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Posts from RTF is a global modification that replaces all towns in the game.

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Do we need Ashan?
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In reply to Андраил
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7 years ago
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Ideally, such a war machine should differ from a regular ballista not only in its appearance, color, and electrical or fire effects. It would also be good to give it at least a speed of 1. In theory, artillery should be very effective in long-range combat and easily destroyed in close combat, and considering that it is a "large creature," the probability of it being taken out will be very high. Also, there shouldn't be too many of these units. To avoid parallels with the ballista of war machines, I would suggest designing this unit as a cannon or mortar with an area-of-effect attack of 3x3, or simply give it a "crossfire attack." As I wrote above, this unit should not be numerous, which means its tier should be at least five, and it should be made to match this level (some kind of hellish machine sweeping everything in its path).
In reply to SRD
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7 years ago
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SRD
Ideally, such a war machine should differ from a regular ballista not only in its accompanying units, color, and electrical or fire effects. It would also be good to give it at least a speed of 1.
In theory, artillery should be very effective in ranged combat and fall apart with a single hit in melee combat, and considering that it is a "large creature," the probability of it being disabled will be extremely high. Also, there shouldn't be too many of these units.
To avoid parallels with the ballista war machines, I would suggest designing such a unit as a cannon or mortar with an area-of-effect attack of 3x3, or simply give it a "crossfire attack."

Added 4 minutes later
As I wrote above, such a unit should not be numerous, which means its tier should be at least the fifth, and it should be made to match this level (some kind of hellish machine sweeping everything in its path).
There is nothing preventing us from making a fourth-tier unit with a low growth rate.
The problem with the ballista is that it cannot move at all; there is no animation. If such an animation were to be added, we would have to abandon the dwarves because I cannot synchronize their movement with the movement of the ballista.

I don't want to make a mortar; it's not in the style of Ashan :D, but we can give one of the upgrades a cannon-flamethrower for melee combat (like Greek fire), and for ranged combat, something else, like a magical stone that shoots darkness or fire
In reply to fktifzobr@mail.ru
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7 years ago
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fktifzobr@mail.ru
Nothing prevents making a tier 4 unit with a low stat increase.
The problem with the ballista is that it can't move at all; there's no animation. If there were an animation, I would have to abandon the idea of gnomes because I can't synchronize their movement with the ballista's movement.

I don't want to make a mortar; it's not in the style of Ashan :D. But one of the upgrades could have a close-range flamethrower (like Greek fire), and for long-range, something else, like a magical stone that shoots darkness or fire.

In my opinion, creatures shouldn't become completely different after an upgrade. A ballista that turns into a flamethrower is a bit strange. But who knows what gnomes are capable of.
In reply to Андраил
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7 years ago
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Andrail
In my opinion, creatures shouldn't become completely different after an upgrade. A ballista turning into a flamethrower is a bit much. Although, who knows what dwarves are capable of.
Generally, yes, but here you can consider the base unit – the dwarf himself – and treat the artillery as equipment on par with other weapons and armor.

Added 4 minutes later
fktifzobr@mail.ru
There's nothing stopping us from making a fourth tier with a low stat increase.
It looks like a workaround.
fktifzobr@mail.ru
The problem with the ballista is that it can't move at all; there's no animation. And if there were an animation, we'd have to abandon the dwarves because I can't synchronize their movement with the ballista's movement.
Can't you make it move without animation? - I don't know exactly how it works, but does it even need an animation to move? - At most, the non-rotating wheels would be noticeable.
fktifzobr@mail.ru
I don't want to make a mortar; it's not in the style of Ashan:D
Um... well, there are many things in Ashan, and believe me, a mortar isn't the strangest, plus your mod is already deviating from the canon, so I don't see any obstacles
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7 years ago
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The ballista on the fourth tier looks rather pathetic. It should be placed on a higher tier. On the sixth, for example, there are no archers at all, so it would look quite good there.
In reply to fktifzobr@mail.ru
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7 years ago
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fktifzobr@mail.ru
nothing prevents making a fourth-tier unit with a low stat increase.
The problem with the ballista is that it can't move at all; there's no animation, and if there were, I'd have to abandon the dwarves because I can't synchronize their movement with the ballista's movement.

I don't want to make a mortar; it's not in the style of AsKhan:D, but one of the upgrades could have a close-range flamethrower (like Greek fire), and for long-range, something else, like a magical stone that shoots darkness or fire.

Recalling some creations by Polish modders, a mortar doesn't seem out of place:D.
In reply to Андраил
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7 years ago
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Andrail
In my opinion, creatures shouldn't become completely different after an upgrade. A ballista turning into a flamethrower is a bit much. Although, who knows what those dwarves are up to.
It's not a ballista, but a marvel of hostile technology:D from this point of view, such an upgrade looks normal (at least it's better than the old, good rakshasas).
It looks clunky.
And can't you make it move without animation? - I don't know exactly how it works, but why does it need animation to move? - at most, the non-rotating wheels will be noticeable.
Regarding the growth, I want to say that the mod already has a level 4 creature with a growth of 3 per week - goat riders.
Regarding movement: if you add movement animation, you'll have to remove one or even all of the dwarves. However, if you can synchronize one with the ballista, you can add a second one. I have a couple of crazy ideas:D although, originally, I planned to give the mage a teleport spell in case the ballista gets suddenly blocked. In principle, this will greatly increase the importance of the mage, and the spell can also be used in attack.
The ballista on the fourth tier looks pathetic. It should be a higher tier. On the sixth, by the way, there are no archers at all, so it will look good there.
The retraining chain must be observed; it already looks strange, and with the pinnacle of evolution in the form of a dwarven ballista, eyes will start to bleed, and rivers will flow backward
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7 years ago
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Ah, so you're replacing the players.
Actually, you can shuffle the IDs and that's it.
In reply to Андраил
7 years ago
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Ballistas could be given the "Mountain Guard" ability, preventing them from being moved from their initial position. This would stop them from moving, and it would be impossible to move them. In this case, a movement animation would definitely not be needed. If, however, you want them to not be blocked by everything, you could make the cannon fire non-blocking by implementing it as an exploit, i.e., give them a skill that is not dependent on the presence of an enemy nearby, for example, a modified version of Jarl's Flame Strike or Titan's Lightning. Then, it could fire even if an enemy unit is standing right next to it (the damage could be reduced compared to the main fire, or it could be made the only possible firing option; this is up to you, and the amount of ammunition can be regulated by the number of times the skill is used, or better yet, made infinite, since they cannot move). Profit. If you go another way, namely, give them the ability to move, can you attach the position of one of the dwarves and the ballista to the position of another moving dwarf with an effect, or will it pop out beyond a certain area of the model? Or at least just the ballista to one of the dwarves. Then it will move in sync with him, and during this process, attach wheels to the ballista itself with an effect, say, based on a water wheel (if it is possible to attach animations from the game engine, of course), so that they rotate at least minimally. By the way, replacing the ballista with a cannon or any other weapon from the suggestions in the comments above is very logical, even based on world history. For example, if your army uses bolt-action rifles, what will you do when you invent a semi-automatic action? That's right, you'll replace the rifles with semi-automatic ones. And if you invent automatic weapons? That's right, and so on. The same goes for if you used to use bows and arrows, but then firearms appeared, and suddenly chivalry died out; there are many examples. Therefore, you can make their building some kind of workshop where advanced siege weapons are developed, or this weapon is already known, and the upgrade of the workshop is like its re-equipment, necessary for the development of more complex and effective combat mechanisms. The units are still the same - artillery engineers, or whatever you call them, but the combat machines are different. Although at least one upgrade should develop and expand the mechanics of the basic unit, that's for sure
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7 years ago
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Regarding the Guardians' ability – it's a good idea, I had forgotten about it. The Fire and Lightning Shot looks interesting, but it would be better to turn the ballista into a combat magical mechanism, similar to the dwarven cannon or their runic stone. Regarding the effects: If we take the dwarf model as a base and use the ballista effect, the dwarf will be in the center by default, and the ballista will extend beyond the boundaries of the creature's cell, which is not ideal. Regarding the cannon: the Askanian firearm should remain at a low level of development, and I would like it to stay that way. I was devising new ammunition for the grenadiers, not muskets, precisely for this reason. Despite all of the above, I welcome cannons based on magical power; it's interesting, and powerful magical cannons are not common. I liked the idea of lightning; such a machine could be made similar to the Air Tower from MMDOC, a stone floating in the air surrounded by a whirlwind, or we could go another way and create a machine similar to the Polish one, with a stone attached to the ballista. Another ballista could be made with explosive projectiles
In reply to fktifzobr@mail.ru
7 years ago
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Regarding muskets – it’s just an example from the history of our land. For heroes, magical cannons are, of course, better. As for the Titan and Jarl’s abilities, visually, any impact effect can be applied. The only thing is that they lack projectile flight animation, and in my opinion, it’s impossible to add it. This is very bad for weapons with a flat trajectory; however, if the trajectory is ballistic (magical artillery – the projectile flies off-screen with a firing animation and lands elsewhere) or the attack is magical (like towers), then there are no problems. However, there are some nuances: the Titan’s lightning has no damage spread and is not affected by attack/defense, and the flame strike has a fire mark permanently attached to it. It can be removed by deleting its animation and setting the duration to 0 in the default stats, but then there will be no fire mark in the game at all. However, it’s easy to adjust the main damage coefficient for the flame strike in the default stats; it retains the main damage spread, and all damage modifiers (attack/defense/melee penalty/ranged penalty/distance) apply to it. But if you’re making a magical tower, there are too many problems with this mechanic, and it’s probably easier to make it a spellcaster instead
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7 years ago
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I'm conducting experiments; I managed to break the retraining chain only by designating the creature as neutral. I'll continue experimenting; if everything works out, you'll be able to assign anyone to level 6.
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In reply to fktifzobr@mail.ru
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7 years ago
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fktifzobr@mail.ru
There's nothing stopping me from making a Tier 4 unit with a low stat increase.
The problem with the ballista is that it can't move at all; there's no animation for it. If there were an animation, I'd have to abandon the idea of Dwarves because I can't synchronize their movement with the ballista's movement.

I don't want to make a mortar; that's not in the style of Ashan:D. But I could give one of the upgrades a close-range flamethrower-like weapon (like Greek fire), and something else for long-range, like a magical stone that shoots darkness or fire.
What about making the ballista magical, adding an Adept and a Dwarf, and having the Adept simply teleport the entire structure a few squares. Not across the entire field, because that would be too powerful, but say, 4 squares. The lore could explain this by saying that the ballista is huge and difficult for a mage of that level to teleport, but the hero could move it anywhere with a spell.

Added 2 minutes later
To clarify: I mean making the movement with a teleportation animation
In reply to Уриэль Септим Х
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7 years ago
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Uriel Septim X
How about making the ballista magical, placing an adept and a dwarf on it, and having the adept simply teleport the entire structure a few squares. Not across the entire field, as that would be too powerful, but say, 4 squares. This could be explained in the lore by saying that the ballista is huge and difficult for a mage of that level to teleport, while a hero could move it wherever they want using a spell.

Added 2 minutes later
To clarify: I mean making the movement with a teleport animation.
Interesting, I wanted to give the mage a teleport spell at level 6 for the same function, but this is better.

Now about the ballista: the iron ballista is out for a simple reason: the only free city with dwarves is engaged in logging, not mining.
The idea of a rapid-firing ballista comes to the forefront, especially since it fires very quickly in the Dark Messiah.

We can change the ammunition for an alternative upgrade – instead of a dart, use a stone (possibly magical)
In reply to Уриэль Септим Х
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7 years ago
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Uriel Septim X
how about making the ballista magical, placing an adept and a dwarf, and the adept simply teleports the entire structure a few squares. Not across the entire field, as that would be too powerful, but say, 4 squares. This could be explained in the lore by saying that the ballista is huge and difficult for a mage of that level to teleport, while a hero could move it as and where he pleases using a spell.

Added 2 minutes later
to clarify: I mean making the movement with a teleport animation.

Good idea, by the way:) but how would the adept apply the casting animation?

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