templar/hospitaller design - IMPLEMENTED

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StormSaint373
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Re: templar/hospitaller design

Post by StormSaint373 » Mon Oct 29, 2018 4:51 pm

Templar (Infantry)

Cost: 5
Hp: 32/38/44
Attack: 10/14/17
Range: 1
Armor: 2/2
Speed: 3
Vision: 4
Spell Resistance: 100%

Spells: Heal 8hp, Range 1, Exorcism

Bonuses: standard vs Buildings
Hospitaller (Infantry)

Cost: 4
Hp: 32/38/44
Attack: 8/11/14
Range: 1
Armor: 1/1
Speed: 3
Vision: 4
Spell Resistance: 100%

Spells: Heal (10hp) Range 2, Exorcism

Bonuses: Zombies, Skeletons 50%,

Ignore secondary stats if no upgrades...

Thoughts?
Last edited by StormSaint373 on Mon Oct 29, 2018 7:33 pm, edited 7 times in total.
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Savra
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Re: templar/hospitaller design

Post by Savra » Mon Oct 29, 2018 4:53 pm

They have 3 tiers.
Remember to check the unit ready list for AOF to see for any changes.
viewtopic.php?f=30&t=6289

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StormSaint373
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Re: templar/hospitaller design

Post by StormSaint373 » Mon Oct 29, 2018 5:01 pm

Better?
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Savra
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Re: templar/hospitaller design

Post by Savra » Mon Oct 29, 2018 5:07 pm

Yes, but also remove armour upgrades since they get that through blacksmith upgrades and lower Templars heal rate to 7 and leave hospitaler to 10 heal but 1 range.

Templars can have standard bonus to buildings.
Hospitaler can have 50% bonus to skeletons (maybe zombies) but no other bonuses.

Hospitaler could have 1/1 armour and maybe 4 cost.

Cavalry can just have higher hp, spd, and arm but attack remains the same. I'll check up on them.
Last edited by Savra on Mon Oct 29, 2018 5:19 pm, edited 2 times in total.
Remember to check the unit ready list for AOF to see for any changes.
viewtopic.php?f=30&t=6289

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Savra
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Re: templar/hospitaller design

Post by Savra » Mon Oct 29, 2018 5:17 pm

Templar Cavalry could have 45 Hp, with a +3 increase to it per tier
Attack could be 12 with a +2 per tier
3/3 armour
Cost:6

Hospitaler could have lower stats.
Remember to check the unit ready list for AOF to see for any changes.
viewtopic.php?f=30&t=6289

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StormSaint373
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Re: templar/hospitaller design

Post by StormSaint373 » Mon Oct 29, 2018 5:22 pm

Savra wrote:
Mon Oct 29, 2018 5:07 pm
Yes, but also remove armour upgrades since they get that through blacksmith upgrades and lower Templars heal rate to 7 and leave hospitaler to 10 heal but 1 range.

Templars can have standard bonus to buildings.
Hospitaler can have 50% bonus to skeletons (maybe zombies) but no other bonuses.

Hospitaler could have 1/1 armour and maybe 4 cost.

Cavalry can just have higher hp, spd, and arm but attack remains the same. I'll check up on them.
Hold up, even the weakest units get armor tier upgrades... Why not include these units? Just doesn't seem to be fair to them...
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Savra
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Re: templar/hospitaller design

Post by Savra » Mon Oct 29, 2018 7:17 pm

The humans fighters don't get armour upgrades when they upgrade, they only get higher hp and attack.
Remember to check the unit ready list for AOF to see for any changes.
viewtopic.php?f=30&t=6289

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StormSaint373
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Re: templar/hospitaller design

Post by StormSaint373 » Mon Oct 29, 2018 7:20 pm

Well, that sucks! That proves that they are indeed not as effective as other races in combat

Why even have them drawn in armor?
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Savra
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Re: templar/hospitaller design

Post by Savra » Mon Oct 29, 2018 7:27 pm

I know, I mentioned it but then I found out that we have the shield upgrades for units with shields meaning any unit with shields and no armour to start with will end with 4/4 armour.

Templar will end with 6/6 armour.

Hospitaler will end with 5/5 armour.

That's a lot of armour so it makes sense. Shield upgrades are ready too.
Remember to check the unit ready list for AOF to see for any changes.
viewtopic.php?f=30&t=6289

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StormSaint373
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Re: templar/hospitaller design

Post by StormSaint373 » Mon Oct 29, 2018 7:33 pm

I hope THAT gets implemented soon, I hate sacrificing units just because they are so much worse than the other races units at same cost.

Edited.
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Savra
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Re: templar/hospitaller design

Post by Savra » Mon Oct 29, 2018 7:36 pm

Yes, I know, that's orc strategy right there (or I think that's just Me. :lol: )
Cavalry I think will be exempt from this shield upgrade though but I think they get an armour increase in their upgrades anyway.
Remember to check the unit ready list for AOF to see for any changes.
viewtopic.php?f=30&t=6289

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StormSaint373
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Re: templar/hospitaller design

Post by StormSaint373 » Mon Oct 29, 2018 7:38 pm

You're not alone on that one. :lol: :lol: :lol:

Hey, can you make a topic with just stats and images so this can get put on the ready list?
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Savra
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Re: templar/hospitaller design

Post by Savra » Mon Oct 29, 2018 7:39 pm

Ok, never mind cavalry also don't get an armour increase.
Remember to check the unit ready list for AOF to see for any changes.
viewtopic.php?f=30&t=6289

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StormSaint373
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Re: templar/hospitaller design

Post by StormSaint373 » Mon Oct 29, 2018 7:42 pm

Does that mean that they get shields upgrades too? Or are they super nerfed?
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Savra
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Re: templar/hospitaller design

Post by Savra » Mon Oct 29, 2018 7:46 pm

Well, look at all upgrades knights will be getting first, if they do get effected by shield upgrades then they end with 8/8 armour for starting ones and that's too much.
Remember to check the unit ready list for AOF to see for any changes.
viewtopic.php?f=30&t=6289

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StormSaint373
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Re: templar/hospitaller design

Post by StormSaint373 » Mon Oct 29, 2018 7:47 pm

I see.
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Alexander82
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Re: templar/hospitaller design

Post by Alexander82 » Tue Feb 12, 2019 11:35 am

- IMPLEMENTED

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