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Gunpowder? - IMPLEMENTED
Posted: Sun Oct 05, 2014 10:51 pm
by Lancer
How about theres gunpowder upgrade that cost 9 turns and allows you to train rennaisance rifleman who costs 3 turns and is better then longbowman or crossbowman but can only attack only once in 2 turns due to reloading.
Re: Gunpowder?
Posted: Sun Oct 05, 2014 11:03 pm
by COOLguy
Better. But just so you know, the English longbowman was FAR superior to such primitive firearms.
How about a string of technologies, each unlocking a slightly better gunman, so that if a player spends most of the game researching it they will have advantage.
Re: Gunpowder?
Posted: Tue Oct 14, 2014 6:03 am
by K00
I like the idea of rifles, and yes the English longbow was superior to the musket by leaps and bounds.
We can make like ages in the game:
*Medieval
*Gunpowder
Re: Gunpowder?
Posted: Wed Oct 15, 2014 10:21 pm
by Dgkfadomo777
It was superior but you have to remember if it dod hit 30% chance it killed or would cause lead poisoning. Even though it wouldn't work great when it did hit an enemy they would die instantly so maybe make 30% chance to hit but has a lot of damage
Re: Gunpowder?
Posted: Fri Oct 17, 2014 1:13 am
by COOLguy
Lol
Like new poison shooter.

Re: Gunpowder?
Posted: Fri Oct 17, 2014 1:00 pm
by Dgkfadomo777
Yeah

Re: Gunpowder?
Posted: Sun Apr 26, 2015 4:07 pm
by silentz27
I think its better idea the gunpowder can access to cannon and musketeers and it only create in the castle to not easily create right because I think the castle is best structure for creating this tech and the castle is the only structure that have a minimal producer their only produce loyalty and trebuchet so I think its a time to create a more advancement for the castle
Re: Gunpowder?
Posted: Sun May 17, 2015 7:29 am
by balint
Okay. But in the medoeval times, gunpowder was only used in some parts of china and the first usable gun was made around the 14th century.
I suggest:
Gunpowder can only be researched after a certain number of turns
Inaccurate
penetrate armor (no matter how much armor is on, it will deal the same amount of damage.
Self damage has a chance that the gun explodes killing the unit instantly and maybe damaging units next to it.
Re: Gunpowder?
Posted: Sun May 17, 2015 10:31 am
by Ness
Gunpowder wasnt used only in china on medieval time.
Re: Gunpowder?
Posted: Mon May 18, 2015 2:52 pm
by balint
Medieval times lasted until the 14th century and the gunpowder was only used by the eastern countries, because as mentioned before it wasn't as deadly as the longbow. It's first appearance in Europe, (massively) was bx the Turks who used several cannons and equiped their infantry with muskets. But that was later than the medieval times.
Re: Gunpowder?
Posted: Mon May 18, 2015 4:24 pm
by COOLguy
I believe that is correct; the Age of Exploration is very often confused with the Medieval period.
Re: Gunpowder?
Posted: Mon May 18, 2015 5:30 pm
by Ness
Cannons were used in europe in 14th century first time and it made sieges much shorter
Re: Gunpowder?
Posted: Mon May 18, 2015 5:43 pm
by COOLguy
Yes, it is interesting to note that cannons were developed first. Muskets followed as a "miniaturization", contrary to popular belief.
Re: Gunpowder?
Posted: Tue May 19, 2015 12:36 am
by silentz27
This is interesting I suggest that we must have a limit a 15- 20 turns times after to access this kind of tech and its turn is 5 turns to create
Re: Gunpowder?
Posted: Tue May 19, 2015 7:10 pm
by balint
What about if it would turn catapults into primitive cannons?
With higher innacurancy and no area damage, But improved power
Re: Gunpowder?
Posted: Tue May 19, 2015 7:56 pm
by Lancer
why this got so popular? i was big newbie when i posted this suggestion X)
Re: Gunpowder?
Posted: Tue May 19, 2015 8:14 pm
by COOLguy
balint wrote:What about if it would turn catapults into primitive cannons?
With higher innacurancy and no area damage, But improved power
No I think we should still be able to build catapults as well. Let's keep cannons as a new unit, because catapults are a "theoretical ancestor" and not a "physical" one. Meaning people modified the
idea of catapults to invent cannons, but not actually modifying a catapult.
Re: Gunpowder?
Posted: Wed May 20, 2015 12:25 pm
by Ness
Gunpowder tech: research time 12 (or something like that), unlocks cannon, musket and cannon ship techs
Muskets tech: research time 6, unlocks musketeer
Cannon ship tech: research time 4, unlocks cannon ship
Cannon: cost 6, hp 25, power 40, armour 0/6, speed 1, low accuracy, even better than trebuchet againist buildings
Musketeer: cost 2, hp 11, power 7, armour 0/0, speed 3, low accuracy
Cannon ship: cost 7, hp 35, power 40, armour 0/6, speed 3, low accuracy
Re: Gunpowder?
Posted: Sun May 24, 2015 10:14 pm
by Alexander82
Re: Gunpowder?
Posted: Fri May 29, 2015 12:26 pm
by silentz27
Hello its my suggestion time to access this tech is 20 turns as the medieval age discoveries after that it will create in 10 turns
Re: Gunpowder?
Posted: Fri May 29, 2015 1:14 pm
by RiverRaider 1097
I believe those that want guns have downloaded the wrong game, I just don't get it? This is Age Of Strategy not Age Of Technology

I mean you don't go to an apple tree looking for an orange. Maybe Daniel can implement a 15 upgrade like the 0,5 or 10 upgrade for those that want to play that type of game

Just making friends and influencing people

Re: Gunpowder?
Posted: Sat May 30, 2015 3:34 am
by silentz27
Just add this for who wants fun only like tie fighter what the heck unit I mean what is the significant of that in history maybe change it in dragon because in history their are a popular dragon slayer the name is saint George the dragon slayer
Re: Gunpowder?
Posted: Sun May 31, 2015 3:37 pm
by RiverRaider 1097
Noted, I don't play 5, 10 upgrade games for this reason never understood the big bird either but I use the heck out of them. The same thing will happen with guns the more they are upgraded (and they will) the less bowman will be used eventually taking the role of the slingers and axe throwers which will make these units obsolete?..powder is coming along with the planes, tanks, and 7th fleet

....oh yeah I don't believe in dragons but there is one coming beware? (Spiritual that is)
Re: Gunpowder?
Posted: Sun Jun 07, 2015 12:41 pm
by silentz27
Nope why this idea not implemented but the unit ashigaru are implemented but they have guns with no gun powder

by the way somebody requesting a cannon in the play store
Re: Gunpowder?
Posted: Sun Jun 07, 2015 6:32 pm
by eren61
Yea ı think we should research gunpowder to make this ashigaru. İt can be more realistic. And ı think its a good idea to age up

Re: Gunpowder?
Posted: Sun Jun 07, 2015 11:09 pm
by Alexander82
This might be an improvement for the advancement center then
Re: Gunpowder?
Posted: Mon Jun 08, 2015 6:09 am
by eren61
Yea
Re: Gunpowder?
Posted: Sat Jun 13, 2015 5:36 pm
by COOLguy
eren61 wrote:Yea ı think we should research gunpowder to make this ashigaru. İt can be more realistic.
Alexander82 wrote:This might be an improvement for the advancement center then

Yes. This is a good idea.
My suggestion (combining above): A gunpowder tech to allow research of the ashigaru (and any other future gunpowder units) that costs 6 turns and is researched in the advancement center.
This makes sense and will help many things, like give the advancement center some usefulness and prevent early op spawning of gunpowder units. What do you all think of this?
Re: Gunpowder?
Posted: Sat Jun 13, 2015 8:16 pm
by Alexander82
That might work
The only problem of the advancement center is that in some maps where you have few tc's you might never have the oine you need for the advance center.
We might think about not giving the advance center (and maybe the smith too) the same limit of other factories, just like castles already are.
Re: Gunpowder?
Posted: Wed Jul 01, 2015 11:10 pm
by COOLguy
Oh duh! an image: how is this one?
