusader units
Cost: 2x a cathedral
Hp: 70
Armor: 2/6
Heal Rate: 15
Vision: 6
Carry Cap: 3
Thoughts?
Here's a 32x image of the Monastery
Trains all religious units and crusader units
Cost: 2x a cathedral
Hp: 70
Armor: 2/6
Heal Rate: 15
Vision: 6
Carry Cap: 3
Thoughts?
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- AoS Monastery.png (1.54 KiB) Viewed 3800 times
Beware the calm before the Tempest. . .
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- Site Admin
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Re: Monastery
I think it is a good image!
suggestions:
- seems a little flat because of maybe some missing shades? (both side is same shading now)
- recently we make separate images for occupied and not occupied versions
- also it can overlap a little upwards, that gives more 3D feeling when unit goes behind it.
thanks!
suggestions:
- seems a little flat because of maybe some missing shades? (both side is same shading now)
- recently we make separate images for occupied and not occupied versions
- also it can overlap a little upwards, that gives more 3D feeling when unit goes behind it.
thanks!
- StormSaint373
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Re: Monastery
Ok... @Stratego (dev)
• So, I'll increase height by... Say 10, 13, 15 pixels?
• how can I fix the shading?
• I'll separate images
• So, I'll increase height by... Say 10, 13, 15 pixels?
• how can I fix the shading?
• I'll separate images
Beware the calm before the Tempest. . .
- StormSaint373
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Re: Monastery
Alright, @Stratego (dev) , here is the revision.
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- Puss_in_Boots
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Re: Monastery
Actually we should be shading up to down, not side to side because of the new orientation possibility. Both sides can still look different since no building is perfectly symmetrical. But the shading should be somewhat similar on both sides.
OLÉ
- StormSaint373
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Re: Monastery
Unfortunately, there isn't much overhang to shade from...
On scale of top to bottom... Nothing would be shaded for fact that everything is in view of light source.
On scale of top to bottom... Nothing would be shaded for fact that everything is in view of light source.
Beware the calm before the Tempest. . .
- Lynx Shafir
- Posts: 1563
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Re: Monastery
May I try?
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
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
- Puss_in_Boots
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- Location: New Jersey
- StormSaint373
- Posts: 1801
- Joined: Mon Nov 27, 2017 5:35 pm
- Location: USA, East Ohio
- StormSaint373
- Posts: 1801
- Joined: Mon Nov 27, 2017 5:35 pm
- Location: USA, East Ohio
Re: Monastery
About image - I like the previous one better. Could you try how it looks elongated more proportionally by let's say 10 px
About idea - I think it kinda duplicates church, making it redundant (or left only as healing structure).
I have few ideas:
1. Religious castle (but it would need bigger image) - trains trebuchet, monk (new 2 turn healer unit - with no or worse conversion), religious orders units (+teuton)
2. The same but instead religious orders trains crusaders.
3. Pure healing structure (like church or maybe even cathedral) but without training ability (so healing tower able to rebuild on mountains).
4. Normal factory, maybe with fervor aura (but then no healing or worse) training monks (3 or 4 turn healers with no or worse conversion) and training "mini crusade" - like auxiliary for Romans - random crusader unit maybe additionally training "religious orders help" - similar, but longer to build -random religious order unit.
5. Castle like in 1 or 2, but one or both sets of units gets exchanged by random production in 4.
About idea - I think it kinda duplicates church, making it redundant (or left only as healing structure).
I have few ideas:
1. Religious castle (but it would need bigger image) - trains trebuchet, monk (new 2 turn healer unit - with no or worse conversion), religious orders units (+teuton)
2. The same but instead religious orders trains crusaders.
3. Pure healing structure (like church or maybe even cathedral) but without training ability (so healing tower able to rebuild on mountains).
4. Normal factory, maybe with fervor aura (but then no healing or worse) training monks (3 or 4 turn healers with no or worse conversion) and training "mini crusade" - like auxiliary for Romans - random crusader unit maybe additionally training "religious orders help" - similar, but longer to build -random religious order unit.
5. Castle like in 1 or 2, but one or both sets of units gets exchanged by random production in 4.
Age of Strategy design leader
- StormSaint373
- Posts: 1801
- Joined: Mon Nov 27, 2017 5:35 pm
- Location: USA, East Ohio
- StormSaint373
- Posts: 1801
- Joined: Mon Nov 27, 2017 5:35 pm
- Location: USA, East Ohio
Re: Monastery
Ofc,out of the purposes that were presented...Endru1241 wrote: ↑Mon Sep 23, 2019 3:57 pm About image - I like the previous one better. Could you try how it looks elongated more proportionally by let's say 10 px
About idea - I think it kinda duplicates church, making it redundant (or left only as healing structure).
I have few ideas:
1. Religious castle (but it would need bigger image) - trains trebuchet, monk (new 2 turn healer unit - with no or worse conversion), religious orders units (+teuton)
2. The same but instead religious orders trains crusaders.
3. Pure healing structure (like church or maybe even cathedral) but without training ability (so healing tower able to rebuild on mountains).
4. Normal factory, maybe with fervor aura (but then no healing or worse) training monks (3 or 4 turn healers with no or worse conversion) and training "mini crusade" - like auxiliary for Romans - random crusader unit maybe additionally training "religious orders help" - similar, but longer to build -random religious order unit.
5. Castle like in 1 or 2, but one or both sets of units gets exchanged by random production in 4.
I like options 1&2, and 5
Religious Castle, 64x or 128x64...
Recruits:
Templars (and mounted)
Hospitallers
Monk
Priest
Missionary
Inquisitor (maybe)
Crusaders
Beware the calm before the Tempest. . .
Re: Monastery
I intentionally didn't mention priests. Let them stay in church and tc only.
Look at units produced by regular castle. It doesn't get real cavalry, nor archers, nor any healers.
It let's You train infantry, but without 2-turners, emergency knight, slower lancer, 1 range converter, two shots only powerful archer and more powerful axe thrower, who can't hit anything.
Not one factory is completely replaced by castle.
That's why I think the best would be training only trebuchet, pure healing unit, random religious order unit by cost of 4-5 (including teuton) and random crusader by the cost of 2-3 (excluding Lord of course). Adding new units could also be done.
Castle-like monastery could also get ranged healing, but weaker attack and armor, than castle.
About image - I think it should get then castle -sized one - 96x96 ( with top 32px being overlay).
Look at units produced by regular castle. It doesn't get real cavalry, nor archers, nor any healers.
It let's You train infantry, but without 2-turners, emergency knight, slower lancer, 1 range converter, two shots only powerful archer and more powerful axe thrower, who can't hit anything.
Not one factory is completely replaced by castle.
That's why I think the best would be training only trebuchet, pure healing unit, random religious order unit by cost of 4-5 (including teuton) and random crusader by the cost of 2-3 (excluding Lord of course). Adding new units could also be done.
Castle-like monastery could also get ranged healing, but weaker attack and armor, than castle.
About image - I think it should get then castle -sized one - 96x96 ( with top 32px being overlay).
Age of Strategy design leader
- StormSaint373
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Re: Monastery
Understandable...Endru1241 wrote: ↑Mon Sep 23, 2019 11:30 pm I intentionally didn't mention priests. Let them stay in church and tc only.
Look at units produced by regular castle. It doesn't get real cavalry, nor archers, nor any healers.
It let's You train infantry, but without 2-turners, emergency knight, slower lancer, 1 range converter, two shots only powerful archer and more powerful axe thrower, who can't hit anything.
Not one factory is completely replaced by castle.
That's why I think the best would be training only trebuchet, pure healing unit, random religious order unit by cost of 4-5 (including teuton) and random crusader by the cost of 2-3 (excluding Lord of course). Adding new units could also be done.
Castle-like monastery could also get ranged healing, but weaker attack and armor, than castle.
About image - I think it should get then castle -sized one - 96x96 ( with top 32px being overlay).
So just
Templars
Hospitaller
Teutonic knight
Monk
Trebuchet
Crusaders (Random, cost 3) although stats are cost 2, and crusader knight needs stats revamp
Last edited by StormSaint373 on Tue Sep 24, 2019 4:29 pm, edited 1 time in total.
Beware the calm before the Tempest. . .
Re: Monastery
Well. Archer is 2-cost stats indeed, but there are veteran versions of regular armyman and knight - One is equivalent to broadswordsman, the other is between knight and heavy knight.
I'd say their cost value would be something like this:
archer -2
regular crusader - 2
veteran - 2.5
knight - 3
veteran knight - 4
If there would be equal chances for each - it's 2.7 average cost.
I know it's worse than auxiliaries, but 2 turn regular army units could be dangerous in a castle.
So after adding trebuchet to Your list of trainable units, it pretty much sums it up.
I'd say their cost value would be something like this:
archer -2
regular crusader - 2
veteran - 2.5
knight - 3
veteran knight - 4
If there would be equal chances for each - it's 2.7 average cost.
I know it's worse than auxiliaries, but 2 turn regular army units could be dangerous in a castle.
So after adding trebuchet to Your list of trainable units, it pretty much sums it up.
Age of Strategy design leader
- StormSaint373
- Posts: 1801
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Re: Monastery
Is it alright, @Endru1241 , if I may try to reskin a few crusaders, AND propose a couple new ones?
That is...
Crusader Seargent
Crusader Halberdier
Crusader Crossbowman
That is...
Crusader Seargent
Crusader Halberdier
Crusader Crossbowman
Beware the calm before the Tempest. . .
Re: Monastery
These are current ones.
Crossbowman would be a just upgraded archer, like veteran? Then it would be fine, I think.
Instead of halbeldiers, why not spearman - crusader armies used spear as one of main infantry weapons.
And what do You have in mind by sergeant?
Crossbowman would be a just upgraded archer, like veteran? Then it would be fine, I think.
Instead of halbeldiers, why not spearman - crusader armies used spear as one of main infantry weapons.
And what do You have in mind by sergeant?
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Age of Strategy design leader
- StormSaint373
- Posts: 1801
- Joined: Mon Nov 27, 2017 5:35 pm
- Location: USA, East Ohio
- StormSaint373
- Posts: 1801
- Joined: Mon Nov 27, 2017 5:35 pm
- Location: USA, East Ohio
Re: Monastery
As for Halberdier, I was thinking of the new approach to fighting cavalry. (Inspired by AoF Halberdier variants)
+1 cost to spearman
-2 to hp of swordsman counterpart
Att= Swordsman
Bonuses are 200% instead of 450% vs cavalry.
It could have 50% vs infantry melee
(Although I forget bonuses vs elephants, I suspect half for this variant)
Still has one action, and is affected by polearm techs, but geared a bit toward fighting infantry with less counter risk.
+1 cost to spearman
-2 to hp of swordsman counterpart
Att= Swordsman
Bonuses are 200% instead of 450% vs cavalry.
It could have 50% vs infantry melee
(Although I forget bonuses vs elephants, I suspect half for this variant)
Still has one action, and is affected by polearm techs, but geared a bit toward fighting infantry with less counter risk.
Beware the calm before the Tempest. . .
Re: Monastery
So, 3 cost, 16 hp, 8power? With vouglier bonuses +160% on mounted (21 base damage), +260% elephants (29 base), +50% melee foot (12 base).
Still wondering if fully upgraded 18 power is not too strong vs melee.
Still wondering if fully upgraded 18 power is not too strong vs melee.
Age of Strategy design leader
- StormSaint373
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Re: Monastery
It's enough to kill axe throwers, if 18 dmg is all, at a "supposed" tier 3, then it won't be able to kill a Swordsman of same tier. With one hit, that is.
It will cause Worry to that unit as it will deal between 2/3 (beginning) to 3/4 at a (3rd tier) of a Swordsman's health.
It will cause Worry to that unit as it will deal between 2/3 (beginning) to 3/4 at a (3rd tier) of a Swordsman's health.
Beware the calm before the Tempest. . .
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- Site Admin
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Re: Monastery
i think the monasery image still nedds improvingimho- shading and some less cartoonish look maybe.
also i suggest it being a littel bigger like 2x2 tile sized image, now it looks a little "packed" to small size
also i suggest it being a littel bigger like 2x2 tile sized image, now it looks a little "packed" to small size
- StormSaint373
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Re: Monastery
So, you'd prefer 2x2 instead of 2x3?
How would I make it look less cartoonist?
• change stonework to cathedral layout perhaps?
Shading needs improvement... How can I make that happen?
How would I make it look less cartoonist?
• change stonework to cathedral layout perhaps?
Shading needs improvement... How can I make that happen?
Beware the calm before the Tempest. . .
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- Site Admin
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Re: Monastery
sorry i can not tell you "how"
in size wait for Enru idea too, i suggest 3x2 with 2x2 non steppable part.
some nice images for inspiration
https://www.moddb.com/mods/oxams-archit ... renovation
https://steamcommunity.com/sharedfiles/ ... =710070761
https://i.redd.it/0m3hptstg8w21.jpg
in size wait for Enru idea too, i suggest 3x2 with 2x2 non steppable part.
some nice images for inspiration
https://www.moddb.com/mods/oxams-archit ... renovation
https://steamcommunity.com/sharedfiles/ ... =710070761
https://i.redd.it/0m3hptstg8w21.jpg