
I don't know the stats of unit Coolguy because I don't have it.
To make it more balence, I think it can:
1.Reduce siege range bonus from +2 to +1.
2.Make it to be IS_UNIQUE
3.Affect range reduced to 1.
What do you think?
@Endru1241 @Stratego (dev)
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™.
Code: Select all
"costTurn":2,
"grantorShopItems":null,
"hpMax":10,
"power":9,
"rangeAttack":1,
"armorPierce":2,
"armorNormal":1,
"sight":4,
"powerAccuracyPenalty":0.0,
"powerRange":0,
"powerRangePenaltyPercent":0,
"rangeWalk":3,
"trnWalkTerrain":[
{"terrainType":"TERRAINS_FORESTWALKABLE", "modifier":1},
{"terrainType":"TERRAINS_ROUGHWALKABLE", "modifier":0.67},
{"terrainType":"TERRAINS_FASTWALKABLE", "modifier":1.34}
],
"dodgeRanged": 1.0,
"dodgeClose": 1.0,
"maxActionCount":1,
"canOccupyBuilding":false,
"trnEffectAffectTurnsLeft":["0:EFFECT_AURA_SIEGE_BONUS"],
"trnSpecUnitActions":["IS_INCONVERTIBLE","IS_LEGENDARY"],
"trnCategories":["U_MELEE_FOOT"],
"trnCanNotCarryMe":{"unitTypes":["UNIT_BATTERING_RAM"]},
"trnBuilders":{"categories":["HIDDEN_TRAINING_UNIVERSAL"]},
"trnBonusList":[
{"modifier":0.5,"unitList":{"categories":["U_ARCHERS","U_HEAVY_CAVALRY"]
}
}
],
aura stats:
->> "auraRadius":1,
->> "power":5,
->> "rangeAttack":2,
->> "convertResistance":1.0,
->> "bonusMendingWhenConstructing":2.0,
But spies have 0 damage bonus vs CoolGuy and it cannot attack.Stratego (dev) wrote: ↑Wed May 27, 2020 1:19 pm yes he WAS only killable with his counter units that has bonus against it (ranger, batrtering rams, scout dogs, spies, laborer)
however dodge logic chnaged since, so bonused units still get some dodge - so i changed it down to dodge 30%
is that ok?
I'd say than maybe 6/6 armor, 24 hp, 12 attack (along with 0 dodges) would fit better. No need for specific counter units in this case for him.Endru1241 wrote: ↑Thu May 28, 2020 8:08 am I don't like 30% at all.
With all recent workings we are trying to reduce randomness - why increase it again?
Maybe just remove dodge altogether and give armor instead. E.g. ninja has armor as a representation of average ability to dodge/parry.
Some high value could work, provided hp would be a little increased too. E.g. 20 hp, 12/12 armor , ranger gets +200% damage ?
Just like originally vs dodge - bonuses can be adjusted to compensate the armor boost.
What exactly is the logic behind specific counter units?
I can understand scout dogs, rangers and spies - it could be bundled together that generally scouts should have bonus vs him.
Battering rams - should it be made as a rule, that armored siege engines with melee attack have a bonus?
Laborer - his weakness is civilian hard labor unit? Should miner (and worker if he ever gets an attack) have a bonus too? What about the blacksmith then?
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™.
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™.