version 1.108
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version 1.108
version 1.107 is published
Last edited by Endru1241 on Tue Dec 10, 2019 5:11 pm, edited 1 time in total.
Reason: Current dev version is 1.108. It must have been edited on mistake
Reason: Current dev version is 1.108. It must have been edited on mistake
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Re: version 1.108
GIGA pack again from Endru!
Also NEW TERRAINS!
Added new action - demoralise. Range 4 debuff decreasing power -4, armor -1/-1, speed -1 and conversion resistance -30%, lasts 4 turns.
Added new unit - Roman Senator - support unit with conversion and demoralise debuff.
Change: Heavy Catapult farther (2nd tile) area damage is lowered by 50%
Change: Ninja is affected by Bushido Aura
Change: Vouglier and Swordstaffier are affected by Reach.
Change: Hwacha stats - power 20 -> 14 , actions 1 -> 2 , range 6 -> 7.
Change: Turtle Ship stats - HP 45 -> 61, Armor 0/8 -> 10/8
Change: Trireme normal (melee) armor 0->6, upgrades get additional +1, so 7 and 8 total. Quadrireme p.armor 4->5
Change: Cannon units got additional +10% bonus on ships
Change: All units using burning attacks (apart of fire siphon ship) bonus vs ships +100% (most were decreased from 150%)
Change: Burning deals 6 damage vs ships instead of 4
Change: Mounted units -1 speed penalty in forest (excluding elephants, and chariots)
Change: Most units +1 speed bonus on road (chariot gets 2)
Change: Ships +2 speed bonus on deep water (darker than normal)
Change: slightly changed map-editor only egyptian units - peltast (-4 power, +150% vs mounted) and swordsman (+4hp)
Graphics: Hwacha image changed (removed operator), proper build progress image was added (thanks to GoK)
Bugfix: Pay Mercenary properly gives 4 turns.
Mapeditor Changes:
Added new autotiling - water sided by snow terrain
Added new terrain type - ice water - it represents partially/periodically frozen water. It is autotiled when sided by snow terrain only. I'ts passable by both ships and some ground units, but with decreased movement.
uos already
Also NEW TERRAINS!
Added new action - demoralise. Range 4 debuff decreasing power -4, armor -1/-1, speed -1 and conversion resistance -30%, lasts 4 turns.
Added new unit - Roman Senator - support unit with conversion and demoralise debuff.
Change: Heavy Catapult farther (2nd tile) area damage is lowered by 50%
Change: Ninja is affected by Bushido Aura
Change: Vouglier and Swordstaffier are affected by Reach.
Change: Hwacha stats - power 20 -> 14 , actions 1 -> 2 , range 6 -> 7.
Change: Turtle Ship stats - HP 45 -> 61, Armor 0/8 -> 10/8
Change: Trireme normal (melee) armor 0->6, upgrades get additional +1, so 7 and 8 total. Quadrireme p.armor 4->5
Change: Cannon units got additional +10% bonus on ships
Change: All units using burning attacks (apart of fire siphon ship) bonus vs ships +100% (most were decreased from 150%)
Change: Burning deals 6 damage vs ships instead of 4
Change: Mounted units -1 speed penalty in forest (excluding elephants, and chariots)
Change: Most units +1 speed bonus on road (chariot gets 2)
Change: Ships +2 speed bonus on deep water (darker than normal)
Change: slightly changed map-editor only egyptian units - peltast (-4 power, +150% vs mounted) and swordsman (+4hp)
Graphics: Hwacha image changed (removed operator), proper build progress image was added (thanks to GoK)
Bugfix: Pay Mercenary properly gives 4 turns.
Mapeditor Changes:
Added new autotiling - water sided by snow terrain
Added new terrain type - ice water - it represents partially/periodically frozen water. It is autotiled when sided by snow terrain only. I'ts passable by both ships and some ground units, but with decreased movement.
uos already
- makazuwr32
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Re: version 1.108
Can you copy into aof new terrains?
With their additional properties.
With their additional properties.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
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Re: version 1.108
if Endru says it is final i will move it into AOF too.
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Re: version 1.108
icy-water terrain logic fixed, uos 10
- makazuwr32
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Re: version 1.108
I must admit that such powerful melee-type armor increase on ships is rather big change.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
- godOfKings
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Re: version 1.108
Now there is carrack that can carry a whole range of powerful high DMG melee units like flail soldier and samurai, other than that, all physical damage on ships r from catapult, cannon and trireme, and they all very high, I like defensive ships having higher defense
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me
For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
- Puss_in_Boots
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Re: version 1.108
Can someone resize the ice terrains for AoWW and AoG? Ice would be great for winter campaigns.
OLÉ
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Re: version 1.108
new things by Endru:
Added Bard - suppoorting unit capable of buff increasing movement and another giving 2nd action.
Added two new ninja trasformations - sai and kusarigama. Sai ninja is defensive oriented - he has first strike, x2 counter damage and because of blocking melee damage is lowered vs him (armor stat). Kusarigama is specialist on locking enemy in place, allowed only after research in dojo.
Change - ninja actions 1->2, bonuses changed to be the same as swordsman,
Change - backstab ninja (stealthy one) power 12->4, +400% bonus vs all flesh and blood units
Added Bard - suppoorting unit capable of buff increasing movement and another giving 2nd action.
Added two new ninja trasformations - sai and kusarigama. Sai ninja is defensive oriented - he has first strike, x2 counter damage and because of blocking melee damage is lowered vs him (armor stat). Kusarigama is specialist on locking enemy in place, allowed only after research in dojo.
Change - ninja actions 1->2, bonuses changed to be the same as swordsman,
Change - backstab ninja (stealthy one) power 12->4, +400% bonus vs all flesh and blood units
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Re: version 1.108
Engine change:
this one is implemented:
[IMPLEMENTED]Maptiles modifies stats of units (power, sight, production speed, worker mendrate and so on)
in AOW there is a sample set if infantry goes on hills it gets extra defense values and extra sight.
configurable in consts.json.
this one is implemented:
[IMPLEMENTED]Maptiles modifies stats of units (power, sight, production speed, worker mendrate and so on)
in AOW there is a sample set if infantry goes on hills it gets extra defense values and extra sight.
configurable in consts.json.
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Re: version 1.108
Will there have any tutorial&help that introduce how unit speed varies in different map tiles(forest,ice...)?
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Re: version 1.108
any suggestions where?
i thought speed could be in statsheets (where only basic speed is displayed)
others i am not sure where
i thought speed could be in statsheets (where only basic speed is displayed)
others i am not sure where
- godOfKings
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Re: version 1.108
ranged units using terrain advantage to escape cavalry? there was a map with only chariots i think, may b that can b changed to axe knights and shield knights?
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me
For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
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Re: version 1.108
I don't know current speed calculation mechanism. I think current mechanism is complex. It should have stright and easier way to introduce how it works. I think it's better to ask more players.Stratego (dev) wrote: ↑Thu Dec 19, 2019 5:49 am any suggestions where?
i thought speed could be in statsheets (where only basic speed is displayed)
others i am not sure where
Re: version 1.108
Every unit has speed and terrain modifiers defined in their stats.
Terrain modifiers gives more movement, the higher they are - 2.0 means double movement, 0.5 half of it, so it's probably movement divisor.
When unit moves through more than one terrain type the speed is proportional. E.g. Knight having 0.81 modifier on forest and 1.0 on plains gets 4 speed if even 1 tile on his movement path is forest.
In AoS road, forest and icewater movement bonuses are set experimentally and can be changed to fit more.
They are:
1.17-1.51 on roads,
0.76-0.814 on forests for cavalry,
0.251-0.51 on icewater
It corresponds to idea of +1 speed on roads (apart of chariots, which get +2), -1 speed on forests for cavalry and movement limited to 1 or 2 on icewater.
In AoW terrain modifiers are more uniform, depended upon unit category, but unit categories also have more uniform speed values.
Terrain modifiers gives more movement, the higher they are - 2.0 means double movement, 0.5 half of it, so it's probably movement divisor.
When unit moves through more than one terrain type the speed is proportional. E.g. Knight having 0.81 modifier on forest and 1.0 on plains gets 4 speed if even 1 tile on his movement path is forest.
In AoS road, forest and icewater movement bonuses are set experimentally and can be changed to fit more.
They are:
1.17-1.51 on roads,
0.76-0.814 on forests for cavalry,
0.251-0.51 on icewater
It corresponds to idea of +1 speed on roads (apart of chariots, which get +2), -1 speed on forests for cavalry and movement limited to 1 or 2 on icewater.
In AoW terrain modifiers are more uniform, depended upon unit category, but unit categories also have more uniform speed values.
Age of Strategy design leader
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Re: version 1.108
I still have 2 questions about speed modifiers.Endru1241 wrote: ↑Fri Dec 20, 2019 8:03 am Every unit has speed and terrain modifiers defined in their stats.
Terrain modifiers gives more movement, the higher they are - 2.0 means double movement, 0.5 half of it, so it's probably movement divisor.
When unit moves through more than one terrain type the speed is proportional. E.g. Knight having 0.81 modifier on forest and 1.0 on plains gets 4 speed if even 1 tile on his movement path is forest.
In AoS road, forest and icewater movement bonuses are set experimentally and can be changed to fit more.
They are:
1.17-1.51 on roads,
0.76-0.814 on forests for cavalry,
0.251-0.51 on icewater
It corresponds to idea of +1 speed on roads (apart of chariots, which get +2), -1 speed on forests for cavalry and movement limited to 1 or 2 on icewater.
In AoW terrain modifiers are more uniform, depended upon unit category, but unit categories also have more uniform speed values.
1. Mameluks has speed 4 (6 if in desert). When I use bard to give adv song buff(speed +2), its speed goes to 9(all desert tile). Will it be too high? (4+2)x1.5=9
2. I found that terrain tile on starting point are also included. How to calculate that tile?
- General Brave
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Re: version 1.108
Hopefully those terrain can be in fantasy, perhaps added along with the lava. Also great that tiles and now effect units stats.
Wise, Might, Loyalty. Forever stands Warfell.
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Re: version 1.108
Sure, @Endru1241 please tell me if the new terrain is ready to put in AOF and i will put in - thanks!
Re: version 1.108
The terrain itself seems ready, but I had to change most of units movement definitions to allow moving with lower modifier, so it's quite some work.Stratego (dev) wrote: ↑Mon Dec 23, 2019 7:13 am Sure, @Endru1241 please tell me if the new terrain is ready to put in AOF and i will put in - thanks!
1. It's the same as chariot speed in the road - it may be too high, but it's by earlier design.tamtam12345 wrote: ↑Sat Dec 21, 2019 6:56 amI still have 2 questions about speed modifiers.Endru1241 wrote: ↑Fri Dec 20, 2019 8:03 am Every unit has speed and terrain modifiers defined in their stats.
Terrain modifiers gives more movement, the higher they are - 2.0 means double movement, 0.5 half of it, so it's probably movement divisor.
When unit moves through more than one terrain type the speed is proportional. E.g. Knight having 0.81 modifier on forest and 1.0 on plains gets 4 speed if even 1 tile on his movement path is forest.
In AoS road, forest and icewater movement bonuses are set experimentally and can be changed to fit more.
They are:
1.17-1.51 on roads,
0.76-0.814 on forests for cavalry,
0.251-0.51 on icewater
It corresponds to idea of +1 speed on roads (apart of chariots, which get +2), -1 speed on forests for cavalry and movement limited to 1 or 2 on icewater.
In AoW terrain modifiers are more uniform, depended upon unit category, but unit categories also have more uniform speed values.
1. Mameluks has speed 4 (6 if in desert). When I use bard to give adv song buff(speed +2), its speed goes to 9(all desert tile). Will it be too high? (4+2)x1.5=9
2. I found that terrain tile on starting point are also included. How to calculate that tile?
Maybe camel bonuses on desert should be limited to +30% or so.
2. I am not quite sure - I never saw the code about movement.
Age of Strategy design leader
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Re: version 1.108
There are two multip maps that "stuck" in "Games you can join".
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Re: version 1.108
please someone tell me how to make such games! thanks!
i go closing them
i go closing them
- makazuwr32
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Re: version 1.108
Seems like someone tried to make multiplayer game with himself and ais.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.