Unit - Templar Knight - IMPLEMENTED
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Re: Unit - Templar Knight - ACCEPTED
(veteran version is added too)
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Re: Unit - Templar Knight - ACCEPTED
ok, but is it ok having 3 units of these kind? isnt there redundancy?
please check the stats of the crusaders - while i am putting in templar knight - we should make differences betw. them i suppose.
please check the stats of the crusaders - while i am putting in templar knight - we should make differences betw. them i suppose.
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Re: Unit - Templar Knight - IMPLEMENTED
up on server in 5 minutes.
Re: Unit - Templar Knight - IMPLEMENTED
Thanks! Patroid's are campaign only, and I'm not 100% that they're balanced/make sense with the other units. But yeah, they should be different. I'll look.
Thanks!
Josh
Josh
- Alexander82
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Re: Unit - Templar Knight - IMPLEMENTED
Crusader might be able to convert but not heal (they fought to conquer for their faith, so it might have sense)
Btw, about the templar, hy don't you lower it's cost by 1?
so we'll have a templar with a cost of 4 and a knight templar for 5
Btw, about the templar, hy don't you lower it's cost by 1?
so we'll have a templar with a cost of 4 and a knight templar for 5
Age of Fantasy design leader
- Alexander82
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Re: Unit - Templar Knight - IMPLEMENTED
Sorry daniel, shouldn't the templar knight be produced at the church? (like the templar)
Age of Fantasy design leader
Re: Unit - Templar Knight - IMPLEMENTED
Agree with alex
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Re: Unit - Templar Knight - IMPLEMENTED
ok, what about only in church?
i set that.
on next version it will be like this.
i set that.
on next version it will be like this.