Page 1 of 1

slaves

Posted: Thu Nov 22, 2018 6:16 pm
by Soviet_volkc
slaves will have to do the work .
but which?

Re: slaves

Posted: Thu Nov 22, 2018 6:36 pm
by Soviet_volkc
Slave
Hp 1
Damage 0
cannon fodder

Re: slaves

Posted: Wed Dec 26, 2018 7:15 pm
by HugoTheUseles
That would be to weak now that we have pesants

Re: slaves

Posted: Wed Dec 26, 2018 8:13 pm
by Midonik
If anything they can be some sort of workers.

Re: slaves

Posted: Wed Dec 26, 2018 8:22 pm
by godOfKings
Wen killing an enemy, 25% chance to transform him into slave instead of killing him, slave can have some mend rate but mostly cannon fodder

May b some special unit has high chance to convert enemy to slave? Or a tech research?
However, downside is takes population limit so might have to delete eventually

Tech: Slavery

The people in Ur towns have accepted having and trading in slaves, now depending on chance Ur soldiers might try to subdue enemies into slaves instead of killing them in order to earn extra profits

Re: slaves

Posted: Thu Dec 27, 2018 10:14 am
by Lynx Shafir
I like this

#ork slaver

Re: slaves

Posted: Thu Jan 03, 2019 3:41 pm
by Lynx Shafir
Slavery
Cost 6 Tc
Image

-after research
30% chance on killing blow spams prisoners - slaves

Slave
Hp 6
Attak 0-1?
arm 0/0 (gain from cloths one)?
Speed 2-3?
Sight 3
Counts as "other"


Has mending
Alternative uses
(can be used as currency - speed up production)
(can be shot by plague Catapult)


1.opinions-comments
2.r pics above OK? - slave,
chose one of bracesrs -

3.finalize nd implement!

Re: slaves

Posted: Thu Jan 03, 2019 4:29 pm
by godOfKings
Truth is, even though my idea is awesome I actually don't know how to implement it :P it will obviously need new coding by stratego

Re: slaves

Posted: Fri Jan 18, 2019 3:05 pm
by godOfKings
I thought of a 1 range aura which affects all melee units with a probability of applying effect to the enemy, if the enemy gets this effect only then after dying it will transform to slave.

While transforming to slave part is possible, I m still confused on how to convert slave to Ur team

Re: slaves

Posted: Fri Jan 18, 2019 6:39 pm
by Lynx Shafir
1.Chanche based auras r working? ??
(than we could work on plague corpses too :twisted:)

2.either way seems complicated

Than on killing blow %spam of slave - may can be definied as - attacker team c. Unit - :?

Re: slaves

Posted: Fri Jan 18, 2019 7:52 pm
by godOfKings
I m pretty sure attacker unit converting unit on death after transforming them to slave all in same turn is more complicated and completely new code, may b a spell that converts neutral slave to Ur side with 100% chance but needs to b written in all unit json (as well as requires slavery tech)

One thing we can do is to make a new slaver/overseer unit who has this ability and can convert neutral slaves to Ur side (will require slavery tech to unlock)

Basically explanation is Ur soldier don't have time to control slaves during war so they leave the job to overseers

Although my idea is possible to code with current json there is a problem that enemy over seers might convert the slave to their side even though it was initially their own soldier which is very weird...

Re: slaves

Posted: Sat Jan 19, 2019 6:52 am
by Lynx Shafir
We should ask Daniel about initial idea

Re: slaves

Posted: Sun Jun 09, 2019 1:47 am
by godOfKings
Stratego (dev) wrote:
Fri May 31, 2019 7:28 am
new option to set transformation from now not on unt but on effect:
"trnTransformTo" ----------------------------------------------------------------------transformation ID, used for case of SYSTEM_SPECIAL_EFFECT_TRANSFORM1, if null than the Unit.transformTo1 value will be used
Can we use this to give a slaver unit delayed transformation spell to transform enemy to slaves? @Stratego (dev)

Re: slaves

Posted: Sun Jun 09, 2019 1:54 am
by godOfKings
Then we could give roman garrison a spell to summon gladiators by sacrificing slaves

Slaver and tech could b in roman garrison then and spell would have 50% possibility at range 1? @Lynx Shafir

Re: slaves

Posted: Sun Jun 09, 2019 2:16 am
by godOfKings
Or we go multiple ways, slaver and tech is in tc

Roman garrison only has the spell
Catapult also has similar spell to throw poisoned corpse

Re: slaves

Posted: Sun Jun 09, 2019 2:36 am
by godOfKings
Slaver
Cost: 4 (requires slavery)
HP:20
Atk:2
Armor:1/0
Speed:3
(Same stat as banner bearer)

Spell: enslave (range:1, CD:0, spell possibility:50%)

We can make it more complex and balanced by giving weak units a new u_slaveable category and making spell affect only those units

Possible targets: all healer and worker units, most 2 turn units like archer, skirmisher, swordsman, pikeman, Shielder, slinger and their first upgrade (not second upgrade) also a few 3 turn units like light cavalry, longbow man, maceman, fire/poison archer, Celt, all roman auxiliary units

Re: slaves

Posted: Sun Jun 09, 2019 6:40 pm
by Stratego (dev)
godOfKings wrote:
Sun Jun 09, 2019 1:47 am
Stratego (dev) wrote:
Fri May 31, 2019 7:28 am
new option to set transformation from now not on unt but on effect:
"trnTransformTo" ----------------------------------------------------------------------transformation ID, used for case of SYSTEM_SPECIAL_EFFECT_TRANSFORM1, if null than the Unit.transformTo1 value will be used
Can we use this to give a slaver unit delayed transformation spell to transform enemy to slaves?
maybe, try in modding mode

Re: slaves

Posted: Tue Jun 11, 2019 9:10 am
by Lynx Shafir
Let me know if it's working ;)