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Oil walls

Posted: Sun Mar 22, 2015 12:55 am
by Alexander82
I was thinking about an improvement for the walls
Once you build this improvement your walls are provided of an oil cauldron. If an enemy unit end its turn near the wall (in an adiacent square) they receive damage from the boiling oil.
That could make walls more useful without making them op
The damage could be an higher one or a lower poison-like scald damage

Re: Oil walls

Posted: Sat Apr 04, 2015 8:15 pm
by balint
I like ot really much!

Re: Oil walls

Posted: Tue Apr 07, 2015 4:13 am
by DoomCarrot
great idea, but I think pierce armor should greatly protect against it, seeing as it would simply splash off of shields for the most part

Re: Oil walls

Posted: Thu Apr 16, 2015 9:05 pm
by balint
well, yes but than give an armor debuff. because the shield was made from mainly wood and that can even catch fire when they use hot oil and fire arrows ;)

Re: Oil walls

Posted: Fri Apr 17, 2015 5:12 am
by Alexander82
Here is a simple image

Re: Oil walls

Posted: Thu Apr 23, 2015 12:53 pm
by Alex486
I like the idea. Maybe the damage is only 2HP.

Re: Oil walls

Posted: Thu Apr 23, 2015 5:52 pm
by ollie444
Maybe to the enemy it appears as normal wall

Re: Oil walls

Posted: Fri Apr 24, 2015 2:31 am
by RiverRaider 1097
I think there ought to be an actual unit that pours the oil like in Stronghold Crusader PC game I think they are just called oilers if I remember right. But I like the concept if your a wall builder!

Re: Oil walls

Posted: Fri Apr 24, 2015 2:46 am
by RiverRaider 1097
Could be an opportunity to create another structure that boils the oil maybe in the Advancement center?but in this game I believe the oilers should be slow moving but well armoured basically just have them posted inside your walls at strategic locations.

Re: Oil walls

Posted: Fri Apr 24, 2015 4:54 am
by Alexander82
You mean like a unit that can enter walls?
Here we need daniel's opiion then

Re: Oil walls

Posted: Fri Apr 24, 2015 11:15 am
by RiverRaider 1097
No just stand behind like an archer would

Re: Oil walls

Posted: Mon Aug 17, 2015 12:19 pm
by TheBluePhoenix
I love this idea but i think that like it was actually used this wall should be built only near water and should spread to the nearby tiles only for one turn. after releasing oil once it can again release oil after 3 turns and the effect of this would be that whenever a ship comes in contact with it if it is set on fire by a fire arrow then the ship sets on fire and should lose 5 hp for each nearby tile on fire. on ground it should not be used as even the grass would catch fire logically which would spread turn by turn. Wat say

Re: Oil walls

Posted: Mon Aug 17, 2015 1:44 pm
by COOLguy
Coding would kill :(

Somewhere Daniel posted that some unit ideas that are awesome would be put on hold when they require extra coding work, because he gets short on time. And this would require a ton of new stuff because of the whole fire spread thing. :cry:

Re: Oil walls

Posted: Mon Aug 17, 2015 3:16 pm
by TheBluePhoenix
I understand but this unit can also be a game changer :geek:

Re: Oil walls

Posted: Tue Jan 29, 2019 5:40 pm
by Lynx Shafir
So here's my proposal


-insert name-
Research cost
6 advancement center or
Fort(why not, currently pretty useless)

1unlocks new ability for fortifications
Towers, walls
2.unlocks tar trap as constructable.
Ability -"pour Oil/Tar"
Active skill with CD 3!


Deals 10 melle /blank dmg to units within range 1
Power range 1
Applies slowing 1(-1speed)
Last 3 turns
Can't be healed (take a bath.. in car washer might help)
If want burning , may set to apply that too.
Even "effect makes burnable flesh blod units if possible
Idk, if not, just forget this than.

Re: Oil walls

Posted: Tue Jan 29, 2019 5:54 pm
by Lynx Shafir
May this work?

Image

Re: Barbican/ Gate Upgrade

Posted: Sun Aug 02, 2020 10:41 pm
by phoenixffyrnig
Is this a good time to re-mention murder holes, the ability to drop burning hellfire on adjacent enemies, either at the gate or at the castle itself?

Re: Barbican/ Gate Upgrade

Posted: Mon Aug 03, 2020 1:59 am
by Badnorth
Nice

Re: Barbican/ Gate Upgrade

Posted: Mon Aug 03, 2020 3:00 am
by SirPat
phoenixffyrnig wrote: Sun Aug 02, 2020 10:41 pm Is this a good time to re-mention murder holes, the ability to drop burning hellfire on adjacent enemies, either at the gate or at the castle itself?
Hahahha yup those murder holes :twisted: I can feel the power once these once are also added

Re: Barbican/ Gate Upgrade

Posted: Mon Aug 03, 2020 3:17 am
by Badnorth
Lol that's gonna be a useful tech

Re: Barbican/ Gate Upgrade

Posted: Mon Aug 03, 2020 8:47 am
by Endru1241
phoenixffyrnig wrote: Sun Aug 02, 2020 10:41 pm Is this a good time to re-mention murder holes, the ability to drop burning hellfire on adjacent enemies, either at the gate or at the castle itself?
Definetely not in unrelated topic.

Moved posts.

As for the idea itself - i don't think castle needs any other upgrades. It's main purpose is to be another (apart of tc) strategic center. Not defensive building. It can defend itself somehow, but should be additionally protected.
After barbician upgrade - gate won't need any other boost too.
That leaves the walls or some other mechanism.