New Structure: Catapult Tower IMPLEMENTED
- TheOrder971
- Posts: 94
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New Structure: Catapult Tower IMPLEMENTED
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.
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.
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.
Re: New Structure: Catapult Tower
I think minimum range should be 3-4...
Should all towers really have carry cap? I guess it can have it...
Should all towers really have carry cap? I guess it can have it...
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- Site Admin
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Re: New Structure: Catapult Tower
awesome image!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, ...
- TheOrder971
- Posts: 94
- Joined: Fri Sep 22, 2023 8:47 am
Re: New Structure: Catapult Tower
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].
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].
Re: New Structure: Catapult Tower
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.
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.
Green is the correct color, other colors are "less correct".
- godOfKings
- Posts: 3302
- Joined: Fri Sep 22, 2017 4:50 pm
Re: New Structure: Catapult Tower
I think it can also get the transform to fire catapult and power range dmg reduction 30%
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
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
Re: New Structure: Catapult Tower
I think its why its a tower... To have better range than its normal counterpart so asking for 8 range is justified.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.
Also... Didnt see that 2 turns lol. Yeah, that is something.
Re: New Structure: Catapult Tower
Not sure if it needs a transformation but just a fire shot option.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%
- godOfKings
- Posts: 3302
- Joined: Fri Sep 22, 2017 4:50 pm
Re: New Structure: Catapult Tower
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
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
Re: New Structure: Catapult Tower
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.
If not the higher initial range may be justified + the tower can be locked behind heavy catapult tech.
Re: New Structure: Catapult Tower
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 ).DreJaDe wrote: ↑Tue Sep 26, 2023 7:06 pmI think its why its a tower... To have better range than its normal counterpart so asking for 8 range is justified.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.
With this I agree.
Green is the correct color, other colors are "less correct".
Re: New Structure: Catapult Tower
Its not "should" its more like "could".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 ).
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.
Re: New Structure: Catapult Tower
I see, fair enough.
Green is the correct color, other colors are "less correct".
- godOfKings
- Posts: 3302
- Joined: Fri Sep 22, 2017 4:50 pm
Re: New Structure: Catapult Tower
Btw cannon tower have minimum range too
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
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
Re: New Structure: Catapult Tower
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.
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.
Age of Strategy design leader
Re: New Structure: Catapult Tower
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.
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.
Re: New Structure: Catapult Tower
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.
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.
- godOfKings
- Posts: 3302
- Joined: Fri Sep 22, 2017 4:50 pm
Re: New Structure: Catapult Tower
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
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
Re: New Structure: Catapult Tower
Different purpose heregodOfKings 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?
Its more like anti infantry rather than counter artillery or anti siege.
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Re: New Structure: Catapult Tower
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.
So each mega would have its own additional particularity according to how each civilization was in the timeline.
Re: New Structure: Catapult Tower
Oh yeahSombrar +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.
Since Both castle and detinets already have theirs
- TheOrder971
- Posts: 94
- Joined: Fri Sep 22, 2023 8:47 am
Re: New Structure: Catapult Tower
Wow. How do we implementing us? Thx guys.
I will see you soon for the next new unit called culverin.
I will see you soon for the next new unit called culverin.