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Tech: Exploding cannonballs

Posted: Sun Aug 30, 2015 8:30 am
by Stratego (dev)

Re: Tech: Exploding cannonballs

Posted: Thu Sep 17, 2015 6:15 pm
by TheBluePhoenix
+2 on this

Re: Tech: Exploding cannonballs

Posted: Thu Sep 17, 2015 6:19 pm
by Stratego (dev)
we need an image for this tech too, if anyone could search for one, or draw one that would be cool! thanks!

Re: Tech: Exploding cannonballs

Posted: Fri Sep 18, 2015 8:50 am
by Alexander82
should that be 32x32 otr that would resize if bigger?

btw what about this?
explosion.png
explosion.png (18.63 KiB) Viewed 10938 times

Re: Tech: Exploding cannonballs

Posted: Sat Sep 19, 2015 5:12 pm
by Stratego (dev)
32x32 ifs fine

sorry, but the image is not ringing my bell, i suggest start it from a cannonball image and draw there something showing explosion, or only little lines of "lava" on the surface randomly showing it will explode.

Re: Tech: Exploding cannonballs

Posted: Sat Sep 19, 2015 5:24 pm
by TheBluePhoenix
I agree with dev

Re: Tech: Exploding cannonballs

Posted: Sat Sep 19, 2015 5:36 pm
by ejm29
+1

Re: Tech: Exploding cannonballs

Posted: Sat Sep 19, 2015 6:04 pm
by Alexander82
something like that?

Re: Tech: Exploding cannonballs

Posted: Sat Sep 19, 2015 6:36 pm
by TheBluePhoenix
The 1st one is good just seems that the ball is still intact. Seperate out the particles a bit and also create some flares and fire indicating explosion

Re: Tech: Exploding cannonballs

Posted: Sat Sep 19, 2015 7:12 pm
by Alexander82
you mean number 3?

Re: Tech: Exploding cannonballs

Posted: Sat Sep 19, 2015 8:06 pm
by TheBluePhoenix
Firstly all images are too dark for the colours to be identified or differentiate. Lighten them a bit first

Re: Tech: Exploding cannonballs

Posted: Fri Oct 23, 2015 7:55 am
by Stratego (dev)
this could also get into game, just we need a final image.

Re: Tech: Exploding cannonballs

Posted: Fri Oct 23, 2015 1:17 pm
by Alexander82
I'll improve the image once I go back home. Let me know if you prefer one in particular and i'll use it as a starting point.

Re: Tech: Exploding cannonballs

Posted: Fri Oct 23, 2015 2:15 pm
by Stratego (dev)
1st, thanks!

Re: Tech: Exploding cannonballs

Posted: Fri Oct 23, 2015 2:17 pm
by Alexander82
From up to down?

Re: Tech: Exploding cannonballs

Posted: Fri Oct 23, 2015 3:31 pm
by Stratego (dev)
yes, this:Exploding Cannonball 3.png
but can look for similar image on net to save u time

Re: Tech: Exploding cannonballs

Posted: Fri Oct 23, 2015 3:32 pm
by TheBluePhoenix
1st me too.
My suggestions: make the cannon pices blacker and a bit farther and the flames a lighter and more orangish

Re: Tech: Exploding cannonballs

Posted: Sat Oct 24, 2015 4:27 pm
by Alexander82
i reworked it, added the pieces torn apart around the light of the incoming explosion

Re: Tech: Exploding cannonballs

Posted: Sat Oct 24, 2015 4:42 pm
by Stratego (dev)

Re: Tech: Exploding cannonballs

Posted: Sat Oct 24, 2015 5:06 pm
by RiverRaider 1097
I believe as is the catapult was balanced with the one kill cannon shot. Would the exploding ball be the same damage as catapult frags? keeping somewhat of a balance

Re: Tech: Exploding cannonballs

Posted: Sat Oct 31, 2015 11:13 am
by Alexander82
Daniel, i was thinking to add some flaming "aura" around it like in the 3d image you suggested, but I'd like to avoid resizing the image. If i make it slightly bigger will be ok for the game? I remember that the engine is able to resize icons (like the heavy lancer in the factory icons).

Re: Tech: Exploding cannonballs

Posted: Sat Oct 31, 2015 1:24 pm
by Stratego (dev)
we could try but the sure is the 32x32.

Re: Tech: Exploding cannonballs

Posted: Sat Oct 31, 2015 1:25 pm
by RiverRaider 1097
I realize exploding ball is more powerful than a rock but what is the time line of aos anyway I believe the upgrades is getting carried away with GP my opinion. Just a suggestion but why not use a timeline on screen to tell us this tech is available after X amount of turns( years) and as the years go by naturally the tech will come instead of racing to build it?

Cannon Explosion

Posted: Thu Oct 07, 2021 5:41 pm
by Aral_Yaren
I propose tech for Cannoneer by adding +1 area damage. Researched in Siege Workshop in 6 turn (Gunpowder prerequisited).

Reason - It's a bit discouraging seeing a long produced unconstructible Cannoneer, when used against non siege units, non buildings, or against +3 speed unit, misses its shot and sometime deals almost no damage to unit near target. And Cannoneer does explode, not just chemically shot iron-ball from launcher.

Thanks.

Re: Tech: Exploding cannonballs

Posted: Thu Oct 07, 2021 6:03 pm
by Endru1241
As you see - it's not a new idea.
Only image was lacking.

Although many things changed with time, so I am not sure how would such tech be balanced.

Regular siege cannon is OK, I think.
But there is concern with cannonships, as they are buildable by worker.

Re: Tech: Exploding cannonballs

Posted: Thu Oct 07, 2021 10:33 pm
by Aral_Yaren
I don't think it's good for any cannon ships, balance wise. Cannoneer is the main benefactor to make up its flaws, just like area damage tech for mangonel.

Re: Tech: Exploding cannonballs

Posted: Fri Oct 08, 2021 12:33 am
by Endru1241
Area damage affects all catapults though.

It's also kind of hard to explain in game-flavour why exactly all those other unita are not affected, even while they have the same weapon.

Re: Tech: Exploding cannonballs

Posted: Fri Oct 08, 2021 12:50 am
by Aral_Yaren
Classifying effect to unit may work, that being said, the damage can be varied: Cannoneer & Turtle Machine > Cannon Tower > Cannon Ship, so it won't be too OP for cannon ship.

Re: Tech: Exploding cannonballs

Posted: Fri Oct 08, 2021 4:23 am
by Endru1241
Fair enough.
Doable.

Only proper image icon needs to be created.

Re: Tech: Exploding cannonballs

Posted: Tue Jan 04, 2022 2:34 am
by Morningwarrior
are you guys looking to kind of make different and specialty ammo for siege units that use gunpowder?