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Re: priorities for a beta!

Posted: Thu Jul 30, 2020 6:25 pm
by L4cus
footmen (basic swordmen)
bombard ("packed" "unpacked")
arrow tower (i made a topic for it at england structures)

Re: priorities for a beta!

Posted: Thu Jul 30, 2020 6:58 pm
by Gral.Sturnn
if you need reference material quad, let me know

Re: priorities for a beta!

Posted: Fri Jul 31, 2020 12:58 am
by Badnorth
L4cus wrote: Thu Jul 30, 2020 6:25 pm footmen (basic swordmen)
bombard ("packed" "unpacked")
arrow tower (i made a topic for it at england structures)
Didn't we already have footmen? I think squirrel made one.
Also Bombard Drejade made one too

Re: priorities for a beta!

Posted: Fri Jul 31, 2020 12:59 am
by Badnorth
Drejade made an unpacked

Re: priorities for a beta!

Posted: Fri Jul 31, 2020 1:05 am
by L4cus
maybe u are meaning the falconet...
i have been asking for footmen long time ago, i have also searched. i found a 64x64 single swordman

Re: priorities for a beta!

Posted: Fri Jul 31, 2020 1:14 am
by Badnorth
Wait letme find the one dre made

Re: priorities for a beta!

Posted: Fri Jul 31, 2020 5:35 pm
by Squirrel5555
I made a falconet.

I dont think i ever made footmen for AOG, I made halberdiers though

Re: priorities for a beta!

Posted: Sat Aug 01, 2020 1:16 am
by Badnorth
Hello

If not you then grall ?

Re: priorities for a beta!

Posted: Sat Aug 01, 2020 1:27 am
by Gral.Sturnn
Whats the deal?

Re: priorities for a beta!

Posted: Sat Aug 01, 2020 1:32 am
by Badnorth
Did you somehow make a footmen sprite?

Re: priorities for a beta!

Posted: Sat Aug 01, 2020 1:33 am
by Badnorth
If not I will make the footmen sprite
Tell me what thc and the reference.

Re: priorities for a beta!

Posted: Sat Aug 01, 2020 1:35 am
by Gral.Sturnn
Ive already said that adding a basic unit that uses a sword isnt historical, i already made "footmen" for the late 16th century and spanish rodeleros for the early 16th century, you can check them at the generic units topic.

Also i think that rodeleros should be exclusive to spain but the rondartschier swordmen should be available for everyone at the 1600s

Re: priorities for a beta!

Posted: Sat Aug 01, 2020 1:46 am
by Gral.Sturnn
Here they are

Re: priorities for a beta!

Posted: Sat Aug 01, 2020 1:47 am
by L4cus
then, no footmen, only spearmen as basic unit. dont forget footknights will be a default unit too and it would cover the anti-infantry melee unit role
the problem we could have is that the player wouldnt have a melee cheap anti-infatry unit but ranged (crossbowmen/longbowmen)
halberdiers are supossed to be a 3 turn cost heavy infantry unit good against light infantry...but it wasnt supossed to be a deafult unit since it is an anti-cavalry unit too...
so i would like to hear (read) ur suggestions
@Gral.Sturnn @QuadrupoleStrat @Squirrel5555 @DreJaDe

Re: priorities for a beta!

Posted: Sat Aug 01, 2020 1:54 am
by Gral.Sturnn
Spearmen and levy spearmen should suffice

Re: priorities for a beta!

Posted: Sat Aug 01, 2020 1:55 am
by Badnorth
Maybe the militias and levys ?

Re: priorities for a beta!

Posted: Sat Aug 01, 2020 1:56 am
by L4cus
well at late medieval era pikes were more frequently used so i decided to use levy pikemen instead of levy spearmen since the spear was disappearing...

Re: priorities for a beta!

Posted: Sat Aug 01, 2020 1:59 am
by L4cus
QuadrupoleStrat wrote: Sat Aug 01, 2020 1:55 am Maybe the militias and levys ?
levies are supossed to use pikes and crossbows so no bow militia for england, it would be a nerf that could be changed later
at discoveries era levy crossbowmen would be changed(upgraded) to musket militia

Re: priorities for a beta!

Posted: Sat Aug 01, 2020 2:07 am
by Badnorth
In age of Discovery it mostly does ranged and cavalry warfare.
Infantry melee units are becoming obsolete as the era passes....

Sorry I have no idea

Re: priorities for a beta!

Posted: Sat Aug 01, 2020 2:10 am
by L4cus
QuadrupoleStrat wrote: Sat Aug 01, 2020 2:07 am In age of Discovery it mostly does ranged and cavalry warfare.
Infantry melee units are becoming obsolete as the era passes....

Sorry I have no idea
well, actually the oild weapons(bows) were more effective than new(muskets)
more range, better rate of fire...accuary...
but yeah, they became underused

Re: priorities for a beta!

Posted: Sat Aug 01, 2020 2:13 am
by Badnorth
How about making bayoneted musket units have bonuses to buildings.

Re: priorities for a beta!

Posted: Sat Aug 01, 2020 2:25 am
by L4cus
QuadrupoleStrat wrote: Sat Aug 01, 2020 2:13 am How about making bayoneted musket units have bonuses to buildings.
is not a bad idea, the problem is that u would have to wait until renaissance to have a cheap anti-infantry/anti-buildings unit
i was thinking that spearmen should cover that role but then they would be too powerfull

Re: priorities for a beta!

Posted: Sat Aug 01, 2020 3:13 am
by Badnorth
Then just make artillery more available so somehow you could counter buildings and artillery would be much more common..well its the age of gunpowder..Artillery will be the most useful option to clear buildings.

Re: priorities for a beta!

Posted: Sat Aug 01, 2020 3:44 am
by L4cus
Thats why u will be able to recruit handannoneer and bombard from foundry without any tech
Also, handcannoneer will be aviable at tc and barracks too so u can produce them rwlatively quickly
The problem is the anti infantry role
Artillery wont be effective aggainst infantry since early artillery was lack of accuary.

Re: priorities for a beta!

Posted: Sat Aug 01, 2020 2:55 pm
by Squirrel5555
I dont think we need any cheap designated melee anti infantry units. Footknights will fill this role but will be more expensive, so will halberdiers. Cavalry like lancers or heavy cavalry in general will also have bonuses against infantry.

As Graal said swordsmen were not too common as the ages advanced.

Dont make artillery too common or it will ruin the game (like AOS was for a while but recent siege nerfs helped with this).

Re: priorities for a beta!

Posted: Sat Aug 01, 2020 3:14 pm
by Badnorth
Right :)

Where's macbirukov ? He doesn't chat anymore..
Only sometimes but his common replies are " Well..,Yes,hmm,not really and ok..." Like a shy NPC in computer games.

Re: priorities for a beta!

Posted: Sun Aug 02, 2020 2:32 am
by L4cus
dont worry about artillery...i have everything under control (no really) so my idea is to make artillery only effective against structures by historical reasons
so if u focus on producing artillery u will have to deal with 3 problems:
1 it is not effective against infantry or cavalry
2 the cooldown so artillery cant attack every turn as frequently as aos artillery (2 turns for every artillery unit)
3 movility: artillery units must transform to move (some light artillery wont have this problem)

the same for ships (but without the cooldown and movility nerf)

it is actually pretty nerfed

Re: priorities for a beta!

Posted: Sun Aug 02, 2020 10:37 am
by DreJaDe
L4cus wrote: Sun Aug 02, 2020 2:32 am dont worry about artillery...i have everything under control (no really) so my idea is to make artillery only effective against structures by historical reasons
so if u focus on producing artillery u will have to deal with 3 problems:
1 it is not effective against infantry or cavalry
2 the cooldown so artillery cant attack every turn as frequently as aos artillery (2 turns for every artillery unit)
3 movility: artillery units must transform to move (some light artillery wont have this problem)

the same for ships (but without the cooldown and movility nerf)

it is actually pretty nerfed
I don't agree with this.
1. It should be atleast good against infantry and bad for cavalry.
2. There should be a way to translate the artillery to make it have 1 hit per turn.

Maybe it can have lesser damage but atleast be a good option for long base counter for infantry.

Re: priorities for a beta!

Posted: Sun Aug 02, 2020 10:52 am
by Badnorth
My suggestion for artillery damage bonuses .
Infantry - Fairly good
Cavalry - Very weak
Buildings - Excellent
Artillery - Fairly good
Ships - A little good
Wdyt ?

Re: priorities for a beta!

Posted: Sun Aug 02, 2020 11:18 am
by L4cus
DreJaDe wrote: Sun Aug 02, 2020 10:37 am
L4cus wrote: Sun Aug 02, 2020 2:32 am dont worry about artillery...i have everything under control (no really) so my idea is to make artillery only effective against structures by historical reasons
so if u focus on producing artillery u will have to deal with 3 problems:
1 it is not effective against infantry or cavalry
2 the cooldown so artillery cant attack every turn as frequently as aos artillery (2 turns for every artillery unit)
3 movility: artillery units must transform to move (some light artillery wont have this problem)

the same for ships (but without the cooldown and movility nerf)

it is actually pretty nerfed
I don't agree with this.
1. It should be atleast good against infantry and bad for cavalry.
2. There should be a way to translate the artillery to make it have 1 hit per turn.

Maybe it can have lesser damage but atleast be a good option for long base counter for infantry.
1 As i said, at those eras, artillery wasnt that good
They were more to intimidate the enemy and inflcit few losses before the battle begins
Artillery wont be usegull against infantry at least at the very beggining. The technologies and technichs were improved so for middle and late game the artillery will change as well as infantry tactics (thats the main why pike formation like tercios dissapeared) so they would be badly affected by artillery (an slight bonus and they will get grapeshot to deal with)


2 thats actually a good point amd not a bad idea...
I have tested artillery on modded version and it is really difficult to even shoot...
I will change this detail
Thanks DrejaDe