templar/hospitaller design - IMPLEMENTED

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Alexander82
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Re: templar/hospitaller design

Post by Alexander82 »

Human clerics are priest and missionary that are pure casters and use staves/scepters

As I told before I like templars with swords because I think that hystorically they used swords (they were a knightly order).

I know this is a fantasy game so I think we might switch to hammers making them more cleric/paladin oriented but it is mostly a cosmetic thing.

Also I was thinking to switch colors on hospitalers knights (they wear red capes with white crosses)
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Alexander82
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Re: templar/hospitaller design

Post by Alexander82 »

red hospitallers

I was thinking...

What about 4 different units?

Templar and mounted templar = white surcoat and red cross

Hospitaller and mounted hospitaller = red surcoat and white cross

Templars might have lower healing abilities but higher bonus against undeads and demons

Hospitaller might have wider selection of support spell and equip maces but will have bonus only against skeletons
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Hospitaller red.png (19.37 KiB) Viewed 3800 times
Hospitaller red 2.png
Hospitaller red 2.png (19.75 KiB) Viewed 3800 times
Hospitaller red 1.png
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Midonik
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Re: templar/hospitaller design

Post by Midonik »

Sounds cool actually.
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Re: templar/hospitaller design

Post by makazuwr32 »

Not bad idea but i don't like 3 tiers for them.
Also paladins must be (i think) as their officers without tiers while hospitaliers and templars are regular units.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Alexander82
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Re: templar/hospitaller design

Post by Alexander82 »

I prefer to make all basic human regular units to be 3 tiers aside from very special units (warmages, barbarians, paladins and so on)
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Re: templar/hospitaller design

Post by makazuwr32 »

I want to see these ones as special units as well (not so special as paladins but more special than basic ones).
Also we can expand these "holy warriors" into full sub for humans.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: templar/hospitaller design

Post by StormSaint373 »

That's kinda what high Men are. . .
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Re: templar/hospitaller design

Post by makazuwr32 »

Nono.
High men are a bit different.

These ones are still humans.
High men are not so humans so they will have higher stats.
Also high men can be a part of these holy warriors. As imperials right now for normal humans high men can be for templars/paladins and other holy warriors.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: templar/hospitaller design

Post by StormSaint373 »

Oh, i see.

Nice analogy!
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Alexander82
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Re: templar/hospitaller design

Post by Alexander82 »

Hospitallers and Templars
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StormSaint373
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Re: templar/hospitaller design

Post by StormSaint373 »

Quick Question...

Besides appearance, which is emaculant by the way, what it the functional difference between Templars and Hospitallers?
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Savra
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Re: templar/hospitaller design

Post by Savra »

Yay, the holy orders here. Now all we need is the palidin and the Inquisitor and we'll be set. :lol:
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Re: templar/hospitaller design

Post by Savra »

StormSaint373 wrote: Wed Aug 29, 2018 3:51 pm Quick Question...

Besides appearance, which is emaculant by the way, what it the functional difference between Templars and Hospitallers?
Ones better at healing while the others better at combat.
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Savra
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Re: templar/hospitaller design

Post by Savra »

Alexander82 wrote: Wed Aug 29, 2018 2:36 pm red hospitallers

I was thinking...

What about 4 different units?

Templar and mounted templar = white surcoat and red cross

Hospitaller and mounted hospitaller = red surcoat and white cross

Templars might have lower healing abilities but higher bonus against undeads and demons

Hospitaller might have wider selection of support spell and equip maces but will have bonus only against skeletons
Basically said here.
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Alexander82
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Re: templar/hospitaller design

Post by Alexander82 »

StormSaint373 wrote: Wed Aug 29, 2018 3:25 pm That's kinda what high Men are. . .
What?

Sometimes I hope I can read a topic without any hints of a new race being planned :lol:
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Re: templar/hospitaller design

Post by makazuwr32 »

Alexander82 wrote: Wed Aug 29, 2018 3:54 pm
StormSaint373 wrote: Wed Aug 29, 2018 3:25 pm That's kinda what high Men are. . .
What?

Sometimes I hope I can read a topic without any hints of a new race being planned :lol:
https://www.androidutils.com/forum/view ... c6b8c990ba
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Lynx Shafir
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Re: templar/hospitaller design

Post by Lynx Shafir »

Now, with update, they can't even Heal :|
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Alexander82
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Re: templar/hospitaller design

Post by Alexander82 »

This is strange. They shouldn't be in game yet
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Re: templar/hospitaller design

Post by makazuwr32 »

He means current templars ported from aos.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Alexander82
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Re: templar/hospitaller design

Post by Alexander82 »

I didn't touch that json though
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Savra
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Re: templar/hospitaller design

Post by Savra »

Alexander82 wrote: Sun Sep 16, 2018 1:02 pm I didn't touch that json though
As of late, I don't think you have to touch them the game hampers with them for you just to give you something to do :lol:

I think it wants attention. :)
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Re: templar/hospitaller design

Post by General Brave »

Tell him to calm down.
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Re: templar/hospitaller design

Post by StormSaint373 »

When can these units be implemented?
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Alexander82
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Re: templar/hospitaller design

Post by Alexander82 »

I hope in the next update
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Re: templar/hospitaller design

Post by StormSaint373 »

Me too, I have a campaign that needs them.
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Re: templar/hospitaller design

Post by General Brave »

I think so as well once we figure out a different way to add them.
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Re: templar/hospitaller design

Post by Lynx Shafir »

General Brave wrote: Mon Sep 17, 2018 4:34 pm I think so as well ask me figure out a different way to add them.
Map editor?

And if keep all those lvl make a pack what upgrades all.
But 1 think 1 lv max is enough for a holy unit cos is not a core fighter.

So how much different unit are here -?
Thy gave me a sword to pierce a lie,
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A moment I'm torn between two tides,
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Re: templar/hospitaller design

Post by Savra »

4.
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Re: templar/hospitaller design

Post by StormSaint373 »

Do we have stats for the AoF Templars and Hospitallers? If not, I'll make them...
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Savra
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Re: templar/hospitaller design

Post by Savra »

We don't.
I believe the Hospitalers were meant to only have bonus to skeletons and maybe zombies but their main strength was their healing. Templars main strength was their combat capabilities.
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