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Re: Dismounted Knight

Posted: Sat Dec 29, 2018 7:23 am
by Stratego (dev)
StormSaint373 wrote:
Mon Oct 15, 2018 7:33 pm
I like this one best. Most Generic.

Edited a little bit, removed a black line.
this was looking more 3dish

Re: dismounted knights ACCEPTED

Posted: Mon Dec 31, 2018 9:07 am
by Soviet_volkc
Knight

Re: dismounted knights ACCEPTED

Posted: Fri Jan 04, 2019 10:25 am
by Lynx Shafir
...

Alright
3 tier.
Image

Re: dismounted knights ACCEPTED

Posted: Fri Jan 04, 2019 5:44 pm
by Gral.Sturnn
they are not very historical but they are cool!

Re: dismounted knights ACCEPTED

Posted: Fri Jan 04, 2019 7:50 pm
by godOfKings
Gral.Sturnn wrote:
Fri Jan 04, 2019 5:44 pm
they are not very historical but they are cool!
Lol, u do know she used Ur first try to make these :lol: so basically u r contradicting urself

Re: dismounted knights ACCEPTED

Posted: Fri Jan 04, 2019 8:01 pm
by Gral.Sturnn
godOfKings wrote:
Fri Jan 04, 2019 7:50 pm
Gral.Sturnn wrote:
Fri Jan 04, 2019 5:44 pm
they are not very historical but they are cool!
Lol, u do know she used Ur first try to make these :lol: so basically u r contradicting urself
yeah my first versions werent very realistic but my later ones are

Re: dismounted knights ACCEPTED

Posted: Sat Jan 05, 2019 7:02 am
by Lynx Shafir
Lol

Re: dismounted knights ACCEPTED

Posted: Mon May 20, 2019 11:15 am
by StormSaint373
Can these be looked at?

Re: dismounted knights ACCEPTED

Posted: Tue May 21, 2019 12:49 am
by Gral.Sturnn
sure, whats the next step from your point of view?

Re: dismounted knights ACCEPTED

Posted: Tue May 21, 2019 3:09 am
by General Brave
Well it needs fixing but it's about good.

Re: dismounted knights ACCEPTED

Posted: Tue May 21, 2019 3:19 am
by Gral.Sturnn
General Brave wrote:
Tue May 21, 2019 3:09 am
Well it needs fixing but it's about good.
Could you develop on that? Mr.general

Re: dismounted knights ACCEPTED

Posted: Thu May 30, 2019 12:39 pm
by StormSaint373
What about it needs fixing?

Re: dismounted knights ACCEPTED

Posted: Mon Jun 10, 2019 9:25 pm
by StormSaint373
@Stratego (dev)

Dismounted Knights

Cost: 4
Recruit: Castle, Barracks, TC
Hp: 30/40/50
Att: 10/12/14
Armor: 2/2, 3/3, 4/4
Speed: 3
Vision: 4
Action/Turn: 1
SR: 0

Re: dismounted knights ACCEPTED

Posted: Mon Jun 10, 2019 9:28 pm
by Gral.Sturnn
Possible inspirations

Re: dismounted knights ACCEPTED

Posted: Mon Jun 10, 2019 11:33 pm
by StormSaint373
For this units rarity and cost...
Settling for less, stat wise would make it not worth it.
They lose out on mobility, and 1pt of damage at the end
But, they gain 1/1 extra armor and 1 hp by the end.

Are these images ok?

Re: dismounted knights ACCEPTED

Posted: Mon Jun 10, 2019 11:45 pm
by Gral.Sturnn

Re: dismounted knights ACCEPTED

Posted: Tue Jun 11, 2019 5:00 am
by StormSaint373
Unfortunately, I'm unable to make that helmet...

It comes out looking funny...

Re: dismounted knights ACCEPTED

Posted: Tue Jun 11, 2019 8:02 am
by godOfKings
this is not aof, ask @COOLguy whether this is balanced stat or not

Re: dismounted knights ACCEPTED

Posted: Tue Jun 11, 2019 8:52 am
by Lynx Shafir
StormSaint373 wrote:
Mon Jun 10, 2019 9:25 pm
@Stratego (dev)

Dismounted Knights

Cost: 4
Recruit: Castle, Barracks, TC
Hp: 30/40/50
Att: 10/12/14
Armor: 2/2, 3/3, 4/4
Speed: 3
Vision: 4
Action/Turn: 1
SR: 0
Definitely not this stats

Keep armor 2/2 all, gains blacksmith

Hp 28/34 /40
And spell res +10%/lvl

And knight upgrade should go to Castle too

Re: dismounted knights ACCEPTED

Posted: Tue Jun 11, 2019 10:45 am
by makazuwr32
I think 40 hp is too high for infantry unit.

Re: dismounted knights ACCEPTED

Posted: Tue Jun 11, 2019 12:46 pm
by StormSaint373
Current knights stats...

Cost: 4
HP: 32/39/49
Attack: 10/12/15
Armor: 2/2, 3/3, 3/3
Speed: 5
Vision: 6
SR: 0
Action/Turn:1

Re: dismounted knights ACCEPTED

Posted: Tue Jun 11, 2019 12:50 pm
by StormSaint373
If cost is to be lowered, then sure... But knights get better armor.
They NEED 3 at least to match their cavalry counterparts.

Didn't I mention already that they lose out on dmg, and mobility...
If we go with changes, hp too.

@COOLguy

Re: dismounted knights ACCEPTED

Posted: Tue Jun 11, 2019 1:14 pm
by Gral.Sturnn
Gral.Sturnn wrote:
Thu Dec 27, 2018 11:52 pm
new sprites
Well @StormSaint373 if you could help me fixing the flatness daniel mentions id be very gratefull as I have failed into fixing it

Re: dismounted knights ACCEPTED

Posted: Tue Jun 11, 2019 1:14 pm
by makazuwr32
For 49 hp cost must be 8 or 9 turns.
Right most tanking infantry unit cost 7 turns and has 31 hp. Spartan.

This one you suggest to have higher hp by almost 50% so cost must be higher.

Or if you want cost 4 turns than lower hp on max level down to 29. 21/25/29 hp.

Re: dismounted knights ACCEPTED

Posted: Tue Jun 11, 2019 1:22 pm
by Gral.Sturnn
Hey this might sound crazy considering its not finished but what if we make specialities to make it worth it, like a halberd variant to attack mounted enemies, or a poleaxe version that has bonuses against armor and infantry, how about that?

Re: dismounted knights ACCEPTED

Posted: Tue Jun 11, 2019 2:14 pm
by godOfKings
makazuwr32 wrote:
Tue Jun 11, 2019 1:14 pm
For 49 hp cost must be 8 or 9 turns.
Right most tanking infantry unit cost 7 turns and has 31 hp. Spartan.

This one you suggest to have higher hp by almost 50% so cost must be higher.

Or if you want cost 4 turns than lower hp on max level down to 29. 21/25/29 hp.
I disagree, firstly cool guy also mentioned castle units r special units, secondly, for 4 turn units u need two expensive 6 turn upgrade techs and that is sacrificing 2 trebuchets not to mention castle might also b killed by assassin (which will eventually b changed)

And highest HP infantry currently is 5 turn knight templar, if this is also a knight, after 2 upgrades it can b slightly stronger than Knight templar

As such I support lynx stats, slightly higher HP and damage than knight templar without healing

And lastly, that 49 HP was stat of mounted knight storm didn't necessarily want exact stat for foot knight

With lynx stats, it is like a high HP man at arms which is OK for 4 turn unit with 2 upgrades

Re: dismounted knights ACCEPTED

Posted: Tue Jun 11, 2019 2:26 pm
by godOfKings
Gral.Sturnn wrote:
Tue Jun 11, 2019 1:14 pm
Gral.Sturnn wrote:
Thu Dec 27, 2018 11:52 pm
new sprites
Well if you could help me fixing the flatness daniel mentions id be very gratefull as I have failed into fixing it
I m sorry but Ur sprites r hopeless, its too much excess details for only 32 square box, if u want to make it not flat it will have to lose most of its details, even the highly detailed helmet looks way more flat than Ur first sprite

Re: dismounted knights ACCEPTED

Posted: Tue Jun 11, 2019 2:49 pm
by Gral.Sturnn
godOfKings wrote:
Tue Jun 11, 2019 2:26 pm
Gral.Sturnn wrote:
Tue Jun 11, 2019 1:14 pm
Gral.Sturnn wrote:
Thu Dec 27, 2018 11:52 pm
new sprites
Well if you could help me fixing the flatness daniel mentions id be very gratefull as I have failed into fixing it
I m sorry but Ur sprites r hopeless, its too much excess details for only 32 square box, if u want to make it not flat it will have to lose most of its details, even the highly detailed helmet looks way more flat than Ur first sprite
Cravens, well ill see what can I do

Re: dismounted knights ACCEPTED

Posted: Tue Jun 11, 2019 3:20 pm
by makazuwr32
godOfKings wrote:
Tue Jun 11, 2019 2:14 pm
makazuwr32 wrote:
Tue Jun 11, 2019 1:14 pm
For 49 hp cost must be 8 or 9 turns.
Right most tanking infantry unit cost 7 turns and has 31 hp. Spartan.

This one you suggest to have higher hp by almost 50% so cost must be higher.

Or if you want cost 4 turns than lower hp on max level down to 29. 21/25/29 hp.
I disagree, firstly cool guy also mentioned castle units r special units, secondly, for 4 turn units u need two expensive 6 turn upgrade techs and that is sacrificing 2 trebuchets not to mention castle might also b killed by assassin (which will eventually b changed)

And highest HP infantry currently is 5 turn knight templar, if this is also a knight, after 2 upgrades it can b slightly stronger than Knight templar

As such I support lynx stats, slightly higher HP and damage than knight templar without healing

And lastly, that 49 HP was stat of mounted knight storm didn't necessarily want exact stat for foot knight

With lynx stats, it is like a high HP man at arms which is OK for 4 turn unit with 2 upgrades
If you say so than i agree with them.
I trust your balancing knowledge in aos.

Re: dismounted knights ACCEPTED

Posted: Tue Jun 11, 2019 3:36 pm
by Lynx Shafir
1.May lower hp to
So 26 /30/37

2.May I can help with sprites anyway I have to draw some axeman

3.I don't like idea of weapon variants for em.