Search found 476 matches

by Endru1241
Sun Dec 08, 2019 2:12 pm
Forum: Neutrals (animals, buildings etc)
Topic: Hero Units
Replies: 6
Views: 19

Re: Hero Units

As named heroes probably wouldn't be used in a lot of maps, and they cannot ever be introduced to non-campaign games, so their use is very limited. Especially as most historical "heroes" are only tales spread by winners, mostly about some leaders. So if You need hero for campaign - use normal unit o...
by Endru1241
Sun Dec 01, 2019 8:41 pm
Forum: Graphics
Topic: Polishable unit images in AOS
Replies: 109
Views: 2438

Re: Polishable unit images in AOS

I am not able to edit attachments properly (phpBB fault), so I only listed not done yet images.
Here they are visually.
by Endru1241
Sun Dec 01, 2019 8:24 pm
Forum: Maps, campaigns
Topic: Custom units
Replies: 2
Views: 85

Re: Custom units

I think it is map editor idea.
by Endru1241
Sun Dec 01, 2019 8:22 pm
Forum: Gameplay & UI
Topic: display bar for quantities, troop types and constructions.
Replies: 6
Views: 69

Re: display bar for quantities, troop types and constructions.

No, I don't think so.
It's just seems like a lot of work for stratego.
by Endru1241
Sun Dec 01, 2019 10:02 am
Forum: Graphics
Topic: Re design units
Replies: 18
Views: 229

Re: Re design units

Crossbowman size is exactly the same, as his image was made using archer as a base. I removed bow and placed crossbow on another layer, then armor on another, lastly shadings, shadow and team colors. Shadings was remade by patroid, as well as some reshaping, but the size remained the same all along....
by Endru1241
Sat Nov 30, 2019 8:16 am
Forum: Unit - infantry
Topic: Fencer
Replies: 18
Views: 249

Re: Double macemen

Wat r u talking about? Is this off topic? Personally I think this should b answered Thanks for noticing. Moved posts. Military intelligence and data gathering pretty much, yeah. With the better example being the US. But again not everything can be predicted and responded addecuately if it was that ...
by Endru1241
Fri Nov 29, 2019 6:38 pm
Forum: Unit balancing
Topic: Movement overhaul IMPLEMENTED
Replies: 2
Views: 37

Re: Movement overhaul

Only on maps, where map creator put deep water tiles, the same goes for roads.
by Endru1241
Fri Nov 29, 2019 5:52 pm
Forum: Unit balancing
Topic: Movement overhaul IMPLEMENTED
Replies: 2
Views: 37

Movement overhaul IMPLEMENTED

Right now I'm working on implementing frozen water tileset. It's water with ice floes on the surface visually. In flavor it's supposed to represent prartially/periodically frozen water, so on average both lighter units and ships can meet ve through it. It will have infantry moving with 50-67% effect...
by Endru1241
Fri Nov 29, 2019 2:47 pm
Forum: Unit balancing
Topic: fire archer and burning effectiveness against ships
Replies: 2
Views: 35

Re: fire archer and burning effectiveness against ships

That's right - even fire siphon ship has only +200% and it's almost pure fire. I think +80% - 100% would be correct for fire arrows (9 -10 base damage), so it would deal 5-6 damage at most to ships. The same bonus should be applied to any unit with burning weapon - raider, fortress, fire archer etc....
by Endru1241
Fri Nov 29, 2019 10:28 am
Forum: Unit - infantry
Topic: Dancer/Singer, to give another turn to used units.
Replies: 19
Views: 764

Re: Dancer/Singer, to give another turn to used units.

Exactly - group affected by high (and low) morale includes only U_WAR_UNITS_GROUND category, which is made of melee (light and heavy cavalry, melee foot, light, medium, heavy melee foot, polearm, otherwise listed in unit details) and ranged (archers, throwers and gunmen) units. There should be list ...
by Endru1241
Fri Nov 29, 2019 10:21 am
Forum: Others
Topic: New topic on forum"send map" ANSWERED
Replies: 8
Views: 342

Re: New topic on forum"send map" ANSWERED

There is a ton of free e-mail services, where parent agreement is all it takes to create account for underaged. Gmail itself allows 13 years old to create account by himself.
I don't think it could ever be a problem.
by Endru1241
Fri Nov 29, 2019 9:58 am
Forum: Unit - water (ships)
Topic: Carrack IMPLEMENTED
Replies: 55
Views: 2724

Re: Carrack IMPLEMENTED

I actually asked stratego some time ago to make new stat - bonus power, which is added after bonus multiplication or change default calculation. I wanted blacksmith and buffs to affect unit attack without bonus multiplication, as their counter is +armor, which is straight +1. Also I think there shou...
by Endru1241
Fri Nov 29, 2019 7:53 am
Forum: Unit - infantry
Topic: Dancer/Singer, to give another turn to used units.
Replies: 19
Views: 764

Re: Dancer/Singer, to give another turn to used units.

If the cooldown and buff time is the same, then nobody in their right mind would ever use ballad of the warrior. Also, having two attacks almost equals dealing x2 damage, so it's much more warrior buff than +3 power. I think instead of 3 turns - the one increasing action and speed can only last 1 tu...
by Endru1241
Fri Nov 29, 2019 6:25 am
Forum: Others
Topic: New topic on forum"send map" ANSWERED
Replies: 8
Views: 342

Re: New topic on forum"send map"

That would rather makes things harder.
Also it would take forum attachments space without any real advantage.
by Endru1241
Fri Nov 29, 2019 6:23 am
Forum: Techs
Topic: Kusarigamajitsu IMPLEMENTED
Replies: 15
Views: 237

Re: Kusarigamajitsu

I think it could be specialised debuffer. 4th (including sai) transformation of ninja, only allowed after research. I would make it have normal melee attack (kama) - 5-6 power with 1 attack, but requiring no action points debuff with 1 turn cooldown (so usable every turn once, along with normal atta...
by Endru1241
Fri Nov 29, 2019 6:15 am
Forum: Unit - infantry
Topic: Sai ninja IMPLEMENTED
Replies: 6
Views: 453

Re: Sai ninja

This unit should have 2 melle armor 3x counter bonus, 3 action "Maybe bleeding wepoan"(2hp /turn) There is no way for 3x counter damage for now. 2x counter damage is really Full counter attack - it just removes 50% penalty of counter. How should this b implemented, one ninja with 4 transformations ...
by Endru1241
Fri Nov 29, 2019 5:59 am
Forum: Unit - ranged (like archers)
Topic: Hand crossbow
Replies: 6
Views: 60

Re: Hand crossbow

Morningwarrior wrote:
Thu Nov 28, 2019 5:36 pm
So the bonus gain light foot melee is +50%, removed bonus damage to buildings,and add 1 p.armor and the time to produces this unit is 3.
Based on which unit?
by Endru1241
Fri Nov 29, 2019 5:54 am
Forum: Unit - infantry
Topic: Double macemen
Replies: 2
Views: 47

Re: Double macemen

Any blunt based weapon damage comes more from swing force, than weapon itself. Thus weilding two blunt weapons won't be very effective. In game terms it would be 6-8 damage with each attack. Meanwhile getting rid of shield would decrease his hp. Summing up - not really effective. 15 power withtwo at...
by Endru1241
Fri Nov 29, 2019 5:32 am
Forum: Unit - water (ships)
Topic: Carrack IMPLEMENTED
Replies: 55
Views: 2724

Re: Carrack IMPLEMENTED

Carrack with 4 fire archers is 22 turn worth of units. It's understandable, that with this investment comes some good survivability. But I think carrack speed could still be decreased to 4. 3 is too slow imho. Fire archers without blacksmith deal 12base damage to ships. Most ships have pretty high p...
by Endru1241
Fri Nov 29, 2019 4:40 am
Forum: Unit - infantry
Topic: Fencer
Replies: 18
Views: 249

Re: Fencer

Not necessarily. Most "randomness" on battlefield is really insufficient knowledge about enemy or even own forces. With more uniform forces and bigger armies average stats assigned to unit are more accurate. The most spectacular wins among historical battles could easily be presented by stats, becau...
by Endru1241
Fri Nov 29, 2019 4:16 am
Forum: Unit - infantry
Topic: Maulman
Replies: 23
Views: 177

Re: Maulman

I am a little afraid of adding any physical based more complex abilities. Mostly because it would create precedence. If some hammer weilder can break legs or cripple why the hell other units cannot. And there would be unending list of abilities to add to pretty much all melee units. So I think there...
by Endru1241
Fri Nov 29, 2019 4:07 am
Forum: FAQ
Topic: How to make a unit..?
Replies: 3
Views: 238

Re: How to make a unit..?

Normal units can be produced in town. Town aka Town Center aka TC is something placed on the map since the beginning. They have to be conquered by going to them with any unit, which can occupy buildings (human ones). Among units produced there is Worker, which can build towers, siege machines, ships...
by Endru1241
Thu Nov 28, 2019 8:17 am
Forum: Unit - water (ships)
Topic: Carrack IMPLEMENTED
Replies: 55
Views: 2724

Re: Carrack IMPLEMENTED

It can be used without gunpowder. Gunpowder is only needed for effect action - Cannonball. I was thinking of adding some new milestone techs - techs, which are only used as requirements to define progress. In this case it could require some sort of sailing tech - something related to ship corpse con...
by Endru1241
Thu Nov 28, 2019 8:06 am
Forum: Unit - ranged (like archers)
Topic: Hand crossbow
Replies: 6
Views: 60

Re: Hand crossbow

Actually AoS have Light Foot Melee category (peasants, celt, flailman, ninja) - they have weaknesses similar to most Medium Foot Melee (swordsman, samurai, zweihander, maceman), so archers, heavy melee, cavalry. Instead of transformation, effect action could be implemented, like throw taiaha or pilu...
by Endru1241
Wed Nov 27, 2019 11:04 pm
Forum: Graphics
Topic: Re design units
Replies: 18
Views: 229

Re: Re design units

Merged.
by Endru1241
Wed Nov 27, 2019 11:02 pm
Forum: Unit - infantry
Topic: Fencer
Replies: 18
Views: 249

Re: Fencer

Merged.
Please post in already created topic.
Morningwarrior wrote:
Wed Nov 27, 2019 10:53 pm
Melee dodge:50%
That is the part neither me nor stratego will agree about.
AoS is all about strategy, like the name applies, so any increase in randomness is bad.
Few changes I've done were actually to lessen randomness in the game.
by Endru1241
Tue Nov 26, 2019 6:26 pm
Forum: Unit balancing
Topic: Make all types of Lancers be affected by reach
Replies: 8
Views: 142

Re: Make all types of Lancers be affected by reach

It's not cannot even one-shot cavalry. It's almost one-shots cavalry. Think of this - for twice the cost (time) you get spearman with +2 speed, +1 sight, almost twice of hp, +2/2 armor, +1 damage to most units, +3 damage to mounted, ranged, melee foot and siege machines. As a trade-off there's caval...
by Endru1241
Tue Nov 26, 2019 4:21 pm
Forum: Maps
Topic: Unwinnable map in "Maps from fans"
Replies: 8
Views: 278

Re: Unwinnable map in "Maps from fans"

I think it's the other way. This particular map was based around a bug - transport ships could go through ground tile when wagon was on it. You eliminated that by adding to the engine additional check - before units could move using isCarrierRemovesTerrainDrawbacks=true engine checks if unit can be ...
by Endru1241
Sun Nov 24, 2019 11:13 pm
Forum: Unit balancing
Topic: Make all types of Lancers be affected by reach
Replies: 8
Views: 142

Re: Make all types of Lancers be affected by reach

And that is exactly what I was trying to simulate by giving them offensive bonus only.
by Endru1241
Sun Nov 24, 2019 2:50 pm
Forum: Unit - infantry
Topic: Professional
Replies: 9
Views: 110

Re: Professional

gambison is extremely strong Not really. Gambeson can be sliced or pierced quite easily. It was used only by poor fighters or under proper armor as it only gives proper protection vs bludgeoning strikes. To provide full protection it was weared under chainmail or later plate armor. I believe gambes...

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