Calvary movement reduction
Calvary movement reduction
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
It makes sense considering Calvary wouldn't move as fast with trees in the way versus a open field
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"
Re: Calvary movement reduction
This would be reasonable. I wonder if it won't take too much coding though...
- makazuwr32
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Re: Calvary movement reduction
Actually this is intresting.
Can make forestwalk spell useful.
Also this must not affect elven cavalry or flying cavalry.
Can make forestwalk spell useful.
Also this must not affect elven cavalry or flying cavalry.
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...
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- Lynx Shafir
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Re: Calvary movement reduction
#General environmental effect on unit's stats
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
- makazuwr32
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Re: Calvary movement reduction
I think -1 to speed is enough so cavalry will not loose its purpose even in forests.
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™.
Re: Calvary movement reduction
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 elvesmakazuwr32 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.
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"
- Lynx Shafir
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Re: Calvary movement reduction
2 is too much,
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
- makazuwr32
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Re: Calvary movement reduction
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.
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.
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™.
Re: Calvary movement reduction
Oh, didn't realize Calvary spds were 4, thought they were 5. Then yea - 1 spd
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"
- Lynx Shafir
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Re: Calvary movement reduction
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.
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
Re: Calvary movement reduction
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.
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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- Lynx Shafir
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Re: Calvary movement reduction
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.
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
Re: Calvary movement reduction
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.
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
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.
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
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
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
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
As for that number of "forestwalkabe" i think it must be set to 0.75
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™.
- Alexander82
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Re: Calvary movement reduction
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)
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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Re: Calvary movement reduction
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
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
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
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
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.
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
- Alexander82
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- Joined: Thu Feb 26, 2015 8:18 pm
Re: Calvary movement reduction
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
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.
Besides, ever played scalefolk? You can build any mega building you want on forest, and keep can even be built on water.
The glorious sun rises again
- Alexander82
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Re: Calvary movement reduction
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).
Also I can't see why Scalefolks should have affinity with forests.
That might be ok for swamps and deserts (based on the subrace).
Age of Fantasy design leader