![]() ![]() 5 onboard heroes would give … +55% attack power, that's too much. +(n+1)% Attack strength for each onboard soldier (where n is the soldier's total training level)? So e.g. I intended onboard soldiers to have no effect on ship-to-ship combat – they specialize in fighting hand-to-hand, which is rather hard to do when you're on separate ships that don't get closer than several metres.īut what about giving ships a small bonus for soldiers, e.g. ![]() When naval warfare is explained in a tutorial this will also be clearer. It appears that I totally overlooked healing :D I intended ships to heal slowly when docked in a port.Again, battle animations in the future.Additionally in the future warships will have different graphics. Warships should have a health bar, transport ships don't.If one port has only rookies and you want the heroes from another port to load, it becomes quite difficultĪ lot of this should be addressed by follow-up branches: It is not possible to navigate a warship to a specific port to load soldiers.A warship without soldiers can win against a warship with many soldiers.But it's unclear if this ship can be healed The live-status indicates a wounded ship.The live-status (Lebensbalken) of one ship is covered by the other ship.As a player it can't be seen (except the string "Fighting") what is going on. Battle between ships is somehow invisible.One can't see if an enemies ship is a warship.The second one seems to be our elusive #5056 and unrelated to the branch. It would be nice to have different stats for different ships, for example the Amazon and Atlantean ships look to be more nimble than the bulky Empire ships and should thus have better accuracy and lower defense+health. Accuracy is set at 60% since there's always the chance that you misfire, but actively evading a shot is near-impossible at sea. Attack values have a very high range since there's a lot of randomness whether your cannonball clips a mast or rips apart the hull. Balancing: All tribes' ships have the same stats currently.You cannot attack enemy transport ships.It needs to be possible to conquer some land from the ship and build a port even if there isn't an enemy port there yet. Nor can you attack a portspace where the enemy does not have an actual port.This will be the most important feature that remains to be added. You can not yet conquer a port, only destroy it.The landed soldiers cannot retreat, they will fight to the death until the enemy port is destroyed. Once the soldiers have disembarked, they are no longer tied to the warship. Ships without soldiers can only attack warships but not ports.) (Obviously you can only attack ports if your ship has at least one soldier onboard. If there are none, or if you defeat them all, your soldiers disembark and attack the port. Any enemy warships nearby will come to the defense of the port. When you approach an enemy port, you can also attack. Onboard soldiers do not have any influence on battles at sea. ![]() The losing ship is sunk, any soldiers on board drown. A battle at sea works much the same as a battle between soldiers, except ships can't train, and instead of defender-specific Evade, we have attacker-specific Accuracy. When you approach an enemy warship, the attack button becomes available. They don't send messages for every reached coast or such, so you can also just put them in a "patrol mode" by having them sailing circles around an island or staying put where assigned. ![]() You can steer a warship around like an expedition ship, with additional buttons to anchor at the current location or to retreat to the nearest own port. You can control the number of soldiers you want to take with the buttons in the shipwindow. Warships docked in a port will load soldiers. Refitting is instantaneous and free, but it requires a port. The ship will sail to the nearest port and refit there. You can refit any ship from a transport ship to a warship and vice versa by clicking the button in the ship window. There's no tutorial and no battle animations yet. Pretty sure there will be lots of bugs to be found in testing ) However, as this is one of the most often requested features ever, I think this can pretty much be merged as it is, with more features added in future branches. This does not offer all the features I want to see in v1.2 yet. ![]()
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