Imperial guard IMPLEMENTED

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Alexander82
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Imperial guard IMPLEMENTED

Post by Alexander82 » Thu Aug 24, 2017 2:19 am

I renamed the other unit since I thought that this name fit more an halberdier.

This one will be an anti cavalry.


Imperial guard:
Image
Stats:
Cost: 4
HP: 30
Attack power: 10 (affected by smith)
Range: 1 (affected by reach)
Armor: 3 (affected by smith)
Pierce armor: 3 (affected by smith)
Speed: 3
Sight: 4
Action/turn: 1/1
Spell resistance: 50%
Size: 1×1
Special: bonus against cavalry unit (similar to those of the uruk pikeman)
Buildable at: castle, barracks
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Stratego (dev)
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Re: Imperial guard

Post by Stratego (dev) » Thu Aug 24, 2017 6:06 am

shall i rename hsalberdier to imp. guard?

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Alexander82
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Re: Imperial guard

Post by Alexander82 » Thu Aug 24, 2017 8:23 am

No, this is a different unit.
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Alexander82
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Re: Imperial guard ACCEPTED

Post by Alexander82 » Thu Aug 31, 2017 5:16 pm

Image
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Imperial guard.png
Imperial guard.png (18.63 KiB) Viewed 5017 times
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LordOfAles
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Re: Imperial guard ACCEPTED

Post by LordOfAles » Thu Aug 31, 2017 6:25 pm

He looks like a dwarf...
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Alexander82
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Re: Imperial guard ACCEPTED

Post by Alexander82 » Thu Aug 31, 2017 6:41 pm

It is exactly tall as the other imperial units...

At the start imperials were all 2 more pixel tall but Daniel tought they were too big to be humans compared to other units
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Re: Imperial guard ACCEPTED

Post by Stratego (dev) » Thu Aug 31, 2017 6:49 pm

now imperials are very nice - imho.

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Sunrise Samurai
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Re: Imperial guard ACCEPTED

Post by Sunrise Samurai » Thu Aug 31, 2017 7:34 pm

I'm enjoying the imperial units. They add a unique flavor to humans that is distinct from AoS. I can't wait to see this one, and I'm still waiting on an archer/crossbowman version.
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Alexander82
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Re: Imperial guard ACCEPTED

Post by Alexander82 » Thu Aug 31, 2017 9:52 pm

Yes, this was my intention from the beginning
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Alexander82
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Re: Imperial guard ACCEPTED

Post by Alexander82 » Sun Sep 03, 2017 4:17 pm

Stats:
Cost: 4
HP: 30
Attack power: 10 (affected by smith)
Range: 1 (affected by reach)
Armor: 3 (affected by smith)
Pierce armor: 3 (affected by smith)
Speed: 3
Sight: 4
Action/turn: 1/1
Spell resistance: 50%
Size: 1×1
Special: bonus against cavalry unit (similar to those of the uruk pikeman)
Buildable at: castle, barracks
I tought of making it cost 4 since the normal spearman costs 2
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Puss_in_Boots
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Re: Imperial guard ACCEPTED

Post by Puss_in_Boots » Sun Sep 03, 2017 4:22 pm

That poleaxe looks pretty large, I think it should have range 2 even without reach, like the other long polearms for the uruk hai or goblin pike and halberdier
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Alexander82
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Re: Imperial guard ACCEPTED

Post by Alexander82 » Sun Sep 03, 2017 5:15 pm

No. humans gain reach with a specific tech. If we gave him range 2 already it would have range 3 with reach which is too much.

Also I've made the image because I already knew he was going to reach range 2 with reach.
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Sunrise Samurai
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Re: Imperial guard ACCEPTED

Post by Sunrise Samurai » Sun Sep 03, 2017 10:11 pm

The imperial units have a nice perk of not needing research to be effective, unlike regular troops. It may be nice to give it 2 range, but reach doesn't effect it, so it remains 2 range. This being said, I'd appreciate a small quiver of javelins on his back, and a ranged ability to throw a javelin, for some use at a distance, if less effective than an archer.
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Alexander82
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Re: Imperial guard ACCEPTED

Post by Alexander82 » Sun Sep 03, 2017 11:13 pm

Hey guys this is meant to be an elite anti cavalry not an hybrid unit. Also imperial units are affected by techs. If not it is a bug and i'll fix the jsons if you tell me which units aren't affected.

Since reach is pretty useful a player will probably research it anyway tough.
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Alexander82
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Re: Imperial guard ACCEPTED

Post by Alexander82 » Sun Sep 03, 2017 11:18 pm

Ok, i've checked the current imperial units. The knight it is regularly affected by techs while the shielder had no techs specified into the json. I fixed it and sent the corrected json to Daniel.
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MightyGuy
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Re: Imperial guard ACCEPTED

Post by MightyGuy » Mon Sep 04, 2017 1:51 am

The image is Nice, but, imho it looks like a Dwarf because the axe is too big, nevermind...
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Alexander82
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Re: Imperial guard ACCEPTED

Post by Alexander82 » Mon Sep 04, 2017 3:07 am

That one is smaller
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Imperial guard.png (18.45 KiB) Viewed 4930 times
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Re: Imperial guard ACCEPTED

Post by MightyGuy » Mon Sep 04, 2017 4:09 am

Both are nice but this one for me is really cool!
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Alexander82
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Re: Imperial guard ACCEPTED

Post by Alexander82 » Mon Sep 04, 2017 11:33 am

Still 1 pixel smaller and a bit shorter
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Imperial guard.png (18.43 KiB) Viewed 4918 times
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LordOfAles
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Re: Imperial guard ACCEPTED

Post by LordOfAles » Tue Oct 24, 2017 4:35 pm

IMPLEMENTED
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Alexander82
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Re: Imperial guard IMPLEMENTED

Post by Alexander82 » Wed Oct 25, 2017 3:33 pm

done
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