English units

User avatar
L4cus
Posts: 2358
Joined: Fri Jan 31, 2020 7:51 pm
Location: Perú

Re: English units

Post by L4cus »

If we chose 1st alternative, what roles could they have?
I mean, light transport, light fight ship, medium ship, scouting, or a mix between them
I would say galliot should be light transport with limited fighting capabilities. Galley a light fighting ship. And galeas a standard ship for combat
Each one with their own upgrades, maybe galeot shouldnt have one
Extra ecclesiam nulla salus...
AOD, a new variant...
viewforum.php?f=230
User avatar
Squirrel5555
Posts: 860
Joined: Sun Feb 16, 2020 3:43 pm

Re: English units

Post by Squirrel5555 »

They should definitely have rows, and maybe less masts. Needs to have rows as that was the whole point of galleys/galleass :D
AOD Team - Join Us!
User avatar
Squirrel5555
Posts: 860
Joined: Sun Feb 16, 2020 3:43 pm

Re: English units

Post by Squirrel5555 »

I have some ideas for early game ship balance, of course still needs to be discussed if we go with 1st alternative.

Cog: Basic transport ship, nearly no combat capabilites, low cost, no tech needed to research before production
Galliot: Transport ship, enough combat capabilities to easily destroy other transport ships, but not enough to really threaten larger ships. To make it balanced higher cost/production and/or needs a tech to be researched before production or less carry space.
Galley: Basic combat ship, very fast, bonus against transports, maybe good for raiding
Galleass: Slower than galley but still quite fast, has heavier armaments. Basically a mix of galley and carrack/galleon, upgrades to frigate ( i read up on this topic and galleass eventually developed into frigates apparently).
Carrack/Galleon: Slow but powerful, very costly, upgrades to some kind of ship of the line( we can think about this later)

I dont know what some of the upgrade trees would look like, so it might just be easier to make galliot, galley galleass one upgrade tree, or just give them one upgrade each
AOD Team - Join Us!
User avatar
L4cus
Posts: 2358
Joined: Fri Jan 31, 2020 7:51 pm
Location: Perú

Re: English units

Post by L4cus »

I like cog and galeot idea. Mmh, galley sounds good, but it shouldnt be faster than galeas since this one has more sails.
Also, for upgrades or others ships ideas i will make another topic.
Lets just focus on ground units.
Extra ecclesiam nulla salus...
AOD, a new variant...
viewforum.php?f=230
User avatar
Squirrel5555
Posts: 860
Joined: Sun Feb 16, 2020 3:43 pm

Re: English units

Post by Squirrel5555 »

Galleass were much less reliable than galleys as they relied more on their sails, but they were still slower than galleys due to their massive size and heavy armaments. This meant their position at the front of a galley line when a battle began wasnt guaranteed. I think it would be a great way to balance them by making them slightly slower, or there will be no point to making galleys.

Yeah i think we need a ship topic :D
AOD Team - Join Us!
User avatar
L4cus
Posts: 2358
Joined: Fri Jan 31, 2020 7:51 pm
Location: Perú

Re: English units

Post by L4cus »

Form now on we must think on stats of ground units

British citizen
Cost 2
Hp 14
Attack 0
Range 0
Armor 0/0
Speed 3
Sight 3

Can build:
British Barrack (5 turns)
British stable (6 turns)
British artillery foundry (6 turns)
British port (7 turns)
British gunsmith (6 turns)
British armory (6 turns)
Foresters camp (4 turns)
tower (6 turns)
Watch tower (3 turns)
bridge (2 turns)
palisade (2 turns)
Fence (1 turn)
Atalay (3 turns)
Trench (3 turns)
Last edited by L4cus on Thu Apr 16, 2020 6:56 pm, edited 1 time in total.
Extra ecclesiam nulla salus...
AOD, a new variant...
viewforum.php?f=230
User avatar
L4cus
Posts: 2358
Joined: Fri Jan 31, 2020 7:51 pm
Location: Perú

Re: English units

Post by L4cus »

Squirrel5555 wrote: Thu Apr 16, 2020 5:41 pm Galleass were much less reliable than galleys as they relied more on their sails, but they were still slower than galleys due to their massive size and heavy armaments. This meant their position at the front of a galley line when a battle began wasnt guaranteed. I think it would be a great way to balance them by making them slightly slower, or there will be no point to making galleys.

Yeah i think we need a ship topic :D
I have already done it. Plis post it there :D
And yeah, u r right about galley speed.
Extra ecclesiam nulla salus...
AOD, a new variant...
viewforum.php?f=230
User avatar
L4cus
Posts: 2358
Joined: Fri Jan 31, 2020 7:51 pm
Location: Perú

Re: English units

Post by L4cus »

Remember the units will be in another scale
Extra ecclesiam nulla salus...
AOD, a new variant...
viewforum.php?f=230
User avatar
DreJaDe
Posts: 2383
Joined: Sun May 12, 2019 10:19 pm

Re: English units

Post by DreJaDe »

Sandbag defenses? Csn you please make it atleast trench. I watched a documentary where when they try to seige, what they build are trenches and some Palisades or somekind of wooden walls but still wooden
User avatar
Gral.Sturnn
Posts: 1878
Joined: Tue Feb 13, 2018 11:29 pm

Re: English units

Post by Gral.Sturnn »

something like this?

<please use external link for such big images>
~Gral.Sturnn
User avatar
Squirrel5555
Posts: 860
Joined: Sun Feb 16, 2020 3:43 pm

Re: English units

Post by Squirrel5555 »

Sandbags are too 'new', only started being used in the late 18th century. Trenches and palisades will be much better
AOD Team - Join Us!
User avatar
L4cus
Posts: 2358
Joined: Fri Jan 31, 2020 7:51 pm
Location: Perú

Re: English units

Post by L4cus »

L4cus wrote: Thu Apr 16, 2020 5:44 pm Form now on we must think on stats of ground units

British citizen
Cost 2
Hp 14
Attack 0
Range 0
Armor 0/0
Speed 3
Sight 3

Can build:
British Barrack (5 turns)
British stable (6 turns)
British artillery foundry (6 turns)
British port (7 turns)
British gunsmith (6 turns)
British armory (6 turns)
Foresters camp (4 turns)
tower (6 turns)
Watch tower (3 turns)
bridge (2 turns)
palisade (2 turns)
Fence (1 turn)
Atalay (3 turns)
Trench (3 turns)
Updated.
We will need sprite for each structure, at least the main buildings.
Extra ecclesiam nulla salus...
AOD, a new variant...
viewforum.php?f=230
User avatar
DreJaDe
Posts: 2383
Joined: Sun May 12, 2019 10:19 pm

Re: English units

Post by DreJaDe »

Make British barracks atleast 4 turns, you wouldn't want to have a slow game for this type of games.
User avatar
Squirrel5555
Posts: 860
Joined: Sun Feb 16, 2020 3:43 pm

Re: English units

Post by Squirrel5555 »

Just a thought, each faction should have mostly the same buildings, no point making a different barracks for england, different for france different for austria, its just a waste of time for now. Basic factories can be the same, but each faction will have a couple special buildings only that faction can build, same with troops.

Why are we making 'English Knight' for example? Better if we just make a unit called 'Knight' which most factions will have. If we focus on special units later, it will definitely speed up development.
AOD Team - Join Us!
User avatar
L4cus
Posts: 2358
Joined: Fri Jan 31, 2020 7:51 pm
Location: Perú

Re: English units

Post by L4cus »

U r right. The name is just that, a name. We can recycle tha sprote for the others factions units for now.
Extra ecclesiam nulla salus...
AOD, a new variant...
viewforum.php?f=230
User avatar
Squirrel5555
Posts: 860
Joined: Sun Feb 16, 2020 3:43 pm

Re: English units

Post by Squirrel5555 »

Of course it can be changed later, but it will only be minor changes anyway, so for now just change name :D
AOD Team - Join Us!
User avatar
DreJaDe
Posts: 2383
Joined: Sun May 12, 2019 10:19 pm

Re: English units

Post by DreJaDe »

Squirrel5555 wrote: Thu Apr 16, 2020 8:01 pm Of course it can be changed later, but it will only be minor changes anyway, so for now just change name :D
I thought it's already clear. We could also just make one Nation to get beta.

LOL, I got an idea. (Not really mine). There's this beta game where there is this units that isn't complete, what they did is just make them stickman units and later just change into it's proper state. I mean, you could just change some of its feature then make it look like from other nation or just really make it STICKFIGURES.

Also, in this form we could already play with the stats and start balancing them. Since this will be like an Alpha game.

Any thoughts @Stratego (dev)
Stratego (dev)
Site Admin
Posts: 15822
Joined: Fri Apr 25, 2014 9:28 pm

Re: English units

Post by Stratego (dev) »

sorry i read a few times and still not sure what was the question :)
we can make any unit type, with any stats and image, and naturally these can change later with balancing and image improvements .
User avatar
L4cus
Posts: 2358
Joined: Fri Jan 31, 2020 7:51 pm
Location: Perú

Re: English units

Post by L4cus »

Even if they are stickmen?
Extra ecclesiam nulla salus...
AOD, a new variant...
viewforum.php?f=230
Stratego (dev)
Site Admin
Posts: 15822
Joined: Fri Apr 25, 2014 9:28 pm

Re: English units

Post by Stratego (dev) »

what the hack is that ? :)

like this?
Image

if so, no... we need normal unit images
User avatar
DreJaDe
Posts: 2383
Joined: Sun May 12, 2019 10:19 pm

Re: English units

Post by DreJaDe »

Hahahahaha, yeah just like that.

Oh yeah, no? Hahahaha just an idea but thanks for the answer.
User avatar
DreJaDe
Posts: 2383
Joined: Sun May 12, 2019 10:19 pm

Re: English units

Post by DreJaDe »

Here's a stable.

Btw is the range barracks going to be used?

Also idk who suggested the unified barracks but I actually can make different types of barracks because I have 2 of the same types of barracks, archery, stables and docks that can be used.

There's also the flag changes. Where you could just change their flags or color like in AOW.
Attachments
64 stables.png
64 stables.png (2.69 KiB) Viewed 3045 times
User avatar
L4cus
Posts: 2358
Joined: Fri Jan 31, 2020 7:51 pm
Location: Perú

Re: English units

Post by L4cus »

Actually idk if there should be a range barrack appart the normal one
Extra ecclesiam nulla salus...
AOD, a new variant...
viewforum.php?f=230
User avatar
DreJaDe
Posts: 2383
Joined: Sun May 12, 2019 10:19 pm

Re: English units

Post by DreJaDe »

I'm still quite confused on what units need to be done.

L4cus, can you please name the unit that is already done. Like specify the units that is already drawn to the units you listed. So that I could know what units still to be done.
User avatar
Squirrel5555
Posts: 860
Joined: Sun Feb 16, 2020 3:43 pm

Re: English units

Post by Squirrel5555 »

Idk, up to you guys

if it is used ranged barracks should have a different name maybe? Rifle range or something :D
Maybe barracks can train melee and some range units, while rifle range(or whatever name you choose) trains only high quality ranged units
AOD Team - Join Us!
User avatar
L4cus
Posts: 2358
Joined: Fri Jan 31, 2020 7:51 pm
Location: Perú

Re: English units

Post by L4cus »

Did u fixed the musketeer sprite?
From that sprite we can get musketman and arquebuiser

He already have citizen, priest, footman, longbow, all ships, cart, artilery, knight, light cav, pikeman

There are left only the field medic, musketman and arquebuiser

We need buildings sprites too. Can u make the city sprote before any other?
We have barracks and stable

I will post stats tomorrow
Extra ecclesiam nulla salus...
AOD, a new variant...
viewforum.php?f=230
User avatar
L4cus
Posts: 2358
Joined: Fri Jan 31, 2020 7:51 pm
Location: Perú

Re: English units

Post by L4cus »

Squirrel5555 wrote: Fri Apr 17, 2020 12:47 am Idk, up to you guys

if it is used ranged barracks should have a different name maybe? Rifle range or something :D
Maybe barracks can train melee and some range units, while rifle range(or whatever name you choose) trains only high quality ranged units
I was thinking on a military academy appart the barracks.it can train officers, granediers and some special units
But it would be more expensive to build
There will be also gunsmith to improve mjskets and develop some variants like flintlock, musketoon, carbine, rifling barrel, small breech, etc. U could change its job to a recruit center and let the armory do that job as a blacksmith
Actually i am not sure about doing that last.
Extra ecclesiam nulla salus...
AOD, a new variant...
viewforum.php?f=230
User avatar
Squirrel5555
Posts: 860
Joined: Sun Feb 16, 2020 3:43 pm

Re: English units

Post by Squirrel5555 »

Yeah i think those are good ideas, and gunsmith should be for research of techs
AOD Team - Join Us!
User avatar
L4cus
Posts: 2358
Joined: Fri Jan 31, 2020 7:51 pm
Location: Perú

Re: English units

Post by L4cus »

English longbowman
Cost 2
Hp 21
Attack 7
Range 6
Minium range 2
Armor 1/1
Speed 3
Sight 6
Accuary 100%
+50% v medium infantry, heavy cavalry
+75% v heavy infantry
unit_archer.png
unit_archer.png (1.4 KiB) Viewed 3035 times
I am thinking on some techs to increse longbow power like "bow skill" and "fletching" to increse attack and accuary
Last edited by L4cus on Mon Apr 27, 2020 9:56 pm, edited 2 times in total.
Extra ecclesiam nulla salus...
AOD, a new variant...
viewforum.php?f=230
User avatar
L4cus
Posts: 2358
Joined: Fri Jan 31, 2020 7:51 pm
Location: Perú

Re: English units

Post by L4cus »

British pikeman
Cost 2
Hp 26
Attack 6
Range 2
Armor 2/1
Speed 2
Sight 3
+50% v light infantry
+300% v mounted
English Spear.png
English Spear.png (1.82 KiB) Viewed 3030 times
Some techs like "spike formation" similar to "legion trainning" to kncrese attack and deffence when next to another
Also "improved courass" raises armor
Last edited by L4cus on Sat Apr 18, 2020 9:44 pm, edited 1 time in total.
Extra ecclesiam nulla salus...
AOD, a new variant...
viewforum.php?f=230
Post Reply

Return to “units”