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Mill IMPLEMENTED
Posted: Sat Aug 26, 2017 5:15 pm
by patroid
Since i finished school i was on holiday trips nearly 100% of the time
(Like 3-4month in a row with short breaks)
Whatever i created a Mill for the Map Editor there.
If it gets ACCEPTED i gonna do the Carry a unit image and add teamcolor.
It has no function by itself but can carry 2 units.
Patroid
Re: Mill
Posted: Sat Aug 26, 2017 5:55 pm
by samuelch
Neutral enterable building?
Re: Mill
Posted: Sat Aug 26, 2017 6:00 pm
by LordOfAles
Sounds fine
Re: Mill
Posted: Sat Aug 26, 2017 6:02 pm
by Puss_in_Boots
samuelch wrote:Neutral enterable building?
I don't think that's what it was.
Re: Mill
Posted: Sat Aug 26, 2017 6:04 pm
by LordOfAles
I thinks samuelch meant players neutral building that can be entered(like houoses)
Re: Mill
Posted: Sat Aug 26, 2017 10:30 pm
by MightyGuy
This is a great udea, This is like a House or a Building that can Hide 2 Units and this building can be use as a Design on the maps
Re: Mill
Posted: Mon Aug 28, 2017 1:09 am
by Sunrise Samurai
I wouldn't be opposed to neutral structures that can be entered like tcs, but don't produce. It would add something worth taking, that wasn't a huge issue of contest like a tc. Maybe make house versions that hold 1 unit, so we aren't just destroying anything neutral we see. Also, for another benefit, give these structures a small heal rate, like a tower, to heal units inside.
Re: Mill
Posted: Mon Aug 28, 2017 1:22 am
by MightyGuy
How about it Holds/Garrison One Unit and Can Speed Up Tech Production by decrease one turns on every tech to be research if its beside or nearby on Town Centers, Any Structure that can Research Techs, Agree?
Re: Mill
Posted: Mon Aug 28, 2017 3:37 pm
by Sunrise Samurai
Too influential. In thinking merely being significant tactically, rather than on the production end. Maybe even a place where assassins can be hidden, and anything that tries to enter is assassinated, preventing the "step on" danger​.
Re: Mill
Posted: Mon Aug 28, 2017 4:47 pm
by LordOfAles
I think we should simply store 2 units in mill,and able to attack from it
Re: Mill
Posted: Tue Aug 29, 2017 2:09 am
by Sunrise Samurai
Probably the best option. It's the simplest, at least.
Re: Mill ACCEPTED
Posted: Tue Aug 29, 2017 6:03 pm
by Sunrise Samurai
I noticed the change to "accepted." Think more versions could be made? Aka houses, stores, abandoned towers, etc. I'd like to see these reach AoF as well.
Re: Mill ACCEPTED
Posted: Tue Aug 29, 2017 6:13 pm
by Stratego (dev)
sure they are all welcome - in almost infinite amount.
Re: Mill ACCEPTED
Posted: Tue Aug 29, 2017 7:25 pm
by Sunrise Samurai
Here's a simple one. Take a castle pic, make it look ruined, and it's a big building that can hold 4, but otherwise it's the same.
Re: Mill ACCEPTED
Posted: Tue Aug 29, 2017 7:26 pm
by LordOfAles
Best to make another topic about ruined buildings
Re: Mill ACCEPTED
Posted: Wed Aug 30, 2017 11:31 am
by patroid
@Daniel Neutral enterable buildings with or without teamcolors?
Should they have unlimited Hp and be unbreakable like a TC with its only purpose to hide units?
And will we add 1Garrison spot on houses?
Re: Mill ACCEPTED
Posted: Wed Aug 30, 2017 1:40 pm
by Stratego (dev)
No. If neutral it will be attackable like houses now.
Re: Mill ACCEPTED
Posted: Thu Aug 31, 2017 12:09 pm
by Dan301002
I've seen somethings similar about entering something without being noticed (like this one) on AoWW, it will certainly will be interesting.
Re: Mill ACCEPTED
Posted: Thu Aug 31, 2017 3:02 pm
by patroid
Ready to implement.