LordGood Posted October 22, 2019 Report Share Posted October 22, 2019 Introducing fixed artillery towers! Small caliber torsion engines mounted inside provide a perfect counter for grouped archers and provides limited counter-siege capabilities Because I missed ballista towers Pros- 11 DPS ungarrisoned in comparison to the defense tower's 6 Crush damage gives limited effectiveness against ranged siege that comes too close, and aggressive fortification Splash damage to help combat unit spam and dance, especially from ranged units Slightly longer range 40% more health than a defense tower. Looks cool britons dont get any Cons- 22 DPS fully garrisoned in comparison to the defense tower's 36 Slow projectiles are easy to dodge with mindful micro extended minimum range makes them helpless against most melee units if they're not adequately protected, or without murder holes, minimum range envelops rams Twice as expensive as a defense tower Cannot be built until City phase Exclusive to Successors, Athens, Macedon, Rome, and Carthage. (tier 3 tower suggestions welcome for Mauryas, Kushites, and Persians) 5 3 Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 22, 2019 Report Share Posted October 22, 2019 With turrets you'll soon be able to animate them 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 22, 2019 Report Share Posted October 22, 2019 what about bolt shooter/Scorpion tower? 1 1 Quote Link to comment Share on other sites More sharing options...
sphyrth Posted October 22, 2019 Report Share Posted October 22, 2019 Offensive Towers. It works for my playstyle. 1 Quote Link to comment Share on other sites More sharing options...
Trinketos Posted October 23, 2019 Report Share Posted October 23, 2019 3 hours ago, Stan` said: With turrets you'll soon be able to animate them Achievement obtained: Trinketos interested in this. Quote Link to comment Share on other sites More sharing options...
Anaxandridas ho Skandiates Posted October 23, 2019 Report Share Posted October 23, 2019 (edited) . Edited April 8, 2021 by Anaxandridas ho Skandiates 1 Quote Link to comment Share on other sites More sharing options...
Barbarossa41 Posted October 23, 2019 Report Share Posted October 23, 2019 I like this idea. Quote Link to comment Share on other sites More sharing options...
LordGood Posted October 24, 2019 Author Report Share Posted October 24, 2019 On 10/22/2019 at 9:22 PM, Anaxandridas ho Skandiates said: It is not preferable to cut it down to wall height, and put a catapult thingy on top instead of that extra storey? we'll save that for wall turrets, and for when that's actually mechanically possible within the engine Quote Link to comment Share on other sites More sharing options...
LordGood Posted October 24, 2019 Author Report Share Posted October 24, 2019 little more testing in its current iteration, a standard ungarrisoned artillery tower can edge out 25 basic bunched slingers at once, in comparison to the defense tower's 10 I'm a bit lukewarm about this performance standard artillery tower can also take on a single catapult and win Cost effective engagements, but only just, defensive towers should heavily counter ranged units that aren't siege 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 25, 2019 Report Share Posted October 25, 2019 8 hours ago, LordGood said: we'll save that for wall turrets, and for when that's actually mechanically possible within the engine Soon TM D1958 Quote Link to comment Share on other sites More sharing options...
LordGood Posted October 26, 2019 Author Report Share Posted October 26, 2019 3 Quote Link to comment Share on other sites More sharing options...
LordGood Posted October 26, 2019 Author Report Share Posted October 26, 2019 These towers are fully integrated, I'm curious how they'll hold up in higher level play. Feedback would be welcome Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 26, 2019 Report Share Posted October 26, 2019 54 minutes ago, LordGood said: These towers are fully integrated, I'm curious how they'll hold up in higher level play. Feedback would be welcome I may be wrong because i havent seen the icon closely, but the stones in the icon looks like cannonballs. Or maybe is just me. But anything else looks pretty good. 1 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 26, 2019 Report Share Posted October 26, 2019 Rare perspective and yes look like metal than stone. Quote Link to comment Share on other sites More sharing options...
Trinketos Posted October 27, 2019 Report Share Posted October 27, 2019 Y si solo usas una sola piedra ya que como dicen arriba a simple vista parecen bolas de cañon. Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 27, 2019 Report Share Posted October 27, 2019 15 hours ago, LordGood said: These towers are fully integrated, I'm curious how they'll hold up in higher level play. Feedback would be welcome You broke some stuff :/ https://code.wildfiregames.com/rP23094 Quote Link to comment Share on other sites More sharing options...
LordGood Posted October 27, 2019 Author Report Share Posted October 27, 2019 i broke like ONE thing Quote Link to comment Share on other sites More sharing options...
LordGood Posted October 27, 2019 Author Report Share Posted October 27, 2019 Knew something would slip through lol, it should be all good now Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 27, 2019 Report Share Posted October 27, 2019 19 minutes ago, LordGood said: i broke like ONE thing Hehe. I was refering to what Freagarach said about kart vs cart ^^ that would have made two ^^ Thanks for fixing it. Also it seems you keep adding _AO at the end of the texture you don't have to cause they are already in a folder named ao https://trac.wildfiregames.com/wiki/ArtFileNamingConventions One would have to check but I don't think one needs to repeat the props in the death variant, as the building is replaced by rubble (I guess that's a remnant of when there was none) I believe you could have used {civ}_artillery _tower in a root template to avoid the repetition in every file Thanks for working on this Quote Link to comment Share on other sites More sharing options...
LordGood Posted October 27, 2019 Author Report Share Posted October 27, 2019 the props disappear when the building sinks into the ground if they're not included in the death variant, which leads to missing roofs and such. 'kart' is still standard in that folder, for some odd reason, so I was keeping consistent local convention to keep files together. AO is for personal file separation, deleting it is a time sink, and theres no real harm leaving it... yet? also, seeing as only a few civs do get these artillery towers, how would a blanket {civ} in a parent template not break the ones that do not get them? Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 27, 2019 Report Share Posted October 27, 2019 Just now, LordGood said: also, seeing as only a few civs do get these artillery towers, how would a blanket {civ} in a parent template not break the ones that do not get them? Ah I thought everyone was getting them, thanks for the clarification. Units don't loose their props though ? Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted October 27, 2019 Report Share Posted October 27, 2019 {Civ} should only make it show up for the civs that have it. That's the whole point of that tag. Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 27, 2019 Report Share Posted October 27, 2019 7 minutes ago, wowgetoffyourcellphone said: {Civ} should only make it show up for the civs that have it. That's the whole point of that tag. Yeah but in the case the unit does not have it you need to suppress it from the files correct ? Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 27, 2019 Report Share Posted October 27, 2019 12 minutes ago, Stan` said: Yeah but in the case the unit does not have it you need to suppress it from the files correct ? In case the civ doesn't have it you supress it from the civ builder (cases like all infantry_b) and in the data/civ skirmish_replacements with the default turret, avoiding the ia goes crazy looking what to build in replacement. Spoiler Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted October 28, 2019 Report Share Posted October 28, 2019 17 hours ago, Stan` said: Yeah but in the case the unit does not have it you need to suppress it from the files correct ? No? Why would you need to do that? The whole point if the civ tag is to avoid that. See DE. Quote Link to comment Share on other sites More sharing options...
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