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Change of boar riders. IMPLEMENTED

Posted: Tue Oct 02, 2018 7:41 am
by makazuwr32
Right now Dwarven boar riders are a bit op when combined with their alchemists and clerics but after introduction of their blacksmith upgrades they will become MOST OP cavalry units in the game:
4 turns for unit with 5 speed, 46 hp, 28 attack, 50% spell resist and 8/8 armor is too low cost.
For compare
imperial knight costs 8 turns for 6 speed, 70 hp, 27 attack, 50% spell resistand 8/8 armor
master wolf rider has for 4 turns 6 speed, 44 hp, 20 damage, 0% spell residt and 5/5 armor
Ofc after all upgrades.


I want to change all 3 into 3 completely different units with removal of upgrade techs:
1. Boar rider -> Light boar scout
Cost - 3 turns, trainable at TC
Hp - 20
Attack - 8
Armor - 1/1
Speed - 5
Sight - 8
Spell resist - 0%
2. Boar rider
Cost - 4 turns, trainable at TC
Hp - 32
Attack - 14
Armor - 2/2
Speed - 4
Sight - 6
Spell resist - 20%
3. Master boar rider -> Heavy Boar rider
Cost - 6 turns, trainable at Kingdom (for now)
Hp - 40
Attack - 20
Armor - 4/4
Speed - 4
Sight - 6
Spell resist - 35%
Need some building for their cavalry units because only light boar riders and bear riders must be in tc and others must be in that building.

Also additional upgrade for all boar riders:
Boar training:
Cost - 6 turns (researchable at cavalry building), increases speed of all 3 riders by +1.

Re: Dwarven Boar Rider Rebalancing suggestion and voting

Posted: Tue Oct 02, 2018 8:07 am
by Lynx Shafir
I prefer first.

I Don't like separating in 3.

Also I see in variant 2 some stats(eg speed, Sight) are lower while cost is hight - what wouldn't be a problem be itself but other races upgrade logic doesn't follows this.
(though some "disadvantage"in normal upgrade is interesting eg. Heavy armor - slower movement)
Nor the 6 cost cav - while others after research get 4 cost ~ equal - won't help

lowering bonuses or aviable effect cud help.

As For stables" I think only when will have at least 2 more cav units.

And will bear riders get upgrades?

Re: Dwarven Boar Rider Rebalancing suggestion and voting

Posted: Tue Oct 02, 2018 2:59 pm
by Tankhead
Yea I don't like it separates either.
Im with the first one

Re: Dwarven Boar Rider Rebalancing suggestion and voting

Posted: Tue Oct 02, 2018 3:10 pm
by StormSaint373
I'm in agreement with the first one.

Re: Dwarven Boar Rider Rebalancing suggestion and voting

Posted: Tue Oct 02, 2018 5:23 pm
by makazuwr32
Second variant removes upgrades and they become 3 different units. So they don't need to follow logic of upgrades.

Re: Dwarven Boar Rider Rebalancing suggestion and voting

Posted: Tue Oct 02, 2018 6:16 pm
by Tankhead
Black smith tech should work just fine ( first one )
( honestly its more simple than adding 2 other variants )

Re: Dwarven Boar Rider Rebalancing suggestion and voting

Posted: Wed Oct 03, 2018 5:57 am
by makazuwr32
Both variants still require stats changing. Second variant just removes the need of upgrades for access to better variants. And second variant doesn't require of "adding" new units. They are already IN. Second variant only changes access for them.

And honestly i prefer second variant with making third tier campain only unit.

No need in both variants to change images.

Re: Dwarven Boar Rider Rebalancing suggestion and voting

Posted: Fri Oct 05, 2018 3:21 am
by Sunrise Samurai
Given that blacksmith techs will already upgrade the power and armor, I'd suggest having the upgrades give +8 hp (slightly higher than your 5) and +15% spell resistance, but nothing else and use the base stats described. Net result is +16 hp and 30% spell resistance, neither of which is insurmountable, yet together they give a feel of heartiness that is to be expected from dwarves. This might work best as a racial upgrade to give similar toughness buffs to other dwarves in stats that aren't covered by blacksmith techs.

Re: Dwarven Boar Rider Rebalancing suggestion and voting

Posted: Fri Oct 05, 2018 4:12 am
by makazuwr32
Hm. Maybe as for racial upgrade is not so bad idea.
But a bit different one from other races - it won't change images of units, only their stats (spell resist and hp).

I need to rethink this because if upgrade gives additional hp than it must be balanced for each unit.

Re: Dwarven Boar Rider Rebalancing suggestion and voting

Posted: Sat Oct 06, 2018 5:56 am
by Tankhead
However they get Revamp hopefully its better than how they are
They have be a broken race for about 2- 3 months
Time for change

Re: Dwarven Boar Rider Rebalancing suggestion and voting

Posted: Sat Oct 06, 2018 7:09 am
by makazuwr32
Full revamp of idea.

Re: Dwarven racial upgrade

Posted: Sat Oct 06, 2018 3:27 pm
by Tankhead
@Alexander82
Watcha think of this?

Re: Change of boar riders.

Posted: Fri Nov 09, 2018 8:56 am
by makazuwr32
@Savra put this into list.

Re: Change of boar riders.

Posted: Wed Nov 14, 2018 3:30 am
by General Brave
You wish me to split them into three things?

Re: Change of boar riders.

Posted: Wed Nov 14, 2018 3:36 am
by Tankhead
General Brave wrote:
Wed Nov 14, 2018 3:30 am
You wish me to split them into three things?
Yup
Having troop upgrades with blacksmith would make this troop super powerful.
Best way to use it without wasting other 2 images is to split into 3 units

Re: Change of boar riders.

Posted: Wed Nov 14, 2018 3:52 am
by makazuwr32
Yes i want that. Though third one can be used as map editor only unit.

Re: Change of boar riders.

Posted: Tue Jan 22, 2019 1:11 am
by Tankhead
Implemented

Current Boar rider now called Boar scout with change stats produce In TC

Armored boar is now White boar rider ( Normal Cav now ) produce In TC

Master Boar now black boar rider ( heavy Cav now ) Produce in Mega building for dwarves