Mines and related stuff IMPLEMENTED

Post Reply
User avatar
Lynx Shafir
Posts: 1563
Joined: Mon May 28, 2018 4:24 am

Mines and related stuff IMPLEMENTED

Post by Lynx Shafir »

Mines

Image
HP 50
Arm 2/6
Sight 1
Mend b.
Constr b.
Carry 2

Function - trains money currier tipe units, miners
Costly 8 - 10 action with basic rate
Has 1 capacity, and should not burn?
counts as factory

Buildable on rocky terrain (may with tech : 'prospectology'unlocks building on plain too)
Constructed by miner unit

Miner
Image

Cost 3, TC, mines
HP 16
Atk 3
Arm 0
Spd 3
Sight 4
Mend 3
resistance 0 %
Build list, mine, tunnel, trench


Carts -works as money courier
Speeds up production
Hp 20
Arm 1/5

Speed 3( +1roads)
(can enter wagons)

If randomised :
Cost 3

Gold and silver cart 25%
-2 turns
Image
Image
Coal cart 35%(possible to make only enter blacksmith? )
-1 turns
Image

Gem cart, 15%
-3 turns
Image


Think either works as auxiliary training way - random with 3 cost /between 2-4

Cart and mines are in a pack, for buying in upg
Last edited by Lynx Shafir on Fri Dec 20, 2019 9:18 am, edited 3 times in total.
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
User avatar
Lynx Shafir
Posts: 1563
Joined: Mon May 28, 2018 4:24 am

Re: Mines and related stuff

Post by Lynx Shafir »

I'll fill the blank parts later

Here's some img
Mine,

Think this rocky design fits best for current mountains,

And 2 carts
Last edited by Lynx Shafir on Fri Dec 20, 2019 9:09 am, edited 1 time in total.
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
User avatar
makazuwr32
Posts: 7830
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Mines and related stuff

Post by makazuwr32 »

I only think mineshaft must act as regular factory, not as separate building type.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
AoF Dev Co-Leader
Image
User avatar
Lynx Shafir
Posts: 1563
Joined: Mon May 28, 2018 4:24 am

Re: Mines and related stuff

Post by Lynx Shafir »

Coal cart - speeds up blacksmith only
(may advancement center too)

Sacrifice next to building...
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
User avatar
Lynx Shafir
Posts: 1563
Joined: Mon May 28, 2018 4:24 am

Re: Mines and related stuff

Post by Lynx Shafir »

Some more img
Attachments
mining spot lvl 1.png
mining spot lvl 1.png (1.93 KiB) Viewed 3341 times
Shiny
Shiny
gem n coal cart 2.png (2.81 KiB) Viewed 3341 times
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
User avatar
Endru1241
Posts: 2717
Joined: Fri Sep 11, 2015 8:43 am
Location: Poland

Re: Mines and related stuff

Post by Endru1241 »

Money courier like is okay, but not gem cart - even with super low chance as you can have as many mines as space, players would leave one AI barely alive, fill map with mines and farm. Boring.
And could discourage from normal playing some players who needs gems.
Age of Strategy design leader
Stratego (dev)
Site Admin
Posts: 15734
Joined: Fri Apr 25, 2014 9:28 pm

Re: Mines and related stuff

Post by Stratego (dev) »

somewhere i made a susggestion of a building that can beb built next to ally tc to share techs and maybe production or something.
what if use this building and cart to do that?

in AOK there was a "market" and "caravan" units to carry gold here and there and that was an extra gold resource - i thought of a similar.
User avatar
makazuwr32
Posts: 7830
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Mines and related stuff

Post by makazuwr32 »

Goldmine is planned building for dwarves so for aof no.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
AoF Dev Co-Leader
Image
Stratego (dev)
Site Admin
Posts: 15734
Joined: Fri Apr 25, 2014 9:28 pm

Re: Mines and related stuff

Post by Stratego (dev) »

i have nowhere saw dwarves lol :)
at least in topic title should be if there is not separate category
User avatar
Lynx Shafir
Posts: 1563
Joined: Mon May 28, 2018 4:24 am

Re: Mines and related stuff

Post by Lynx Shafir »

Stratego (dev) wrote: Wed Sep 04, 2019 5:47 pm somewhere i made a susggestion of a building that can beb built next to ally tc to share techs and maybe production or something.
what if use this building and cart to do that?
This is a mine, built on Mountainsand produces "random" money courier.

For "trading" either market or alliance Hall fits best both from logic and logistic view
Carts may get a role there thouh..
Money courier like is okay, but not gem cart - even with super low chance as you can have as many mines as space, players would leave one AI barely alive, fill map with mines and farm. Boring.
And could discourage from normal playing some players who need gems
It's build on mountains
I think still fun to keep if has low chances.
If you really one to accumulate gems from this (1-2 per cart with 5%)you need to grind whole day,for some, better play camping maps. Lol
But if you get one eventually it's a nice encouragement,for those don't playing online games . and need lille more gems.
Those who like campaigns won't renunce playing em
I see no problem here

What do you think @Stratego (dev)?
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
Stratego (dev)
Site Admin
Posts: 15734
Joined: Fri Apr 25, 2014 9:28 pm

Re: Mines and related stuff

Post by Stratego (dev) »

sorry but there must be misunderstanding: no building should give gems ever.
User avatar
Lynx Shafir
Posts: 1563
Joined: Mon May 28, 2018 4:24 am

Re: Mines and related stuff

Post by Lynx Shafir »

Fine than.
It will be the best booster than

Miner
Attachments
32 unit miner.png
32 unit miner.png (1.25 KiB) Viewed 3296 times
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
User avatar
Endru1241
Posts: 2717
Joined: Fri Sep 11, 2015 8:43 am
Location: Poland

Re: Mines and related stuff

Post by Endru1241 »

Idea - why not make it build by normal worker?
Miner could be added as map editor unit.
It seems such a waste to train unit only for building mines - in exchange we could increase build time a little (lower construction bonus).
Besides - worker is specialized in building structures, but miner is more related to mining - so he should not be building mines, but work at them systematically.
Age of Strategy design leader
User avatar
Lynx Shafir
Posts: 1563
Joined: Mon May 28, 2018 4:24 am

Re: Mines and related stuff

Post by Lynx Shafir »

You know "building " a mine means digging tunnels what exactly this unit does.

BTW it will be able to build actual tunnels,
And water - trenches (if implement so)too.


I want workers not able to do so, this way you need to invest a bit , not just using your left over workers anywhere.like in case of catapults.

If I update first post all will be clearer
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
User avatar
Lynx Shafir
Posts: 1563
Joined: Mon May 28, 2018 4:24 am

Re: Mines and related stuff

Post by Lynx Shafir »

Updated
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
User avatar
Endru1241
Posts: 2717
Joined: Fri Sep 11, 2015 8:43 am
Location: Poland

Re: Mines and related stuff

Post by Endru1241 »

Ok. I tried to add this, but it seems game engine only allows PROD_SPEEDUP spec on unit.
It doesn't have any parameters and halves production time.

I started thinking about possible ways to implement it anyway and came with something like that:
35% Salt cart - no production speedup, only +1 to mercenary leaving time (or should it be +2?)
30% Mineral cart (Coal image) - no production speedup, has self sacrificing ability increasing Mend rate for some number of turns, can target workers, laborers (+10 mend for 3-4 turns maybe?)
20% Silver cart - regular production speedup - money courier equivalent
10% Gold cart - no production speedup, but has ability which summons money courier and transforms it into silver cart version with changed graphic (half filled gold cart)
5% Gem cart - the same as gold cart, but transforms in another version with summon ability, which in turn transforms to silver cart equivalent.

@Lynx Shafir Your latest mine image includes snow version and grass version, but I think it should be one universal - that's what I attached.

Also, producing miner - I don't think it would be good to make mines self replicable.
If we are doing building doing some production, but not being counted as a factory, then it would better not train any builder.

Also - when stratego adds a way to change terrain by unit, then miner could be very useful.
Attachments
unit_bld_mine_occupied.png
unit_bld_mine_occupied.png (1.65 KiB) Viewed 2690 times
unit_bld_mine.png
unit_bld_mine.png (1.58 KiB) Viewed 2690 times
unit_cart_silver.png
unit_cart_silver.png (1.79 KiB) Viewed 2690 times
unit_cart_salt.png
unit_cart_salt.png (1.68 KiB) Viewed 2690 times
unit_cart_ore.png
unit_cart_ore.png (1.78 KiB) Viewed 2690 times
unit_cart_gold_half.png
unit_cart_gold_half.png (1.68 KiB) Viewed 2690 times
unit_cart_gold.png
unit_cart_gold.png (1.65 KiB) Viewed 2690 times
unit_cart_gems_two_thirds.png
unit_cart_gems_two_thirds.png (1.72 KiB) Viewed 2690 times
unit_cart_gems_one_third.png
unit_cart_gems_one_third.png (1.69 KiB) Viewed 2690 times
unit_cart_gems.png
unit_cart_gems.png (1.75 KiB) Viewed 2690 times
Age of Strategy design leader
Stratego (dev)
Site Admin
Posts: 15734
Joined: Fri Apr 25, 2014 9:28 pm

Re: Mines and related stuff

Post by Stratego (dev) »

good news in AOF we are planning to make some special setting on buildings (addably by effect, or aura or by default on specific factories) that can increase production rate in town or decrease)
User avatar
Endru1241
Posts: 2717
Joined: Fri Sep 11, 2015 8:43 am
Location: Poland

Re: Mines and related stuff IMPLEMENTED

Post by Endru1241 »

OK. Implemented.
Finally I set it like that:
Name / prod / merc / equivalent turns / chance / Effect
Salt / - / +2 / 1 / 25% / no production speedup, only +2 to mercenary leaving time
Mineral / - / - / 1 / 25% / no production speedup, has self sacrificing ability increasing Mend rate , can target workers, laborers (+10 mend for 4 turns)
Silver / +1 / +4 / 2 / 25% / money courier equivalent
1/2 Gold / +1 / +4 / 2 / 5% / money courier equivalent
1/3 Gems / +1 / +4 / 2 / 1% / money courier equivalent
Gold / +2 / +8 / 4 / 10% / 2 turn production speedup, has ability which summons money courier and transforms it into silver cart version with changed graphic (half filled gold cart)
2/3 Gems / +2 / +8 / 4 / 3% / 2 turn production speedup, has ability which summons money courier and transforms it into silver cart version with changed graphic (1/3 filled gem cart)
Gem / +3 / +12 / 6 / 6% / the same as gold cart, but transforms in another version with summon ability, which in turn transforms to silver cart equivalent.

So from my calculations it comes as 2 turn production on average.
Age of Strategy design leader
Post Reply

Return to “Structures”