New Structure: Catapult Tower IMPLEMENTED

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TheOrder971
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New Structure: Catapult Tower IMPLEMENTED

Post by TheOrder971 »

A catapult tower is a medieval siege weapon platform designed for launching large projectiles, such as rocks, stones, or even incendiary materials, over long distances with great force. These imposing structures typically featured a tall wooden tower with a strong base and a counterweight system. Catapult towers played a crucial role in historical warfare, enabling armies to breach fortress walls or defend their own positions. They were notable for their innovative engineering and strategic importance in medieval battles.
Magonel Tower.png
Magonel Tower.png (2.72 KiB) Viewed 1026 times
Magonel Tower Occupied.png
Magonel Tower Occupied.png (2.75 KiB) Viewed 1026 times
Stats
HP: 110
Attack Power: 16
Range: 8
Minimum Range:2
Armor: 2
Pierce Armor: 8
Sight: 7
Carry Capacity: 1
Action/Turn: 2
Heal Rate: 8
Same Construct Affect, Mend Affect, and Mental Resistance.

Same Damage Bonuses But Also Additional Bonuses for Infantry class.
Bouns 75% - Damage +5 against - [Flesh and blood].

Please... we must be accepted.
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DreJaDe
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Re: New Structure: Catapult Tower

Post by DreJaDe »

I think minimum range should be 3-4...

Should all towers really have carry cap? I guess it can have it...
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Re: New Structure: Catapult Tower

Post by Stratego (dev) »

TheOrder971 wrote: Mon Sep 25, 2023 6:33 am A catapult tower is a medieval siege weapon platform designed for launching large projectiles, such as rocks, stones, or even incendiary materials, ...
awesome image!
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TheOrder971
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Re: New Structure: Catapult Tower

Post by TheOrder971 »

Stats (Modifying)
HP: 110
Attack Power: 16
Range: 8
Minimum Range:3
Armor: 2
Pierce Armor: 8
Sight: 7
Carry Capacity: 1
Action/Turn: 2
Heal Rate: 8
Same Construct Affect, Mend Affect, and Mental Resistance.

Same Damage Bonuses But Also Additional Bonuses for Infantry class.
Bouns 75% - Damage +5 against - [Flesh and blood].
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b2198
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Re: New Structure: Catapult Tower

Post by b2198 »

For both consistency and balancing in comparison to non-tower catapults and to other towers, I'd give it power range 1 (and it would be increased to 2 after researching area damage, since it should have the [Catapult] category), remove that bonus against [Flesh and blood], add a 15% Miss(*speed) chance, reduce action/turn to 1 and increase heal rate to 10.

Also, I think ideally it should start with 7 range and have an upgrade to increase it to 8 range (and finally get to 9 with advanced ballistics), similarly to the ballista tower and the cannon tower.
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godOfKings
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Re: New Structure: Catapult Tower

Post by godOfKings »

I think it can also get the transform to fire catapult and power range dmg reduction 30%
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DreJaDe
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Re: New Structure: Catapult Tower

Post by DreJaDe »

b2198 wrote: Tue Sep 26, 2023 8:43 am For both consistency and balancing in comparison to non-tower catapults and to other towers, I'd give it power range 1 (and it would be increased to 2 after researching area damage, since it should have the [Catapult] category), remove that bonus against [Flesh and blood], add a 15% Miss(*speed) chance, reduce action/turn to 1 and increase heal rate to 10.

Also, I think ideally it should start with 7 range and have an upgrade to increase it to 8 range (and finally get to 9 with advanced ballistics), similarly to the ballista tower and the cannon tower.
I think its why its a tower... To have better range than its normal counterpart so asking for 8 range is justified.

Also... Didnt see that 2 turns lol. Yeah, that is something.
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DreJaDe
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Re: New Structure: Catapult Tower

Post by DreJaDe »

godOfKings wrote: Tue Sep 26, 2023 3:18 pm I think it can also get the transform to fire catapult and power range dmg reduction 30%
Not sure if it needs a transformation but just a fire shot option.
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godOfKings
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Re: New Structure: Catapult Tower

Post by godOfKings »

Ok that works
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me

For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
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v094517
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Re: New Structure: Catapult Tower

Post by v094517 »

Will there be an upgrade to the tower, like heavy ballista tower?
If not the higher initial range may be justified + the tower can be locked behind heavy catapult tech.
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b2198
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Re: New Structure: Catapult Tower

Post by b2198 »

DreJaDe wrote: Tue Sep 26, 2023 7:06 pm
b2198 wrote: Tue Sep 26, 2023 8:43 am For both consistency and balancing in comparison to non-tower catapults and to other towers, I'd give it power range 1 (and it would be increased to 2 after researching area damage, since it should have the [Catapult] category), remove that bonus against [Flesh and blood], add a 15% Miss(*speed) chance, reduce action/turn to 1 and increase heal rate to 10.

Also, I think ideally it should start with 7 range and have an upgrade to increase it to 8 range (and finally get to 9 with advanced ballistics), similarly to the ballista tower and the cannon tower.
I think its why its a tower... To have better range than its normal counterpart so asking for 8 range is justified.
By that logic cannon towers should have 8 range unupgraded, and 9/10 range upgraded/after hoop-and-stave, making them even more spammed... towers don't need more range than their non-tower counterparts to be strong, as their advantage already comes in the form of being more durable and able to keep other units inside (and technically due to not requiring unit limits, but in practice units built by workers don't either, so there's that :sweat_smile:).
v094517 wrote: Wed Sep 27, 2023 2:27 am Will there be an upgrade to the tower, like heavy ballista tower?
If not the higher initial range may be justified + the tower can be locked behind heavy catapult tech.
With this I agree.
Green is the correct color, other colors are "less correct".
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DreJaDe
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Re: New Structure: Catapult Tower

Post by DreJaDe »

b2198 wrote: Tue Oct 03, 2023 11:21 am By that logic cannon towers should have 8 range unupgraded, and 9/10 range upgraded/after hoop-and-stave, making them even more spammed... towers don't need more range than their non-tower counterparts to be strong, as their advantage already comes in the form of being more durable and able to keep other units inside (and technically due to not requiring unit limits, but in practice units built by workers don't either, so there's that ).
Its not "should" its more like "could".

When I say "justified". Its more like it's "fine" to be like that. It's not an absolute like it "should" be like that. His suggestion is valid not any more than what you've said.

I know what you mean.

What I like about this suggestion more though is its obvious weakness in units getting close. If I'm going to be honest, I would like ballista towers to have this.

It not having an early AOE is also a nice touch for me. It's definitely an anti infantry but its not decisive.
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b2198
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Re: New Structure: Catapult Tower

Post by b2198 »

DreJaDe wrote: Tue Oct 03, 2023 11:42 am Its not "should" its more like "could".

When I say "justified". Its more like it's "fine" to be like that. It's not an absolute like it "should" be like that. His suggestion is valid not any more than what you've said.

I know what you mean.
I see, fair enough.
Green is the correct color, other colors are "less correct".
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godOfKings
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Re: New Structure: Catapult Tower

Post by godOfKings »

Btw cannon tower have minimum range too
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For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
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Endru1241
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Re: New Structure: Catapult Tower

Post by Endru1241 »

HP: 80->95
Attack Power: 16->19
Range: 7->8
Minimum Range:3
Armor: 2/4 -> 2/6
Sight: 7
Carry Capacity: 1
Action/Turn: 1
Heal Rate: 8
Miss Chance 15% * speed
AOE 24%->30% on 1 range, dropped by 70%->50% each tile further.
Damage bonuses copied from Catapult.

So basically identical to Cannon tower, but with carry of 1, instead of 2 and attack stats identical to Catapult.
Accessible faster than cannon tower and with splash damage on the same range (although higher miss chance against targets it's not having any bonuses for).
That's what I would go for.
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DreJaDe
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Re: New Structure: Catapult Tower

Post by DreJaDe »

Still confused with the difference of mangonel to catapult but I think this idea have been forgotten.

You know, just trying to add since watching AOE4 plays. I want to suggest an addition to this which is "Mangonel Emplacement".

Researchable in advancement center or castle itself. Allows castles to have a mangonel shot costing all of its turn per shot.
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v094517
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Re: New Structure: Catapult Tower

Post by v094517 »

The real difference is between Onager (ancient Catapult) and Traction Trebuchet (commonly referred to as Mangonel)? Onager uses stored energy in ropes (torsion) while Traction Trebuchet uses man-powered gravity.

Onagers could have a higher range, but required specialists to repair/make, and was less efficient in energy storage, reducing kinetic energy of projectile. It also required less manpower to use.

Traction trebuchets could be easily assembled from surrounding materials onsite, had shorter range but higher powered projectiles, and required many personnel pulling on ropes to lift the trebuchet arm on the other side.
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godOfKings
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Re: New Structure: Catapult Tower

Post by godOfKings »

i think castle treb shot does the job, we could give catapult shot to some other mega though, may b celt castle?
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me

For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
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DreJaDe
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Re: New Structure: Catapult Tower

Post by DreJaDe »

godOfKings wrote: Sat Nov 25, 2023 3:46 pm i think castle treb shot does the job, we could give catapult shot to some other mega though, may b celt castle?
Different purpose here
Its more like anti infantry rather than counter artillery or anti siege.
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Re: New Structure: Catapult Tower

Post by Sombrar +1 »

How about also adding a ballista firing ability for megas from older civilizations like Greeks, Nordics, Celts perhaps?

So each mega would have its own additional particularity according to how each civilization was in the timeline.
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DreJaDe
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Re: New Structure: Catapult Tower

Post by DreJaDe »

Sombrar +1 wrote: Sat Nov 25, 2023 9:39 pm How about also adding a ballista firing ability for megas from older civilizations like Greeks, Nordics, Celts perhaps?

So each mega would have its own additional particularity according to how each civilization was in the timeline.
Oh yeah
Since Both castle and detinets already have theirs
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TheOrder971
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Re: New Structure: Catapult Tower

Post by TheOrder971 »

Wow. How do we implementing us? Thx guys.
I will see you soon for the next new unit called culverin.
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