Calvary movement reduction

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Tankhead
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Calvary movement reduction

Post by Tankhead » Mon Aug 27, 2018 2:33 am

Calvary units should have movement reduction in forest terrain. Like maybe like -1 or -2 spd reduction.
It makes sense considering Calvary wouldn't move as fast with trees in the way versus a open field
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Savra
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Re: Calvary movement reduction

Post by Savra » Mon Aug 27, 2018 5:25 am

This would be reasonable. I wonder if it won't take too much coding though...

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makazuwr32
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Re: Calvary movement reduction

Post by makazuwr32 » Mon Aug 27, 2018 6:16 am

Actually this is intresting.
Can make forestwalk spell useful.

Also this must not affect elven cavalry or flying cavalry.
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Lynx Shafir
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Re: Calvary movement reduction

Post by Lynx Shafir » Mon Aug 27, 2018 6:48 am

#General environmental effect on unit's stats
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Re: Calvary movement reduction

Post by makazuwr32 » Mon Aug 27, 2018 6:53 am

I think -1 to speed is enough so cavalry will not loose its purpose even in forests.
makazuwr32 wrote:
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Put some numbers, compare to what other races have and so on. Some real info why it must be done.
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Tankhead
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Re: Calvary movement reduction

Post by Tankhead » Mon Aug 27, 2018 6:58 am

makazuwr32 wrote:
Mon Aug 27, 2018 6:53 am
I think -1 to speed is enough so cavalry will not loose its purpose even in forests.
Why not - 2 spd, some maps have road paths through forest. This will differently make players use those paths and not use shortcuts. Not only that but this can be like a terrain advantage to elves
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Lynx Shafir
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Re: Calvary movement reduction

Post by Lynx Shafir » Mon Aug 27, 2018 7:00 am

2 is too much,
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Re: Calvary movement reduction

Post by makazuwr32 » Mon Aug 27, 2018 7:02 am

Orc cavalry has speed 4.
Dwarven one 4 as well.
Undead cavalry as well speed 4.
-2 speed for them means that they will be slower than their own infantry and without cavalry for undeads they just can't fight with elves.
makazuwr32 wrote:
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Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
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Tankhead
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Re: Calvary movement reduction

Post by Tankhead » Mon Aug 27, 2018 7:05 am

Oh, didn't realize Calvary spds were 4, thought they were 5. Then yea - 1 spd
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Lynx Shafir
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Re: Calvary movement reduction

Post by Lynx Shafir » Mon Aug 27, 2018 7:09 am

Lynx Shafir wrote:
Mon Aug 27, 2018 6:48 am
#General environmental effect on unit's stats
Snow and desert may slow everything down,
Some special exceptions mostly in fantasy
But in nation mode for Aos
Also wait 2 special tile, swamp, lava,
No walkable by normal cav. (any common unit)


But won't affect only speed.
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Midonik
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Re: Calvary movement reduction

Post by Midonik » Mon Aug 27, 2018 7:36 am

Currently only thing terrain CAN do to unit is effect movement. And that's cool idea, but I will need to rework my campaign again. AHH.
Also isn't that too big fundamental change? I mean it's good but like half of maps will be unplayable.
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Re: Calvary movement reduction

Post by Lynx Shafir » Mon Aug 27, 2018 10:05 am

Midonik wrote:
Mon Aug 27, 2018 7:36 am
Currently only thing terrain CAN do to unit is effect movement. And that's cool idea, but I will need to rework my campaign again. AHH.
Also isn't that too big fundamental change? I mean it's good but like half of maps will be unplayable.
We talked with stratego, it would be a "game mode" for environmental effects - so can be enabled disabled - and this way won't affect campaigns

Is in General Ideas suggestion - can be voted.
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Re: Calvary movement reduction

Post by Midonik » Mon Aug 27, 2018 10:08 am

Oh ok. Then I agree.
Thought I think it would be good if it would be possible to enable it on campaigns too, but by default it would be disabled.
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Alexander82
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Re: Calvary movement reduction

Post by Alexander82 » Mon Aug 27, 2018 11:50 am

I've always suggested this behaviour but at the time it wasn't possible.

They should probably be slower than people on foot in a thick forest (they should be forced to dismount end proceed walking with the bridles in hand).

I would go even on a -3. This way infantry units would be more used too.
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Alexander82
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Re: Calvary movement reduction

Post by Alexander82 » Mon Aug 27, 2018 11:51 am

Btw we can really do it easyli

We can set cavalry plainswalkable 1
forestwalkable 0.6

This way a unit that has speed 5 go at speed 3 in a forest

If we have a cavalry unit that has speed 6 we set forestwalkable 0.5 and it goes at speed 3 in the forest
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makazuwr32
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Re: Calvary movement reduction

Post by makazuwr32 » Mon Aug 27, 2018 11:54 am

i think blank -1 speed is fine. i don't like idea of fast cavalry that moves in forests with speed of infantries.
As for that number of "forestwalkabe" i think it must be set to 0.75
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
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Alexander82
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Re: Calvary movement reduction

Post by Alexander82 » Mon Aug 27, 2018 11:59 am

The fact is not that they are less fast but that they are forced to stop running because they would hit a tree if they go too fast.

Of course that should give advantage to units with forestwalk or used to nature (e.g. centaurs and unicorns might have no problems moving cause of their affinity with natural environments)
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Midonik
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Re: Calvary movement reduction

Post by Midonik » Mon Aug 27, 2018 12:10 pm

Tbh agree with Alexander. Cavarly is basicaly useless in thick forests. Also like idea to make units like dryads and ceuntaurs (not sure if unicor riders too) be able to move normaly.
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Sunrise Samurai
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Re: Calvary movement reduction

Post by Sunrise Samurai » Mon Aug 27, 2018 12:22 pm

I think this is a great idea. Besides, it's a good start to giving terrain advantages by race if elves are the only ones who can effectively use cavalry in the forest.
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Alexander82
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Re: Calvary movement reduction

Post by Alexander82 » Mon Aug 27, 2018 12:29 pm

Exactly... after all this is their ground and in that kind of maps other races should go more on infantry, anti cavalry and ranged
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Lynx Shafir
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Re: Calvary movement reduction

Post by Lynx Shafir » Mon Aug 27, 2018 12:59 pm

Btw.
Make that ***great tree buildable on forest tile. For the nature gods sake is a tree!

Snow tile slowing should comport like forest? Just for evryting foot unit?wagon etc
Last edited by Lynx Shafir on Mon Aug 27, 2018 2:18 pm, edited 1 time in total.
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Alexander82
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Re: Calvary movement reduction

Post by Alexander82 » Mon Aug 27, 2018 1:19 pm

Well at the moments all great buildings can be built on plains only (also a volcano and the kingdom under the mountain should be able to be built over mountains with that reasoning).
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Sunrise Samurai
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Re: Calvary movement reduction

Post by Sunrise Samurai » Mon Aug 27, 2018 1:33 pm

And I'd say they should be built on mountains actually. We'd need to give undead a decent ranged siege unit, but still.

Besides, ever played scalefolk? You can build any mega building you want on forest, and keep can even be built on water.
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Alexander82
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Re: Calvary movement reduction

Post by Alexander82 » Mon Aug 27, 2018 1:36 pm

Scalefolks haven't been implemented while I was here so after the human rework for smithing I'm going to change everything that wasn't meant to be as it is.

Also I can't see why Scalefolks should have affinity with forests.

That might be ok for swamps and deserts (based on the subrace).
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