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Neutral building, enemy, ideas.
Posted: Sun Nov 26, 2017 2:28 am
by General Brave
You have a good amount of things to use to build Maps, but I feel like there are things still missing from the game.
One example is wood tiles. They are used to make Bridges and Ship docks but when do you use them as a flooring, the A.I and the players well be able to build boats on them. Which is annoying and disappointing.
So what is the other options to use as a floor. Sand, Stone, Sandstone, The brown road thingy/which I use as a carpet, Crack stones, The 4 tile stone. Not much isn't it.
I tried to bring this up but seems like I was ignored. Come on, who's the one who makes these things? I want to discuss what's needed or what seems to be needed in the game. I would like a wood flooring that is not a bridge but a ground tile, I would like some of the neutral things on map to attack you; like the alligator and the wolves. Maybe add neutral soldiers so we, the mapmakers. can add then around the map and they could be a minor annoyance do the players. Maybe you could add buildings that every 3 turns spawns a enemy who attacks anyone who's near it, like a bandit camp or a werewolf Den, if you make a werewolf.
I would like hazards to be a thing in map, like a volcano that launched rocks randomly that may hit your buildings or Infantry. Or maybe a storm that acts like a fog of War that cover off a spot on the map and goes away after a few turns.
I don't know, I wish I was good at pixel art/somewhat. And I Maybe know how do the Jason's, but someone has to teach me so I could at least know what I'm doing.
Re: Some ideas.
Posted: Sun Nov 26, 2017 4:53 am
by Stratego (dev)
if u can provide art and json i can put in the things, eg. wood flooring can get in without json, i need only image
Re: Some ideas.
Posted: Sun Nov 26, 2017 4:55 am
by General Brave
Then I should do it. So where do you keep your images?
Re: Some ideas.
Posted: Sun Nov 26, 2017 4:57 am
by Stratego (dev)
which image u need?
also bridge: earlier the same came up and i suggested to make new 3Dish bridge image so the current ones can remail as floor tiles
Re: Some ideas.
Posted: Sun Nov 26, 2017 5:03 am
by General Brave
The sands tiles, the monster cave, barracks and all the woods and Road tiles.
Re: Some ideas.
Posted: Sun Nov 26, 2017 5:03 am
by General Brave
I got a few ideas cooking and I hope I've got this.
Re: Some ideas.
Posted: Sun Nov 26, 2017 6:53 am
by Stratego (dev)
General Brave wrote:The sands tiles, the monster cave, barracks and all the woods and Road tiles.
ok, please write email to me that i can answer with the assets
Re: Some ideas.
Posted: Tue Apr 03, 2018 4:22 pm
by General Brave
I have started working on the Bandit.
Re: Neutral building, enemy, ideas.
Posted: Tue Apr 03, 2018 6:24 pm
by General Brave
Highwayman: Mounted Unit.
Cost: 3
Hp: 22/22
Attack power: 11
Range: 1
Armor: 0
Pierce Armor: 1
Speed: 5
Sight: 6
Action /turn: 1/1
Spell resistance: 50%
Bonus: Wagon, 100%: Infantry, 50%: Catapult, 100%: Archer, 50%.
Thief: Infantry.
Cost: 3
Hp: 22/22
Attack power: 8
Range: 1
Armor: 1
Pierce Armor: 1
Speed: 3
Sight: 4
Action /turn: 2/2
Spell resistance: 80%
Bonus: Wagon, 100%: Infantry, 30%: Catapult, 100%.
Bandit. Anti-Mounted
Cost: 2
Hp: 22/22
Attack power: 10
Range: 1
Armor: 0
Pierce Armor: 1
Speed: 3
Sight: 4
Action /turn: 1/1
Spell resistance: 50%
Bonus: Wagon, 100%: Mounted, 50%: Catapult, 100%.
Deserter: Infantry
Cost: 2
Hp: 22/22
Attack power: 10
Range: 1
Armor: 0
Pierce Armor: 1
Speed: 3
Sight: 4
Action /turn: 1/1
Spell resistance: 50%
Bonus: Wagon, 100%: Catapult, 100%: Building, 100%.
Marauder: Infantry.
Cost: 3
Hp: 22/22
Attack power: 10
Range: 1
Armor: 1
Pierce Armor: 1
Speed: 3
Sight: 4
Action /turn: 1/1
Spell resistance: 60%
Bonus: Wagon, 100%: Catapult, 100%: Building, 200%.
Burning effect.
Raider: Archer Infantry.
Cost: 2
Hp: 22/22
Attack power: 6
Range: 5
Armor: 0
Pierce Armor: 1
Speed: 3
Sight: 6
Action /turn: 1/1
Spell resistance: 50%
Bonus: Wagon, 20%: Catapult, 20%: Infantry, 50%: Archer, 50%.
I think we need a gray team, white is peaceful, gray is aggressive.
Re: Neutral building, enemy, ideas.
Posted: Tue Apr 03, 2018 6:47 pm
by makazuwr32
Gray and gray?
Re: Neutral building, enemy, ideas.
Posted: Tue Apr 03, 2018 6:50 pm
by Sunrise Samurai
Another suggestion for hostile world player. When I suggested it I was thinking black for the hostile ai.
Re: Neutral building, enemy, ideas.
Posted: Tue Apr 03, 2018 6:50 pm
by General Brave
Dark gray.
Re: Neutral building, enemy, ideas.
Posted: Tue Apr 03, 2018 7:14 pm
by LordOfAles
I say black. Easier to see
Re: Neutral building, enemy, ideas.
Posted: Tue Apr 03, 2018 7:52 pm
by General Brave
That might work, but I'm worry about the outline.
Re: Neutral building, enemy, ideas.
Posted: Wed Apr 04, 2018 10:30 am
by LordOfAles
Outline would be pitch black while the colour would be slightly lighter. I don't see the problem
Re: Neutral building, enemy, ideas.
Posted: Wed Apr 04, 2018 4:15 pm
by StormSaint373
Try Brown, it avoids confusion and is an easily available color.
Just a suggestion...
Re: Neutral building, enemy, ideas.
Posted: Wed Apr 04, 2018 4:39 pm
by General Brave
Brown may also work, I have to test that on some things.
Re: Neutral building, enemy, ideas.
Posted: Wed Apr 04, 2018 4:42 pm
by StormSaint373
Glad to help

Re: Neutral building, enemy, ideas.
Posted: Wed Apr 04, 2018 4:47 pm
by General Brave
Do you have ideas for other types of neutral?
Re: Neutral building, enemy, ideas.
Posted: Wed Apr 04, 2018 7:20 pm
by StormSaint373
Units, buildings, what do you mean?
Re: Neutral building, enemy, ideas.
Posted: Wed Apr 04, 2018 7:35 pm
by General Brave
Yeah. Those things.
Re: Neutral building, enemy, ideas.
Posted: Wed Apr 04, 2018 7:46 pm
by StormSaint373
Renegade Spellbinder
Cost:5
Hp: 30
Att: 3
Speed: 3
Sight: 6
Action/turn: 1
Armor: 0
Pierce: 0
Spell Resistance: 70%
Spells:
Fireball ( range 5, cool down 3)
Heal
Convert ( range 3, 30% chance of success)
Re: Neutral building, enemy, ideas.
Posted: Sat Sep 15, 2018 6:41 pm
by Savra
Alright @Stratego (dev) with the new programming you put with neutral ai, does this mean the hostile ai is going to be paired in with normal neutral but with different programing? And is it possible to give them the ability to build units from certain buildings that no one else will have access to when put on their side?
Example:
Neutral- ai can build from specific buildings some units.
Player- the building becomes just a decoration and played has no access to units that can be built through here.
Ai-player- maybe give access for campaign purposes if not then O well.
Re: Neutral building, enemy, ideas.
Posted: Sat Sep 15, 2018 7:00 pm
by Stratego (dev)
Neutral- ai can build from specific buildings some units.
no, neutral AI does not build anything, it just moves neutral units that has this or that AI set (hostile/hostile if injured/peaceful). You need to put an AI Easy or AI Hard player onto the map to have building production (why would u want to call it neutralAI?)
Player- the building becomes just a decoration and played has no access to units that can be built through here.
i dont uderstand what u write here
Ai-player- maybe give access for campaign purposes if not then O well.
dont understand this either, sorry.
Re: Neutral building, enemy, ideas.
Posted: Sat Sep 15, 2018 7:45 pm
by Savra
So basically we need a totally new style ai that is hostile neutral to perform these functions of producing units? Unless we do an alternative way were they are summoned from the buildings at random.
As for the Ai-player and player the buildings would be decoration. As for hostile ai, it would act like a kid between neutral and ai-hard. So it can build but the troops wander.
Re: Neutral building, enemy, ideas.
Posted: Sat Sep 15, 2018 7:54 pm
by Stratego (dev)
sorry. i dont get this.
why do u need a hostile AI?
There is already 2 AI (easy/hard) that works as a "player" and can be set to be hostile if you are in different team.
why would u need a hostile-neutral-AI as a new "AI"?
Re: Neutral building, enemy, ideas.
Posted: Sat Sep 15, 2018 8:12 pm
by Savra
Think of it this way, you have 6 teams and all are being played as but you would still like a nuisance that attacks your bases and gives you a hard time. They can capture tc's but they can't do anything with them and it adds a new special challenge to the maps and a lot of people do want a hostile neutral ai. It solves the 7th player problem without having to be a 7th player. If someone can simplify further that would be great.
Re: Neutral building, enemy, ideas.
Posted: Sat Sep 15, 2018 8:18 pm
by Savra
In short, it provides an extra race/faction and player slot without actually being one. It gains access to things that the normal ai and player can't access. It would only be accessible through the map editor options though.
Re: Neutral building, enemy, ideas.
Posted: Sat Sep 15, 2018 8:30 pm
by Stratego (dev)
Savra wrote: ↑Sat Sep 15, 2018 8:12 pm
Think of it this way, you have 6 teams and all are being played as but you would still like a nuisance that attacks your bases and gives you a hard time. They can capture tc's but they can't do anything with them and it adds a new special challenge to the maps and a lot of people do want a hostile neutral ai. It solves the 7th player problem without having to be a 7th player. If someone can simplify further that would be great.
sorry but wrong way solving a missing 7th player slot by anything else than doing an extra player slot.
so if u want a 7th slot, than volte on that "need" .
thanks
Re: Neutral building, enemy, ideas.
Posted: Sat Sep 15, 2018 8:53 pm
by General Brave
You know how you have a neutral AI the simply wanders around, well we want one which simply has the capability of a player. Except only can be placed in a map editor. So if I place a building under the control of this AI it will produce units that would attack other players. And this ain't simply for scenarios or campaigns, it's mostly meant for random Maps. Which doesn't have the capability to do such things. Unless this new AI which I haven't tested yet, if I put it on a building and make it have summon, would perhaps work as well?