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Re: Neutral 'Barracks'

Posted: Sun Sep 06, 2015 11:42 am
by Alexander82
I added some transparency to make the blade looks more pointed and sharp on the tip

Re: Neutral 'Barracks'

Posted: Sun Sep 06, 2015 1:57 pm
by Alexander82
A barbarian with a golden axe ;)

He should have high HP and Attack, and also a whirlwind attack skill

Re: Neutral 'Barracks'

Posted: Sun Sep 06, 2015 2:20 pm
by TheBluePhoenix
Now these are some nice editions to the fantasy version once dev gives the signal i am redy to make their stats

Re: Neutral 'Barracks'

Posted: Mon Sep 07, 2015 4:46 pm
by Alexander82
This is my old viking. It might become a good merc

Re: Neutral 'Barracks'

Posted: Mon Sep 07, 2015 6:06 pm
by TheBluePhoenix
Hiw about cyxlops and monsters?

Re: Neutral 'Barracks'

Posted: Mon Sep 28, 2015 11:02 pm
by Alexander82
I can make as many as we want but we need to know daniel's opinion. He also need to adjust the engin to allow more images. AoF needs many more than AoS.

Re: Neutral 'Barracks'

Posted: Tue Sep 29, 2015 4:22 am
by TheBluePhoenix
Ok

Re: Neutral 'Barracks'

Posted: Tue Sep 29, 2015 3:02 pm
by balint
And what about hostile neutrals in game too? Similar random spawning factories/units who attack everyone in sight, making it harder to establish bases, leave TCs without garrison.
What do you think?

Mercenary's

Posted: Sat Sep 10, 2016 6:27 pm
by Alpha
I believe there should a new race/units where you can hire at special TC's that are premade in game's. For example a mercenary Orc for the Elves or a Elf Archer for the Humans. This will not effect Undead however.

Re: Mercenary's

Posted: Sat Sep 10, 2016 7:28 pm
by Midonik
It will give races units they lack. I agree,undeds got convert,so they musnt got it. I like this idea,but I not sure how it will work.

Re: Mercenary's

Posted: Fri Sep 16, 2016 4:21 pm
by Yugrath
Yes I agree very good idea. I think there can be some NPCs like mercenaries, pirates etc.

Re: Neutral 'Barracks' - Mercenary MERGED

Posted: Fri Sep 16, 2016 4:33 pm
by Alexander82
That have been proposed
I've merged this topic with the old one

Re: Neutral 'Barracks' - Mercenary MERGED

Posted: Fri Sep 16, 2016 5:08 pm
by Alpha
Nioce! also I simply just reopened this from the dusty file because I thought this should deserve a another chance. :)

Re: Neutral 'Barracks' - Mercenary MERGED

Posted: Fri Sep 16, 2016 5:14 pm
by Alexander82
The units might just be variants of units already in game.

We can surely find many interesting concepts

Re: Neutral 'Barracks' - Mercenary MERGED

Posted: Fri Sep 16, 2016 5:29 pm
by Alpha
Cool! Also I don't know how to add images :|

New TC like Structure

Posted: Tue Mar 21, 2017 12:00 am
by Hardeep
I suggest we add a new TC like structure for Aos.
It would be something like a Tavern or a camp.
Generates randomly on the map and you can set how many Taverns/camps are on the map in the game settings. (On random maps) with either the (few/many system or just set numbers) maybe with many each player would start close to one
You would have to research a tech that costs maybe about 5 to be able to build any of the race specific units.
The units would be unique to the Tavern/camp and would include, but not be limited to, campaign units that are really cool, and improved 'special' units, like a more powerful ranger for example. It would supplement races with firepower in areas where they may be lacking
It would add more strategic value to the Tavern/camp locations as you can get exclusive powerful units from it. To balance maybe you can't have more than a set number of Tavern/camp units
What do you think?

Re: New TC like Structure

Posted: Tue Mar 21, 2017 1:56 pm
by Alexander82
There is already a topic about taerns and mercs (special unitsthat you can recruit regardless of your race if you control a tavern).

Re: New TC like Structure

Posted: Tue Mar 21, 2017 5:54 pm
by Hardeep
Where?

Re: New TC like Structure

Posted: Tue Mar 21, 2017 5:57 pm
by Alexander82

Re: Neutral 'Barracks' - Mercenary MERGED

Posted: Tue Mar 21, 2017 6:06 pm
by Hardeep
Add campaign units in a race specific fashion too :)
Also great Idea!!!!!

Re: New TC like Structure

Posted: Tue Mar 21, 2017 6:07 pm
by Hardeep
Thanks!
More or less the same idea, but old...

Re: New TC like Structure

Posted: Tue Mar 21, 2017 6:17 pm
by Alexander82
Merged

Tavern or mercenary post

Posted: Tue Dec 26, 2017 6:28 am
by General Brave
Hp 20/20
Attack 0
Range 0
Armor 0
Pierce armor 4-5
Speed 0
Sight 3
Action 1
Carry capacity 2-3
Constr. bonus 0%
Healing 4-5
Size 1×1

A special building that needs money courier to create special units.
I think this is where you should buy the alchemist, werewolf, the Sacred Tracker or Monster Hunter. Whatever unit which has a certain set of skills and abilities.

Unless you don't want to use money courier. Keep it as a regular building then.

Re: Tavern or mercenary post

Posted: Wed Dec 27, 2017 10:25 pm
by DoomCarrot
Interesting, but don't most people just build factories near their tcs anyways? So it isn't like the money courier thing would come into play much?

Re: Tavern or mercenary post

Posted: Thu Dec 28, 2017 2:45 am
by Sunrise Samurai
Possibility:
Neutral unit that can​ be captured like tcs, holds 4 units. Can "build" certain powerful units ranging from unique neutral only units to a few race specific ones like necromancers or mages, just cloned to a independent variation. The catch is that it never counts down by turns, and must use money courier (or equivalent for other races) to pay for the production instead.

Can only be placed in map editor, but functions just fine​ in random maps.

If anyone else ever played Warcraft III, you know what I'm thinking.

Re: Tavern or mercenary post

Posted: Thu Dec 28, 2017 3:30 am
by DoomCarrot
I like that more sunrise, money couriers might be relavent with that

Re: Tavern or mercenary post

Posted: Thu Dec 28, 2017 7:21 am
by makazuwr32
I like this idea but units there must be cheaper or better compared to usual units of the races because this building would be away from your TC and you can recruit money couriers in TC (for humans).
Also each human money courier costs 2 turns and he also must come to pay to this building.

Re: Tavern or mercenary post

Posted: Thu Dec 28, 2017 5:13 pm
by Sunrise Samurai
makazuwr32 wrote:I like this idea but units there must be cheaper or better compared to usual units of the races because this building would be away from your TC and you can recruit money couriers in TC (for humans).
Also each human money courier costs 2 turns and he also must come to pay to this building.
The point is it would be expensive with the added difficulty of getting the money couriers there, for the benefit of things you can't normally get. Example: wandering necromancer. Exactly like a necromancer, but ANY race can recruit it here, gaining the ability to raise dead. Since it costs money couriers, it's obviously twice the price in the end, but very much worth it. If you don't mind contracting with such individuals that is.

Re: Tavern or mercenary post

Posted: Fri Dec 29, 2017 2:35 am
by General Brave
It would make sense for it to be more expensive, because it will give unit that you otherwise can't produce.

Re: Tavern or mercenary post

Posted: Fri Dec 29, 2017 1:09 pm
by Sunrise Samurai
Exactly