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Re: Wall digger

Posted: Sat Feb 13, 2016 10:54 pm
by DoomCarrot
So it is basically a close range trebuchet :lol:

I personally think that this unit would be a bit useless. Here is why:

1. 0 damage times 50000000000 is still 0.
2. If he costs anything more than 1, why not just build an assassin for so much more capability?
3. This could get very out of hand with people zerging you with wagons of these guys, who would one hit all of your fortifications. I mean, alright, maybe diggers did exist irl, but this is very overpowered and deffinately not how it worked. Sieges like this involved years, not wagon zerging.

I think this might have some merit, but there are a lot of flaws to the concept that would need to be sorted out.

Re: Wall digger

Posted: Sun Feb 14, 2016 4:51 am
by TheBluePhoenix
1.0 damage x 50000% is 500(by default when bonus is counted min attack is assuned to be 1)
2.Assassins are costly. I am thinking of keeping the cost 2/3.also, structures dont move. So if this is killed after it digs once, the next digger will take only 1/2 turns to fall the structure.
3. I know it might get op. So i was thinking to change bonus for all structures so that the structures take about 2-3 turns to fall
i know it is a bit weird , but we might be able to improve it

Re: digger

Posted: Mon May 30, 2016 4:47 am
by COOLguy
Found this as a double post - merged.

UPDATE actually a couple of double posts.

Saboteur

Posted: Sat Oct 28, 2017 11:36 am
by Lawrence
A kind of Assasin, but then for buildings!
What do you think? :idea: :?:

Re: Saboteur

Posted: Sat Oct 28, 2017 5:40 pm
by LordOfAles
Its ok if assasins ability for destroying buildings gets disabled

Re: Saboteur

Posted: Sat Oct 28, 2017 9:41 pm
by Sunrise Samurai
Yes, if assassins are forbidden from killing buildings, this may be useful.

Re: Saboteur

Posted: Sun Oct 29, 2017 10:00 pm
by COOLguy
LordOfAles wrote:Its ok if assasins ability for destroying buildings gets disabled
Yes

Is this a repeat topic? Someone please find the original to merge

SAPPER. Under ground terror!!

Posted: Sun Dec 10, 2017 6:37 pm
by Belfry777
A man that dug under walls and castles then exploded it with gunpowder making everything fall down! what a great unit!!


photo coming soon!!

history: https://en.wikipedia.org/wiki/Tunnel_warfare

Re: SAPPER. Under ground terror!!

Posted: Tue Dec 12, 2017 11:17 pm
by DoomCarrot
I think it would be interesting. Perhaps a unit with stealth like that of a ranger's, and it has a special: it can place an exposive, and trigger it at any time. It can never place more than one explosive, however, and the charge is destroyed if the sapper is. It would be able to be seen by all stealth detection units

Re: SAPPER. Under ground terror!!

Posted: Wed Dec 13, 2017 5:17 pm
by Belfry777
Yes I was thinking it would be able to dig under walls and other structures.

Re: SAPPER. Under ground terror!!

Posted: Thu Dec 14, 2017 5:21 pm
by COOLguy
Is this a double post? Could you help find the link?

Re: SAPPER. Under ground terror!!

Posted: Thu Dec 14, 2017 6:54 pm
by Belfry777
COOLguy wrote:Is this a double post? Could you help find the link?
I do not think so. I checked it out by looking for it.

Tunnelers, for a new strategy

Posted: Tue Feb 06, 2018 9:35 pm
by Baruka_Subarando
Hello, this is my first post, and my english is not good, so feel free to correct it.

Here is my idea, the Tunneler, a special unit that is only here to build tunnels to help moving troops faster.

Tunneler
cost 8
25hp
1atk
2/4 def

And is purpose is to build a Tunnel :

Tunnel
10cost
50hp
0atk
0/10 def

The tunnel need to be linked with another Tunnel of the same team(you can link your tunnel with another tunnel of your teammates, but it will be too OP) that is in a 10tiles radius or it wont be linked.
Water tiles count as 2.

How it works, obviously, you can only go through the tunnel with one unit every turn.

And If someone got an idea to improve it, then write something.

I tried to be cool about stats, because i dont want people to rush like 10 tunnelers too fast but i still want it to be useful.

P.S. It could also be very cool for Dwarves in AoF no ?

Re: Tunnelers, for a new strategy

Posted: Tue Feb 06, 2018 9:55 pm
by LordOfAles
Welcome to forums Baruka!!! I think there was a post about tunnelers already?

Re: Tunnelers, for a new strategy

Posted: Tue Feb 06, 2018 9:59 pm
by Baruka_Subarando
Oh then i didnt saw it, i will search, and thanks :)

Re: Tunnelers, for a new strategy

Posted: Tue Feb 06, 2018 10:05 pm
by Baruka_Subarando
Ok, so i looked for it, and what i saw is a Tunneler that can destroy walls and the Dwarf Tunneler that works like the one i "created"

Re: Tunnelers, for a new strategy

Posted: Wed Feb 07, 2018 8:37 am
by LordOfAles
Yes tunnelers were caryying pickaxes to destroy walls(they made a tunnel in walls, so that is why they got name tunnelers)

Btw i think nothing was fast enough to dig from one side of wall to another in medieval times.

Re: Tunnelers, for a new strategy

Posted: Wed Feb 07, 2018 2:07 pm
by Sunrise Samurai
I think any form of tunnels has been rejected because of game mechanics problems. How do we have above ground and below ground coexist?

Re: Tunnelers, for a new strategy

Posted: Wed Feb 07, 2018 3:35 pm
by LordOfAles
We don't and probably can't

Re: Tunnelers, for a new strategy

Posted: Wed Feb 07, 2018 4:18 pm
by Baruka_Subarando
I never wrote something about underground, the tunnel is only here to "teleport" units from a tile A to a tile B.

Re: Tunnelers, for a new strategy

Posted: Wed Feb 07, 2018 4:23 pm
by LordOfAles
i think even teleporting is currently imposible. lol

Re: Tunnelers, for a new strategy

Posted: Wed Feb 07, 2018 4:31 pm
by Baruka_Subarando
There is one possibility, stairs like i saw in AoF Last Mage campaign.

Re: Tunnelers, for a new strategy

Posted: Wed Feb 07, 2018 5:41 pm
by Sunrise Samurai
It's just a tile. No effect without triggers, and those are done by the map designer.

Re: Tunnelers, for a new strategy

Posted: Wed Feb 07, 2018 6:53 pm
by LordOfAles
Exactly. I made the tp trigger. If you check the stair for example at random map Grey Heavens you will see they actually do nothing. :lol:

Re: Sapper (Saboteur)

Posted: Wed Feb 21, 2018 4:02 pm
by COOLguy
Put all the destroy building sabotage sapper units into one thread! Merged!

Re: nuns

Posted: Fri Feb 23, 2018 2:37 am
by Sunrise Samurai
Stratego (dev) wrote:building conversion: there is still a problem if the building has units inside, what would happen to them?
Using the convert gem spell, I've gotten an answer to this question. Units inside currently remain loyal to the original owner. They cannot be interacted with by the new owner except to see their stats. The original owner, however, cannot access the inside of the building to command them. The end result is the unit stuck inside trying to attack as the ai commands idle units on turn end, typically attacking the building it resides in.

Re: Sapper (Saboteur)

Posted: Fri Feb 23, 2018 3:03 am
by General Brave
Secondary sabotage.

Re: Sapper (Saboteur)

Posted: Tue Feb 27, 2018 2:56 pm
by godOfKings
The rebellion of the conquered Lol

Re: Tunnelers, for a new strategy

Posted: Sun Jul 08, 2018 2:19 am
by COOLguy
Please give me the link to the other tunnel topic so I can merge it

Re: Sapper (Saboteur)

Posted: Thu Jul 12, 2018 5:29 am
by COOLguy
Once again, I have merged all the saboteur/sapper/tunneler topics. Please do not double post as this takes effort to clear.

Thank you to LoA for his help in tracking all these guys down. :)