auxiliæ outpost

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L4cus
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auxiliæ outpost

Post by L4cus »

A 4 turns barrack that only produces auxiliars...
Sagitarius should be included ince they were syrian/cretan auxiliars
This could also be a 1x1 small structure that shots like a tower with less attack and produces auxiliars but would be more expensive...like 8-9 turns without ambidextria
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Badnorth
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Re: auxiliæ outpost

Post by Badnorth »

if this is going to be a factory that produces only auxiliaries and other things then it can be fine with 4 - 3 cost while having a shooting platform.
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Re: auxiliæ outpost

Post by L4cus »

Mmh the shooting paltform could be too op for a 4 turns factory...maybe 5 turns
It would be like an upgraded barrack
Maybe we could change it to "auxiliæ encampment" and that wiuld be upgraded into "auxiliæ outpost" and that cwould be balanced
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Badnorth
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Re: auxiliæ outpost

Post by Badnorth »

A shooting platform for a factory isn't really unbalanced. It's just like adding a guard tower on top of a barracks.
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Re: auxiliæ outpost

Post by L4cus »

Yeahanda guard tower cost 4 and a barrack cost 4 as well
U are getting a 8 truns factory with versatility sincr auxilia have different roles with only 4 turn!!!!
Not balanced at all
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Re: auxiliæ outpost

Post by Badnorth »

Guard tower costs 4 turns to make because it has like 50Hp, some ranged armor and 4 attack. Don't compare it to a factory since It is a defence structure with a sole purpose of defending light waves or simply vision with some attack.

A factory has only like 30hp with 0/4 armor. It's only adding an attack to it. It's not even comparable to a guard tower in terms of durability and offensive capabilities. So don't add the costs of different units.

And a factory is counted in their own population. So there can be only limited factories in a field. Guard towers can be built infinitely as long as you have some workers and space.
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Re: auxiliæ outpost

Post by L4cus »

Remember the main logic of hybrids (this is a hybrud after all) it should be worse than the combination of both...and the pisibility of recruit uxiliars is much stronger that barrack production...thats why it would be disbalanced...
Maybe this could be balanced if we get a roman builder that shouldbe the only able to build this...so 4 turns could be good...
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Endru1241
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Re: auxiliæ outpost

Post by Endru1241 »

Something like that could be brought in, but why?
There is no real advantage over roman barracks - one turn of construction is nothing.
Making it a hybrid with tower or shooting platform could be interesting, but honestly - it doesn't change much.
It's only few in the entire map at max, as factory limit is much more important.
Would anyone use it?

I'd rather have fewer buildings, but better made (there is quite a lot, that don't have construction stages).
There is also many buildings lacking image, that are much higher priority.

So - my opinion - it could be introduced, but I'm not willing to provide much help around it and even if it's ready - it wouldn't be very high priority to be put into game.
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L4cus
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Re: auxiliæ outpost

Post by L4cus »

what structures/factories are priority right now?
and yeah...u r right about this...
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Re: auxiliæ outpost

Post by Endru1241 »

hellenic
steppe
indian

roman mega
naval mega
They all lack images.

Plus factories for other cultures, once they have enough units.
Cultural mega.
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Re: auxiliæ outpost

Post by L4cus »

in that order? gosh T_T i am expecting to use them!
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Re: auxiliæ outpost

Post by Endru1241 »

I didn't really ordered them according to priority.
Besides most important here is that:
Endru1241 wrote: Fri Apr 16, 2021 8:48 pm They all lack images.
I know, that making complete image for building is quite extensive (I made some myself) and I personally probably won't make any.
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Re: auxiliæ outpost

Post by L4cus »

maybe this could be a 1x1 Wood fortress with 3 carry capacity, a light attack and a not Factory structure builded by that posible auxiliar engineer (roman constructor-auxiliars were usually used by empire fr constructing) we could give it the same aura of roman garrison
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Re: auxiliæ outpost

Post by Endru1241 »

No wood structures with carry.
Ability to remove woods were brought to avoid that.
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L4cus
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Re: auxiliæ outpost

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i meant a structure made of Wood...palisades and atalays...
and well, it can have 1 carry capacity T_T
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Badnorth
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Re: auxiliæ outpost

Post by Badnorth »

I don't know how to make buildings, so the priorities structure's images might take long before implementations.
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Re: auxiliæ outpost

Post by Badnorth »

But i guess i could try the Hellenic one. I'll make it someday.
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Re: auxiliæ outpost

Post by L4cus »

There is a pantheon at aof...the image fits, but it is a 2x2 structure, the thing qoulf be resizing it and use it for aos
We got 1 problem: i tried to comunicate with the drawer but never got an answer...
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Badnorth
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Re: auxiliæ outpost

Post by Badnorth »

Who is the artist of it?
If we can get hold of it, maybe we can resize it.
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L4cus
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Re: auxiliæ outpost

Post by L4cus »

I dont remember and deleted the message i sent because of inbox capacity...
Ask alexander for it (idk if alexander is still active though)
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Badnorth
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Re: auxiliæ outpost

Post by Badnorth »

He is inactive due to real life problems says makazuwr. So no chance of contacting him.
I guess we can just steal it :)
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Re: auxiliæ outpost

Post by L4cus »

I dont think there would be a problem, but its up to endru, i already sent him a screenshot of the structure in aof...
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L4cus
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Re: auxiliæ outpost

Post by L4cus »

Image
I think this image i s a good example...

And this could be a model ofcouldloocouldlook in-game
Image
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L4cus
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Re: auxiliæ outpost

Post by L4cus »

new stats
hp 35
attack 4
range 6
armour 0/4
carry capacity 1
heal rate 3

turns:
-worker (no ambydx.) 4
-worker (with ambydx.) 3
-legionary 6

production: auxiliaries

another option could be: no production but it has summon auxiliaries after research
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L4cus
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Re: auxiliæ outpost

Post by L4cus »

Cost 4 turns (build by legionaries)
Hp 25
Attack 4
Range 6
Armour 0/2
Sight 6
Carry capacity 2
Heal rate 1
Produces auxiliars
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