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version 1.075
Posted: Wed Jan 23, 2019 4:10 pm
by Stratego (dev)
version 1.074 is published
Re: version 1.075
Posted: Fri Jan 25, 2019 8:42 pm
by Tankhead
mention]Stratego (dev)[/mention] it would seem brave has a busy task of Making new files of hard coded units so he can't look over mine.
So I was wondering can I send my work to you? The most you would have to do is put ID on units, and maybe put gems and of course Implementations.
I still have few more things to do but its a good chunk of stuff to send
Re: version 1.075
Posted: Fri Jan 25, 2019 9:07 pm
by Stratego (dev)
ok, feel free to send me in email
Re: version 1.075
Posted: Wed Jan 30, 2019 9:27 am
by Stratego (dev)
new neutrals thanks to GeneralBrave and his helpers!
uos 20
also we need _TXT_ texts for them
<string name="UNIT_NEUTRAL_SHARKMAN">Sharkman</string>
<string name="UNIT_NEUTRAL_ANIMAL_BLACK_SEWER_RAT">Black sewer rat</string>
<string name="UNIT_NEUTRAL_ANIMAL_BROWN_SEWER_RAT">Brown sewer rat</string>
<string name="UNIT_NEUTRAL_ANIMAL_GREY_SEWER_RAT">Grey sewer rat</string>
<string name="UNIT_NEUTRAL_ANIMAL_BROWN_TARANTULA">Brown tarantula</string>
<string name="UNIT_NEUTRAL_ANIMAL_HIPPOGRIFF">Hippogriff</string>
Re: version 1.075
Posted: Wed Jan 30, 2019 10:20 am
by Tankhead
Just a wonder but did you happen to receive something from me through Email?
( confirming to see If I made a mistake or not )
Re: version 1.075
Posted: Wed Jan 30, 2019 10:43 am
by Stratego (dev)
sorry please resend so i know which u mean (i have tons of incoming emails)
Re: version 1.075
Posted: Thu Jan 31, 2019 6:06 am
by Stratego (dev)
these units get jsoned (in both aos/aof) uos 60
UNIT_CROSSBOWMAN
UNIT_SKIRMISHER
UNIT_ELITE_SKIRMISHER
UNIT_KNIGHT_HERO
please tell me if they work fine
Re: version 1.075
Posted: Thu Jan 31, 2019 8:38 pm
by godOfKings
Weren't they jsoned in aos already?
Re: version 1.075
Posted: Thu Jan 31, 2019 8:51 pm
by Stratego (dev)
some if them yes, i used he ones already were.
i think only hero was missing
Re: version 1.075
Posted: Fri Feb 01, 2019 12:09 pm
by Stratego (dev)
mayor change: the human race techs are totally restructured by Alexander!
please everyone test it, it can have many flaws until we find all.
uos already
Re: version 1.075
Posted: Fri Feb 01, 2019 1:46 pm
by Midonik
Dunno what's wrong here...

Re: version 1.075
Posted: Fri Feb 01, 2019 2:03 pm
by Stratego (dev)
i know! thanks! go fixing it
do u know which units are wrong?
Re: version 1.075
Posted: Fri Feb 01, 2019 2:19 pm
by Midonik
All hospitaliar an Templar cav and new tiers of horse archers.
Re: version 1.075
Posted: Fri Feb 01, 2019 2:34 pm
by Stratego (dev)
thanks!
fixed, please chk.
uos 10
Re: version 1.075
Posted: Fri Feb 01, 2019 4:16 pm
by makazuwr32
Alright. Newest humans must be changed. Badly.
@Stratego (dev)
1. All holy units are completely op. At all. Erase them from the game and replace with @Lynx Shafir suggestion.
2. Shield tech for humans is op. Without it they are quite balanced in terms of survivability. With it they become tanking monsters that even dwarves can't dream.
Erase it. Completely. If needed more arguments with numbers i can provide them as well.
3. Human horse archers are op. Remove 1 action and lower damage, speed and range by 1 for all of them.
4. Dual swordman requires completely new stats:
Basic/tier 1/tier 2
Cost 3 turns (all)
Hp - 24/27/30 (down from 27/30/33)
Attack - 8/10/12 (up from 8/8/8)
Other stats are same.
5. Axe thrower must be affected by melee techs. No range increase for him.
And minor thing:
Human lancers i think had somewhere ready aofased images. They require them, not aos images.
Re: version 1.075
Posted: Fri Feb 01, 2019 4:30 pm
by Stratego (dev)
thanks for the suggestions, but until Alexander says it is ready please wait with the suggstions,
he will check the things he assembled (3-4 months ago) and when he says it is ready and balanced, than comes all suggestions for fine tuning.
consider these as first version of this major tech change .
on suggestions:never forget that incrasing a level of these units requires MANY techs to invent (eg. knights needs 4 techs to be invented total 18turns, the next level even more) so they will not be OP in first many turns.
Re: version 1.075
Posted: Fri Feb 01, 2019 4:38 pm
by makazuwr32
I know about level increase. But for example human horse archer even at base now by far best archer unit among all ranged units in aof. And it costs 4 turns. Just no. He must have lower speed, attack and range.
Holy units we just don't want to see as another expansion of normal units. Instead we want to see them as special units with their own upgrades. Not as "another base unit like warrior" with 3 tiers but more powerful unit of between imperials and normal units level with 1 more tier for most of them.
Axe throwers actually is not that hard to get up to max level and to that time they get way too good range for throwing axe. 7 range is a bit too much.
And shields... This tech is by far most op among all new ones. Most op. It makes for example imperial shielder a huge tank with 10/12 armor that even orcs would have hard time dealing with single such.
I am not mentioning imperial knight with 10/10 armor.
Re: version 1.075
Posted: Fri Feb 01, 2019 5:03 pm
by Stratego (dev)
ok, as i mentioned: wait a little until Alexander says he is ready with balancing them.
so please focus on bug reports (not balancing kind), like the above ones with bad images, or missing images or not working upgrading leveling or anything that is not balancing related.
Thanks!
Re: version 1.075
Posted: Fri Feb 01, 2019 7:07 pm
by Tankhead
From what it sounds like, theirs now MORE mess to clean up.....
Re: version 1.075
Posted: Fri Feb 01, 2019 7:27 pm
by Stratego (dev)
dont be so negative, i think the new tech system is very good! after balancing will be awesome!
Re: version 1.075
Posted: Fri Feb 01, 2019 9:50 pm
by Stratego (dev)
also new things: squig rider pack aimed shot and some other changes uos 10
Re: version 1.075
Posted: Fri Feb 01, 2019 10:35 pm
by makazuwr32
I like in general new tech system but not shield upgrades.
These 2 exact techs are making humans quite op.
Re: version 1.075
Posted: Fri Feb 01, 2019 11:59 pm
by Tankhead
makazuwr32 wrote: ↑Fri Feb 01, 2019 10:35 pm
I like in general new tech system but not shield upgrades.
These 2 exact techs are making humans quite op.
Agreed, hopefully Alex gives the word to fix before publish to Google play
Re: version 1.075
Posted: Sat Feb 02, 2019 8:18 am
by Alexander82
There are new adjustments to make since some jsons need correction (the 2nd attack for the horse archer was just a error)
The techs, anyway, will be shared with dwarves that will have extra tiers of them.
So dwarves will benefit from shields too
Holy units are brand new and their stats will need testing and balancing.
Lancers already had new images (I've sent them to Daniel).
I will update dwarves soon to employ those techs and to make their extra tiers. I couldn't do that until the nee system was implemented properly.
Re: version 1.075
Posted: Sat Feb 02, 2019 2:20 pm
by makazuwr32
How much levels dwarves will have? 4 for base armor and 4 for shileds?
Also please lower range of all horse archers by 1 and increase damage of all fire archers by 1.
As for holy units:
They must feel unique and be special units like warmage (or you want for all non-imperial units to add more tiers?). But now they feel just like regular footmen. Both visually and because they have 3 tiers and mounted/dismounted version.
Re: version 1.075
Posted: Sat Feb 02, 2019 8:01 pm
by Tankhead
How are AI using new units not set for them yet in buildlist ( just curious )
Re: version 1.075
Posted: Sat Feb 02, 2019 8:16 pm
by General Brave
So there a problem with the Squig rider, the jumping ability appears to do not do anything.
Re: version 1.075
Posted: Sat Feb 02, 2019 8:39 pm
by Stratego (dev)
can u try to fix it?
Re: version 1.075
Posted: Sat Feb 02, 2019 9:35 pm
by General Brave
Well what exactly does it need.
Re: version 1.075
Posted: Sat Feb 02, 2019 9:40 pm
by Stratego (dev)
i ment: can u try to fix it?