Mill ACCEPTED

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patroid
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Mill ACCEPTED

Post by patroid » Sat Aug 26, 2017 5:15 pm

Since i finished school i was on holiday trips nearly 100% of the time
(Like 3-4month in a row with short breaks)

Whatever i created a Mill for the Map Editor there.
If it gets ACCEPTED i gonna do the Carry a unit image and add teamcolor.

It has no function by itself but can carry 2 units.

Patroid
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samuelch
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Re: Mill

Post by samuelch » Sat Aug 26, 2017 5:55 pm

Neutral enterable building?
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LordOfAles
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Re: Mill

Post by LordOfAles » Sat Aug 26, 2017 6:00 pm

Sounds fine
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Puss_in_Boots
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Re: Mill

Post by Puss_in_Boots » Sat Aug 26, 2017 6:02 pm

samuelch wrote:Neutral enterable building?
I don't think that's what it was.
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LordOfAles
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Re: Mill

Post by LordOfAles » Sat Aug 26, 2017 6:04 pm

I thinks samuelch meant players neutral building that can be entered(like houoses)
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MightyGuy
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Re: Mill

Post by MightyGuy » Sat Aug 26, 2017 10:30 pm

This is a great udea, This is like a House or a Building that can Hide 2 Units and this building can be use as a Design on the maps
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Sunrise Samurai
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Re: Mill

Post by Sunrise Samurai » Mon Aug 28, 2017 1:09 am

I wouldn't be opposed to neutral structures that can be entered like tcs, but don't produce. It would add something worth taking, that wasn't a huge issue of contest like a tc. Maybe make house versions that hold 1 unit, so we aren't just destroying anything neutral we see. Also, for another benefit, give these structures a small heal rate, like a tower, to heal units inside.
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MightyGuy
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Re: Mill

Post by MightyGuy » Mon Aug 28, 2017 1:22 am

How about it Holds/Garrison One Unit and Can Speed Up Tech Production by decrease one turns on every tech to be research if its beside or nearby on Town Centers, Any Structure that can Research Techs, Agree?
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Sunrise Samurai
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Re: Mill

Post by Sunrise Samurai » Mon Aug 28, 2017 3:37 pm

Too influential. In thinking merely being significant tactically, rather than on the production end. Maybe even a place where assassins can be hidden, and anything that tries to enter is assassinated, preventing the "step on" danger​.
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LordOfAles
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Re: Mill

Post by LordOfAles » Mon Aug 28, 2017 4:47 pm

I think we should simply store 2 units in mill,and able to attack from it
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Sunrise Samurai
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Re: Mill

Post by Sunrise Samurai » Tue Aug 29, 2017 2:09 am

Probably the best option. It's the simplest, at least.
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Sunrise Samurai
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Re: Mill ACCEPTED

Post by Sunrise Samurai » Tue Aug 29, 2017 6:03 pm

I noticed the change to "accepted." Think more versions could be made? Aka houses, stores, abandoned towers, etc. I'd like to see these reach AoF as well.
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Stratego (dev)
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Re: Mill ACCEPTED

Post by Stratego (dev) » Tue Aug 29, 2017 6:13 pm

sure they are all welcome - in almost infinite amount.

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Sunrise Samurai
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Re: Mill ACCEPTED

Post by Sunrise Samurai » Tue Aug 29, 2017 7:25 pm

Here's a simple one. Take a castle pic, make it look ruined, and it's a big building that can hold 4, but otherwise it's the same.
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LordOfAles
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Re: Mill ACCEPTED

Post by LordOfAles » Tue Aug 29, 2017 7:26 pm

Best to make another topic about ruined buildings
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patroid
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Re: Mill ACCEPTED

Post by patroid » Wed Aug 30, 2017 11:31 am

@Daniel Neutral enterable buildings with or without teamcolors?
Should they have unlimited Hp and be unbreakable like a TC with its only purpose to hide units?
And will we add 1Garrison spot on houses?

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Re: Mill ACCEPTED

Post by Stratego (dev) » Wed Aug 30, 2017 1:40 pm

No. If neutral it will be attackable like houses now.

Dan301002
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Re: Mill ACCEPTED

Post by Dan301002 » Thu Aug 31, 2017 12:09 pm

I've seen somethings similar about entering something without being noticed (like this one) on AoWW, it will certainly will be interesting.
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patroid
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Re: Mill ACCEPTED

Post by patroid » Thu Aug 31, 2017 3:02 pm

Ready to implement.
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