Unit - Templar Knight - IMPLEMENTED

These suggestions are in the game

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COOLguy
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Unit - Templar Knight - IMPLEMENTED

Post by COOLguy » Tue Nov 18, 2014 6:00 pm

He was mentioned in the pre-forum list. I have made an image for him. :)
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Josh

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ejm29
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Re: Unit - Templar Knight

Post by ejm29 » Tue Nov 18, 2014 6:24 pm

That looks fantastic. Funny enough I was thinking about a mounted templer earlier. Really looks great. :)

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COOLguy
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Re: Unit - Templar Knight

Post by COOLguy » Tue Nov 18, 2014 6:31 pm

Thank you! :D
Thanks!
Josh

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patroid
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Re: Unit - Templar Knight

Post by patroid » Sat Nov 22, 2014 6:22 pm

Hi
Why we stopped here??
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balint
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Re: Unit - Templar Knight

Post by balint » Wed Nov 26, 2014 9:58 pm

waiting for stats.
This is Hungary and winter is coming.

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Re: Unit - Templar Knight - ACCEPTED

Post by Alex486 » Wed Jan 07, 2015 8:45 pm

Could we make this an uograded unit horse to heavy knught to templer knight?
Anything is feasible with enough money and power.

Get ready to get your teeth kicked in, it will make for a good education.

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balint
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Re: Unit - Templar Knight - ACCEPTED

Post by balint » Wed Jan 07, 2015 8:49 pm

well, heavy knight is already a powerfull unit, so if it is an ipgrade for that, that woulx be extremely op.

It should be an upgrade for templar. We can keep all stats of the temlplar, but raise it'y hp, movement, power.
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Alexander82
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Re: Unit - Templar Knight - ACCEPTED

Post by Alexander82 » Fri Mar 20, 2015 11:55 am

Good idea, the templar becomes a bit useless later on, an improvement would make it more useful
It should also be trainable at a church tough
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Re: Unit - Templar Knight - ACCEPTED

Post by COOLguy » Wed Apr 15, 2015 5:32 pm

Stats?

cost - 5 or 6
hp - 35
attack - 10
range - 1
armor - 1
pierce armor - 2
speed - 4 or 5
sight - 5
heal rate - 7
resistance- 100%

Bonuses for and against should be similar to the knight

What do you think? Good? :)
Thanks!
Josh

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Alexander82
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Re: Unit - Templar Knight - ACCEPTED

Post by Alexander82 » Wed Apr 15, 2015 6:40 pm

This is an upgrade of the templar, isn't it?
The cost should remain the same
A good unit to be built in churc
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Ness

Re: Unit - Templar Knight - ACCEPTED

Post by Ness » Wed Apr 15, 2015 7:25 pm

I think stats should be

Cost 8
Hp 40
Power 13
Armor 3
Armor pierce 3
Speed 5
Heal rate 7
Sight 4

Same bonuses with knights
Pikemen, halberdiers, lancers and heavy lancers should have same bonuses againist templar knight as againist knight

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Re: Unit - Templar Knight - ACCEPTED

Post by COOLguy » Wed Apr 15, 2015 9:56 pm

Alexander82 wrote:This is an upgrade of the templar, isn't it?
The cost should remain the same
A good unit to be built in churc
I thought it was to be a new unit. ???
I would not use him if he cost 8 turns.
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Josh

Ness

Re: Unit - Templar Knight - ACCEPTED

Post by Ness » Thu Apr 16, 2015 4:33 am

Maybe my stats but cost to 7

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Alexander82
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Re: Unit - Templar Knight - ACCEPTED

Post by Alexander82 » Thu Apr 16, 2015 4:45 am

COOLguy wrote:
Alexander82 wrote:This is an upgrade of the templar, isn't it?
The cost should remain the same
A good unit to be built in churc
I thought it was to be a new unit. ???
I would not use him if he cost 8 turns.
Never...

Anyway making it an upgrade can allow us to give him better stats than its cost and to make a good use of the church in later games
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Ness

Re: Unit - Templar Knight - ACCEPTED

Post by Ness » Thu Apr 16, 2015 11:59 am

Templar knight is absolutely different unit than templar. Templar knight is MOUNTED templar NOT.

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Alexander82
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Re: Unit - Templar Knight - ACCEPTED

Post by Alexander82 » Thu Apr 16, 2015 1:31 pm

Of course it is, but having the templar being trained at the church, right now, it might be an improvement (adding movement and some stuff on the basic templar).
I fear that the templar knight, made as it is, would just become another useless expensive unit that you won't use because an heavy knight has a better price/cost ratio...
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Re: Unit - Templar Knight - ACCEPTED

Post by COOLguy » Thu Apr 16, 2015 5:11 pm

Why not just have this as a new unit, and have a different tech that improves the Templar if you are worried about him being underpowered with no tech to upgrade him. I would prefer an upgrade that makes him fight better than one that makes him faster. I think the Templar Knight should be its own unit without being a tech upgrade to the existing Templar.
Thanks!
Josh

Ness

Re: Unit - Templar Knight - ACCEPTED

Post by Ness » Thu Apr 16, 2015 5:15 pm

Templar knight should be like knight but stronger and have healing ability.

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Alexander82
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Re: Unit - Templar Knight - ACCEPTED

Post by Alexander82 » Thu Apr 16, 2015 7:49 pm

Ok, let's put it that way...
There are som mounted units that cost more than a knight but after the knight upgrade to heavy knight they becomes outmatched.
The templar already has a high cost compared to other units and i believe he needs an upgrade.
On the other end if you make a templar knight that cost more than a simple templar you'll have another unit that will be easily outmatched.

Then i'd just make him an upgrade that is stronger than the templar and faster too.

I voted this unit but i would probably never use it as it is now.
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Re: Unit - Templar Knight - ACCEPTED

Post by COOLguy » Fri Apr 17, 2015 1:48 pm

I've thought about it some more, and at first I thought that you were right, but now I think you might be looking at it wrong. The major use of Templar for me, is that they are the only unit with a healing ability that can be at the front lines. But I don't use him often either. (Not my playing style)

Templar are a sword melee unit. That means they are used primarily against structures NOT mounted. You should not be fighting your Templar against knights, much less heavy knights. So your argument that they are outmatched to heavy knights is only valid for units that fight heavy knights (i.e. Pikemen and Lancers which have already been upgraded), not mounted units that aren't meant to fight heavy knights (i.e. Hussars, light cavalry). Otherwise we should just say that archers are outmatched versus heavy knights and make all stats the same!

The stats I suggested sacrifice a little armor for speed and power (in regards to the other Templar). And its cost is 5.

But I saw you opened a section for the Templar upgrade (he will still be sword then) which will be cool. :)
Thanks!
Josh

Ness

Re: Unit - Templar Knight - ACCEPTED

Post by Ness » Fri Apr 17, 2015 3:22 pm

Why templar in aos is not mounted? Templars were knights that fighted on heavy cavalry.

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Re: Unit - Templar Knight - ACCEPTED

Post by Ness » Fri Apr 17, 2015 3:27 pm

Maybe knight templars stats should be knights stats+healing ability and cost 6.

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Re: Unit - Templar Knight - ACCEPTED

Post by COOLguy » Fri Apr 17, 2015 3:57 pm

Ness wrote:Maybe knight templars stats should be knights stats+healing ability and cost 6.
Good idea. I'll post stats in a bit. :)
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Josh

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Re: Unit - Templar Knight - ACCEPTED

Post by Alexander82 » Fri Apr 17, 2015 9:12 pm

Coolguy I was comparing costs. If we compare 2 templar with 5 man at arms i can easily see wich one is better...
Aniway... after some testing we might create an upgrade for that unit too...
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Re: Unit - Templar Knight - ACCEPTED

Post by COOLguy » Sat Apr 18, 2015 12:35 am

Alexander82 wrote:Coolguy I was comparing costs. If we compare 2 templar with 5 man at arms i can easily see wich one is better...
Actually, you're wrong. The Templar could win because they can heal themselves. Btw you left out the cost for researching the techs needed for man-at-arms: 2 Templar is 12 turns - in that time you can only research the two techs needed with no units.
In the long run, upgrading pays off. You get a good unit that can be made cheaply. But a horde of Man-at-arms versus an army of Templar is an even match. The greatest strategy will win.
Alexander82 wrote:Aniway... after some testing we might create an upgrade for that unit too...
But yes, I think we can, eventually. (and it will be cool then too) :)
Thanks!
Josh

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Re: Unit - Templar Knight - ACCEPTED

Post by COOLguy » Sat Apr 18, 2015 2:12 am

For the stats, I combined the Templar and the Knight's. Because really they were very similar anyway. So as long as it is satisfactory, this unit is ready! :)

cost: 5
hp: 32
attack: 10
range: 1
armor: 2
pierce: 2
speed: 5
sight: 5
heal rate: 5
resistance: 100%
Thanks!
Josh

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Re: Unit - Templar Knight - ACCEPTED

Post by Alexander82 » Sat Apr 18, 2015 7:49 am

Cost 5 seems reasonable and will make it a bit more useful in the long run
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Re: Unit - Templar Knight - ACCEPTED

Post by COOLguy » Sat Apr 18, 2015 1:17 pm

ok :)
Thanks!
Josh

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Re: Unit - Templar Knight - ACCEPTED

Post by Stratego (dev) » Wed Apr 22, 2015 5:41 pm

stats here are not ok.
this unit has exactly same stats as templar, but can move 5 tiles a turn, and costs 1 turn less.

i have to change it because templar will not be produced ever if templar knight has these stats
(btw i changed the cost of templar to 5 since 6 was too expensive i think, tell me i i am wrong, and maybe templar knight could be turn6 costed)

also we had a unit called crusader horseman and veteran crusader horseman with these images, was this considered?:
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Re: Unit - Templar Knight - ACCEPTED

Post by COOLguy » Wed Apr 22, 2015 5:55 pm

Sorry I did not realize his stats were unbalanced.

I like my image better.
Thanks!
Josh

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