Roman Legionaire - IMPLEMENTED

These suggestions are in the game

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patroid
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Re: Roman Legionaire - ACCEPTED

Post by patroid » Sun Jan 25, 2015 9:00 am

I think same attack and bonuse as swordsman,
And double hp and more armour.

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Re: Roman Legionaire - ACCEPTED

Post by balint » Sun Jan 25, 2015 12:22 pm

maybe a small bonus on horse units too. because they had spears.
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Re: Roman Legionaire - ACCEPTED

Post by patroid » Mon Feb 02, 2015 7:24 am

Cost:4
Hp:25
Attackpower:10
Range:1
Armor:3
Pierce Armor:04
Speed:3
Sight:4
Action/turn:1
Spell resistance:0
Bonuses:
Buildings: 100% swordsman 50%
units that have a bonus against him:Axe Thrower 100% Siege units 200%

I hope i summarized it goodly and now we can implement
(If therevare now suggestions.
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Re: Roman Legionaire - ACCEPTED

Post by COOLguy » Mon Feb 02, 2015 11:11 pm

Good. I like it. :) I was fixing to put together some 'compromise' stats from above, but you beat me to it. :D
Thanks!
Josh

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Legionary - IMPLEMENTED

Post by Ness » Wed Mar 18, 2015 6:04 am

Strong infantry unit
excelent to destroy enemy infantry, archers make only 1 damage to it

cost 10, hp 50, power 20, range 1, armor 8, pierce armor 8, speed 4, sight 5, spell resistance 100%
speciall attack: throw pilum, power 7, range 4, pierce armor 3, can be used only every third turn

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Re: Legionary

Post by Stratego (dev) » Fri Mar 27, 2015 8:25 pm


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Re: Legionary

Post by DoomCarrot » Sat Mar 28, 2015 12:48 am

NOT if they have a special, here I go again :)

Roman legionaries were the pinnacle of military strength and training. Like navy seals of the ancient world. They had large shields which could in a sense, lock together, forming a near impenatrable and VERY formiddable shield wall.

How about these guys are crappy units BY THEMSELVES but they gain +1 armour for every adjacent legionaire? This would make them a very strategic unit, and although you would need to put many turns into creating 5+ legionaires, an army of them would be a VERY dangerous force. Anybody like? :)
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Re: Legionary

Post by COOLguy » Sat Mar 28, 2015 12:59 am

Dude, yes it is.

1) Roman legionnaire just got voted in
2) a special ability just like that was suggested for him

But it is a good idea ;)

Daniel, this is a duplicate.
Thanks!
Josh

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Re: Legionary

Post by DoomCarrot » Sat Mar 28, 2015 3:13 am

I see no such thing in that topic that is anything like my special though....

They just made a spartan/swordsmen hybrid in that topic, no special abilities.
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Re: Legionary - IMPLEMENTED

Post by COOLguy » Sat Mar 28, 2015 4:51 pm

You did not read the whole thread, then. Additionally, balint mentioned that very same idea in another thread.
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Re: Legionary - IMPLEMENTED

Post by DoomCarrot » Sat Mar 28, 2015 4:53 pm

Well, they mentioned a turn based ability, like the berserk rage. A special activated for a turn or two that made the unit op for a short time and than a cooldown.

I am instead suggesting that the unit be pathetically weak by itself (like swordsman or weaker weak) but when in formation with 4 or 5 of them they are ALWAYS very strong, until the formation is broken or until they are picked off.
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Re: Legionary - IMPLEMENTED

Post by COOLguy » Sat Mar 28, 2015 4:57 pm

Ah, ok. I guess that is slightly different.
Thanks!
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Re: Legionary - IMPLEMENTED

Post by DoomCarrot » Sat Mar 28, 2015 5:09 pm

It doesn't really matter anymore anyways though, seeing the unit just got voted in. Can't wait to play with it however it turns out :)
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Re: Roman Legionaire - ACCEPTED

Post by Alexander82 » Sat Mar 28, 2015 6:23 pm

Dan, you should change the sprite of the unit in the dev version
You should place there the one with the gladius and the shield team color based
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Re: Roman Legionaire - ACCEPTED

Post by Stratego (dev) » Sat Mar 28, 2015 7:13 pm

ok! it will be that in 10 minutes up on server.

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Re: Roman Legionaire - ACCEPTED

Post by Alexander82 » Sat Mar 28, 2015 7:46 pm

thank you! ^^
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Re: Roman Legionaire - ACCEPTED

Post by ollie444 » Sat Mar 28, 2015 9:30 pm

How do I use this in a map?

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Re: Roman Legionaire - ACCEPTED

Post by ollie444 » Sat Mar 28, 2015 9:31 pm

I mean making one

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Re: Roman Legionaire - ACCEPTED

Post by Stratego (dev) » Sat Mar 28, 2015 9:39 pm

use some other unit until i put it into the tileset.
after with one step we can replace them to new.

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Re: Legionary - IMPLEMENTED

Post by Ness » Tue Mar 31, 2015 8:46 am

Maybe legionary should be upgrade unit from hoplite

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Re: Legionary - IMPLEMENTED

Post by Alexander82 » Tue Mar 31, 2015 1:23 pm

The legionary is already in game right now
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Re: Legionary - IMPLEMENTED

Post by Hardeep » Tue Apr 28, 2015 2:52 am

Legates could provide the boosters
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Roman legionair - ANSWERED

Post by Lawrence » Wed Feb 28, 2018 4:04 pm

I dont know if this is in game already. :)

Skill: change
Can change from a legionair with a hasta (spear) to a legionair with a gladius (sword)
He can also throw a pilum (throwing spear) every 2-3 turns
Great defending power due to his scutum (shield)
Can also move faster than defenders (marching)
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Re: Roman legionair

Post by makazuwr32 » Wed Feb 28, 2018 4:39 pm

First even basic swordman has beeter speed than defender.
Second i disagree with changing basic unit. As hero/map editor unit maybe.
Third - throwing your weapon (sword) to enemy? there wasn't anything like that in that time. Also you just can't throw precisely your sword to make a good hit. They haven't good aerodynamics.
Forth there is in game already Regular Roman Legionare.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
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Re: Roman legionair

Post by godOfKings » Wed Feb 28, 2018 4:51 pm

Lawrence wrote:He can also throw a pilum (throwing spear) every 2-3 turns
I think u read wrong makazuwr, but I believe there is a map editor roman unit that throws spears but has stats of melee infantry, principies?
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Re: Roman legionair

Post by makazuwr32 » Wed Feb 28, 2018 4:56 pm

That one is different. He is more like skirmisher unit.
But i'm not wrong - each warrior in Roman Legionaries had only long sword or spear. Not both and no throwing swords/spears/something else.
Also for them we can vote already to make them trainable.
Just think - the unit Lawrence suggest is:
both anti-cavalry AND anti-buildings. Has great armor (at least same as current legionare) = hard to kill by archers. Can throw something for additional damage. I think for one unit it is a bit WAAAAAAAAAY to much.
Or his cost for that must be something like 10-15 turns. For each this superhero legionare.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Re: Roman legionair

Post by patroid » Wed Feb 28, 2018 8:23 pm

Hi,
Nearly every sinle Legionare had a multiple pilum (spear to throw).
His idea is ingame as campaign/mapEditor unit called hastati.
Hastati was Eary Roman Unit that basically developed into the so called legionare.

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Re: Roman legionair

Post by COOLguy » Sun Mar 04, 2018 1:17 am

I think there is already a roman legionnaire and hastati in the game so - ANSWERED
Thanks!
Josh

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