Greek Fire Siphon
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: flamethrower
what about something like that?
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- Siphon 2.png (19.06 KiB) Viewed 9649 times
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- Siphon.png (16.68 KiB) Viewed 9651 times
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- Siphon.png (18.63 KiB) Viewed 9651 times
Age of Fantasy design leader
- TheBluePhoenix
- Posts: 1498
- Joined: Thu Jul 30, 2015 5:09 pm
Re: flamethrower
1 st one is better. Might need touch up but looks perfectly medievial
BEWARE!!!!The long lost empire of phoenicia is rising- The world is but just near the golden age,wherein men played and frolicked,without any worries at all
Re: flamethrower
+1
Almost perfect. I really like the top and middle ones.
Just needs a tiny bit of detail added to the Siphon
Almost perfect. I really like the top and middle ones.
Just needs a tiny bit of detail added to the Siphon
"I don't care who I have to step on on my way down."
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: flamethrower
added some details to the siphon, remade some shading.
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- Siphon 3.png (19.06 KiB) Viewed 9635 times
Age of Fantasy design leader
- RiverRaider 1097
- Posts: 455
- Joined: Mon Mar 09, 2015 9:38 pm
- Location: Resistance..USA
Re: flamethrower
I see this as a clean up unit not a front line Rambo as mentioned earlier the technology, as I can tell wasn't used as much on land as on water. And if it was used on land there was a fire on one end of a long pipe and a Bellow on the other connected to a portable delivery system that took more than one guy to even operate it? Trying to get this down to one concealed unit didn't happen until WW1 or 2 did it?
and remember,wherever your at,there you are
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: flamethrower
I tried to make the color lighter and make the handle more visible
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- Siphon 4.png (19.06 KiB) Viewed 9628 times
Age of Fantasy design leader
- TheBluePhoenix
- Posts: 1498
- Joined: Thu Jul 30, 2015 5:09 pm
Re: flamethrower
Looks good
BEWARE!!!!The long lost empire of phoenicia is rising- The world is but just near the golden age,wherein men played and frolicked,without any worries at all
- DoomCarrot
- Posts: 3096
- Joined: Wed Mar 18, 2015 6:04 pm
- Location: Commanding General's quarters, a tall keep above the mighty city of Carrot's Point
Re: flamethrower
Ok, to revive this ancient topic:
Greek fire syphon siege weapon stats:
cost: 6
move: 1
HP: 15
armor: 0
pierce armor: 2
range: 5
attack: 10
100% accurate. Does area damage, even without area damage tech, like a ballista. Has big bonuses against ships, buildings, and other siege weapons/wood things like wagons. Also, anything hit by the attack itself OR area damage is caught on fire, if flammable. (possibly the actual attacked unit has +3 fires, all area damaged things have +1 fire?).
Are these good finalized stats?
Greek fire syphon siege weapon stats:
cost: 6
move: 1
HP: 15
armor: 0
pierce armor: 2
range: 5
attack: 10
100% accurate. Does area damage, even without area damage tech, like a ballista. Has big bonuses against ships, buildings, and other siege weapons/wood things like wagons. Also, anything hit by the attack itself OR area damage is caught on fire, if flammable. (possibly the actual attacked unit has +3 fires, all area damaged things have +1 fire?).
Are these good finalized stats?
Last edited by DoomCarrot on Sun May 22, 2016 4:14 am, edited 1 time in total.
The day is coming when a single carrot, freshly observed, will set off a revolution.
Re: flamethrower
Overpowered.
Unless it is only buildable in select factories
Unless it is only buildable in select factories
There never was much hope... just a fool's hope
- DoomCarrot
- Posts: 3096
- Joined: Wed Mar 18, 2015 6:04 pm
- Location: Commanding General's quarters, a tall keep above the mighty city of Carrot's Point
Re: flamethrower
Well, it only has 5 range, and you would need to research siege technology to build it. Perhaps a castle only or siege-workshop only unit?
The day is coming when a single carrot, freshly observed, will set off a revolution.
Re: flamethrower
I mean fire archers would become obsolete, a huge bonus would make the Trireme obsolete, and so forth.
Siege works and castle only might be good
Siege works and castle only might be good
There never was much hope... just a fool's hope
- DoomCarrot
- Posts: 3096
- Joined: Wed Mar 18, 2015 6:04 pm
- Location: Commanding General's quarters, a tall keep above the mighty city of Carrot's Point
Re: flamethrower
well, yes it is basically a super-powered, short range, expensive, slow fire archer.
But ok, maybe 15 HP to make it weaker, must have siege tech researched, and can only be built in castles? This seems quite reasonable to me, and provides an interesting unit to be created by castles.
But ok, maybe 15 HP to make it weaker, must have siege tech researched, and can only be built in castles? This seems quite reasonable to me, and provides an interesting unit to be created by castles.
The day is coming when a single carrot, freshly observed, will set off a revolution.
Re: flamethrower
Get rid of a little pierce armour, because most likely people will tuck them in castles and towers on the shoreline.
Other than that it seems fine.
(Castle units are supposed to be OP )
Other than that it seems fine.
(Castle units are supposed to be OP )
There never was much hope... just a fool's hope
- TheBluePhoenix
- Posts: 1498
- Joined: Thu Jul 30, 2015 5:09 pm
Re: flamethrower
Whats the problem with the original stats that i made- arent they good? This topic was supposed to be finished and ready for implementation
BEWARE!!!!The long lost empire of phoenicia is rising- The world is but just near the golden age,wherein men played and frolicked,without any worries at all
- DoomCarrot
- Posts: 3096
- Joined: Wed Mar 18, 2015 6:04 pm
- Location: Commanding General's quarters, a tall keep above the mighty city of Carrot's Point
Re: flamethrower
Well, the stats you posted were kind of blurry (as in I didn't really know what some of it meant). Also, those stats were made almost a year ago, and I thought it would good to just finalize it in a clear way.
What is wrong with the above stats though? Is it missing something?
What is wrong with the above stats though? Is it missing something?
The day is coming when a single carrot, freshly observed, will set off a revolution.
Re: flamethrower
I think your stats are ok but I agree with harder on both partsHardeep wrote:Get rid of a little pierce armour, because most likely people will tuck them in castles and towers on the shoreline.
Other than that it seems fine.
(Castle units are supposed to be OP )
Admire the flowering buds all you like...
However it's the thorns you need to be worried about
However it's the thorns you need to be worried about
- DoomCarrot
- Posts: 3096
- Joined: Wed Mar 18, 2015 6:04 pm
- Location: Commanding General's quarters, a tall keep above the mighty city of Carrot's Point
Re: flamethrower
Well,I reduced HP to 15 and PA to 2. So now an archer can take it out in 4-6 hits, depending on upgrades.
The day is coming when a single carrot, freshly observed, will set off a revolution.
Re: flamethrower
That sounds perfect... to me anyhow
Admire the flowering buds all you like...
However it's the thorns you need to be worried about
However it's the thorns you need to be worried about
Re: Greek Fire Siphon and Cheirosiphone (flamethrower)- ACCE
Any one else have a suggestion
Admire the flowering buds all you like...
However it's the thorns you need to be worried about
However it's the thorns you need to be worried about
- TheBluePhoenix
- Posts: 1498
- Joined: Thu Jul 30, 2015 5:09 pm
Re: flamethrower
Final stats as per doom carrot suggestionsTheBluePhoenix wrote:This sounds more aof suited than my original idea. Better make it as cool guy agreed : a handheld weapon and a light siege unit .stats:
Weapon holding unit( please think of a name)
Cost 4
Health:11
Ranged unit or infantry cant decide but lets go by infantry
Power 10(armoured units have some protection while others dont have any)
Speed 3
Pierce armour , armour 0
Conversion resistance 0%
Vision/sight 5
Range: affects all units in 1 direction for 2 blocks.
All units having pierce armour less than 4 will get burnt (-6 hp per turn) for 3 turns if attacked by it
Siege unit (name for this too req)
Cost 6
Health 15
Movement 1
Range affects till 4 blocks in 1 dirn
Attack power 10( same conDn as before)
Sight 8
Conversion res 50%
Pierce armour 2
Effect of burning same just more effective (-7 hp) and works for any unit with any armour
BEWARE!!!!The long lost empire of phoenicia is rising- The world is but just near the golden age,wherein men played and frolicked,without any worries at all
Re: Greek Fire Siphon and Cheirosiphone (flamethrower)- ACCE
Fire effects:
- large like fire ship
- small like fire archer
- large like fire ship
- small like fire archer
Thanks!
Josh
Josh
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- Site Admin
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Re: Greek Fire Siphon and Cheirosiphone (flamethrower)- ACCEPTED
please help me here with the latest accepted stats and image - thaaks!
- Gral.Sturnn
- Posts: 1877
- Joined: Tue Feb 13, 2018 11:29 pm
Re: Greek Fire Siphon and Cheirosiphone (flamethrower)- ACCEPTED
?
Theres several topics about this idea, from the rest I think this is the most upvoted one
Theres several topics about this idea, from the rest I think this is the most upvoted one
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- file-4.png (1.15 KiB) Viewed 4248 times
~Gral.Sturnn
- Lynx Shafir
- Posts: 1563
- Joined: Mon May 28, 2018 4:24 am
Re: Greek Fire Siphon and Cheirosiphone (flamethrower)- ACCEPTED
The stats are far too old.
Need actualize and think concept.
Need actualize and think concept.
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
cheirosiphon and strong fire effect rework
cheirosiphon was a hand siphon used by byzantine army
cost 4
hp 15
attack 8
range 1
armour 0/1
speed 3
sight 4
strong fire arma
+100% vs ship, burnable
Strong Fire rework
affects: burnables, flesh and blood
duration 8 (3 more turns than regular burning)
hp -4
bonuses
+50% vs building, birdge, siege machine, ship
+75% vs great ship
+1775% vs mega building
+25% vs heavy clothed
cost 4
hp 15
attack 8
range 1
armour 0/1
speed 3
sight 4
strong fire arma
+100% vs ship, burnable
Strong Fire rework
affects: burnables, flesh and blood
duration 8 (3 more turns than regular burning)
hp -4
bonuses
+50% vs building, birdge, siege machine, ship
+75% vs great ship
+1775% vs mega building
+25% vs heavy clothed
Re: cheirosiphon and strong fire effect rework
I was about to suggest this.
Actually, there's already a topic about this with sprites at that. Just need some editing and restatz might have been.
Actually, there's already a topic about this with sprites at that. Just need some editing and restatz might have been.
Re: cheirosiphon and strong fire effect rework
cant find it, do u have a link to that topic?
Re: Greek Fire Siphon IMPLEMENTED
Merged.
I can't believe there was something like that and I missed it.
Changing from implemented - it must have been set mistakenly.
I can't believe there was something like that and I missed it.
Changing from implemented - it must have been set mistakenly.
Age of Strategy design leader