Vertical mega building placement
Vertical mega building placement
ATM mega building placement is 2 X 3 (Length and width) placement. Please allow 3 X 2 mega building placement hence to ease the random town constraints. Especially start town in island.
Re: Vertical mega building placement
How to you image the image looking? We cant just turn it 90 degrees, after all.
Support new AoS variant, Age of Galaxy: http://ageofstrategy.net/viewforum.php? ... 608408ebc8
All help will be welcome.
All help will be welcome.
- makazuwr32
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Re: Vertical mega building placement
We will not change that or allow such. Also it simply is not possible since all images for 2x3 mega buildings are made size-based 96x96 pixels thus they NEED at least 3 tiles width and 2 tiles height (we can increase that to 3x3 if you want though) for placement of image. Just physical placement so image will look well.
And of course nobody would even work on redrawing those images to fit 3x2 tiles.
Alas there are plans for smaller mega buildings - 2x2 and 1x2 for all races. they will be weaker and cheaper than big ones (2x3).
Another plan is to give for all races special bridges which will become actual tiles (indestructible, you would be able to build on them as on normal plains). They will be costly alas...
Terrain clearing like in aos is not planned for now since it will give too high advantage for some races.
And of course nobody would even work on redrawing those images to fit 3x2 tiles.
Alas there are plans for smaller mega buildings - 2x2 and 1x2 for all races. they will be weaker and cheaper than big ones (2x3).
Another plan is to give for all races special bridges which will become actual tiles (indestructible, you would be able to build on them as on normal plains). They will be costly alas...
Terrain clearing like in aos is not planned for now since it will give too high advantage for some races.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.

Re: Vertical mega building placement
Let me suggest 3x2 like a obelisk or magic tower or bird perch or even torii gate. anything like a vertical stand. Island starting town need to optimise the space. Or can do like might and magic 3 . Click onto the town screen to build inside the town. That solve the issue no bother use building obstruct enemy invasion. The truth in real life is enemy just bypass or cut the supply line and let people die in long year seige.makazuwr32 wrote: ↑Fri Jun 25, 2021 10:16 am We will not change that or allow such. Also it simply is not possible since all images for 2x3 mega buildings are made size-based 96x96 pixels thus they NEED at least 3 tiles width and 2 tiles height (we can increase that to 3x3 if you want though) for placement of image. Just physical placement so image will look well.
And of course nobody would even work on redrawing those images to fit 3x2 tiles.
Alas there are plans for smaller mega buildings - 2x2 and 1x2 for all races. they will be weaker and cheaper than big ones (2x3).
Another plan is to give for all races special bridges which will become actual tiles (indestructible, you would be able to build on them as on normal plains). They will be costly alas...
Terrain clearing like in aos is not planned for now since it will give too high advantage for some races.
If you still persists to the 3 X 2 or 3 X 3 enlarge the map will do. Mega building is not great wall of China. It can be bypassed or lay seige. No idiots will waste manpower to charge to a wall unless after long seige. Ancient time to train troop take years.... please don't over fantasy which not match in real life.
Re: Vertical mega building placement
If you play Caesar 2 or 3 before there is the solution. Non city structure just one tile. Wall is the thing that block movement not building. Most famous war that using wall . Battle of Alesia, (52 bce), Roman military blockade of Alesia, a city in eastern Gaul, during the Gallic Wars. Roman forces under the command of Julius Caesar besieged Alesia, within which sheltered the Gallic general Vercingetorix and his massive host.
- makazuwr32
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Re: Vertical mega building placement
Big megas will be big and thus no changes to their sizes.
Vertical megas alternatives to current ones will not be a thing. They can be as completely new buildings with different functionality but not as replacement of current megas with different shape.
Later big megas will become much more tough (closer to dwarven one) to leave place for smaller megas (2x2 and 1x2).
Idea based on heroes 3 is good but..................... It will require a lot of coding from stratego.
And i mean A LOT.
Comparable to creating completely new game on its own just for that. Is that worth it?
Also this game is not Heroes 3 where 1 tile can accomodate thousands and even millions armies. Here 1 tile holds 1 troop. And we can't let towns to hold more than they hold now.
If we will go for realism than we will need to add:
Stone, wood, metals, alloying, goods distribution, logistics, food (various), pillaging of resources, diplomacy, day/night cycle, houses to live for units, rotting for food so you need to produce food and rusting so you need to produce equipment and keep it in perfect shape and many-many-many more (for example random harvest failure and starving deaths for half of your army or random ecological disasters like flood, volcano eruption, tornado, earthquake...). Oh. Also unstable terrain that will change randomly every turn (forests spreading or some forest fires thus deforesification, some local earthquake results in another hill here or instead removal of it and many more). I do not mention that we in reality do not have dragons and magic. Will anybody play into such game? And how many time will it take to develop it to actually playable variant with only 1 person — stratego — doing all actual coding for game core? 5 years? 20? 50? Do you have that patience? Or maybe you are super programmer who can help him?
If yes than we have lots and lots and lots of other staff we need to get in. If no than do not mention any "realism". Not in aof at least.
Vertical megas alternatives to current ones will not be a thing. They can be as completely new buildings with different functionality but not as replacement of current megas with different shape.
Later big megas will become much more tough (closer to dwarven one) to leave place for smaller megas (2x2 and 1x2).
Idea based on heroes 3 is good but..................... It will require a lot of coding from stratego.
And i mean A LOT.
Comparable to creating completely new game on its own just for that. Is that worth it?
Also this game is not Heroes 3 where 1 tile can accomodate thousands and even millions armies. Here 1 tile holds 1 troop. And we can't let towns to hold more than they hold now.
If we will go for realism than we will need to add:
Stone, wood, metals, alloying, goods distribution, logistics, food (various), pillaging of resources, diplomacy, day/night cycle, houses to live for units, rotting for food so you need to produce food and rusting so you need to produce equipment and keep it in perfect shape and many-many-many more (for example random harvest failure and starving deaths for half of your army or random ecological disasters like flood, volcano eruption, tornado, earthquake...). Oh. Also unstable terrain that will change randomly every turn (forests spreading or some forest fires thus deforesification, some local earthquake results in another hill here or instead removal of it and many more). I do not mention that we in reality do not have dragons and magic. Will anybody play into such game? And how many time will it take to develop it to actually playable variant with only 1 person — stratego — doing all actual coding for game core? 5 years? 20? 50? Do you have that patience? Or maybe you are super programmer who can help him?
If yes than we have lots and lots and lots of other staff we need to get in. If no than do not mention any "realism". Not in aof at least.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.

Re: Vertical mega building placement
Now I see this is a sole programmer do a huge project for AOF. Personally I am too lazy to write code as just do utility mod for stellaris and Europa universalis 4 of paradox interactive game. Well we will see any relatedmakazuwr32 wrote: ↑Fri Jun 25, 2021 6:10 pm Big megas will be big and thus no changes to their sizes.
Vertical megas alternatives to current ones will not be a thing. They can be as completely new buildings with different functionality but not as replacement of current megas with different shape.
Later big megas will become much more tough (closer to dwarven one) to leave place for smaller megas (2x2 and 1x2).
Idea based on heroes 3 is good but..................... It will require a lot of coding from stratego.
And i mean A LOT.
Comparable to creating completely new game on its own just for that. Is that worth it?
Also this game is not Heroes 3 where 1 tile can accomodate thousands and even millions armies. Here 1 tile holds 1 troop. And we can't let towns to hold more than they hold now.
If we will go for realism than we will need to add:
Stone, wood, metals, alloying, goods distribution, logistics, food (various), pillaging of resources, diplomacy, day/night cycle, houses to live for units, rotting for food so you need to produce food and rusting so you need to produce equipment and keep it in perfect shape and many-many-many more (for example random harvest failure and starving deaths for half of your army or random ecological disasters like flood, volcano eruption, tornado, earthquake...). Oh. Also unstable terrain that will change randomly every turn (forests spreading or some forest fires thus deforesification, some local earthquake results in another hill here or instead removal of it and many more). I do not mention that we in reality do not have dragons and magic. Will anybody play into such game? And how many time will it take to develop it to actually playable variant with only 1 person — stratego — doing all actual coding for game core? 5 years? 20? 50? Do you have that patience? Or maybe you are super programmer who can help him?
If yes than we have lots and lots and lots of other staff we need to get in. If no than do not mention any "realism". Not in aof at least.
free lancer programmer interested of AOF. Eg http://www.warbarons.com/ is a reworked game of warlords. Which close to AoF. Join other game to see their game developers will do. Start a crowd funding to get part timer game programmers to assist the development of this game. ( Eg star citizen developed by Chris Roberts with USD 350m for 14 years yet not even have released date hence AoF are much better)
https://www.eurogamer.net/articles/2021 ... aised-mark
I am a wargamer which started from tabletop game eg. Warhammer fantasy and battle tech. Hence playing highly complexity rules to simulate real life on fantasy or sci-fi future flavour. Please do gaming in strategy manner. Do game for hardcore gamers they will stick on much longer (eg eve-online started 2003 till now) from c to stackless python. Soon next upgrade is to HLSL language or latest.
Do this game are pc compatible? Can able to play with steam. The more platform you have the big crowd you had. Play for free mode and sell gimmick stuff (eg upload player designed banner for guild, customed paint job, sell T-Shirt and stuff)
Complexity of the game with real life simulation and fantasy favour will attract people to try and get hooked. Important is the beginner learning curve to make seen easy to transit from beginner to veteran.
Re: Vertical mega building placement
This game only takes volunteers if I'm not wrong.
They don't hire people that will need payment nor do I ever saw Stratego even trying to find a programmer himself.
And yeah, AOF devs and mods don't have that much free time to do what you want. Even their planned development takes months to years.
...
For the AOF itself, I don't think it needs much change on its work.
If you want though, you could make your own game using stratego's engine. I think he would agree to it with enough idea on the table. This is basically how most of the AO franchise is founded after all, through them having their own idea. Currently, there is already 4 (AoS, AoG, AoF, AoWW) on the play store and there are like 4 (AoMW, AoR, AoD, AoA) and possibly more in the making.
In there, you can pretty much set up your team that would be willing to work with you.
If you can program it to the capability that you want, I don't see why Stratego would disagree to it.
They don't hire people that will need payment nor do I ever saw Stratego even trying to find a programmer himself.
And yeah, AOF devs and mods don't have that much free time to do what you want. Even their planned development takes months to years.
...
For the AOF itself, I don't think it needs much change on its work.
If you want though, you could make your own game using stratego's engine. I think he would agree to it with enough idea on the table. This is basically how most of the AO franchise is founded after all, through them having their own idea. Currently, there is already 4 (AoS, AoG, AoF, AoWW) on the play store and there are like 4 (AoMW, AoR, AoD, AoA) and possibly more in the making.
In there, you can pretty much set up your team that would be willing to work with you.
If you can program it to the capability that you want, I don't see why Stratego would disagree to it.
- makazuwr32
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Re: Vertical mega building placement
Yes it will attract more people but also many people (perhaps even more than who will be attracted to with those changes) will abandon aof. The thing is that many players are attracted to ao-games due to their simplicity.
Also aof is not about economics and such. It is about pure strategy and tactic.
I also came from tabletop (and i am still playing on it sometimes into various games).
For now it can be launched on pc only via various emulators i believe.
Alas stratego is working on unity version that will become available on pc as well.
Also aof is not about economics and such. It is about pure strategy and tactic.
I also came from tabletop (and i am still playing on it sometimes into various games).
For now it can be launched on pc only via various emulators i believe.
Alas stratego is working on unity version that will become available on pc as well.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.

Re: Vertical mega building placement
As I mentioned I am LAZY to do long programming , doing short mod will be fine just for leisure. Hence I enjoy with my friends some simple mod to ease their steer learning curve in their game experience ( eg. Eve-online very steer learning curves for beginners hence developed a skill placement offline program)DreJaDe wrote: ↑Sat Jun 26, 2021 12:40 am This game only takes volunteers if I'm not wrong.
They don't hire people that will need payment nor do I ever saw Stratego even trying to find a programmer himself.
And yeah, AOF devs and mods don't have that much free time to do what you want. Even their planned development takes months to years.
...
For the AOF itself, I don't think it needs much change on its work.
If you want though, you could make your own game using stratego's engine. I think he would agree to it with enough idea on the table. This is basically how most of the AO franchise is founded after all, through them having their own idea. Currently, there is already 4 (AoS, AoG, AoF, AoWW) on the play store and there are like 4 (AoMW, AoR, AoD, AoA) and possibly more in the making.
In there, you can pretty much set up your team that would be willing to work with you.
If you can program it to the capability that you want, I don't see why Stratego would disagree to it.
https://evemondevteam.github.io/evemon/
Sorry guys to disappoint you not much ambitious project to make a game but only to develop support program or mod. But for sure Aof had potential to be successful franchise. Simplicity or complexity is depend on the age group you are targeting. Strategy for war gaming will be inclusive of logistics there is nothing we can avoid it. Hence simplified the logistics in gameplay would be imho.
Re: Vertical mega building placement
It seems to me that the problem is that you create a lot of variants of games, while not finishing or not having time to finish the old games
haha,the orcs do BAM BAM
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Re: Vertical mega building placement
actually is it not a bad idea to make possiblity to turn the non symmetric based buildings on placement, but that would need thought how it would look as images - i have no idea how that would look good.
so it can be listed for later development, but only in unity version (that is currently being developed)
however: the requester knows that in most alternatives you can "clear" terrain? so you can eg. remove woods if they are in wrong position, so you can place your mega building.
(in AOS all existing maps are already converted to new removable woods, in AOF the conversion will come soon)
so it can be listed for later development, but only in unity version (that is currently being developed)
however: the requester knows that in most alternatives you can "clear" terrain? so you can eg. remove woods if they are in wrong position, so you can place your mega building.
(in AOS all existing maps are already converted to new removable woods, in AOF the conversion will come soon)
- makazuwr32
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- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Vertical mega building placement
alas in aof no available for every race terrain clearing will be.
some races can get that but not every single one.
Alas what is planned is buildable permanent bridges (costly ones) which will become tiles on which you can build.
some races can get that but not every single one.
Alas what is planned is buildable permanent bridges (costly ones) which will become tiles on which you can build.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.

Re: Vertical mega building placement
Please do add tech to change the terrain to race preferred (eg elves for forest, scaled for swamp, humans for plains, orcs for hill.....) Terrain offer minor bonus to natives (eg forest walk , swamp walk). There also advanced tech to dual bonus terrain such as taiga (eg forest + mountain walk)Stratego (dev) wrote: ↑Sun Jun 27, 2021 1:09 pm actually is it not a bad idea to make possiblity to turn the non symmetric based buildings on placement, but that would need thought how it would look as images - i have no idea how that would look good.
so it can be listed for later development, but only in unity version (that is currently being developed)
however: the requester knows that in most alternatives you can "clear" terrain? so you can eg. remove woods if they are in wrong position, so you can place your mega building.
(in AOS all existing maps are already converted to new removable woods, in AOF the conversion will come soon)
I would like to change land terrain to sea or swamp that would most prefer for scaled race which I am playing. (Eg a leviathan ability to flood a land tile) . Swamp and sea walk is the basic bonus for scaled race. Scaled race should able to build every structure in swamp and sea tiles
- makazuwr32
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Re: Vertical mega building placement
Nope. Not happening.
How for example would you be able to change desert or snow into swamp?
Or how would you be able to change mountains (the alps for example) into forest?
Well unless that would cost like 150+ actions of workers per each tile.
As for scalefolks — water walking for them is not a bonus given to all their units.
They have only 2 actual sub races of amphibians — Lizardfolk and Turtlemen. Others can't and will not be able to cross water on their own by any means.
If we will give them water as "native lands" than this would ridicilously severe their movements for most of their units — draconids, kobolds, snakekin and some others as well.
Water in this case would fit more for undeads since they have much higher amounts of amphibious units.
Same with hills/mountains for horde:
They currently have next units who can cross mountains:
Troll crusher and troll slugger
Ettin and Rock hurler
Minotaurs (4 units)
Caragor rider and caragor lancer
Not sure but maybe Hamletback and Olog hai.
In total 10-12 units (and upgrades).
Is that really a race who can benefit from creation of hills here and there????? They will not get even slightest mountain walking in any way for normal orcs and goblins as well as for normal uruks.
As for elves — forestification will not provide great benefits for them since forests do not give any disadvantage right now apart from being tile on which most races can not build close to anything and tile which prevents mechanical units from passing through.
So... No, this will not happen.
By the way. Later elves and undeads will get much more mountain walking units (more than orcs). In that case can we say that mountains will be their native tiles?
Elves also will get even more water units (one of the biggest naval fleet among all races). Does that mean that water is also native tiles for them?
Also elves are planned to get several landscape spirits (spirit of forest, spirit of plains, spirit of mountains, spirit of river, spirit of wind) which will be able to provide respective -walking spell for units. Will this mean that elves will have all types of tiles as native ones (following your logic) and thus will be given ability to create completely any type of terrain?
How for example would you be able to change desert or snow into swamp?
Or how would you be able to change mountains (the alps for example) into forest?
Well unless that would cost like 150+ actions of workers per each tile.
As for scalefolks — water walking for them is not a bonus given to all their units.
They have only 2 actual sub races of amphibians — Lizardfolk and Turtlemen. Others can't and will not be able to cross water on their own by any means.
If we will give them water as "native lands" than this would ridicilously severe their movements for most of their units — draconids, kobolds, snakekin and some others as well.
Water in this case would fit more for undeads since they have much higher amounts of amphibious units.
Same with hills/mountains for horde:
They currently have next units who can cross mountains:
Troll crusher and troll slugger
Ettin and Rock hurler
Minotaurs (4 units)
Caragor rider and caragor lancer
Not sure but maybe Hamletback and Olog hai.
In total 10-12 units (and upgrades).
Is that really a race who can benefit from creation of hills here and there????? They will not get even slightest mountain walking in any way for normal orcs and goblins as well as for normal uruks.
As for elves — forestification will not provide great benefits for them since forests do not give any disadvantage right now apart from being tile on which most races can not build close to anything and tile which prevents mechanical units from passing through.
So... No, this will not happen.
By the way. Later elves and undeads will get much more mountain walking units (more than orcs). In that case can we say that mountains will be their native tiles?
Elves also will get even more water units (one of the biggest naval fleet among all races). Does that mean that water is also native tiles for them?
Also elves are planned to get several landscape spirits (spirit of forest, spirit of plains, spirit of mountains, spirit of river, spirit of wind) which will be able to provide respective -walking spell for units. Will this mean that elves will have all types of tiles as native ones (following your logic) and thus will be given ability to create completely any type of terrain?
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.

- makazuwr32
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- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Vertical mega building placement
On paper idea sounds awesome but in reality...
It will work only towards opness and disbalance.
How orcs (normal actual orcs) would be able to cross mountains or build in the middle of the mountains range without any mountains walking?
And if you ask to give it to them than this will result for balancing reasons either in cost increase for each unit who can cross mountains or stats nerfing.
Same will be by the way for scalefolks — each unit outside of lizardfolk and turtlemen are not allowed to get any water walking by any means or their stats will be nerfed/cost will be increased.
Do you want for normal kobolds to have cost comparable to dwarves? 5 turns for normally 3-4 turns cost unit and 7-9 turns for normally 5-6 turns cost?
It will work only towards opness and disbalance.
How orcs (normal actual orcs) would be able to cross mountains or build in the middle of the mountains range without any mountains walking?
And if you ask to give it to them than this will result for balancing reasons either in cost increase for each unit who can cross mountains or stats nerfing.
Same will be by the way for scalefolks — each unit outside of lizardfolk and turtlemen are not allowed to get any water walking by any means or their stats will be nerfed/cost will be increased.
Do you want for normal kobolds to have cost comparable to dwarves? 5 turns for normally 3-4 turns cost unit and 7-9 turns for normally 5-6 turns cost?
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.

Re: Vertical mega building placement
Elven druid can give allies a 3 turns forest walk. Why can't other race mages have such an ability. Orcs is never been native of mountain hence should not build there. A dwarven town been captured orcs troop by default only able to produce tier 1 dwarven unit.makazuwr32 wrote: ↑Mon Jun 28, 2021 6:38 am On paper idea sounds awesome but in reality...
It will work only towards opness and disbalance.
How orcs (normal actual orcs) would be able to cross mountains or build in the middle of the mountains range without any mountains walking?
And if you ask to give it to them than this will result for balancing reasons either in cost increase for each unit who can cross mountains or stats nerfing.
Same will be by the way for scalefolks — each unit outside of lizardfolk and turtlemen are not allowed to get any water walking by any means or their stats will be nerfed/cost will be increased.
Do you want for normal kobolds to have cost comparable to dwarves? 5 turns for normally 3-4 turns cost unit and 7-9 turns for normally 5-6 turns cost?
If orcs want to cross the mountain get it shaman to give a 3 turns mountain walk. Or Goblin engineer can build tunnel underground to go through mountain.
Hence is not an excuse to native been deny to have speed bonus. Lizardmans for swamp. Orcs for hill, dwarves and trolls for mountain. Humans for plains. Goblins and kobolds for underground. Undead for blighted land. Slanns for jungle. Snakemans for desert.....
Please be realistic that humans can conquer this world mountain and sea because of technology advancement. Hence other race alike able to through technology. Do your best to balance it not to deny it. The world is evolving human can cope it. So is other races. Hss hss hark
Last edited by Elrond on Tue Jun 29, 2021 8:55 am, edited 3 times in total.
Re: Vertical mega building placement
It is not a worker to flood the tile but a LEVIATHAN and this ability is lock by technology. Which i written in Leviathan thread. Please read my sentence correctly. I NEVER ask workers to do it. Hence 2 turns I would said to complete the task.makazuwr32 wrote: ↑Mon Jun 28, 2021 6:25 am Nope. Not happening.
How for example would you be able to change desert or snow into swamp?
Or how would you be able to change mountains (the alps for example) into forest?
Well unless that would cost like 150+ actions of workers per each tile.
As for scalefolks — water walking for them is not a bonus given to all their units.
They have only 2 actual sub races of amphibians — Lizardfolk and Turtlemen. Others can't and will not be able to cross water on their own by any means.
If we will give them water as "native lands" than this would ridicilously severe their movements for most of their units — draconids, kobolds, snakekin and some others as well.
Water in this case would fit more for undeads since they have much higher amounts of amphibious units.
Same with hills/mountains for horde:
They currently have next units who can cross mountains:
Troll crusher and troll slugger
Ettin and Rock hurler
Minotaurs (4 units)
Caragor rider and caragor lancer
Not sure but maybe Hamletback and Olog hai.
In total 10-12 units (and upgrades).
Is that really a race who can benefit from creation of hills here and there????? They will not get even slightest mountain walking in any way for normal orcs and goblins as well as for normal uruks.
As for elves — forestification will not provide great benefits for them since forests do not give any disadvantage right now apart from being tile on which most races can not build close to anything and tile which prevents mechanical units from passing through.
So... No, this will not happen.
By the way. Later elves and undeads will get much more mountain walking units (more than orcs). In that case can we say that mountains will be their native tiles?
Elves also will get even more water units (one of the biggest naval fleet among all races). Does that mean that water is also native tiles for them?
Also elves are planned to get several landscape spirits (spirit of forest, spirit of plains, spirit of mountains, spirit of river, spirit of wind) which will be able to provide respective -walking spell for units. Will this mean that elves will have all types of tiles as native ones (following your logic) and thus will be given ability to create completely any type of terrain?
If the race had giants or angels ( possess God's strength)to perform terraforming to the earth why not. That is fun. God just use 6 days to create the world what is your issue.
The description for native is born and live for thier life. Hence having the terrain walk of native homeland is reasonable. For the case of various Elves's terrain walk should be limited to 3 turns performed by druid or mage (locked by technology). These terrain walk is should apply to other races too.
- makazuwr32
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Re: Vertical mega building placement
Again. No.
No terraforming at all in normal games (for fun mode games with spells that can be done but not in any time soon at all since we have wholeload of things to do before; i had somewhere a to-do list with more than 400 points in it, some of which are large-scale and will affect gameplay a lot and that must be done before we will have some leisure time to develop fun mode games; for fun mode by the way we also have lots of stuff to work before that). Not in form of construction nor in form of spell. Unless that spell will be one time use to affect 1 tile on unit with cost 15+ and with no way to restore usage of spell at all.
Where is it written? Temporary terrain changing is not possible for now at all. And it will not be possible in next half year at least.
"If race has giants" — humans have elephants who are considered as giant unit, are they possess god's strength? Nope. Neither with any other "giants".
Also not any of these giants are 100+ meters high to be considered even as demi-gods. Ettins would have as highest unit 5-6 meters — can that unit for example crush mountains or vaporise the sea? Nope. Yes it is much easier to climb on mountains for it (which is why has mountain walking) but that's it.
Angels will be a thing later, yes, but they will not be able to perform terraforming. Also who said that there is one god or that angels will represent some god who has terraforming abilities? And who said that angels are messengers of gods in the first place? In our lore they will be just another race, like centaurs or trolls. Or otherwise centaurs and let's say minotaurs also must be messengers of gods.
"That is just fun" is not a way to balance things.
As for mountain walking for orcs — again no. Also if we consider who must get mountain walking as a spell than dwarves will be first ones who will get it since they are living in mountains, not some random orcish pillagers.
Druid will loose forest walking anyway (current one is not working so why would he keep it?). Elves later will get all -walking abilities but 1 per specific caster with rather high cost (all 5 casters will be locked behind sub thus embassy + writing + sub tech).
No goblin engineer. They are not that advanced (not even on human/elven level).
We do not have "underground", "jungles", "hills" (or to be more correct — "hills" and "mountains" here are same), "blighted land".
Underground on 2d map for sure is not possible to implement.
Jungles are just another forest thus will not be a thing.
Blighted land — we do not have it in the first place.
Humans can't "conquer" world via techs. Not in this game at least — they will not get any terraforming abilities and constructions (apart from basic ones — bridges and roads). Humans will not get any flying transports either. Dwarves will on the other hand have tunnels (through mountains) and zeppelins (and these guys can conquer world via techs
). Alas even for dwarves there will be good amount of limitations.
As for native terrain bonuses and such.
We still did not decide with major part of newly added terrains what should they do so for now they are just unpassable for any non-flying unit for some time. Later some scalefolks can get no penalty in swamps (not all of units) and constructible in swamps buildings (not all of their buildings though).
Later, when we will work on terrain bonuses and add some terrain effects we will think about some things for scalefolks or orcs.
But no mountain walking for orcs as a spell. Any -walking spell is planned to be as a blessing from nature.
Now about "A dwarven town been captured orcs troop by default only able to produce tier 1 dwarven unit". Not possible. Not with current engine at least. Also why? Will not happen.
And again. Elves will be only race who will have any -walking spells. That will be their advantage over other races. Like for humans assassin with one-hit wonder or for undeads possession spell (with few limitations) or for dwarves flying transports.
Or you will ask for us to add a one-hit wonder units, flying transports and converter units for other races as well?! Well than if you want for equality than play aos.
No terraforming at all in normal games (for fun mode games with spells that can be done but not in any time soon at all since we have wholeload of things to do before; i had somewhere a to-do list with more than 400 points in it, some of which are large-scale and will affect gameplay a lot and that must be done before we will have some leisure time to develop fun mode games; for fun mode by the way we also have lots of stuff to work before that). Not in form of construction nor in form of spell. Unless that spell will be one time use to affect 1 tile on unit with cost 15+ and with no way to restore usage of spell at all.
Where is it written? Temporary terrain changing is not possible for now at all. And it will not be possible in next half year at least.
"If race has giants" — humans have elephants who are considered as giant unit, are they possess god's strength? Nope. Neither with any other "giants".
Also not any of these giants are 100+ meters high to be considered even as demi-gods. Ettins would have as highest unit 5-6 meters — can that unit for example crush mountains or vaporise the sea? Nope. Yes it is much easier to climb on mountains for it (which is why has mountain walking) but that's it.
Angels will be a thing later, yes, but they will not be able to perform terraforming. Also who said that there is one god or that angels will represent some god who has terraforming abilities? And who said that angels are messengers of gods in the first place? In our lore they will be just another race, like centaurs or trolls. Or otherwise centaurs and let's say minotaurs also must be messengers of gods.
"That is just fun" is not a way to balance things.
As for mountain walking for orcs — again no. Also if we consider who must get mountain walking as a spell than dwarves will be first ones who will get it since they are living in mountains, not some random orcish pillagers.
Druid will loose forest walking anyway (current one is not working so why would he keep it?). Elves later will get all -walking abilities but 1 per specific caster with rather high cost (all 5 casters will be locked behind sub thus embassy + writing + sub tech).
No goblin engineer. They are not that advanced (not even on human/elven level).
We do not have "underground", "jungles", "hills" (or to be more correct — "hills" and "mountains" here are same), "blighted land".
Underground on 2d map for sure is not possible to implement.
Jungles are just another forest thus will not be a thing.
Blighted land — we do not have it in the first place.
Humans can't "conquer" world via techs. Not in this game at least — they will not get any terraforming abilities and constructions (apart from basic ones — bridges and roads). Humans will not get any flying transports either. Dwarves will on the other hand have tunnels (through mountains) and zeppelins (and these guys can conquer world via techs
As for native terrain bonuses and such.
We still did not decide with major part of newly added terrains what should they do so for now they are just unpassable for any non-flying unit for some time. Later some scalefolks can get no penalty in swamps (not all of units) and constructible in swamps buildings (not all of their buildings though).
Later, when we will work on terrain bonuses and add some terrain effects we will think about some things for scalefolks or orcs.
But no mountain walking for orcs as a spell. Any -walking spell is planned to be as a blessing from nature.
Now about "A dwarven town been captured orcs troop by default only able to produce tier 1 dwarven unit". Not possible. Not with current engine at least. Also why? Will not happen.
And again. Elves will be only race who will have any -walking spells. That will be their advantage over other races. Like for humans assassin with one-hit wonder or for undeads possession spell (with few limitations) or for dwarves flying transports.
Or you will ask for us to add a one-hit wonder units, flying transports and converter units for other races as well?! Well than if you want for equality than play aos.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.

Re: Vertical mega building placement
I am sorry to tell you I don't see any balancing you do rather op the Elven race. Imbalance the game you may do now not much I will comment. Do what you like anyway more people will left with bad remarks after your nerf.makazuwr32 wrote: ↑Tue Jun 29, 2021 10:38 am Again. No.
No terraforming at all in normal games (for fun mode games with spells that can be done but not in any time soon at all since we have wholeload of things to do before; i had somewhere a to-do list with more than 400 points in it, some of which are large-scale and will affect gameplay a lot and that must be done before we will have some leisure time to develop fun mode games; for fun mode by the way we also have lots of stuff to work before that). Not in form of construction nor in form of spell. Unless that spell will be one time use to affect 1 tile on unit with cost 15+ and with no way to restore usage of spell at all.
Where is it written? Temporary terrain changing is not possible for now at all. And it will not be possible in next half year at least.
"If race has giants" — humans have elephants who are considered as giant unit, are they possess god's strength? Nope. Neither with any other "giants".
Also not any of these giants are 100+ meters high to be considered even as demi-gods. Ettins would have as highest unit 5-6 meters — can that unit for example crush mountains or vaporise the sea? Nope. Yes it is much easier to climb on mountains for it (which is why has mountain walking) but that's it.
Angels will be a thing later, yes, but they will not be able to perform terraforming. Also who said that there is one god or that angels will represent some god who has terraforming abilities? And who said that angels are messengers of gods in the first place? In our lore they will be just another race, like centaurs or trolls. Or otherwise centaurs and let's say minotaurs also must be messengers of gods.
"That is just fun" is not a way to balance things.
As for mountain walking for orcs — again no. Also if we consider who must get mountain walking as a spell than dwarves will be first ones who will get it since they are living in mountains, not some random orcish pillagers.
Druid will loose forest walking anyway (current one is not working so why would he keep it?). Elves later will get all -walking abilities but 1 per specific caster with rather high cost (all 5 casters will be locked behind sub thus embassy + writing + sub tech).
No goblin engineer. They are not that advanced (not even on human/elven level).
We do not have "underground", "jungles", "hills" (or to be more correct — "hills" and "mountains" here are same), "blighted land".
Underground on 2d map for sure is not possible to implement.
Jungles are just another forest thus will not be a thing.
Blighted land — we do not have it in the first place.
Humans can't "conquer" world via techs. Not in this game at least — they will not get any terraforming abilities and constructions (apart from basic ones — bridges and roads). Humans will not get any flying transports either. Dwarves will on the other hand have tunnels (through mountains) and zeppelins (and these guys can conquer world via techs). Alas even for dwarves there will be good amount of limitations.
As for native terrain bonuses and such.
We still did not decide with major part of newly added terrains what should they do so for now they are just unpassable for any non-flying unit for some time. Later some scalefolks can get no penalty in swamps (not all of units) and constructible in swamps buildings (not all of their buildings though).
Later, when we will work on terrain bonuses and add some terrain effects we will think about some things for scalefolks or orcs.
But no mountain walking for orcs as a spell. Any -walking spell is planned to be as a blessing from nature.
Now about "A dwarven town been captured orcs troop by default only able to produce tier 1 dwarven unit". Not possible. Not with current engine at least. Also why? Will not happen.
And again. Elves will be only race who will have any -walking spells. That will be their advantage over other races. Like for humans assassin with one-hit wonder or for undeads possession spell (with few limitations) or for dwarves flying transports.
Or you will ask for us to add a one-hit wonder units, flying transports and converter units for other races as well?! Well than if you want for equality than play aos.
- makazuwr32
- Posts: 7838
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Vertical mega building placement
Elves will get more stuff, yes. But do not call that imbalance.
Those units for example being as sub of costly casters (6+ turns for lesser amount of spells than woodshaper has) will be balanced fairly well. Also their "walking" spells will give only 34-70% speed on corresponding terrain. What would you choose — to train woodshaper who can support your ent units or this questionable caster who can be used every once in a while — for the same cost?
Also they will not be implemented anytime soon, not until we will work on magic update (many points of development and balancing are put on hold by this and buildings update by the way). And magic update is not going to happen anytime soon as well. Probably in november 2021—winter 2022, not sooner for sure.
Up to that time orcs and other races will get more own casters with good abilities (even without these -walking abilities).
Right now we are working on implementing more stuff for dwarves and scalefolks (and a bit of ready or minor stuff for other races).
For example dwarves will get in next update mineshaft — unique factory-money courier. This building will count as factory and will be able once in a while to speed up production of up to 4 adjust buildings (via ability). It will not be able to produce money couriers but instead it will have few techs to research which will reduce cooldown of that ability. It also will work as very good shelter.
Dwarves also will get in next update runes — long avaited set of abilities for literally every non-caster, non-siege and non-worker alive unit of dwarves. Defenders are included. Melee units, shooters, throwers... All of them will get their own set of runes, some of which will be researchable in tc. Dwarves after this update will have most amount of units with at least some abilities among all races.
Again, dwarves will get in next update proper siege units (mortar will not be op anymore) and proper flying units (no more constructible transport zeppelins).
We are working on naval fleet of dwarves as well, it will be ready in 1 or 2 updates (in upcoming one or next after that).
I am not in charge of development for scalefolks but i am sure that savra is planning to add at least 4 i think more units for snakefolk, dragons (4 or 5, one of them is designed by me), remake of hydra (it will have less health now, down to 200, but you will need to kill it 4 times, because with each "death" it will loose 1 head and after some time head can regrow (hyrda will transform back into version with larger amount of heads to restore them after some time)).
We also working on new cavalry for humans and new units for orcs (ogres for savage sub, more minotaurs and trolls, more uruks, hobgoblins).
Undeads have got a bunch of units and we are now observing them to see how they are working. Some balancing is already made and will be in the next update.
Also there are plans for gargoyle expansion into mini-sub, similar to ents (several units made from different stone types, flying and land, melee and ranged, all will be constructible and immune to fire).
We are also reworking dual weapon units so they will have lower costs. Most beneficial from this will be undeads and humans.
Elves have got some nerfs on the other hand lately — for example -1 attack range at base for their mounted units. They will get it back via tech after you will reseach all bow techs and precision shot techs (cost 7 turns, researchable at archery range).
Later there are plans to update burning effect so it will deal more damage to plant-type units as well (not too high boost to damage per stack though — from 10 up to 14 but when you stack a whole bunch of burning on ent it will be really feelable). Ofc not only that — burning must do more damage to fortifications than it does right now so that is also going to be updated.
Those units for example being as sub of costly casters (6+ turns for lesser amount of spells than woodshaper has) will be balanced fairly well. Also their "walking" spells will give only 34-70% speed on corresponding terrain. What would you choose — to train woodshaper who can support your ent units or this questionable caster who can be used every once in a while — for the same cost?
Also they will not be implemented anytime soon, not until we will work on magic update (many points of development and balancing are put on hold by this and buildings update by the way). And magic update is not going to happen anytime soon as well. Probably in november 2021—winter 2022, not sooner for sure.
Up to that time orcs and other races will get more own casters with good abilities (even without these -walking abilities).
Right now we are working on implementing more stuff for dwarves and scalefolks (and a bit of ready or minor stuff for other races).
For example dwarves will get in next update mineshaft — unique factory-money courier. This building will count as factory and will be able once in a while to speed up production of up to 4 adjust buildings (via ability). It will not be able to produce money couriers but instead it will have few techs to research which will reduce cooldown of that ability. It also will work as very good shelter.
Dwarves also will get in next update runes — long avaited set of abilities for literally every non-caster, non-siege and non-worker alive unit of dwarves. Defenders are included. Melee units, shooters, throwers... All of them will get their own set of runes, some of which will be researchable in tc. Dwarves after this update will have most amount of units with at least some abilities among all races.
Again, dwarves will get in next update proper siege units (mortar will not be op anymore) and proper flying units (no more constructible transport zeppelins).
We are working on naval fleet of dwarves as well, it will be ready in 1 or 2 updates (in upcoming one or next after that).
I am not in charge of development for scalefolks but i am sure that savra is planning to add at least 4 i think more units for snakefolk, dragons (4 or 5, one of them is designed by me), remake of hydra (it will have less health now, down to 200, but you will need to kill it 4 times, because with each "death" it will loose 1 head and after some time head can regrow (hyrda will transform back into version with larger amount of heads to restore them after some time)).
We also working on new cavalry for humans and new units for orcs (ogres for savage sub, more minotaurs and trolls, more uruks, hobgoblins).
Undeads have got a bunch of units and we are now observing them to see how they are working. Some balancing is already made and will be in the next update.
Also there are plans for gargoyle expansion into mini-sub, similar to ents (several units made from different stone types, flying and land, melee and ranged, all will be constructible and immune to fire).
We are also reworking dual weapon units so they will have lower costs. Most beneficial from this will be undeads and humans.
Elves have got some nerfs on the other hand lately — for example -1 attack range at base for their mounted units. They will get it back via tech after you will reseach all bow techs and precision shot techs (cost 7 turns, researchable at archery range).
Later there are plans to update burning effect so it will deal more damage to plant-type units as well (not too high boost to damage per stack though — from 10 up to 14 but when you stack a whole bunch of burning on ent it will be really feelable). Ofc not only that — burning must do more damage to fortifications than it does right now so that is also going to be updated.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.

-
Stratego (dev)
- Site Admin
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- Joined: Fri Apr 25, 2014 9:28 pm
Re: Vertical mega building placement
I think this topic gone absolutely off topic - the original topic was a vertical placement, i answered that but no one cares my answer!? lol 
instead both of you getting to the not-so firendly discussion about the whole game or something.
please be friendly to each other!
- Makaw works very hard on balance so please appreciate his efforts, dont forget it is THAT hard so somethimes i feel almost impossible to perfectly balance a game - but he and Savra tries!
- Elrond has ideas that is very good ! I like active community members with ideas. Also the original idea i have not rejected, simply asked help how could we show a eg. circularily looking volcano to "turn" vertical - how would that look? Same true to the elf Big tree, also for human casle (but this latest have the most possibility to have a drawing).
so pleeeeease talk like friends not like not-so-friends
thanks
(peacekeeper)daniel
instead both of you getting to the not-so firendly discussion about the whole game or something.
please be friendly to each other!
- Makaw works very hard on balance so please appreciate his efforts, dont forget it is THAT hard so somethimes i feel almost impossible to perfectly balance a game - but he and Savra tries!
- Elrond has ideas that is very good ! I like active community members with ideas. Also the original idea i have not rejected, simply asked help how could we show a eg. circularily looking volcano to "turn" vertical - how would that look? Same true to the elf Big tree, also for human casle (but this latest have the most possibility to have a drawing).
so pleeeeease talk like friends not like not-so-friends
thanks
(peacekeeper)daniel
- makazuwr32
- Posts: 7838
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Vertical mega building placement
As i mentioned above, unless that will be solved we will not change that.
Alas later we need to add more mega buildings of various sizes (2x2, 1x2 and maybe some 3x2 and 2x3) and there we can add NEW megas with 2x3 vertical shape.
Alas later we need to add more mega buildings of various sizes (2x2, 1x2 and maybe some 3x2 and 2x3) and there we can add NEW megas with 2x3 vertical shape.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.

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Stratego (dev)
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- Joined: Fri Apr 25, 2014 9:28 pm
Re: Vertical mega building placement
who will not change and what?makazuwr32 wrote: ↑Tue Jun 29, 2021 8:23 pm As i mentioned above, unless that will be solved we will not change that.
Alas later we need to add more mega buildings of various sizes (2x2, 1x2 and maybe some 3x2 and 2x3) and there we can add NEW megas with 2x3 vertical shape.
and what to be solved?
dont forget!: i said i am open to the idea to let turn the buildings as soon as we have idea how to show those buildings (how they will look)
- makazuwr32
- Posts: 7838
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Vertical mega building placement
We i mean me and savra.
What i mean current mega buildings placement. They will have purely 3x2 form alone. For now.
What i mean current mega buildings placement. They will have purely 3x2 form alone. For now.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.

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Stratego (dev)
- Site Admin
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- Joined: Fri Apr 25, 2014 9:28 pm
Re: Vertical mega building placement
dont forget!: i said i am open to the idea to let turn the buildings as soon as we have idea how to show those buildings (how they will look)
also and what to be solved?
please dont say "we will not" change when i answered the opposite... I say we can do it if we have idea visually for all buildings.
if i make it in engine they all will be turnable to vertical - that is all - you dont need (nor savra) to do anything, so no extra time from your side if u mean that.
also and what to be solved?
please dont say "we will not" change when i answered the opposite... I say we can do it if we have idea visually for all buildings.
if i make it in engine they all will be turnable to vertical - that is all - you dont need (nor savra) to do anything, so no extra time from your side if u mean that.
Re: Vertical mega building placement
Stratego we are referring on your answer about clearing terrain debating because of native terrain walk which is only benefit Elven race. This worrisome other races player. The game balancing is tilted ATM.Stratego (dev) wrote: ↑Sun Jun 27, 2021 1:09 pm actually is it not a bad idea to make possiblity to turn the non symmetric based buildings on placement, but that would need thought how it would look as images - i have no idea how that would look good.
so it can be listed for later development, but only in unity version (that is currently being developed)
however: the requester knows that in most alternatives you can "clear" terrain? so you can eg. remove woods if they are in wrong position, so you can place your mega building.
(in AOS all existing maps are already converted to new removable woods, in AOF the conversion will come soon)
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Stratego (dev)
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Re: Vertical mega building placement
ok than please discuss that in a new topic about the proposed imbalance issue.
i wrote it only as a remark that (on other variants) we already have DECORATION layer things to be erased like woods, bushes, catuses - anything that is on DECORATION layer (not basic terrain like grass and snow)
i wrote it only as a remark that (on other variants) we already have DECORATION layer things to be erased like woods, bushes, catuses - anything that is on DECORATION layer (not basic terrain like grass and snow)
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Stratego (dev)
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Re: Vertical mega building placement
and i remarked because: maybe your current original request about turning can get not-so-needed for you if in AOF you can also clear these terrain decorations.