Page 1 of 1

unit : poisoned arrow archer - IMPLEMENTED v0.968

Posted: Sun May 04, 2014 10:35 am
by Stratego (dev)
I am currently developing ability to have eg. poison arrow units.

The engine will allow to define units or techs that can give the ability to any unit.

It can define effect that every turn causes burn or poison damage, or change any other property eg. Movement, power and so on.

Re: unit : poisoned arrow archer

Posted: Sun May 04, 2014 10:38 am
by DooM223
My idea!

Re: unit : poisoned arrow archer

Posted: Sun May 04, 2014 1:20 pm
by Mairon
Idea: Commander-a weak unit that can each turn give a damage boost to friendly units nearby (it is given automatically).
turns 4
atk 2 (6 with the boost)
armor 0/0
hp 15
dmg boost 4 dmg
boost range 2
Conv. Resistance 50 %

Re: unit : poisoned arrow archer

Posted: Sun May 04, 2014 4:30 pm
by Stratego (dev)
Doom: yes here, although i got the poisoning stuff on my list for months, as an engine modification based on email suggestions.
But the point is this is a good idea, and you mentioned again so i started implementing it.

Re: unit : poisoned arrow archer

Posted: Sun May 04, 2014 4:32 pm
by Stratego (dev)
Marion open a new topic for the commander. Thanks.

Re: unit : poisoned arrow archer

Posted: Sun May 04, 2014 6:41 pm
by Stratego (dev)
how long (turns) shoud the poisoning last?
few turns eg. 4 turns? or forever?

Re: unit : poisoned arrow archer

Posted: Sun May 04, 2014 6:47 pm
by balint
Well, I think: the unit health/5 is the damage and lasts for 4 turn

Re: unit : poisoned arrow archer

Posted: Sun May 04, 2014 8:13 pm
by Stratego (dev)
I think it should be fixed HP loss (eg. 5 hp/turn) since a weaker unit will die sooner than a big one like an elephant, that will not die from a little poisoned arrow :).

the engine is almost ready:
this is how it will work.

you can set to any EFFECT that a unit can have on its weapon (or tech that will affect any defined units)
- how many turns it lasts
- how many percent chance to get "poisoned" or get on fire or anything.
- what properties of the target unit change and what value per turn until the effect lives (it can even be the hp/power/accuracy/range or any stat that is defined)
- boolean: is the effect result (eg. hp loss) stays on the unit (after it wears off) or not
(eg: if you wanted to "ice" the enemy with your special effect unit that caused him to loose 1 movement point every turn (frozing) than at the end it will stop moving, but when the effect wears off than it can move again regaining all movement stats, same can be used by a weakening poison or anything on the power.
- indicators: all effect can have a little icon or even a big one - on the unit itself (now poison is a little green drop icon by the HP indicator) - more than one indicator can be on an icon eg: a Frozen + Poisoned Elephant.
- all unit actions can cause such effects (configurable) attack/heal/mend/convert - naturally poison arrow uses the "attack".
- and all actions can remove an effect (configurable), now the poisoning will be removed by healing or converting the unit.
- it can also be defined which unit can be poisoned (now all flesh and blood units only - so a catapult/ships not, that will need an other effect eg. fireing arrows)

Re: unit : poisoned arrow archer

Posted: Sun May 04, 2014 8:34 pm
by balint
the units will get a poison resistance, right?
or immunity after poisoned?

Re: unit : poisoned arrow archer

Posted: Sun May 04, 2014 8:45 pm
by Stratego (dev)
no, should they?
which unit?

Re: unit : poisoned arrow archer

Posted: Sun May 04, 2014 8:47 pm
by balint
I think, if a unit survives a poisoning, than he should have a.chanche to get immunity

Re: unit : poisoned arrow archer

Posted: Sun May 04, 2014 8:51 pm
by Stratego (dev)
i see, but they wont :)
there is no such thing in life also.
and where is no space on the unit icons to indicate such thing.
or give me suggestions but if we put many icons on the units they will be crowded.

Re: unit : poisoned arrow archer

Posted: Sun May 04, 2014 8:55 pm
by balint
ok

it was just an idea :)

Re: unit : poisoned arrow archer

Posted: Sun May 04, 2014 9:21 pm
by Stratego (dev)
The poison archer upgrade is on the sever! (dev version)

Re: unit : poisoned arrow archer - IMPLEMENTED v0.986

Posted: Sun May 04, 2014 9:33 pm
by balint
they are great

next time please make a poison longbowman :)

Re: unit : poisoned arrow archer - IMPLEMENTED v0.986

Posted: Mon May 05, 2014 8:15 pm
by Pepe
I think the poisoned arrow archer is really overpowered. It beats an skimisher, a knight and gives serious trouble to the Spartan Hoplite

Re: unit : poisoned arrow archer - IMPLEMENTED v0.986

Posted: Mon May 05, 2014 8:30 pm
by Stratego (dev)
that is not good, any suggestions?

Re: unit : poisoned arrow archer - IMPLEMENTED v0.986

Posted: Tue May 06, 2014 5:27 pm
by Mairon
-5 hp turn is too much, especially when armor doesn't protect against it. I suggest making it -2 hp/turn

Re: unit : poisoned arrow archer - IMPLEMENTED v0.986

Posted: Tue May 06, 2014 6:33 pm
by Stratego (dev)
I think -2 will be too few, making it almost nothing.

my suggestion:
1. -4 hp/turn
2. and skirmisher is never get poisoned.
3. and maybe decreasing the poisoning chance to 80%.

Other palyers: please state your opinions on the topic. thanks.

Re: unit : poisoned arrow archer - IMPLEMENTED v0.986

Posted: Wed May 07, 2014 11:16 am
by Mairon
Well, poisoned archers now deal 10 dmg before the enemy can even move, and it deals at least 6 dmg regardless of armor, which is 100% more than the normal archer's attack, not counting the poison dmg after the first turn, making it roughly 150% more effective than the normal archer, costing only 50% more. Also, I have tested it and I noticed that poison archers don't get poisoned when hit by another poison archer. Why?

Re: unit : poisoned arrow archer - IMPLEMENTED v0.986

Posted: Wed May 07, 2014 2:52 pm
by Pepe
It destroys a worker in just 1 turn

Re: unit : poisoned arrow archer - IMPLEMENTED v0.986

Posted: Wed May 07, 2014 2:55 pm
by Stratego (dev)
Also, I have tested it and I noticed that poison archers don't get poisoned when hit by another poison archer. Why?
it was intentional: they have antidote? :)
It destroys a worker in just 1 turn
yeah, they rock :)

please give exact ideas of changing (marion already did it, please others do so)

Re: unit : poisoned arrow archer - IMPLEMENTED v0.968

Posted: Sat May 10, 2014 9:44 pm
by Archer
I think being healed by healer/missionary should cure units from poison

Re: unit : poisoned arrow archer - IMPLEMENTED v0.968

Posted: Sun May 11, 2014 4:16 am
by Stratego (dev)
Yes, it works like this, did u experience other way?

Re: unit : poisoned arrow archer - IMPLEMENTED v0.968

Posted: Sun May 11, 2014 5:27 am
by Mairon
But there is a problem - poison archer can kill a healer/missionary in one turn, before he can heal anything.

Re: unit : poisoned arrow archer - IMPLEMENTED v0.968

Posted: Sun May 11, 2014 5:28 am
by Stratego (dev)
yes, you must protect the missionary.

or you suggest missionary should have protection against poison?

Re: unit : poisoned arrow archer - IMPLEMENTED v0.968

Posted: Sun May 11, 2014 5:53 pm
by Stratego (dev)
ok, i have changed the poison archer to deal only -4 damage per turn.

lets see how it works.