siege tower IMPLEMENTED

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Dgkfadomo777
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Re: seige tower

Post by Dgkfadomo777 » Mon Oct 13, 2014 7:11 pm

I disagree in some maps ive gone for hundreds of turns me and my brother built trebuchets and catapults a lot of them too woth no decisive winner

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New unit--siege towers

Post by max-damage » Tue Feb 03, 2015 3:33 pm

Basically a wooden, mobile tower, it can hold up to three units (people only--no losing it with catapults), then be moved closer to enemy fortification walls...when fired upon, the tower takes the damage instead of the units contained within, and archers/lonbowmen/poison archers,etc., can fire on the enemy with impunity...also, if it gets within an adjacent tile to an enemy tower/wall, etc., it can lay out a ramp into the enemy structure, allowing ally troops to enter the enemy fortifications through the siege tower...stats:

Cost: 12 turns
Hp: 60
Attack: 0
Armour: 2
Pierce armour: 30
Speed: 1
Garrison: 3 human units-no machinery
Heal rate: N/A
Note: construction only possible in Castles or by Master Craftsmen... (see here--> http://www.ageofstrategy.net/viewtopic.php?f=10&t=1281)
Last edited by max-damage on Tue Feb 03, 2015 3:47 pm, edited 1 time in total.
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ejm29
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Re: New unit--siege towers

Post by ejm29 » Tue Feb 03, 2015 3:46 pm

Great idea! A different version was already suggested here http://www.ageofstrategy.net/viewtopic.php?f=10&t=689
But I personly prefer your version. :)

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Re: New unit--siege towers

Post by max-damage » Tue Feb 03, 2015 3:49 pm

Oh, sorry about that...i didn't see that one... :?
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Re: Master craftsmen

Post by Stratego (dev) » Tue Feb 03, 2015 5:57 pm

(merged)

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Re: Master craftsmen

Post by max-damage » Tue Feb 03, 2015 6:04 pm

Daniel (the dev) wrote:(merged)
Thanks, Daniel...i thought maybe the siege tower might need it's own thread...
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Re: Master craftsmen

Post by Stratego (dev) » Tue Feb 03, 2015 6:08 pm

oh, wrong merging... sorry.

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Re: seige tower

Post by max-damage » Tue Feb 03, 2015 9:18 pm

:lol:
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lordtalamar
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Siege Tower

Post by lordtalamar » Mon Feb 08, 2016 2:42 am

Seige Tower - Hp 150 build time 10 turns holds ANY 2 land unit that can attack out of structure. Movement 2

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COOLguy
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Re: Siege Tower

Post by COOLguy » Mon Feb 08, 2016 4:09 am

double post. viewtopic.php?f=82&t=689

Please do a quick forum search to make sure that your suggestion has not already been posted. :)
Thanks!
Josh

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DoomCarrot
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Re: seige tower

Post by DoomCarrot » Thu Feb 11, 2016 4:03 pm

Meh, I've never encountered a troublesome wall that a trebuchet didn't easily take care of. :D
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COOLguy
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Re: seige tower

Post by COOLguy » Thu Feb 11, 2016 6:00 pm

ikr who even uses battering rams either. :)
Thanks!
Josh

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Hardeep
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Re: seige tower

Post by Hardeep » Thu Feb 11, 2016 11:17 pm

RiverRaider does.... And me, if I feel it'd help....
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Re: seige tower

Post by COOLguy » Fri Feb 12, 2016 12:14 am

Really. :) Wow, I only have them because I built siege workshops before I completed Ballistics and I don't want to waste build turns. :)
Thanks!
Josh

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RiverRaider 1097
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Re: seige tower

Post by RiverRaider 1097 » Fri Feb 12, 2016 2:26 pm

Ancestor to the Humvee lol, )
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DoomCarrot
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Re: seige tower

Post by DoomCarrot » Fri Feb 12, 2016 7:08 pm

RiverRaider 1097 wrote:Ancestor to the Humvee lol, )
Battering ram to
Image
To Humvee :lol:
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COOLguy
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Re: seige tower

Post by COOLguy » Fri Feb 12, 2016 7:52 pm

Yes, we need it. :)

(We already did his ornithopter glider anyway, lol)
Thanks!
Josh

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DoomCarrot
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Re: seige tower

Post by DoomCarrot » Fri Feb 12, 2016 9:15 pm

There should totally be a leonardo strategy :lol:
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Lekkerhoor
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Siege tower

Post by Lekkerhoor » Tue May 24, 2016 5:14 pm

Usefull to climb walls easy, when wall is touch with your siege tower the wall works like a gate of that player.
There can only infantry pass through those 2 connected obsticals.

And... you can only climb wall from Siege tower over wall (one way traffic), nor reverse.
If Siege tower or a new bulding or a new wall form other unit is touch there is no passage posibble.


Details Siege tower :
Cost 5
HP 100
Atackpower 0
Range 0
Amor 0
Pierce Amor 100
Speed 2
Sight 7
Carry capacity 0 (doubtful)
Spell resistance 100%
Size 1x1
Bulders: worker .. (notting more)

affecting Effects:
Effect-fire_arrows

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DoomCarrot
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Re: Siege tower

Post by DoomCarrot » Tue May 24, 2016 6:01 pm

This has been suggested and designed already :?
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Re: Siege tower

Post by Lekkerhoor » Tue May 24, 2016 6:20 pm

Oh, sorry... units can climb walls with it? What is designed already?

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DoomCarrot
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Re: Siege tower

Post by DoomCarrot » Tue May 24, 2016 6:32 pm

Yes, search for the siege tower post, it is already in the voting stage more-or-less.
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Re: Siege tower

Post by Lekkerhoor » Wed May 25, 2016 4:02 pm

I can't find... even if I search

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DoomCarrot
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Re: Siege tower

Post by DoomCarrot » Wed May 25, 2016 4:04 pm

Last edited by DoomCarrot on Wed May 25, 2016 8:21 pm, edited 1 time in total.
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patroid
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Re: Siege tower

Post by patroid » Wed May 25, 2016 7:56 pm

---Daniel Pls delete this Topic or REPLACE it with the existing ---

Stratego (dev)
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Re: seige tower

Post by Stratego (dev) » Wed May 25, 2016 10:54 pm

i am not happy, i dont like this "cleanup" work on forum :)
reduces my valuable time from development (merged)

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Siege tower

Post by AquaAbyss » Sat May 13, 2017 4:45 pm

A siege tower would be a great idea as it could garrison units as well as allow units to board castle walls in medieval times. It should also have quite a bit of health with resistances to most unit types except fire archers and catapults and should have a slow movement speed.
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Puss_in_Boots
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Re: Siege tower

Post by Puss_in_Boots » Mon May 15, 2017 12:14 pm

Hi, this has been suggested already, and belongs in the siege section. I think it should be over walls and palisades (not on them).

Here is the link http://www.ageofstrategy.net/viewtopic. ... a892d7caa1
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Re: seige tower

Post by Stratego (dev) » Tue May 16, 2017 7:09 pm

merged

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Re: seige tower

Post by AquaAbyss » Sun Jun 25, 2017 11:34 am

I think this is a great idea
May the waves flood the land and fill the air; only fish will rule!

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