From Medieval to Industrial. - ANSWERED

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J.T.H
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From Medieval to Industrial. - ANSWERED

Post by J.T.H » Wed Mar 18, 2015 5:38 am

Since this is called Age of Strategy, there
should be more ages... But we're only in the
Medieval Age... But i have an idea (3 of them,
actually), that will move the game into the
Industrial Age (but you can still build units
from the medieval age). 2 new units that i want
to recomnend for this, is the "Musketman (who
equips a musket, and is very powerful, but aim
is bad... Much like the catapult)", then the
"Cannon (which had good damage and range,
but can only move 2 spaces at a time)". Then a
new structure, the "Gun Range", which
allows you to train Musketman.
If this were to be added, it will take it to the next level.
I am Joshua the Hedgehog. Also known as the Random Savage God o3o

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Needed Research

Post by J.T.H » Thu Mar 19, 2015 3:03 pm

Oh, also, you need to research Gunpowder in order to recruit Musketman and Ballastics AND Gunpowder to recruit Cannons.
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Re: From Medieval to Industrial.

Post by DoomCarrot » Thu Mar 19, 2015 8:54 pm

Woukd this not xompletely overhaul the entire mechanics of the game though? :|
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Re: From Medieval to Industrial.

Post by COOLguy » Thu Mar 19, 2015 9:18 pm

Daniel has said that we will not leave this age for the game. BUT this may be a variant game later. Like AoF.
Thanks!
Josh

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Re: From Medieval to Industrial.

Post by J.T.H » Tue Mar 24, 2015 4:33 pm

Wait... if we're only doing units from the,medieval age... Then why is there Tie Fighters That are upgrada and useable... Last time i checked, thats a futuristic unit, not medieval.
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COOLguy
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Re: From Medieval to Industrial.

Post by COOLguy » Tue Mar 24, 2015 4:42 pm

Lol

Just for fun. An Easter egg by the dev. :D
Thanks!
Josh

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Re: From Medieval to Industrial.

Post by J.T.H » Tue Mar 24, 2015 4:55 pm

Okay.... Whats next? The Death Star a new unit?
*sees it* oh what the heck.
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Re: From Medieval to Industrial.

Post by COOLguy » Tue Mar 24, 2015 11:00 pm

Lol

no just nukes ;)
*sees it too*
Thanks!
Josh

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Re: From Medieval to Industrial. - ANSWERED

Post by J.T.H » Sun Jul 26, 2015 8:47 pm

So.... is this approved, declined, or maybe?
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Re: From Medieval to Industrial. - ANSWERED

Post by COOLguy » Sun Jul 26, 2015 10:00 pm

Maybe: case by case basis. :)

Approved because: Daniel is allowing some gunpowder units, but only units that were used in the Medieval Era.
So far.

Declined (or "Answered") because: Daniel has said that we will not leave the Middle Ages.
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Josh

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Re: From Medieval to Industrial. - ANSWERED

Post by Stratego (dev) » Mon Jul 27, 2015 7:58 am

yes, it is partly accepted and already implemented.
but yes, we will not leave the middle ages.

maybe in a different game "theme" - but that is a bit far fetched.

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Re: From Medieval to Industrial. - ANSWERED

Post by COOLguy » Mon Jul 27, 2015 12:18 pm

Daniel (the dev) wrote:maybe in a different game "theme" - but that is a bit far fetched.
Unless:
a) Daniel gets longer than 24 hour days to do all this or
b) his long-lost twin shows up to help him...

We might not get any more variants of AoS than we have currently :)
Thanks!
Josh

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Re: From Medieval to Industrial. - ANSWERED

Post by TheBluePhoenix » Tue Sep 22, 2015 9:21 pm

Yeah right cool guy... :D :lol: even sws is not started yet and warcraft strategy qas nearly scrapped i heard
BEWARE!!!!The long lost empire of phoenicia is rising- The world is but just near the golden age,wherein men played and frolicked,without any worries at all


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Re: From Medieval to Industrial. - ANSWERED

Post by Stratego (dev) » Wed Sep 23, 2015 6:05 pm

AOF will be pulished soon.
yes, SWS should be finished since we are on the verge of the new movie.
i also want the WW2 version (but we need land unit designs)
and i see that a Red Alert version is rising somewhere on forum :)

-----------
practically
- for me it is ONLY approx 20 hours to start a new game theme (if we dont need engine modifications - we needed many for the fantasy version tough)
- i only need these to start one:
- all unit/tech images
- all action icons/projectiles/explosion effects (rocket/arrows)
- all sounds
- all terrain tiles
- all unit/tech stats (balanced stats!), texts
- all "spells"/effects (like the spells in AOF, or the burning effect in AOS too)
- campaign and random maps
- main menu background in 9patch drawable.
- help file
if we have all these, i can build the first version in 2-3 days! - so this is generally not my time that is "short", unless i do all these :) :)

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TheBluePhoenix
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Re: From Medieval to Industrial. - ANSWERED

Post by TheBluePhoenix » Wed Sep 23, 2015 6:48 pm

Okay so basically you are like a superhero dev!!
BEWARE!!!!The long lost empire of phoenicia is rising- The world is but just near the golden age,wherein men played and frolicked,without any worries at all


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Re: From Medieval to Industrial. - ANSWERED

Post by COOLguy » Wed Sep 23, 2015 10:43 pm

So, Daniel, what you are saying is, if we can get a version all ready, you can handle the engine very quickly?

Dust-n-steel hath desertedeth me. Methinks I must find me a new comrade in arms for WW2 infantry units. ;)

We all knew Daniel was a superhero. :)
Thanks!
Josh

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Alexander82
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Re: From Medieval to Industrial. - ANSWERED

Post by Alexander82 » Wed Sep 23, 2015 10:53 pm

Which kind of units?
Age of Fantasy design leader

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Re: From Medieval to Industrial. - ANSWERED

Post by COOLguy » Thu Sep 24, 2015 3:11 am

All. :D

I think we have some basic riflemen for British, USSR, German, and American. And maybe a few A-T.
I am covering Navies fairly well and can move to air force easily.
Patroid is doing tanks, but is pretty busy with other unit designs.
Thanks!
Josh

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Re: From Medieval to Industrial. - ANSWERED

Post by Stratego (dev) » Fri Sep 25, 2015 9:12 am

So, Daniel, what you are saying is, if we can get a version all ready, you can handle the engine very quickly?
no, i ment:
- i do not expect very many engine modification that will be needed, i think now we can handle most things any new game will need.
- i said that "if" we need no engine modification i can pull together all assets and stats and stuff to form a new game in sort time.
- naturally every engine modification that will be needed will cost extra time - but i dont expect much
-- --> i think mainly on "optimizations" of the ways of defining the game like
- unit types - what we do currently with unit.json-s to be more easy to define a unit type
- "spells",effects
- terrain affinities (like the undead can walk tru water with lower speed).
- etc

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Re: From Medieval to Industrial. - ANSWERED

Post by COOLguy » Fri Sep 25, 2015 12:29 pm

Oh, okay. :)
Thanks!
Josh

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