I am not able to edit attachments properly (phpBB fault), so I only listed not done yet images.
Here they are visually.
Search found 475 matches
- Sun Dec 01, 2019 8:41 pm
- Forum: Graphics
- Topic: Polishable unit images in AOS
- Replies: 109
- Views: 2424
- Sun Dec 01, 2019 8:24 pm
- Forum: Maps, campaigns
- Topic: Custom units
- Replies: 2
- Views: 83
Re: Custom units
I think it is map editor idea.
- Sun Dec 01, 2019 8:22 pm
- Forum: Gameplay & UI
- Topic: display bar for quantities, troop types and constructions.
- Replies: 6
- Views: 68
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.
It's just seems like a lot of work for stratego.
- Sun Dec 01, 2019 10:02 am
- Forum: Graphics
- Topic: Re design units
- Replies: 18
- Views: 221
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....
- Sat Nov 30, 2019 8:16 am
- Forum: Unit - infantry
- Topic: Fencer
- Replies: 18
- Views: 241
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 ...
- Fri Nov 29, 2019 6:38 pm
- Forum: Unit balancing
- Topic: Movement overhaul IMPLEMENTED
- Replies: 2
- Views: 35
Re: Movement overhaul
Only on maps, where map creator put deep water tiles, the same goes for roads.
- Fri Nov 29, 2019 5:52 pm
- Forum: Unit balancing
- Topic: Movement overhaul IMPLEMENTED
- Replies: 2
- Views: 35
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...
- Fri Nov 29, 2019 2:47 pm
- Forum: Unit balancing
- Topic: fire archer and burning effectiveness against ships
- Replies: 2
- Views: 31
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....
- Fri Nov 29, 2019 10:28 am
- Forum: Unit - infantry
- Topic: Dancer/Singer, to give another turn to used units.
- Replies: 19
- Views: 758
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 ...
- Fri Nov 29, 2019 10:21 am
- Forum: Others
- Topic: New topic on forum"send map" ANSWERED
- Replies: 8
- Views: 324
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.
I don't think it could ever be a problem.
- Fri Nov 29, 2019 9:58 am
- Forum: Unit - water (ships)
- Topic: Carrack IMPLEMENTED
- Replies: 55
- Views: 2712
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...
- Fri Nov 29, 2019 7:53 am
- Forum: Unit - infantry
- Topic: Dancer/Singer, to give another turn to used units.
- Replies: 19
- Views: 758
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...
- Fri Nov 29, 2019 6:25 am
- Forum: Others
- Topic: New topic on forum"send map" ANSWERED
- Replies: 8
- Views: 324
Re: New topic on forum"send map"
That would rather makes things harder.
Also it would take forum attachments space without any real advantage.
Also it would take forum attachments space without any real advantage.
- Fri Nov 29, 2019 6:23 am
- Forum: Techs
- Topic: Kusarigamajitsu IMPLEMENTED
- Replies: 15
- Views: 227
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...
- Fri Nov 29, 2019 6:15 am
- Forum: Unit - infantry
- Topic: Sai ninja IMPLEMENTED
- Replies: 6
- Views: 444
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 ...
- Fri Nov 29, 2019 5:59 am
- Forum: Unit - ranged (like archers)
- Topic: Hand crossbow
- Replies: 6
- Views: 56
Re: Hand crossbow
Based on which unit?Morningwarrior wrote: ↑Thu Nov 28, 2019 5:36 pmSo 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.
- Fri Nov 29, 2019 5:54 am
- Forum: Unit - infantry
- Topic: Double macemen
- Replies: 2
- Views: 46
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...
- Fri Nov 29, 2019 5:32 am
- Forum: Unit - water (ships)
- Topic: Carrack IMPLEMENTED
- Replies: 55
- Views: 2712
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...
- Fri Nov 29, 2019 4:40 am
- Forum: Unit - infantry
- Topic: Fencer
- Replies: 18
- Views: 241
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...
- Fri Nov 29, 2019 4:16 am
- Forum: Unit - infantry
- Topic: Maulman
- Replies: 23
- Views: 174
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...
- Fri Nov 29, 2019 4:07 am
- Forum: FAQ
- Topic: How to make a unit..?
- Replies: 3
- Views: 218
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...
- Thu Nov 28, 2019 8:17 am
- Forum: Unit - water (ships)
- Topic: Carrack IMPLEMENTED
- Replies: 55
- Views: 2712
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...
- Thu Nov 28, 2019 8:06 am
- Forum: Unit - ranged (like archers)
- Topic: Hand crossbow
- Replies: 6
- Views: 56
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...
- Wed Nov 27, 2019 11:04 pm
- Forum: Graphics
- Topic: Re design units
- Replies: 18
- Views: 221
Re: Re design units
Merged.
- Wed Nov 27, 2019 11:02 pm
- Forum: Unit - infantry
- Topic: Fencer
- Replies: 18
- Views: 241
Re: Fencer
Merged.
Please post in already created topic.
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.
Please post in already created topic.
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.
- Tue Nov 26, 2019 6:26 pm
- Forum: Unit balancing
- Topic: Make all types of Lancers be affected by reach
- Replies: 8
- Views: 140
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...
- Tue Nov 26, 2019 4:21 pm
- Forum: Maps
- Topic: Unwinnable map in "Maps from fans"
- Replies: 8
- Views: 271
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 ...
- Sun Nov 24, 2019 11:13 pm
- Forum: Unit balancing
- Topic: Make all types of Lancers be affected by reach
- Replies: 8
- Views: 140
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.
- Sun Nov 24, 2019 2:50 pm
- Forum: Unit - infantry
- Topic: Professional
- Replies: 9
- Views: 102
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...
- Sun Nov 24, 2019 9:52 am
- Forum: Gameplay & UI
- Topic: AI-beginner
- Replies: 35
- Views: 1670
Re: AI-beginner
I was thinking more of monsters like Brain Storm from Paths of Rome, Invasion from Fire War, Paths of the Dead from Nyadhos Strategy. I'm sure there is much more I forgot about.