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Auxiliaries

Posted: Sun Feb 19, 2017 7:32 pm
by DoomCarrot
Well, the auxiliaries in the game are not produced randomly, which unbalances them from my testing. The original concept was you would get one of 4 random but powerful units for the turn cost, which would help balance their usefullness.

However, being able to just produce them individually causes a few issues for each unit, mainly:

Skirmishers: A bit too powerful, and discourage production of master skirmisher tech.
Horseman: (I don't think knihts existed in Roman times :) ) These guys are also a bit too powerful to just produce on the spot, especially with bonuses from garrisons and centurions.
Swordsman: Basically same problem as horseman
Archers: They were designed to be literally identical to saggitarus, so they really don't serve any purpose on their own besides looks lol. :lol:

So, I think auxiliaries really need to be created randomly from a single thing, or else we need to kind of rebalance all of the units (mostly nerfs, besides the archer).

Re: Auxiliaries

Posted: Sun Feb 19, 2017 10:56 pm
by COOLguy
This was a decision made by Daniel and myself - if there are enough people who can convince us that the random wouldn't ruin strategy (and also have people regularly use them) maybe we can change it sometime.

Re: Auxiliaries

Posted: Mon Feb 20, 2017 3:40 pm
by DoomCarrot
Well, the random creates strategy....

They are powerful units for their cost, but you might not get what you want really. So they could be practical to raise a big army of them, but making one or two if you are getting attacked will probably not help you at all unless you get lucky. Otherwise they are kind of just reskinned overpowered versions of other units.

However, if nothing changes, at least please change the "knight auxiliary" name. :lol: There were no knights back then, I just double checked.

Re: Auxiliaries

Posted: Tue Feb 21, 2017 4:39 pm
by Alexander82
I agree with Doom. Randomizing those units will add strategy to the game because you can choose between deciding what you prefer to produce or pending a reduced amount of turn without deciding what you will obtain. Also they benefit from specific buffs for roman units so without randomizing recruitment they are overall better than many normal units that doesn't.

Re: Auxiliaries

Posted: Sun Feb 26, 2017 11:00 pm
by jboer2
The romans had Cataphract but I'd expect them to be similar in strength to knights since they were also fully armoured! Probably not good for the Auxiliary Knights replacement name.

Re: Auxiliaries

Posted: Mon Feb 27, 2017 4:32 am
by Hardeep
Cataphracts were different from auxiliary horse, but Cataphracts might be cool too! :D
Just call Auxiliary horse Auxiliary horse :)

Re: Auxiliaries

Posted: Tue Feb 28, 2017 5:11 pm
by DoomCarrot
Auxiliary "Horseman," unless you want the horse to be riderless. :lol:

Re: Auxiliaries

Posted: Tue Feb 28, 2017 5:26 pm
by Hardeep
It's implied with the 'Auxiliary' in front of it and it sounds much cooler and Latinyer

Re: Auxiliaries

Posted: Wed Mar 01, 2017 3:46 am
by DoomCarrot
Well then we might as well call it "Axilia Equus" :lol:

Re: Auxiliaries

Posted: Sat Mar 04, 2017 8:19 pm
by Alexander82
DoomCarrot wrote:Well then we might as well call it "Axilia Equus" :lol:
equites

Re: Auxiliaries

Posted: Tue Mar 07, 2017 9:05 pm
by Alpha
I already made a topic on Equites ;-;

Re: Auxiliaries

Posted: Tue Mar 07, 2017 10:19 pm
by Alexander82
this would be an auxiliari equites, a different unit

Re: Auxiliaries

Posted: Sat Nov 11, 2017 12:34 am
by DoomCarrot
Auxiliary works as it should now, but I find it weird that you must build an "auxiliary swordsman"

I think auxiliary would be better, as swordsman is too specific, and coupled with the image, might make some players think it is a glitch when they build an auxiliary swordsman but get an archer instead

Re: Auxiliaries

Posted: Sat Nov 11, 2017 7:26 am
by LordOfAles
Agreed, but i saw in files we have this; which i cant find ingame

Re: Auxiliaries

Posted: Sat Nov 11, 2017 2:22 pm
by COOLguy
LordOfAles wrote:Agreed, but i saw in files we have this; which i cant find ingame
Yes this should be in the game

Re: Auxiliaries

Posted: Sat Nov 11, 2017 3:32 pm
by DoomCarrot
Also, auxiliary horseman is still called auxiliary knight. Not sure if that is an easy fix or not, but knights did not exist during the time period of the roman empire :lol:

Re: Auxiliaries

Posted: Fri Dec 22, 2017 3:24 pm
by DoomCarrot
Been playtesting these guys and I have come to the conclusion that they are pretty OP. I think nerfing all attack by 1-2 would not be unreasonable. I underestimated just how powerful they can be with centurion and drummer buffs

Re: Auxiliaries

Posted: Fri Dec 22, 2017 3:41 pm
by makazuwr32
But it is really easy to kill drum beater and centurion is also cost.
So i don't think that they need some nerfs.

Re: Auxiliaries

Posted: Wed Dec 27, 2017 3:51 pm
by COOLguy
DoomCarrot wrote:Been playtesting these guys and I have come to the conclusion that they are pretty OP. I think nerfing all attack by 1-2 would not be unreasonable. I underestimated just how powerful they can be with centurion and drummer buffs
Funny story, I have yet to have anyone play them against me :) I think that the randomness makes it balanced because people would have to go all Roman to make sure that the auxiliaries worked

Re: Auxiliaries

Posted: Wed Dec 27, 2017 7:14 pm
by DoomCarrot
Yes, I am playing a game against mak right now, and I went with a largely roman strategy, which has worked wonderfully so far. The one problem is ballistae. Ballistae are devastating if you do not have some way to take them out.

Generally you have to play such a strategy slowly, because you need time to build a balanced auxiliary army. It can be very powerful, but I could see someunfortunate circumstances where you just get three Auxiliary horsemen in a row against an opponent who goes full infantry/pikemen lol

Re: Auxiliaries

Posted: Wed Dec 27, 2017 8:20 pm
by makazuwr32
I already have 2 catapults and i'll build even more.
Long live to Stalin! Long live to Artillery!

Re: Auxiliaries

Posted: Wed Dec 27, 2017 10:10 pm
by DoomCarrot
Looks like those catpults didn't work out that well though :P

Re: Auxiliaries

Posted: Sat Apr 07, 2018 6:18 pm
by Stratego (dev)
sorry, was it intentional to have auxiliaries trained in 1 turn ?
- or i just left it there accidentally on 1 turn cost?
- if the latter than how muh was the cost - 2 turns?

Re: Auxiliaries

Posted: Sun Apr 08, 2018 12:23 pm
by godOfKings
I believe 3 turns

Re: Auxiliaries

Posted: Fri Apr 13, 2018 3:39 pm
by COOLguy
godOfKings wrote:I believe 3 turns
Correct

Re: Auxiliaries

Posted: Sat May 19, 2018 10:43 am
by godOfKings
i think stats of auxiliary actually need to b nerfed

first of all auxiliary knight deals same damage as spahi, has more hp and p armor than spahi, and with bonuses from centurions and drummers they can b more effective than a 5 turn polish hussar with their high hp, high armor, and high damage
(25 DAMAGE!!! srsly?)

my stat suggestion,

hp-20
armour -2/1
but DEFINITELY BONUS- 75 % ( 14 dmg- 18 dmg next to centurion)

next to a centurion it will have 4 armor and 3 p armor so it will b able to survive 1 hit of pikeman,

then auxiliary swrodsman
it is similar to a 4 turn roman legionary,
but has deals more damage due to higher bonus and higher atk (11)

i m not sure how much the stats should b nerfed actually
may b atk can b 10 dealing 18 damage total and not killing units that it doesnt have bonus against with 1 hit (like pikeman and archer)

also archers should have bonus against auxiliary swordsman as they r not heavily armored

and i would like to remind that auxiliary archers still dont get bonus damage from skirmishers

Re: Auxiliaries

Posted: Sat May 19, 2018 10:58 am
by makazuwr32
My suggestion of fixes:
1. Auxillary horseman: lower bonuses from 150% to 50% (normal knight's one). Their stats are otherwise fine.
2. Auxillary swordman: remove current bonuses at all, give them base swordman bonuses. (This one is the only unit from all 4 who can get both bonuses from centurion and get +2 to damage and armors)
3. Auxillary archer - make vurable to skirmishers, lower armor to 1/1, lower hp to 17. (right now they are the most tanky foot archers in the game! especially due to the fact that they have 1/2 armor, this will courage players to use saggitarius archers)
4. Auxillary skirmisher - lower armors to 0/5. They will still be more powerful than master skirmishers but with just a bit more hp, same armor and a bit higher damage.
Also fix bug where all cavalry deals to auxillary foot units only its base damage and no bonus damage while it must.

Also to courage players use legionaries i suggest to increase legionaries damage to 12.

Re: Auxiliaries

Posted: Sat May 19, 2018 1:09 pm
by COOLguy
I think those are pretty good edit suggestions.

Re: Auxiliaries

Posted: Sat May 19, 2018 6:35 pm
by godOfKings
I could try to fix them

Re: Auxiliaries

Posted: Mon May 21, 2018 8:34 am
by godOfKings
coolguy i made these according to makazuwr's suggestion, wat do u think?