Seleucid Cataphract Elephant

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L4cus
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Seleucid Cataphract Elephant

Post by L4cus » Tue Mar 17, 2020 5:52 am

It was a well trained indian elephant. It carried a wooden tower(it was an archer nest) and a heavy armor to protect from enemies weapons. Actually, they were ancient thanks.

Cost 9
Hp 125
Attack 20
Range 0
Armor 3/4
Speed 2
Sight 6
Actions/turn 2
C R 35%

Bash
Power 14
Range 1
Area damage
+50% v archer, foot melee, siege machine

Tower Archer
Power 5
Range 6
Coldowm 1 turn
+40% v flying, heavy foot melee
+80% v light and medium foot melee

Able to train only at hellenic barracks
https://www.androidutils.com/forum/view ... 9f694b6939
images (26).jpeg
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Extra ecclesiam nulla salus...

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Endru1241
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Re: Seleucid Cataphract Elephant

Post by Endru1241 » Fri Mar 27, 2020 9:17 pm

Looking at the image- armor should rather be 4/2 in the stats or even 4/1 as it gets a little more hp.
The weakest point, vulnerable to arrows are actually humans on top and elephant face - both hard to reach from ground, but pretty easy using arrows.

There is also no reason for archer attack to have any bonus vs heavy units, nor for 6 range or higher bonus vs lighter infantry.
It's harder to shoot from unstable, moving platform, so it would rather have 4. Or just normal 5, like elephant archer.
It's already huge bonus to have such ability.

2 actions is out obviously.
Power of regular attack should be balance somewhere between elephant and his upgrade - maybe 16-17.
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L4cus
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Re: Seleucid Cataphract Elephant

Post by L4cus » Fri Mar 27, 2020 10:16 pm

Endru1241 wrote:
Fri Mar 27, 2020 9:17 pm
Looking at the image- armor should rather be 4/2 in the stats or even 4/1 as it gets a little more hp.
The weakest point, vulnerable to arrows are actually humans on top and elephant face - both hard to reach from ground, but pretty easy using arrows.

There is also no reason for archer attack to have any bonus vs heavy units, nor for 6 range or higher bonus vs lighter infantry.
It's harder to shoot from unstable, moving platform, so it would rather have 4. Or just normal 5, like elephant archer.
It's already huge bonus to have such ability.

2 actions is out obviously.
Power of regular attack should be balance somewhere between elephant and his upgrade - maybe 16-17.
About armor, 4/2 would be fine
About bonuses of archer attacks, i was going to delete it
And its range should be 5 too

About two actions per turn:
1 for bash
1 for archer

Each ability has 1 turn coldown, so u cant use one of them twice a turn
Thats y he has 0 range, in that way it cant attack with 14 base power
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Endru1241
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Re: Seleucid Cataphract Elephant

Post by Endru1241 » Fri Mar 27, 2020 10:51 pm

I am not 100% sure, but I seem to recall, that cooldown is global for unit, so it could only use one ability.
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makazuwr32
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Re: Seleucid Cataphract Elephant

Post by makazuwr32 » Sat Mar 28, 2020 12:24 pm

Cooldown is separate for each of unit's abilities.

But you can make ability that costs 0 actions (so you can use both ability AND normal attack) and just has some cooldown.

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L4cus
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Re: Seleucid Cataphract Elephant

Post by L4cus » Sat Mar 28, 2020 12:27 pm

I dont understand pretty well, but it seems like is possible
Anyway, if its possible, then lets do it
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makazuwr32
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Re: Seleucid Cataphract Elephant

Post by makazuwr32 » Sat Mar 28, 2020 1:28 pm

in theory it is possible bit if it will be made or not that is up to endru.
He will balance them.

Also another thing i must admit: stats of ability - attack, bonuses - can't be changed. Thus if unit has ability that deals for example 13 melee damage and unit itself is affected by for example tech that increases attack by +37 attack power of ability will still be 13.

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