priorities for a beta!

User avatar
L4cus
Posts: 2358
Joined: Fri Jan 31, 2020 7:51 pm
Location: Perú

Re: priorities for a beta!

Post by L4cus »

footmen (basic swordmen)
bombard ("packed" "unpacked")
arrow tower (i made a topic for it at england structures)
Extra ecclesiam nulla salus...
AOD, a new variant...
viewforum.php?f=230
User avatar
Gral.Sturnn
Posts: 1877
Joined: Tue Feb 13, 2018 11:29 pm

Re: priorities for a beta!

Post by Gral.Sturnn »

if you need reference material quad, let me know
~Gral.Sturnn
User avatar
Badnorth
Posts: 4121
Joined: Mon Apr 20, 2020 2:22 pm

Re: priorities for a beta!

Post by Badnorth »

L4cus wrote: Thu Jul 30, 2020 6:25 pm footmen (basic swordmen)
bombard ("packed" "unpacked")
arrow tower (i made a topic for it at england structures)
Didn't we already have footmen? I think squirrel made one.
Also Bombard Drejade made one too
For newcomers, click here for discord links. Hopefully they aren't expired.
User avatar
Badnorth
Posts: 4121
Joined: Mon Apr 20, 2020 2:22 pm

Re: priorities for a beta!

Post by Badnorth »

Drejade made an unpacked
For newcomers, click here for discord links. Hopefully they aren't expired.
User avatar
L4cus
Posts: 2358
Joined: Fri Jan 31, 2020 7:51 pm
Location: Perú

Re: priorities for a beta!

Post by L4cus »

maybe u are meaning the falconet...
i have been asking for footmen long time ago, i have also searched. i found a 64x64 single swordman
Extra ecclesiam nulla salus...
AOD, a new variant...
viewforum.php?f=230
User avatar
Badnorth
Posts: 4121
Joined: Mon Apr 20, 2020 2:22 pm

Re: priorities for a beta!

Post by Badnorth »

Wait letme find the one dre made
For newcomers, click here for discord links. Hopefully they aren't expired.
User avatar
Squirrel5555
Posts: 860
Joined: Sun Feb 16, 2020 3:43 pm

Re: priorities for a beta!

Post by Squirrel5555 »

I made a falconet.

I dont think i ever made footmen for AOG, I made halberdiers though
AOD Team - Join Us!
User avatar
Badnorth
Posts: 4121
Joined: Mon Apr 20, 2020 2:22 pm

Re: priorities for a beta!

Post by Badnorth »

Hello

If not you then grall ?
For newcomers, click here for discord links. Hopefully they aren't expired.
User avatar
Gral.Sturnn
Posts: 1877
Joined: Tue Feb 13, 2018 11:29 pm

Re: priorities for a beta!

Post by Gral.Sturnn »

Whats the deal?
~Gral.Sturnn
User avatar
Badnorth
Posts: 4121
Joined: Mon Apr 20, 2020 2:22 pm

Re: priorities for a beta!

Post by Badnorth »

Did you somehow make a footmen sprite?
For newcomers, click here for discord links. Hopefully they aren't expired.
User avatar
Badnorth
Posts: 4121
Joined: Mon Apr 20, 2020 2:22 pm

Re: priorities for a beta!

Post by Badnorth »

If not I will make the footmen sprite
Tell me what thc and the reference.
For newcomers, click here for discord links. Hopefully they aren't expired.
User avatar
Gral.Sturnn
Posts: 1877
Joined: Tue Feb 13, 2018 11:29 pm

Re: priorities for a beta!

Post by Gral.Sturnn »

Ive already said that adding a basic unit that uses a sword isnt historical, i already made "footmen" for the late 16th century and spanish rodeleros for the early 16th century, you can check them at the generic units topic.

Also i think that rodeleros should be exclusive to spain but the rondartschier swordmen should be available for everyone at the 1600s
~Gral.Sturnn
User avatar
Gral.Sturnn
Posts: 1877
Joined: Tue Feb 13, 2018 11:29 pm

Re: priorities for a beta!

Post by Gral.Sturnn »

Here they are
Attachments
spanish rodelero 16th century.png
spanish rodelero 16th century.png (14.32 KiB) Viewed 1399 times
rondartschiers.png
rondartschiers.png (15.02 KiB) Viewed 1399 times
~Gral.Sturnn
User avatar
L4cus
Posts: 2358
Joined: Fri Jan 31, 2020 7:51 pm
Location: Perú

Re: priorities for a beta!

Post by L4cus »

then, no footmen, only spearmen as basic unit. dont forget footknights will be a default unit too and it would cover the anti-infantry melee unit role
the problem we could have is that the player wouldnt have a melee cheap anti-infatry unit but ranged (crossbowmen/longbowmen)
halberdiers are supossed to be a 3 turn cost heavy infantry unit good against light infantry...but it wasnt supossed to be a deafult unit since it is an anti-cavalry unit too...
so i would like to hear (read) ur suggestions
@Gral.Sturnn @QuadrupoleStrat @Squirrel5555 @DreJaDe
Extra ecclesiam nulla salus...
AOD, a new variant...
viewforum.php?f=230
User avatar
Gral.Sturnn
Posts: 1877
Joined: Tue Feb 13, 2018 11:29 pm

Re: priorities for a beta!

Post by Gral.Sturnn »

Spearmen and levy spearmen should suffice
~Gral.Sturnn
User avatar
Badnorth
Posts: 4121
Joined: Mon Apr 20, 2020 2:22 pm

Re: priorities for a beta!

Post by Badnorth »

Maybe the militias and levys ?
For newcomers, click here for discord links. Hopefully they aren't expired.
User avatar
L4cus
Posts: 2358
Joined: Fri Jan 31, 2020 7:51 pm
Location: Perú

Re: priorities for a beta!

Post by L4cus »

well at late medieval era pikes were more frequently used so i decided to use levy pikemen instead of levy spearmen since the spear was disappearing...
Extra ecclesiam nulla salus...
AOD, a new variant...
viewforum.php?f=230
User avatar
L4cus
Posts: 2358
Joined: Fri Jan 31, 2020 7:51 pm
Location: Perú

Re: priorities for a beta!

Post by L4cus »

QuadrupoleStrat wrote: Sat Aug 01, 2020 1:55 am Maybe the militias and levys ?
levies are supossed to use pikes and crossbows so no bow militia for england, it would be a nerf that could be changed later
at discoveries era levy crossbowmen would be changed(upgraded) to musket militia
Extra ecclesiam nulla salus...
AOD, a new variant...
viewforum.php?f=230
User avatar
Badnorth
Posts: 4121
Joined: Mon Apr 20, 2020 2:22 pm

Re: priorities for a beta!

Post by Badnorth »

In age of Discovery it mostly does ranged and cavalry warfare.
Infantry melee units are becoming obsolete as the era passes....

Sorry I have no idea
For newcomers, click here for discord links. Hopefully they aren't expired.
User avatar
L4cus
Posts: 2358
Joined: Fri Jan 31, 2020 7:51 pm
Location: Perú

Re: priorities for a beta!

Post by L4cus »

QuadrupoleStrat wrote: Sat Aug 01, 2020 2:07 am In age of Discovery it mostly does ranged and cavalry warfare.
Infantry melee units are becoming obsolete as the era passes....

Sorry I have no idea
well, actually the oild weapons(bows) were more effective than new(muskets)
more range, better rate of fire...accuary...
but yeah, they became underused
Extra ecclesiam nulla salus...
AOD, a new variant...
viewforum.php?f=230
User avatar
Badnorth
Posts: 4121
Joined: Mon Apr 20, 2020 2:22 pm

Re: priorities for a beta!

Post by Badnorth »

How about making bayoneted musket units have bonuses to buildings.
For newcomers, click here for discord links. Hopefully they aren't expired.
User avatar
L4cus
Posts: 2358
Joined: Fri Jan 31, 2020 7:51 pm
Location: Perú

Re: priorities for a beta!

Post by L4cus »

QuadrupoleStrat wrote: Sat Aug 01, 2020 2:13 am How about making bayoneted musket units have bonuses to buildings.
is not a bad idea, the problem is that u would have to wait until renaissance to have a cheap anti-infantry/anti-buildings unit
i was thinking that spearmen should cover that role but then they would be too powerfull
Extra ecclesiam nulla salus...
AOD, a new variant...
viewforum.php?f=230
User avatar
Badnorth
Posts: 4121
Joined: Mon Apr 20, 2020 2:22 pm

Re: priorities for a beta!

Post by Badnorth »

Then just make artillery more available so somehow you could counter buildings and artillery would be much more common..well its the age of gunpowder..Artillery will be the most useful option to clear buildings.
For newcomers, click here for discord links. Hopefully they aren't expired.
User avatar
L4cus
Posts: 2358
Joined: Fri Jan 31, 2020 7:51 pm
Location: Perú

Re: priorities for a beta!

Post by L4cus »

Thats why u will be able to recruit handannoneer and bombard from foundry without any tech
Also, handcannoneer will be aviable at tc and barracks too so u can produce them rwlatively quickly
The problem is the anti infantry role
Artillery wont be effective aggainst infantry since early artillery was lack of accuary.
Extra ecclesiam nulla salus...
AOD, a new variant...
viewforum.php?f=230
User avatar
Squirrel5555
Posts: 860
Joined: Sun Feb 16, 2020 3:43 pm

Re: priorities for a beta!

Post by Squirrel5555 »

I dont think we need any cheap designated melee anti infantry units. Footknights will fill this role but will be more expensive, so will halberdiers. Cavalry like lancers or heavy cavalry in general will also have bonuses against infantry.

As Graal said swordsmen were not too common as the ages advanced.

Dont make artillery too common or it will ruin the game (like AOS was for a while but recent siege nerfs helped with this).
AOD Team - Join Us!
User avatar
Badnorth
Posts: 4121
Joined: Mon Apr 20, 2020 2:22 pm

Re: priorities for a beta!

Post by Badnorth »

Right :)

Where's macbirukov ? He doesn't chat anymore..
Only sometimes but his common replies are " Well..,Yes,hmm,not really and ok..." Like a shy NPC in computer games.
For newcomers, click here for discord links. Hopefully they aren't expired.
User avatar
L4cus
Posts: 2358
Joined: Fri Jan 31, 2020 7:51 pm
Location: Perú

Re: priorities for a beta!

Post by L4cus »

dont worry about artillery...i have everything under control (no really) so my idea is to make artillery only effective against structures by historical reasons
so if u focus on producing artillery u will have to deal with 3 problems:
1 it is not effective against infantry or cavalry
2 the cooldown so artillery cant attack every turn as frequently as aos artillery (2 turns for every artillery unit)
3 movility: artillery units must transform to move (some light artillery wont have this problem)

the same for ships (but without the cooldown and movility nerf)

it is actually pretty nerfed
Extra ecclesiam nulla salus...
AOD, a new variant...
viewforum.php?f=230
User avatar
DreJaDe
Posts: 2383
Joined: Sun May 12, 2019 10:19 pm

Re: priorities for a beta!

Post by DreJaDe »

L4cus wrote: Sun Aug 02, 2020 2:32 am dont worry about artillery...i have everything under control (no really) so my idea is to make artillery only effective against structures by historical reasons
so if u focus on producing artillery u will have to deal with 3 problems:
1 it is not effective against infantry or cavalry
2 the cooldown so artillery cant attack every turn as frequently as aos artillery (2 turns for every artillery unit)
3 movility: artillery units must transform to move (some light artillery wont have this problem)

the same for ships (but without the cooldown and movility nerf)

it is actually pretty nerfed
I don't agree with this.
1. It should be atleast good against infantry and bad for cavalry.
2. There should be a way to translate the artillery to make it have 1 hit per turn.

Maybe it can have lesser damage but atleast be a good option for long base counter for infantry.
User avatar
Badnorth
Posts: 4121
Joined: Mon Apr 20, 2020 2:22 pm

Re: priorities for a beta!

Post by Badnorth »

My suggestion for artillery damage bonuses .
Infantry - Fairly good
Cavalry - Very weak
Buildings - Excellent
Artillery - Fairly good
Ships - A little good
Wdyt ?
For newcomers, click here for discord links. Hopefully they aren't expired.
User avatar
L4cus
Posts: 2358
Joined: Fri Jan 31, 2020 7:51 pm
Location: Perú

Re: priorities for a beta!

Post by L4cus »

DreJaDe wrote: Sun Aug 02, 2020 10:37 am
L4cus wrote: Sun Aug 02, 2020 2:32 am dont worry about artillery...i have everything under control (no really) so my idea is to make artillery only effective against structures by historical reasons
so if u focus on producing artillery u will have to deal with 3 problems:
1 it is not effective against infantry or cavalry
2 the cooldown so artillery cant attack every turn as frequently as aos artillery (2 turns for every artillery unit)
3 movility: artillery units must transform to move (some light artillery wont have this problem)

the same for ships (but without the cooldown and movility nerf)

it is actually pretty nerfed
I don't agree with this.
1. It should be atleast good against infantry and bad for cavalry.
2. There should be a way to translate the artillery to make it have 1 hit per turn.

Maybe it can have lesser damage but atleast be a good option for long base counter for infantry.
1 As i said, at those eras, artillery wasnt that good
They were more to intimidate the enemy and inflcit few losses before the battle begins
Artillery wont be usegull against infantry at least at the very beggining. The technologies and technichs were improved so for middle and late game the artillery will change as well as infantry tactics (thats the main why pike formation like tercios dissapeared) so they would be badly affected by artillery (an slight bonus and they will get grapeshot to deal with)


2 thats actually a good point amd not a bad idea...
I have tested artillery on modded version and it is really difficult to even shoot...
I will change this detail
Thanks DrejaDe
Extra ecclesiam nulla salus...
AOD, a new variant...
viewforum.php?f=230
Post Reply

Return to “Others”