dismounted knights IMPLEMENTED

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Gral.Sturnn
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Re: dismounted knights ACCEPTED

Post by Gral.Sturnn »

Lynx Shafir wrote: Tue Jun 11, 2019 3:36 pm 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.
Sure you can try, help is always grateful
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godOfKings
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Re: dismounted knights ACCEPTED

Post by godOfKings »

A 4 turn voulgier has 28 hp :? So I m telling u, I support the 40 HP max, rather its lancer that needs a 3rd upgrade and HP boosting,

After 2 upgrades, if a 4 turn normal unit can't b stronger than a 5 turn special unit with healing and 100% resist, that too another Knight, its just sad
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StormSaint373
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Re: dismounted knights ACCEPTED

Post by StormSaint373 »

I made,or more correct, edited more sprites?

Any good?
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AoS Dismounted Knight, Veteran.png
AoS Dismounted Knight, Veteran.png (1.15 KiB) Viewed 2455 times
AoS Dismounted Knight, Elite.png
AoS Dismounted Knight, Elite.png (1.12 KiB) Viewed 2455 times
AoS Dismounted Knight .png
AoS Dismounted Knight .png (1.17 KiB) Viewed 2455 times
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Puss_in_Boots
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Re: dismounted knights ACCEPTED

Post by Puss_in_Boots »

Missing transparent black shadows. Also can you do me a favor and draw Hundred Years War French knight on horseback and dismounted? I'll JSON it.
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StormSaint373
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Re: dismounted knights ACCEPTED

Post by StormSaint373 »

This better? @Endru1241 ?
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AoS Dismounted Knight, Veteran.png
AoS Dismounted Knight, Veteran.png (1.2 KiB) Viewed 2411 times
AoS Dismounted Knight, Elite.png
AoS Dismounted Knight, Elite.png (1.16 KiB) Viewed 2411 times
AoS Dismounted Knight .png
AoS Dismounted Knight .png (1.22 KiB) Viewed 2411 times
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Belosteel
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Re: dismounted knights ACCEPTED

Post by Belosteel »

StormSaint373 wrote: Mon Sep 30, 2019 6:06 pm This better? @Endru1241 ?
[/q@Endru1241

The Knights look good just one thing is wrong in my opinion it looks like he has huge balls and wearing a speedo.
Maybe darken the balls area a bit so it looks more like it's behind his legs?
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StormSaint373
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Re: dismounted knights ACCEPTED

Post by StormSaint373 »

That's a hauberk...

I can't darken team color for the purpose that it will not be registered as such.
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Endru1241
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Re: dismounted knights ACCEPTED

Post by Endru1241 »

I agree, that something is not fitting around his groin.
Normal knight uses teamcolor only for belt - maybe it'll be enough here too.
Btw You can darken teamcoloring - just not in standard way - ( in gimp whole teamcolored area can be selected and using color curves green level can be lowered to make it look darker in game).
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StormSaint373
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Re: dismounted knights ACCEPTED

Post by StormSaint373 »

Edited, better now, @Endru1241 ?
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AoS Dismounted Knight, Veteran.png
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AoS Dismounted Knight, Elite.png
AoS Dismounted Knight, Elite.png (1.17 KiB) Viewed 2376 times
AoS Dismounted Knight .png
AoS Dismounted Knight .png (1.22 KiB) Viewed 2376 times
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Endru1241
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Re: dismounted knights ACCEPTED

Post by Endru1241 »

I think image is ready.
Now stats.

We lack heavily armored ones, so I'd say 66% of knight hp, same turn cost, same power, higher armor:

22 hp, 4/3 armor, 10 power
27 hp, 5/3 armor, 12 power
31 hp, 6/4 armor, 14 power (cavalier is getting nerfed to 45hp, 3/2 armor, 14 power)

Bonuses as hoplite, so (for now):
+50% on cheap melee, cheap archers
+100% on buildings, siege machines

Flavour explanation of more effective armor - armor values shown in stats is only part of protective gear effectiveness - hp represents it too (let's say regular, physically fit human has 10hp - the rest is protective gear, mount and technique). Stats are also taking notice of other damaging effects, as falling from horse. Armor values are amounts of damage reduced in each attack. Standing knight reduces more damage, because attacks can't make him fall of the horse. Mounted knight lower armor value may also represent thinner (or lack of) armor on a horse.
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StormSaint373
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Re: dismounted knights ACCEPTED

Post by StormSaint373 »

Seems ok...

Hp seems kinda low, imho.

Maybe raise 3rd tier hp to 35 instead of 31. But, I think theres a cap isn't there?

It seems -10 hp is a trend for dismounted knight.

Other than that, perfect! :D
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Endru1241
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Re: dismounted knights ACCEPTED

Post by Endru1241 »

No. It's percentage of knight - 45*0.66(6) is 30. He already got +1hp to retain upgrade scheme.
Additional +4 hp could be too high along with armor.
He's getting blacksmith upgrades after all.
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makazuwr32
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Re: dismounted knights ACCEPTED

Post by makazuwr32 »

@Endru1241 just a reminder:
Spartan hoplite has +200% healing rate so if he gains from any scource for example 6 healing than he will be healed for 18 hp.
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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Endru1241
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Re: dismounted knights ACCEPTED

Post by Endru1241 »

Actually he's not the only one with bonus healing anymore. I added this effect (much weaker) to two other units (pretorian - +100% heal, highlander +50%).
I was thinking dismounted knights could have it too (+100% maybe?).
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makazuwr32
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Re: dismounted knights ACCEPTED

Post by makazuwr32 »

That's up to you. What i wnated to point is that spartan hoplite is extremly defencive unit against pretty much everything exept catapults that can regenerate lost hp much quicker than other tanking units.

I would like actually for spartan hoplite to keep cost 7 but making him affected by blackmsith.
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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Endru1241
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Re: dismounted knights ACCEPTED

Post by Endru1241 »

Blacksmith tech hoplite - doesn't fit. It's one of the units which regressed over time. Besides it's ancient unit - how would it fare on medieval battlefields? If such presence ever happened it would surely be another unit already.
One of the points of introducing dismounted knights is to lower hiplite presence in later game (so that screen would look like medieval battlefield).

Being super defensive- You forget about anti-infantry foot units (mace, flail mainly - they destroy even heaviest infantry).
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makazuwr32
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Re: dismounted knights ACCEPTED

Post by makazuwr32 »

Well they are only bane of hoplite aside from catapult.
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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Endru1241
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Re: dismounted knights ACCEPTED

Post by Endru1241 »

Bane - yes, but cavalry, celts and posions archers can deal with them too.

I made some corrections on shields (mainly becase I just had to reshape team coloring for better distinction).
I'll probably place them in next pack.
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unit_knight_dismounted_upg1.png
unit_knight_dismounted_upg1.png (1.48 KiB) Viewed 2323 times
unit_knight_dismounted.png
unit_knight_dismounted.png (1.5 KiB) Viewed 2323 times
unit_knight_dismounted_upg2.png
unit_knight_dismounted_upg2.png (1.54 KiB) Viewed 2323 times
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StormSaint373
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Re: dismounted knights ACCEPTED

Post by StormSaint373 »

Looks good.

Although, the shields Don't look uniform. Shape-wise

Maybe change tier 1 to have same shape as tier 2&3

Or...

Change tiers 2&3 to look like tier 1.
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Endru1241
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Re: dismounted knights ACCEPTED

Post by Endru1241 »

That's the point. It's a sign of transition from shortened kite shield to regular triangle one.

Besides it makes spotting difference in units easier.

We don't need uniform in upgrades - just in the same style.
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Re: dismounted knights ACCEPTED

Post by StormSaint373 »

As you wish.
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