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Mines and related stuff IMPLEMENTED
Posted: Thu Jul 11, 2019 3:51 pm
by Lynx Shafir
Mines
HP 50
Arm 2/6
Sight 1
Mend b.
Constr b.
Carry 2
Function - trains money currier tipe units, miners
Costly 8 - 10 action with basic rate
Has 1 capacity, and should not burn?
counts as factory
Buildable on rocky terrain (may with tech : 'prospectology'unlocks building on plain too)
Constructed by
miner unit
Miner
Cost 3, TC, mines
HP 16
Atk 3
Arm 0
Spd 3
Sight 4
Mend 3
resistance 0 %
Build list, mine, tunnel, trench
Carts -works as money courier
Speeds up production
Hp 20
Arm 1/5
Speed 3( +1roads)
(can enter wagons)
If randomised :
Cost 3
Gold and silver cart 25%
-2 turns

Coal cart 35%(possible to make only enter blacksmith? )
-1 turns
Gem cart, 15%
-3 turns
Think either works as auxiliary training way - random with 3 cost /between 2-4
Cart and mines are in a pack, for buying in upg
Re: Mines and related stuff
Posted: Thu Jul 11, 2019 3:57 pm
by Lynx Shafir
I'll fill the blank parts later
Here's some img
Mine,
Think this rocky design fits best for current mountains,
And 2 carts
Re: Mines and related stuff
Posted: Fri Jul 12, 2019 4:17 am
by makazuwr32
I only think mineshaft must act as regular factory, not as separate building type.
Re: Mines and related stuff
Posted: Fri Jul 12, 2019 6:12 am
by Lynx Shafir
Coal cart - speeds up blacksmith only
(may advancement center too)
Sacrifice next to building...
Re: Mines and related stuff
Posted: Wed Sep 04, 2019 10:43 am
by Lynx Shafir
Some more img
Re: Mines and related stuff
Posted: Wed Sep 04, 2019 4:53 pm
by Endru1241
Money courier like is okay, but not gem cart - even with super low chance as you can have as many mines as space, players would leave one AI barely alive, fill map with mines and farm. Boring.
And could discourage from normal playing some players who needs gems.
Re: Mines and related stuff
Posted: Wed Sep 04, 2019 5:47 pm
by Stratego (dev)
somewhere i made a susggestion of a building that can beb built next to ally tc to share techs and maybe production or something.
what if use this building and cart to do that?
in AOK there was a "market" and "caravan" units to carry gold here and there and that was an extra gold resource - i thought of a similar.
Re: Mines and related stuff
Posted: Wed Sep 04, 2019 6:00 pm
by makazuwr32
Goldmine is planned building for dwarves so for aof no.
Re: Mines and related stuff
Posted: Wed Sep 04, 2019 6:15 pm
by Stratego (dev)
i have nowhere saw dwarves lol

at least in topic title should be if there is not separate category
Re: Mines and related stuff
Posted: Thu Sep 05, 2019 3:18 pm
by Lynx Shafir
Stratego (dev) wrote: ↑Wed Sep 04, 2019 5:47 pm
somewhere i made a susggestion of a building that can beb built next to ally tc to share techs and maybe production or something.
what if use this building and cart to do that?
This is a mine, built on
Mountainsand produces "random" money courier.
For "trading" either market or alliance Hall fits best both from logic and logistic view
Carts may get a role there thouh..
Money courier like is okay, but not gem cart - even with super low chance as you can have as many mines as space, players would leave one AI barely alive, fill map with mines and farm. Boring.
And could discourage from normal playing some players who need gems
It's build on mountains
I think still fun to keep if has low chances.
If you really one to accumulate gems from this (1-2 per cart with 5%)you need to grind whole day,for some, better play camping maps. Lol
But if you get one eventually it's a nice encouragement,for those don't playing online games . and need lille more gems.
Those who like campaigns won't renunce playing em
I see no problem here
What do you think
@Stratego (dev)?
Re: Mines and related stuff
Posted: Thu Sep 05, 2019 3:47 pm
by Stratego (dev)
sorry but there must be misunderstanding: no building should give gems ever.
Re: Mines and related stuff
Posted: Fri Sep 06, 2019 8:24 am
by Lynx Shafir
Fine than.
It will be the best booster than
Miner
Re: Mines and related stuff
Posted: Fri Sep 06, 2019 11:04 am
by Endru1241
Idea - why not make it build by normal worker?
Miner could be added as map editor unit.
It seems such a waste to train unit only for building mines - in exchange we could increase build time a little (lower construction bonus).
Besides - worker is specialized in building structures, but miner is more related to mining - so he should not be building mines, but work at them systematically.
Re: Mines and related stuff
Posted: Fri Sep 06, 2019 1:34 pm
by Lynx Shafir
You know "building " a mine means digging tunnels what exactly this unit does.
BTW it will be able to build actual tunnels,
And water - trenches (if implement so)too.
I want workers not able to do so, this way you need to invest a bit , not just using your left over workers anywhere.like in case of catapults.
If I update first post all will be clearer
Re: Mines and related stuff
Posted: Fri Dec 20, 2019 9:19 am
by Lynx Shafir
Updated
Re: Mines and related stuff
Posted: Sun Feb 16, 2020 5:32 pm
by Endru1241
Ok. I tried to add this, but it seems game engine only allows PROD_SPEEDUP spec on unit.
It doesn't have any parameters and halves production time.
I started thinking about possible ways to implement it anyway and came with something like that:
35% Salt cart - no production speedup, only +1 to mercenary leaving time (or should it be +2?)
30% Mineral cart (Coal image) - no production speedup, has self sacrificing ability increasing Mend rate for some number of turns, can target workers, laborers (+10 mend for 3-4 turns maybe?)
20% Silver cart - regular production speedup - money courier equivalent
10% Gold cart - no production speedup, but has ability which summons money courier and transforms it into silver cart version with changed graphic (half filled gold cart)
5% Gem cart - the same as gold cart, but transforms in another version with summon ability, which in turn transforms to silver cart equivalent.
@Lynx Shafir Your latest mine image includes snow version and grass version, but I think it should be one universal - that's what I attached.
Also, producing miner - I don't think it would be good to make mines self replicable.
If we are doing building doing some production, but not being counted as a factory, then it would better not train any builder.
Also - when stratego adds a way to change terrain by unit, then miner could be very useful.
Re: Mines and related stuff
Posted: Sun Feb 16, 2020 5:40 pm
by Stratego (dev)
good news in AOF we are planning to make some special setting on buildings (addably by effect, or aura or by default on specific factories) that can increase production rate in town or decrease)
Re: Mines and related stuff IMPLEMENTED
Posted: Sun Mar 01, 2020 11:27 pm
by Endru1241
OK. Implemented.
Finally I set it like that:
Name / prod / merc / equivalent turns / chance / Effect
Salt / - / +2 / 1 / 25% / no production speedup, only +2 to mercenary leaving time
Mineral / - / - / 1 / 25% / no production speedup, has self sacrificing ability increasing Mend rate , can target workers, laborers (+10 mend for 4 turns)
Silver / +1 / +4 / 2 / 25% / money courier equivalent
1/2 Gold / +1 / +4 / 2 / 5% / money courier equivalent
1/3 Gems / +1 / +4 / 2 / 1% / money courier equivalent
Gold / +2 / +8 / 4 / 10% / 2 turn production speedup, has ability which summons money courier and transforms it into silver cart version with changed graphic (half filled gold cart)
2/3 Gems / +2 / +8 / 4 / 3% / 2 turn production speedup, has ability which summons money courier and transforms it into silver cart version with changed graphic (1/3 filled gem cart)
Gem / +3 / +12 / 6 / 6% / the same as gold cart, but transforms in another version with summon ability, which in turn transforms to silver cart equivalent.
So from my calculations it comes as 2 turn production on average.