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Re: Easter Egg units

Posted: Fri Feb 26, 2021 10:31 am
by Harchie Hirondo
I would like to add forumer easter egg units to AoW too in the future. I propose Patroid, Samuelch, Puss in Boots, Jasondunkel, dev and maybe me too as EE units.

By the way, should I be posting these things here or in the AoW forum instead?

Re: Easter Egg units

Posted: Fri Feb 26, 2021 11:04 am
by Squirrel5555
Yes, 1 per game doesn't exactly balance the unit.
Example:
Yesterday I had a fun match against a player on "Germany", a relatively small map. Due to unfortunate TC placement I had 5 to his 9. For the first 20 turns we a had back and forth battle practically on top of my TCs, every movement and damage counting. Now if this *2 turn* unit had been utilised by either of us the match would have been over immediately - suddenly his spearmen would be able to 1 shot and catch up with my cavaliers, his knights could just completely circumvent any tactically placed frisian horses etc etc. and the match would have been over immediately.

This is not like CoolGuy (which was also very problematic) - this is a 2 turn unit which gives absurd buffs to the vast majority of early game units, while CoolGuy's effect only comes into play once siege becomes common place. With this, small maps especially are over immediately :lol:

I think these legendary units, if available to build in regular matches, should be balanced around the rest of the units in the game, because especially early game, good luck nuking this unit before irreversible damage is done.

Re: Easter Egg units

Posted: Fri Feb 26, 2021 12:14 pm
by Hyuhjhih
godOfKings wrote: Fri Feb 26, 2021 8:41 am censored - Badnorth
Oops you spell it, rem this forum is public and we don't want to ruin the secretive nature of ee riddles among our fellow players, better edit it.

And coming back to discussion, imagine a unit of anytype , without a first strike enabled, the meaning and chance of countering is almost Nil. A normal spearman getting cavalier down in a hit, and if a group of spearman were in range, only miracles could spare it. Yep a simple swordsman can destroy a castle in a hit or two , we dont even need assassination :lol: anymore.
godOfKings wrote: Fri Feb 26, 2021 7:55 am unit leaves the aura range he will no longer get the damage buff
As far as i think 6 range ( you made it 5 now) is much considerable. And if this has to be balanced, the aura range should be 1 like CG. Still , getting it in a siege tower along with a few swordsman, simply slipping into a group of tight buildings is nearly like setting a nuke in the middle and can relieve the units undamaged.

SO.........,

Re: Easter Egg units

Posted: Fri Feb 26, 2021 2:25 pm
by StormSaint373
Finished 9 campaign maps for new campaign...

Exiled

@Endru1241 ... What else do I need to do?

Re: Easter Egg units

Posted: Fri Feb 26, 2021 3:38 pm
by godOfKings
@Hyuhjhih
1. U can remove the riddle from ur quote then, but since ee still isnt fully implemented yet it doesnt really matter

2. I made it a cavalry now so it cant get in siege tower, also gets higher dmg from spearmen, i can also reduce the hp if its still op.

3. The thing is unlike stratego and cg, this hero would only b useful in front line, u cant possibly wait 3 turns to send a single buffed unit forward, keeping it behind makes it useless so its very difficult to keep it protected, also low p.armor makes it vulnerable to hwacha and ballista atks, wat can it do infront of a ballista tower?

Re: Easter Egg units

Posted: Fri Feb 26, 2021 5:31 pm
by makazuwr32
One point that i want to add for balancing a bit easter egg units:
I think they all should be availible only in fun mode, where spells, tie fighter, tank and uruk hai also are availible.

Re: AOS Easter Egg units

Posted: Fri Feb 26, 2021 5:33 pm
by Stratego (dev)
easter egg units is ment to be used anywhere. not only in FUN mode.

Re: AOS Easter Egg units

Posted: Fri Feb 26, 2021 5:39 pm
by Squirrel5555
In this case, please balance them around the rest of the units, or they will ruin games. Already we have gentlemen agreements with each other to not abuse Coolguy :lol:

Re: AOS Easter Egg units

Posted: Fri Feb 26, 2021 5:41 pm
by godOfKings
We can nerf easter egg units more, give other weak points, make them higher cost etc. to balance it for normal game play, (i just saw cg cost 4 turns so gok can b same too)
how about also make it that any player can use only 1 legendary unit at a time until he dies then he can use it again or another legendary unit

Re: AOS Easter Egg units

Posted: Fri Feb 26, 2021 5:57 pm
by Stratego (dev)
Squirrel5555 wrote: Fri Feb 26, 2021 5:39 pm In this case, please balance them around the rest of the units, or they will ruin games. Already we have gentlemen agreements with each other to not abuse Coolguy :lol:
yes they should be in balance.

Re: AOS Easter Egg units

Posted: Fri Feb 26, 2021 9:42 pm
by Endru1241
@godOfKings - My view on the stats - too versatile. Much too versatile. Even the unit itself is too good for a cost.
Such boost could affect double attack units and units with insane bonuses. Even lowered to only +5 it makes regular spearman have the same power as halberdier with full blacksmith and morale bonus, so actually capable of one shoting any cavalry. And dealing 72 hp on fully upgraded elephant. 15x2 attack hatamotos with 6 speed, dealing 86 damage to towers and 236 vs castles. 10 power light cavalry with 8 speed, that deals 14 damage vs fully upgraded foot knights and decimates archers and lighter infantry. And many more.
It needs to be more specialized.
E.g. it could be infantry hero with limits
- group spell boost in 3 range casted on itself (without affecting self) giving +1action, +3/1 armor, +1speed to all medium infantry and polearm weilders for 1 turn, cooldown 1 turn .
In this option it could have old foot image, be medium infantry and polearm weilder itself:
4 speed, 30hp, 6/2 armor, 2 actions, 7 attack (vouglier bonuses), cost 4 turns. And just like CoolGuy - no entry to carriers (at least I hope I implemented that on CG).
That would make it attacker hero specialized in medium infantry. Archers would be obvious counter (both for him and units commanded), but additionally some rare melee unit or two should have additional absurd bonus vs him.

Of course I am not denying cavalry version of image, but it fits much worse with my concept.
Anyway the idea is to post specialisation, some ideas of the direction where abilities can go - the overall concept.
At best without stats, because most people tend to make any kind of representation of themselves in games OP.

Btw. How I see the proposition that could evolve into presented example stats (which are still only mine loose proposition) would look somewhat similar to that:
I'd like it to be "an aggressive blizkrieg hero who also gives high atk and speed buffs " (yes it is a citation - you got it right in the e-mail) to infantry. Some anti-cavalry ability would also fit.

Re: AOS Easter Egg units

Posted: Sat Feb 27, 2021 1:36 pm
by godOfKings
Nothing is fixed and everything is open for discussion, u r right i m too opinionated towards myself :lol:,
we can also reduce aura and ability range to 3 tiles while keeping it cavalry

Reason i want to keep it cavalry is that its ability is offense oriented so with higher speed it can go to front lines faster (if u r biased towards me being like voulgier due to my avatar, i can tell u i also have an avatar on horseback but its too big to b used in the forums :lol:)

Also it shouldnt have voulgier atk cause its weapon is a huge ass blade that is half the size of a normal human, and its easier to carry and use this heavy weapon on horseback than on foot. So 1 action and high atk but bonus can b adjusted

New changes to stats: ability range reduced to 3 tiles

Re: AOS Easter Egg units

Posted: Sat Feb 27, 2021 2:12 pm
by Endru1241
Well it could be medium hero instead - so bonus only to medium cavalry and medium infantry.
My point is that bonus to all melee units is too powerful.
It can deal with anything.
That is not balanced.
Another thing worth notifying in this example is aura -> spell change.
Aura with too small of a range is hard to be applied on melee units, but with big range can affect too many of them.
Aura with 1 range can affect 4 units at once and up to 16 in turn with proper positioning.
Aura with 2 range - 12 at once and up to 48 units in turn.
With 3 range - 24 at once and up to 96 in turn.
With 4 range - 40 at once and up to 160 in turn.
With 5 range one such unit could affect whole army with proper positioning (especially having 5 speed itself).
Even if power boost is not always used, +2 to speed to whole army of melee fighters is huge boost.

Meanwhile spell with 3 range would only affect max 24 units and player doesn't have to worry about positioning and going out of range.

Re: AOS Easter Egg units

Posted: Sat Feb 27, 2021 2:23 pm
by godOfKings
godOfKings wrote: Thu Feb 18, 2021 7:16 am The God of Kings had risen to power by believing in only one motto: slaughter the foundation and the pillar will topple. And the best way to carry out his motto is to run like crazy and dodge every barrier and wall in his path until the only thing standing infront of him are the weak peasants and builders of the enemies.
Follow him and he will teach your army how to apply his motto in the real life art of war.

Cost 4
Hp 30
Atk 16
Armor 4/1
Speed 5
Category: medium cavalry

Bonus:
Siege machine, Heavy foot melee, Mounted:
25% 20
Heavy Mounted:
50% 24
Siegemachine armored:
200% 48
Elephant:
250% 56

Buff (applies to foot melee, mounted,
doesnt apply to pole arm wielders, heavy foot melee, big shield bearers, elephant, heavy mounted, mounted slow)
Leadership aura
Allied melee infantry and cavalry in a 3 tile range gets
Atk +5
Armor +1/+1
Speed +1

General's Order
Targeted allied melee infantry/ cav at 3 tile range gets
Atk +5
Speed +1
Lasts 2 turns
Cooldown 3 turns
Last changes made, if anything else needs changing please tell, currently ability only applies to light/ medium, foot and mounted melee units

@Endru1241 Wat do u think of current stats? Max speed is +2, and only 1 unit in 3 turns will get it, doesnt effect generic units like knights and polearm units, only light and medium units that are squishy to arrows/get more easily killed by spearmen, will b affected,
range of aura is 3 tiles (my first draft was in comparison to stratego armor increase so do tell if atk needs to b lowered still, but remember that its difficult to utilise the +5 atk from aura in real game with only 3 range so its double edged sword)

Re: AOS Easter Egg units

Posted: Fri Mar 05, 2021 3:55 pm
by StormSaint373
@Endru1241 , I finished with a campaign and it was successfully submitted... What else needs to be done to set up my EE hero?

Re: AOS Easter Egg units

Posted: Fri Mar 05, 2021 4:08 pm
by Endru1241
Mainly - my time.
But indicator (8x12px), projectile and icon for abilities would be needed too.
And ogg sound if you want.

Re: AOS Easter Egg units

Posted: Mon Mar 08, 2021 3:35 pm
by StormSaint373
StormSaint373
Cost: 4-7?
Hp: 25
Power: 12
Armor: 13/7
Sight: 4
Spd: 3
Heal rate: 10
Heal range: 1
Aura: range 2, Divine Fervor: (Not to be confused with Religious Fervor) +2att, +100% SR affects Religious units
Chanting Aura: rng 1, Gives chanting to adjacent converters
Categories: heavy foot melee, faith armor
Bonuses: copied from foot knight and +30% vs heavy cavalry additionally

Add bonus vs faith armor on: scout +800%, war dog +280%, gaelic fighter +90%, wolf warrior +70% , berserk +40%

I do believe that this is what was agreed upon, however... Aura seems a bit weak... Mainly due to short range

Re: AOS Easter Egg units

Posted: Mon Mar 08, 2021 3:37 pm
by StormSaint373
I've no idea as to what an "ogg." File is.

Re: AOS Easter Egg units

Posted: Mon Mar 08, 2021 3:57 pm
by Shark guy 35
StormSaint373 wrote: Mon Mar 08, 2021 3:37 pm I've no idea as to what an "ogg." File is.
I think it's a way to compress audio, so it takes up little space.

Re: AOS Easter Egg units

Posted: Mon Mar 08, 2021 4:36 pm
by Endru1241
If you email me another format I can repack it.
This aura could have range 2.
Plus additionally I could give chants aura (casting monk chants on adjacent units).

Re: AOS Easter Egg units

Posted: Tue Mar 09, 2021 3:54 pm
by StormSaint373
Edited.

Where would I be able to fond such audio to be used in game?

Re: AOS Easter Egg units

Posted: Tue Mar 09, 2021 7:26 pm
by Endru1241
Anywhere where author explicitly writes that such file is under public domain.
It could always just have one of existing ingame sounds.

I just didn't want to waste opportunity to get another sound to the game.

Re: AOS Easter Egg units

Posted: Wed Mar 10, 2021 3:21 pm
by StormSaint373
Probobly best to give priest or mage sound effect from AoF.

Re: AOS Easter Egg units

Posted: Mon Mar 22, 2021 12:21 pm
by Badnorth
Well, my name changed. I might need to change my unit avatar. Badnorth name doesn't fit to my current avatar - The Emperor.

Re: AOS Easter Egg units

Posted: Mon Mar 22, 2021 2:31 pm
by Badnorth
So.. I decided to make my avatar look like a cultist (serving Stratego). Here is my planned stats, i want the easter egg unit to be a complete debuffer - demoralizing and unleashing fear, hallucinating spells etc. Counter units are all Religious units (Inquisitor, Crusader, templar, hospitaller etc). I made image to fit to what stratego has become - an undead. Badnorth Unit shouldn't have any voice lines.
Stats:
Description: Huge fan of Age of strategy and gave his heart and soul to the almighty. Will unleash havoc to all of the player's enemies. Countered by all religious units.
Badnorth
Badnorth.png
Badnorth.png (1.08 KiB) Viewed 10400 times
Cost: 6
Health: 28
attack: 6
Actions: 2
armor: 10/13
Speed: 3
sight: 5
Mental Resistance: 100%
Heal Bonus: 0.5
Bonuses:
50% Foot
50% Religious
Categories:
Melee, Cursed Defence, Legendary, Convincer, Inconvertable.

Aura:
Low Morale Rng 5
-1 att -1/1 armor.
Active abilities:
Demoralize: 100% chance CD 1 Act 1 Rng 4 Last 3
-4 att -1 spd -1/1 armor -30% Mental Resistance
Hallucinate: 100% chance CD 1 Act 2 Rng 4 Last 1
-2 Sight +50% Miss Chance -20% Mental Resistance
Preach the almighty: 60% chance CD 2 Act 1 Rng 2
Conversion 60%
Dagger Throw: 100% chance CD 0 Act 1 Rng 4
Throws an unholy dagger dealing 5 Pierce damage
Bonuses:
25% Foot
50% Religious

Bonuses against Cursed Defence:
1500% Stormsaint373
500% Inquisitor
150% Templar
150% Crusade Leader
150% Mounted Templar
150% Hospitaller Halberdier
150% Teutonic Knight
125% All Teuton Cavalry
100% Hospitaller Crossbow
100% All Call Crusade units


Im not an Atheist btw.

Re: AOS Easter Egg units

Posted: Mon Mar 22, 2021 3:17 pm
by Badnorth
I remembered new abilities need icons.

Hallucinate Ability Icon
Hallucinate Ability Icon.png
Hallucinate Ability Icon.png (832 Bytes) Viewed 10468 times
Hallucinate Indicator
Hallucinating Indicator.png
Hallucinating Indicator.png (255 Bytes) Viewed 10443 times
"Preach The Almighty" ability Icon
Preach The Almighty Icon.png
Preach The Almighty Icon.png (1.95 KiB) Viewed 10468 times
Throw Dagger Ability Icon
Throw Dagger Ability Icon.png
Throw Dagger Ability Icon.png (419 Bytes) Viewed 10461 times
Throw dagger Projectile
Dagger Projectile.png
Dagger Projectile.png (308 Bytes) Viewed 10461 times

Re: AOS Easter Egg units

Posted: Tue Mar 23, 2021 1:35 am
by Shark guy 35
Pretty spoopy 💀

Re: AOS Easter Egg units

Posted: Tue Mar 23, 2021 1:37 am
by Hyuhjhih
Shark guy 35 wrote: Tue Mar 23, 2021 1:35 am Pretty spoopy 💀
And spooky

Re: AOS Easter Egg units

Posted: Tue Mar 23, 2021 2:00 am
by Badnorth
I could also reduce Heal bonus to 0.0 and add cannibalism ability to make the unit even spookier but i don't think it fits to my personality. It's gonna probably look cool though.

Re: AOS Easter Egg units

Posted: Tue Mar 23, 2021 2:09 am
by Badnorth
I also made Stormsaint373 as an ultimate counter against me (Since he's the paragon of religious units in AoS). Hoping you don't mind.