peasant - IMPLEMENTED

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Stratego (dev)
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Re: peasant

Post by Stratego (dev) » Fri Apr 24, 2015 3:40 pm

yes, like the ballistics tech that lets u build catapult.

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RiverRaider 1097
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Re: peasant

Post by RiverRaider 1097 » Fri Apr 24, 2015 5:02 pm

OH, well I'm with COOLguy why should there be a tech. to build a natural unit like a worker, but that said you can't produce them so fast that they takes over either. Daniel is there any way a tc could have the option to build them if( group )of enemy gets let's say five? tiles or so away from any tc. Peasant unit then appears in that tc for you to have the option to build him or the usual unit of your choice?
and remember,wherever your at,there you are

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RiverRaider 1097
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Re: peasant

Post by RiverRaider 1097 » Fri Apr 24, 2015 5:09 pm

And as mentioned before by somebody after the threat is gone(group)so many tiles away from tc the peasants disappear so their isn't a bunch of little guys running around.
and remember,wherever your at,there you are

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COOLguy
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Re: peasant

Post by COOLguy » Fri Apr 24, 2015 5:28 pm

Yeah, I'd only use peasants at the very beginning in a small map (I can't afford to take a chance to build an archer when my enemy may build a skirmisher and I lose right away), or in the case of a isolated tc under attack with reinforcements on the way. Otherwise they're a waste of time to build. I sometimes use scout dogs for the purpose. So I don't think these peasants are in danger of being op. Like you can't possible spam enough scout dogs for an army - in the time you do, you could have build an army 100 times better. :D

I wouldn't build a tech for them (waste) and anyway, it should be easier to arm peasants than to train soldiers. :)
Thanks!
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Re: peasant

Post by Stratego (dev) » Fri Apr 24, 2015 6:03 pm

i think i dont support any unit for cost 1 that can be used in the beginning on the game - that would be too op. (my opinion)

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COOLguy
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Re: peasant

Post by COOLguy » Fri Apr 24, 2015 6:59 pm

en passant: How about peasants can be built within 5 turns of the start without researching the tech, and then it must be researched with a tech after that time? To keep from being op and still be used at the beginning.
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Josh

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Re: peasant

Post by Stratego (dev) » Fri Apr 24, 2015 7:19 pm

:)

i dont think so that complexity can be implemented :)

what would u use the peasant on those early stages? occupying?

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COOLguy
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Re: peasant

Post by COOLguy » Fri Apr 24, 2015 8:33 pm

I would use it as a failsafe on small maps. Like if I built a Light Cavalry and my enemy built a pikeman. :( Or I built archers and my enemy comes with skirmishers. If I have no time to respond well, I just have a few peasants on hand to buy me time to recover from my mistake.

So maybe a better idea is they come in packs of 2 that cost 2 turns?
Thanks!
Josh

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Alexander82
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Re: peasant

Post by Alexander82 » Fri Apr 24, 2015 8:37 pm

I would use peasants in a small map to conquer faster my near tcs
Age of Fantasy design leader

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Hardeep
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New Units/tech: Militiamen and conscription

Post by Hardeep » Sun Apr 26, 2015 8:59 pm

Spear militia:
A very cheap and unremarkable spearman
good against cavalry, no armour, weak attack/hp, no conversion resistance, 3 mov
Cost: 1
Bowman militia or just bowman
good against unarmoured foes ex. (Priest, archer, worker)
Very low hp, no armour, weak attack, no conversion resistance, 3 mov, 3 or 4 attack range (vote)
Cost 1
tech conscription no upgrade
allows the production of militiamen or militia-like units (peasants)
Cost 5 or 4 (vote)
please put in suggestions and values as you see fit thanks!
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Re: peasant

Post by Stratego (dev) » Sun Aug 30, 2015 8:23 am

i read tru the thread and i am not sure about this unit:
- failsafe: i use as a failsafe the scout dog, cheap, fast, and can harrass other units, also 3 dogs in a TC will protect it from 3 hits
- occupying: the 2 turn units are good for that too for closer TC-s (no much difference) and for farer TC-s a light cavaly is better.

so i am not convinced this unit is a very urgent one, i think we have tons of very necessary unit suggestion on forum (the fleet, the gunpowder stuff like cannonship or cannonman or cannontower, the priests section, and the whole TECHs section: no votes come to any techs, but i think there are many good tech ideas!)


(ps: this is only my opinion i can be wrong)

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balint
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Re: peasant

Post by balint » Thu Dec 17, 2015 5:40 am

What about that if you recruit the peasant it will place a stack of unts on your TC, but you can't recruit them for a given turns?
This is Hungary and winter is coming.

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patroid
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Re: peasant

Post by patroid » Thu Dec 17, 2015 10:06 pm

Well the units i supported. ..i wanted to use them in my campaign
(The campaign i got forbidden to continue...caus religios things)

Thats why i made peasent...house...nomads...and so on.

I think they still will be nice campaign units at al...
If u do t want to unlock them for normal gameplay...pls let us be able to have them in maps!


Patroid

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patroid
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Re: peasant

Post by patroid » Thu Dec 17, 2015 10:09 pm

It also got (minimum) voted 2 times !!!

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Re: peasant

Post by Stratego (dev) » Thu Dec 17, 2015 10:52 pm

for campaignds i can put it in immediately.
i need image and json and it is in! thanks!

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patroid
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Re: peasant

Post by patroid » Thu Dec 24, 2015 11:39 pm

Hi
I cant find a json of swordsman..or any melee units. ..
And im to unused to edit json to change if from a mounted archer
To a peasent...so pls add a normal melee json to the FAQ section in
The property post.

Patroid

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COOLguy
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Re: peasant

Post by COOLguy » Thu Dec 24, 2015 11:41 pm

Here is the 'Asterix' fellow

Code: Select all

{
   "unitTypeName":"UNIT_ASTERIX",
   "unitType":136, 
   "uiDefinition":{
      "visuals":[
      
      
         {
            "imgName":"32_unit_asterix.png",
            "type":"DEFAULT",
            "shiftIndicatorsDown":1,
            "typeExtra":0.0,
            "imgColumns":1,
            "imageDefParts":[
               {
                  "cropToRect":{"top": 0,"left":0,"bottom":32,"right":32},
                  "layer":"UNITS",
                  "shiftCol":0,
                  "shiftRow":0,
                  "clickable":true
               }
            ]
         }

         
         ]
   },
   
   "unitStatSheet":{
         "unit":{

            "isTechnology":false,
            "costTurn":0,
            "grantorShopItems":null,
            "hpMax":40, 
            "power":15, 
            "rangeAttack":1,
            "armorPierce":3,
            "armorNormal":3,
            "sight":3, 

            "unitSizeCol":1,
            "unitSizeRow":1,
            "isUnderConstruction":false,
            "isFactory":false,
            "isFactoryThatNotAffectsFactoryLimits":false,
            "isOccupiableBuilding":false,
            "isWalkableThrough":true,

            "powerAccuracyPenalty":0.0,
            "powerRange":0,
            "powerRangePenaltyPercent":0,
            "attackTypeBurningRock":false,
            "attackTypeArrow":false,

            "rangeWalk":4,           
            "trnWalkTerrain":[
               {"terrainType":"TERRAINS_FORESTWALKABLE", "modifier":1}
            ],

            "convertRange":0,
            "convertResistance":1.0,
            "convertPossibility":0.0,
            "rangeHeal":0,
            "healRate":0,
            "rangeMend":0,
            "mendRate":0,
            "canBuild":false,
            "bonusMendingWhenConstructing":0.0,
            "bonusMending":0.0,
            "bonusHealing":1.0,

            "carryCapacity":0,
            "canBeCarried":true,
            "isCarriedUnitSurvivesIfIDie":false,
            "isCarrierCanCarryUnderConstruction":false,
            "isCarrierHidesCarriedUnits":true,
            "isCarrierLetCarriedUnitsToShoot":false,
            "isCarrierRemovesTerrainDrawbacks":false,

            "maxActionCount":1,
            "canOccupyBuilding":true,
            "canKillForest":false,
            "canFlyAsteroid":false,
            "isStealthUnit":false,
            "canSeeStealthUnits":false,


	     "trnCategories":["U_MELEE"],
	     "trnModifiers":{"unitTypes":["EFFECT_POISONED_ARROWS", "TECH_SWORD_LV1", "TECH_SWORD_LV2", "TECH_ARMOR_INFANTRY_LV1", "TECH_ARMOR_INFANTRY_LV2", "EFFECT_HIGH_MORALE"]},
	     "trnCanNotCarryMe":{},
	     "trnBuilders":{"unitTypes":[]},
	     "trnBonusList":[
		{
		   "modifier":1,		   
		   "unitList":{
                   "unitTypes":["UNIT_HOPLITE", "UNIT_CENTURION"]
                }		   
		},
		{
		   "modifier":2,
                   "unitList":{
                   "unitTypes":["UNIT_ROMAN_LEGION"]
                }		   
		}
	     ],
	     "trnBestAgainstMeWater":{"categories":["U_SHIP_ATTACK"]},
	     "trnBestAgainstMeGround":{"categories":["U_ARCHERS"]}
            
            
            
            

         }
   }
   
   
}
Thanks!
Josh

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Re: peasant

Post by Stratego (dev) » Thu Dec 24, 2015 11:44 pm

ok, see in faq.

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patroid
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Re: peasant

Post by patroid » Fri Dec 25, 2015 12:10 am

Ok thx for the fast reaction...here is mine.

The peasent json.

Patroid

:
{
"unitTypeName":"UNIT_PEASENT",
"unitType":136,
"uiDefinition":{
"visuals":[


{
"imgName":"32_unit_peasent.png",
"type":"DEFAULT",
"shiftIndicatorsDown":1,
"typeExtra":0.0,
"imgColumns":1,
"imageDefParts":[
{
"cropToRect":{"top": 0,"left":0,"bottom":32,"right":32},
"layer":"UNITS",
"shiftCol":0,
"shiftRow":0,
"clickable":true
}
]
}


]
},

"unitStatSheet":{
"unit":{

"isTechnology":false,
"costTurn":0,
"grantorShopItems":null,
"hpMax":7,
"power":4,
"rangeAttack":1,
"armorPierce":1,
"armorNormal":0,
"sight":3,

"unitSizeCol":1,
"unitSizeRow":1,
"isUnderConstruction":false,
"isFactory":false,
"isFactoryThatNotAffectsFactoryLimits":false,
"isOccupiableBuilding":false,
"isWalkableThrough":true,

"powerAccuracyPenalty":0.0,
"powerRange":0,
"powerRangePenaltyPercent":0,
"attackTypeBurningRock":false,
"attackTypeArrow":false,

"rangeWalk":4,
"trnWalkTerrain":[
{"terrainType":"TERRAINS_FORESTWALKABLE", "modifier":1}
],

"convertRange":0,
"convertResistance":1.0,
"convertPossibility":0.0,
"rangeHeal":0,
"healRate":0,
"rangeMend":0,
"mendRate":0,
"canBuild":false,
"bonusMendingWhenConstructing":0.0,
"bonusMending":0.0,
"bonusHealing":1.0,

"carryCapacity":0,
"canBeCarried":true,
"isCarriedUnitSurvivesIfIDie":false,
"isCarrierCanCarryUnderConstruction":false,
"isCarrierHidesCarriedUnits":true,
"isCarrierLetCarriedUnitsToShoot":false,
"isCarrierRemovesTerrainDrawbacks":false,

"maxActionCount":1,
"canOccupyBuilding":true,
"canKillForest":false,
"canFlyAsteroid":false,
"isStealthUnit":false,
"canSeeStealthUnits":false,


"trnCategories":["U_MELEE"],
"trnModifiers":{"unitTypes":["EFFECT_POISONED_ARROWS", "TECH_SWORD_LV1", "TECH_SWORD_LV2", "TECH_ARMOR_INFANTRY_LV1", "TECH_ARMOR_INFANTRY_LV2", "EFFECT_HIGH_MORALE"]},
"trnCanNotCarryMe":{},
"trnBuilders":{"unitTypes":[]},
"trnBonusList":[
{
"modifier":1,
"unitList":{
"unitTypes":["UNIT_HOPLITE", "UNIT_CENTURION"]
}
},
{
"modifier":2,
"unitList":{
"unitTypes":["UNIT_ROMAN_LEGION"]
}
}
],
"trnBestAgainstMeWater":{"categories":["U_SHIP_ATTACK"]},
"trnBestAgainstMeGround":{"categories":["U_ARCHERS"]}





}
}


}
Attachments
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Stratego (dev)
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Re: peasant

Post by Stratego (dev) » Fri Dec 25, 2015 12:40 am

please send me the file as an attachment in email (that will keep the indentation)
also i think i have some better image for it, here
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Hardeep
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Re: peasant

Post by Hardeep » Fri Dec 25, 2015 2:43 am

Also remember, its spelled Peasant (not peasent)
Also I think that multiple images for the exact same peasant would be nice, like with the house.
After all, the common rabble aren't that common, that they look identical
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COOLguy
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Re: peasant

Post by COOLguy » Fri Dec 25, 2015 4:43 am

I see that it has a total of 8 attack against the hoplite and legionnaire. Was that accidental? Also, it is affected by the melee blacksmith upgrades.

I suggest:
-taking away its bonuses
-adding maybe 1 mend
-taking away the blacksmith techs and maybe adding ambidextria.

But that is just my opinion. :)
Thanks!
Josh

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serfs

Post by FiredClay » Tue Jan 26, 2016 6:54 pm

Serfs were like peasents but were owned like slave and forced to work or to war depending on the whims of their landholder, counts\dukes\kings as part of the feudal system. When the serf's Lord and Master die, the serf's no longer have legal right to defend themselves under feudal law.
A weak and slow unit that has a very small mend rate, maybe about 5-7 but cannot start the build
Weak attack, maybe 2-3
Weak health, maybe 10-15
0% spell resistance
Low cost, maybe1-2 turns
Basic meatsheild, battlefield fodder that, if used right, can change how workers are used since workers could lay foundations and move on to a new site and the serf's take over the rest.
Their specialty could be removing obstacles like rock piles.
Maybe they could be a unit made only in houses.

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TheBluePhoenix
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Re: serfs

Post by TheBluePhoenix » Tue Jan 26, 2016 7:37 pm

I like the idea of them being a meatshield for workers
I generally lose many of them while expanding
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DoomCarrot
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Re: serfs

Post by DoomCarrot » Thu Jan 28, 2016 8:56 pm

I very much like this, simple and useful, +1
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Sethington
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Re: serfs

Post by Sethington » Thu Feb 04, 2016 4:43 pm

What about if when they are adjacent to a worker, they can perform an action on the worker that gives the worker +1 action for that turn. In a similar way that Money couriers will reduce the build time within a TC. Just not sure if you would want the Serf to "die" after their action.

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Armed pessant

Post by Midonik » Thu Oct 06, 2016 12:18 pm

Cost:1
attack:2
speed:4
HP:5
Its for spam and fast defending cities
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Alpha
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Re: Armed pessant

Post by Alpha » Thu Oct 06, 2016 12:46 pm

There's already a topic on this.
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Re: Armed pessant

Post by Midonik » Thu Oct 06, 2016 1:45 pm

How it caled? I dont see it.
Support new AoS variant, Age of Galaxy,its sci-fi themed: http://www.androidutils.com/forum/viewforum.php?f=135
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ejm29
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Re: Armed pessant

Post by ejm29 » Fri Oct 07, 2016 6:47 pm


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