reiter (late medieval horseman)

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Gral.Sturnn
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reiter (late medieval horseman)

Post by Gral.Sturnn » Tue Jul 24, 2018 8:10 pm

Mounted late medieval german knight uses a pistol and a sword, and light armor (somewhat) i cannot decide if making it a cheaper more managable or a more elite unit.
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makazuwr32
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Re: reiter

Post by makazuwr32 » Wed Jul 25, 2018 4:56 am

Pistol must be an ability, unit itself must be on pair with normal knight exept with ability to shoot from pistol.
And ofc it must be trainable only after gunpowder has been researched.
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
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Gral.Sturnn
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Re: reiter

Post by Gral.Sturnn » Wed Jul 25, 2018 7:36 am

Agree on all your points but also:

1.pistol shoukd reload with an ability that justs stops (he cannot move or attack in that turn) the reiter.

2. For the stats it shoukd have more hp than a knight and same armor as heavy knight.
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makazuwr32
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Re: reiter

Post by makazuwr32 » Wed Jul 25, 2018 9:41 am

Both normal and heavy knight have 2/2 armor.
The difference is in their damage and hp - heavy knight has +7 hp and +2 damage.
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
IT IS ALWAYS EASIER TO CORRECT EXISTING THINGS THAN TO MAKE SOMETHING NEW FROM SCRAP. © by Makazuwr32™.

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Gral.Sturnn
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Re: reiter

Post by Gral.Sturnn » Wed Jul 25, 2018 9:44 am

O sorry i was 2 dumb to check....

Eitherway he should have the same stats as heavy knight but with gunpowder technomogy and 5 turns cost
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Gral.Sturnn
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Re: reiter

Post by Gral.Sturnn » Fri Jul 27, 2018 4:56 pm

Is it the reload mechanic okay?
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Gral.Sturnn
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Re: reiter (late medieval knight)

Post by Gral.Sturnn » Fri Jul 27, 2018 7:34 pm

Stats:

Cost: 5
Hp: 39
Attack: 12 (same bonuses as heavy knight)
range: 1
Armor:2
Pierce armor: 2
Speed:5
Sight: 5
Spell resistance: 0%

Pistol shot:

Damage: 17
Range:3
Pierce armor:2
"Reload": 1 turn (unit cannot move or attack when it reloads)
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LordOfAles
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Re: reiter (late medieval knight)

Post by LordOfAles » Fri Jul 27, 2018 7:39 pm

How about cooldown instead of reload bility.
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Gral.Sturnn
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Re: reiter (late medieval knight)

Post by Gral.Sturnn » Fri Jul 27, 2018 7:49 pm

LordOfAles wrote:
Fri Jul 27, 2018 7:39 pm
How about cooldown instead of reload bility.
That actually sounds good enough, 3 turns?
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Gral.Sturnn
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Re: reiter (late medieval knight)

Post by Gral.Sturnn » Sun Jul 29, 2018 3:16 pm

New idea we can make 2 versions,

Reiter

Dragoons or light armed cavalry
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Gral.Sturnn
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Re: reiter (late medieval knight)

Post by Gral.Sturnn » Mon Jul 30, 2018 1:02 pm

*armored cavalry*
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Gral.Sturnn
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Re: reiter (late medieval knight)

Post by Gral.Sturnn » Thu Aug 02, 2018 3:44 pm

sprite
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Gral.Sturnn
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Re: reiter (late medieval knight)

Post by Gral.Sturnn » Thu Aug 02, 2018 4:08 pm

herruelo
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COOLguy
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Re: reiter (late medieval knight)

Post by COOLguy » Wed Aug 08, 2018 12:45 am

What was the time frame for this? It sounds like it might be a little after medieval ?
Thanks!
Josh

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Gral.Sturnn
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Re: reiter (late medieval knight)

Post by Gral.Sturnn » Wed Aug 08, 2018 1:37 am

Late medieval 15 th century
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samuelch
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Re: reiter (late medieval knight)

Post by samuelch » Wed Aug 08, 2018 11:52 am

How about renaming it to cuirassier? Reiter from what I know is usually armed with more pistols.
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Gral.Sturnn
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Re: reiter (late medieval knight)

Post by Gral.Sturnn » Wed Aug 08, 2018 1:03 pm

samuelch wrote:
Wed Aug 08, 2018 11:52 am
How about renaming it to cuirassier? Reiter from what I know is usually armed with more pistols.
The cuirasser is waaay more armoredt
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Gral.Sturnn
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Re: reiter (late medieval knight)

Post by Gral.Sturnn » Thu Oct 11, 2018 12:46 am

New sprite
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Gral.Sturnn
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Re: reiter (late medieval knight)

Post by Gral.Sturnn » Thu Oct 11, 2018 1:24 am

Based on this picture
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Gral.Sturnn
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Re: reiter (late medieval knight)

Post by Gral.Sturnn » Thu Oct 11, 2018 10:21 pm

updated stats:

Stats:

Cost: 5
Hp: 39
Attack: 12 (same bonuses as heavy knight)
range: 1
Armor:2
Pierce armor: 2
Speed:5
Sight: 5
Spell resistance: 0%

Pistol shot:

Damage: 17
Range:3
Pierce armor:2
"Reload": 3 turns cooldown
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HugoTheUseles
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Re: reiter (late medieval knight)

Post by HugoTheUseles » Wed Dec 26, 2018 3:05 pm

I just want to say that the word "reiter" translates to horseman so maybe change the name but else yes i like it.

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Gral.Sturnn
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Re: reiter (late medieval knight)

Post by Gral.Sturnn » Wed Dec 26, 2018 3:15 pm

HugoTheUseles wrote:
Wed Dec 26, 2018 3:05 pm
I just want to say that the word "reiter" translates to horseman so maybe change the name but else yes i like it.
Thx ill change the name now
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Gral.Sturnn
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Re: reiter (late medieval horseman)

Post by Gral.Sturnn » Wed Dec 26, 2018 8:07 pm

@HugoTheUseles do you have any suggestions??
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Lynx Shafir
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Re: reiter (late medieval horseman)

Post by Lynx Shafir » Thu Dec 27, 2018 10:45 am

Isn't 3 range too low (I don't remember musketeers)

Either that and lower cost 4 health by 5 or lower CD to 2 and range 4 and keep 5 cost


After shoting loses movement till next turn


Does have miss chances?
If so than will be worse than current musketeer who always misses........
(What numbers has exactly?)
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Gral.Sturnn
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Re: reiter (late medieval horseman)

Post by Gral.Sturnn » Thu Dec 27, 2018 3:54 pm

It is a cavamry unit with a pistol so low range is balanced

Hes 5 cost turn beacuse otherwise it will replace the knight

No hes got no miss chances
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HugoTheUseles
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Re: reiter (late medieval horseman)

Post by HugoTheUseles » Tue Jan 08, 2019 2:05 pm

I think the stats are fine.
About the name... i dont know, dragoon is good

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Gral.Sturnn
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Re: reiter (late medieval horseman)

Post by Gral.Sturnn » Tue Jan 08, 2019 5:37 pm

HugoTheUseles wrote:
Tue Jan 08, 2019 2:05 pm
I think the stats are fine.
About the name... i dont know, dragoon is good
The reiters in specific were german and had black armor a dragoon would use musket carbines and light armor
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Moh556
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Re: reiter (late medieval horseman)

Post by Moh556 » Wed Jan 09, 2019 7:40 am

Whats his bonuses against other things?
We can set a bleeding ability for him too .
EXPLAIN: when he shots units they will bleeding ...this means their hp reduces for 2 or 3 turns .. every turn 3or2 hp can be reduced....
Now give some drawing for bleeding ability
(Some thing like bushido ability symbol :lol: )

My idea is a red drop up the hp(just like poison)

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Gral.Sturnn
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Re: reiter (late medieval horseman)

Post by Gral.Sturnn » Wed Jan 09, 2019 12:15 pm

Moh556 wrote:
Wed Jan 09, 2019 7:40 am
Whats his bonuses against other things?
We can set a bleeding ability for him too .
EXPLAIN: when he shots units they will bleeding ...this means their hp reduces for 2 or 3 turns .. every turn 3or2 hp can be reduced....
Now give some drawing for bleeding ability
(Some thing like bushido ability symbol :lol: )

My idea is a red drop up the hp(just like poison)
Sounds cool but right now im triying to keep it simple
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Moh556
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Re: reiter (late medieval horseman)

Post by Moh556 » Wed Jan 09, 2019 5:49 pm

Ok . Just think about it

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