Search found 320 matches

by Endru1241
Fri Oct 18, 2019 12:26 pm
Forum: Unit - ranged (like archers)
Topic: musketeer reskin
Replies: 37
Views: 1971

Re: musketeer reskin

That's what You meant.
Small stone was used until now.
I added musket ball sprite
by Endru1241
Fri Oct 18, 2019 9:44 am
Forum: Reporting Issues
Topic: Some bugs, double techs, team colour
Replies: 5
Views: 51

Re: Some bugs

in AoS it' okay.

@Alexander82 It was probably notice meant for You.
by Endru1241
Fri Oct 18, 2019 9:30 am
Forum: Unit balancing
Topic: Battle Ram, fight from within
Replies: 8
Views: 33

Re: Battle Ram, fight from within

They should have already allowed only foot units. If any non-foot unit can be carried it's a bug and I ask to write about it, please.

But why limit access to e.g. archers?
by Endru1241
Fri Oct 18, 2019 5:04 am
Forum: Gameplay & UI
Topic: redo motion ANSWERED
Replies: 2
Views: 25

Re: redo motion

It would also allow for scouting in maps with fow. Besides it would require coding and some extensive tests - more work for the dev with little effect. In single player mode when the map doesn't allow few movement mistakes- it's just map creator being sadistic. If You had multiplayer in mind thoug -...
by Endru1241
Fri Oct 18, 2019 4:36 am
Forum: Unit balancing
Topic: Review piest and missionary conversion chance controled by computer
Replies: 2
Views: 34

Re: Review piest and missionary conversion chance controled by computer

Reminder: AI starts with persuasion researched, so it's never lower than 50%.

Are You sure it's not just a bias and the indeed can have proper chance?
by Endru1241
Fri Oct 18, 2019 4:32 am
Forum: Unit balancing
Topic: Battle Ram, fight from within
Replies: 8
Views: 33

Re: Battle Ram, fight from within

Yes - deployed.
If that's the case 16 pierce armor is enough.

Then imho 16/18/20 for ram and 15/17 for siege tower with ballista having +100% vs armored siege would be good (to make it deal at least small damage to them - just visibly higher than normal arrows).
by Endru1241
Fri Oct 18, 2019 4:24 am
Forum: Unit - infantry
Topic: Pikeman
Replies: 14
Views: 130

Re: Pikeman

Feel free to do it - I only posted a base. If it would retain similarities enough to be seen as part of the rest of base units - it's okay.
by Endru1241
Thu Oct 17, 2019 10:11 pm
Forum: Unit balancing
Topic: Morale Bonus
Replies: 3
Views: 31

Re: Morale Bonus

It's not jsoned yet, so no easy change right now (still few more units, before techs and effects). It would require manually adding all those units EFFECT_HIGH_MORALE to trnModifiers. I also wonder about balance - +1 power for regular infantry is nothing, they use armor more, for cavalry similar. Bu...
by Endru1241
Thu Oct 17, 2019 9:40 pm
Forum: Unit balancing
Topic: Siege Tower difficult to employ.
Replies: 5
Views: 49

Re: Siege Tower difficult to employ.

About water tiles - it's engine bug - jsons cannot change anything. About being transported - I actually didn't notice - It does indeed have canBeCarried set to false. I though it was supposed to not be able to go into wagon, where did the rest came from? I'm gonna try how it works with only trnCanN...
by Endru1241
Thu Oct 17, 2019 9:30 pm
Forum: Unit balancing
Topic: Battle Ram, fight from within
Replies: 8
Views: 33

Re: Battle Ram, fight from within

Speed 1 is too slow. Also it would mess with campaigns. Carry cap 3 is overkill (it would mean 9 foot units in one wagon + 3 handy defenders) I would just leave ability to fight from inside for siege tower. And most of all - any unit upgrade should just make it better, not magically transform useles...
by Endru1241
Thu Oct 17, 2019 8:05 pm
Forum: Unit balancing
Topic: Siege Tower difficult to employ.
Replies: 5
Views: 49

Re: Siege Tower difficult to employ.

Siege tower is a mobile tower.
Packed with correct units it can massacre others.

The one thing I believe can be changed is long build time - rams are much more cost effective after all.

The question is how much?
by Endru1241
Thu Oct 17, 2019 7:55 pm
Forum: Unit balancing
Topic: Battle Ram, fight from within
Replies: 8
Views: 33

Re: Battle Ram, fight from within

I would be too strong then.
It would also be almost like faster siege tower.
Ram is already one of strongest and most useful units.
I'd rather nerf it a little (ridiculous pierce armor).
by Endru1241
Thu Oct 17, 2019 7:14 pm
Forum: Unit - infantry
Topic: Pikeman
Replies: 14
Views: 130

Re: Pikeman

I think damage should be 5, 7. With the same 450% bonus. After adding real pikeman, spearman line can get some rebalance. HP or armor may be a little higher, but lower on piercing (1/0, 2/1) - pikeman were after all weak against missiles. About images - I was thinking of adding something similar to ...
by Endru1241
Thu Oct 17, 2019 5:44 pm
Forum: Units/techs/effects
Topic: Incorrect unit facing.
Replies: 1
Views: 35

Re: Incorrect unit facing.

That's right I totally forgot about putting "imageFacingDirection":"RIGHT".
But I think I'd rather flip their images - just to fit other units (and image requirements btw.).
Should be good in the next update.
by Endru1241
Thu Oct 17, 2019 5:40 pm
Forum: Units/techs/effects
Topic: Movement in forests
Replies: 3
Views: 41

Re: Movement in forests

All siege machines should have some disadvantage. They are superior already (catapult is greatest AoE and single unit damage, ballista has best damage/turn cost, ram has greatest survivability, while being good transport, trebuchet - greatest range and damage to buildings, wagon is most useful unit ...
by Endru1241
Thu Oct 17, 2019 12:32 am
Forum: Units/techs/effects
Topic: Manned Tower bug.
Replies: 2
Views: 34

Re: Manned Tower bug.

It was not supposed to. Excluding watch tower, the rest are buildable on forest, so adding them carry would make them forest road by the same time - allowing wagon/siege pass. This technology just gives watch tower and forest sentry an attack - this is a way to have cheapest attacking tower and elim...
by Endru1241
Tue Oct 15, 2019 3:43 pm
Forum: Units/techs/effects
Topic: Polishable unit images in AOS
Replies: 104
Views: 1671

Re: Polishable unit images in AOS

Helmet is patroid's actually.
I didn't post it, but unit_archer_e_arbalest.png was implemented

unit_archer_e_arbalest_new8.png has Shoulder armor added from newest patroid image.
I could change it like that, but I wonder if it's not too much.
by Endru1241
Tue Oct 15, 2019 3:36 pm
Forum: Unit - mounted
Topic: Missionary bug report IMPLEMENTED
Replies: 2
Views: 32

Re: Missionary bug report

U_HEALER_MOUNTED category is not assigned to U_MOUNTED, which anti-cavalry units have bonus against.

From now Missionary is getting two categories instead - U_MOUNTED (Mounted) and U_HEALERS (Healer).
Will be in the next pack.

Thanks for noticing.
by Endru1241
Mon Oct 14, 2019 12:33 pm
Forum: Techs
Topic: New effect demoralize
Replies: 6
Views: 91

Re: New effect demoralize

That would need total change of berserk - ergo new topic.
But it fits perfectly.
by Endru1241
Mon Oct 14, 2019 12:31 pm
Forum: Unit - ranged (like archers)
Topic: Pretorian archer
Replies: 2
Views: 43

Re: Pretorian archer

While roman army could use another, slightly more powerful archer I wonder if praetorians even had archers in their numbers. So maybe look for some other name. Stats are OK mostly (sight could get a boost), but I would make him 4 turns (he gets +2power, +1 range +4 hp, +1/1 armor from regular sagitt...
by Endru1241
Mon Oct 14, 2019 11:04 am
Forum: Unit - infantry
Topic: Fireswordman
Replies: 6
Views: 62

Re: Fireswordman

Firesword is clearly fantasy element.
Besides there is already quite fine viking rider idea (he is supposed to have throw torch ability which burns buildings).
by Endru1241
Mon Oct 14, 2019 10:46 am
Forum: Unit - mounted
Topic: Heavy Knight to Cataphract IMPLEMENTED
Replies: 56
Views: 5114

Re: Heavy Knight to Cataphract IMPLEMENTED

REALLY THAT A IMENSE VARIATION OF THIS UNIT,MAYBE the others for exemple can have this!?,i think 5 levels of upgrade is good. I hope there levels of upgrade for each unit is maximum,but add a four upgrade...i do know. Do You realize it's old topic, that was already implemented ? It talked about 3rd...
by Endru1241
Mon Oct 14, 2019 10:10 am
Forum: Unit balancing
Topic: Pilum ability rework
Replies: 2
Views: 40

Re: Pilum ability rework

I knew about Pilum real historical use when I implemented this ability. What people tend to forget is that protective gear is not represented solely by armor and pierce armor stats. HP is huge part of it too. The easiest example to find is swordsman - he has regular light-medium armor and shield, bu...
by Endru1241
Sat Oct 12, 2019 2:15 pm
Forum: Units/techs/effects
Topic: Polishable unit images in AOS
Replies: 104
Views: 1671

Re: Polishable unit images in AOS

Changed.
by Endru1241
Fri Oct 11, 2019 1:58 pm
Forum: Unit - infantry
Topic: dismounted knights ACCEPTED
Replies: 140
Views: 8596

Re: dismounted knights ACCEPTED

That's the point. It's a sign of transition from shortened kite shield to regular triangle one.

Besides it makes spotting difference in units easier.

We don't need uniform in upgrades - just in the same style.
by Endru1241
Fri Oct 11, 2019 12:04 pm
Forum: Unit - infantry
Topic: dismounted knights ACCEPTED
Replies: 140
Views: 8596

Re: dismounted knights ACCEPTED

Bane - yes, but cavalry, celts and posions archers can deal with them too.

I made some corrections on shields (mainly becase I just had to reshape team coloring for better distinction).
I'll probably place them in next pack.
by Endru1241
Fri Oct 11, 2019 11:09 am
Forum: Units/techs/effects
Topic: Polishable unit images in AOS
Replies: 104
Views: 1671

Re: Polishable unit images in AOS

Both hoplite and skirmishers redesigns are already in (skirmishers for quite some time).


I think these images would be replacing current ones:
It's mainly patroid's - I just did some perspective adjustment for weapons and changed team coloring.
by Endru1241
Fri Oct 11, 2019 5:16 am
Forum: Dev asks for Help
Topic: CODING: Launch speedup: Unit jsons to cachched java code
Replies: 13
Views: 181

Re: CODING: Launch speedup: Unit jsons to cachched java code

Unit object would need to be properly serializable.
So any additional fields which are not supposed to be serialized needs to be moved to child class.
by Endru1241
Fri Oct 11, 2019 5:04 am
Forum: Dev asks for Help
Topic: CODING: Launch speedup: Unit jsons to cachched java code
Replies: 13
Views: 181

Re: CODING: Launch speedup: Unit jsons to cachched java code

Do unit class fields have getters?
Is there some other values returned from unit class?

If it was purely neaningful parameters, then beans could be used. It has methods to list field values.
by Endru1241
Fri Oct 11, 2019 4:57 am
Forum: Gameplay & UI
Topic: Unit organization
Replies: 2
Views: 44

Re: Unit organization

There is ongoing categorisation refinement (other two games seems to have better category assignement already).
The real question is would unit lists (production, map editor) use this somehow.

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