Roman guard tower

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Lynx Shafir
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Roman guard tower

Post by Lynx Shafir » Sat Oct 27, 2018 9:08 am

Has better hp and armor than fortress
Lower Attak range. (no burning)
Carry cap 3. Siege can NOT enter.
Can see stealth?
Cost?


I think it's wud be nice addition to roman units.

L.
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Lynx Shafir
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Re: Roman guard tower

Post by Lynx Shafir » Sat Oct 27, 2018 8:14 pm

A bit correction.
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Stratego (dev)
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Re: Roman guard tower

Post by Stratego (dev) » Sat Oct 27, 2018 9:01 pm

nice!

Q: should we make a roman worker for it? :)

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Gral.Sturnn
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Re: Roman guard tower

Post by Gral.Sturnn » Sun Oct 28, 2018 12:32 am

That actually slunds real good!
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godOfKings
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Re: Roman guard tower

Post by godOfKings » Sun Oct 28, 2018 6:15 am

How about gives legion command aura to nearby roman soldiers :) roman soldiers will see the tower and believe they have high defense and higher chance of survival here so fight better near tower's shelter, but in that case i think carry capacity should b 1 with 3 range for aura, (also wagon and siege should b able to garrison else no one will use this tower) does the tower benefit a roman playstyle for players. i m not suggesting high morale only because high morale benefits all other infantry while legion command is already implemented so easier to code

if has higher stats than fortress but no burning then can cost same as fortress (9 or 6 turns depending on ambidextria)
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Lynx Shafir
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Re: Roman guard tower

Post by Lynx Shafir » Sun Oct 28, 2018 6:21 am

Stratego (dev) wrote:
Sat Oct 27, 2018 9:01 pm
nice!

Q: should we make a roman worker for it? :)
What exactly.
Stats, recruit?


May is better builder(mend) than regular
But since an upgrade is planned and rn there is no much to built I say save it for later
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Lynx Shafir
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Re: Roman guard tower

Post by Lynx Shafir » Sun Oct 28, 2018 6:26 am

I wud have avoided auras for tower.

Also realistically garrisonning in border towers isn't a gold life. demoralising the cold, no sleeping, enemies.

But if u insist.
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DrewMcintyre
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Re: Roman guard tower

Post by DrewMcintyre » Sun Oct 28, 2018 6:28 am

The tower should be a bit tall...
btw,isn't the legion commander tech only for legions?

also,yes,garrisons are useful in this tower when there are multiple units,because its more resilient
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Hyacintho
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Re: Roman guard tower

Post by Hyacintho » Sun Oct 28, 2018 5:33 pm

Just my 2 cents on the builder thing.

Roman Legionnaires were the ones responsible for building military installations during war campaigns. They were soldiers in battle, and workers and architects after the battle. (Caesar's bridge into Germania, and his siege of Alesia are good examples of this. Apologies for any misspellings.)

Most public civil buildings and constructions were handled by slaves, so there wasn't much of a free labour area in Roman society.

I would say Roman Legionnaires get the ability to build the following units: Palasades, watchtower, wooden bridge, and this Roman tower. Maybe the Roman Garrison as well.

I'm afraid I don't have any suggestions for the tower itself, though.
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DrewMcintyre
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Re: Roman guard tower

Post by DrewMcintyre » Mon Oct 29, 2018 7:08 am

hyacintho:but that would need more cost legionaires,they would be OP otherwise.
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godOfKings
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Re: Roman guard tower

Post by godOfKings » Mon Oct 29, 2018 7:16 am

especially wen dromedarii gets implemented, the final weakness of legionary, cavalry would b weakened by camel fear and ineffective against legionary
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Hyacintho
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Re: Roman guard tower

Post by Hyacintho » Fri Nov 02, 2018 2:32 am

Alright. Then I suppose that the Roman builder idea either gets scrapped, or a Roman Slave gets put in, which I think we don't need, since we already have the labourer.

Other than that, I don't really have any real suggestions, other than this tower is cool, and I think it should be in.
Chain holding tower of cold, not you. Last guard of knelt beauty, so true.

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Lynx Shafir
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Re: Roman guard tower

Post by Lynx Shafir » Mon Sep 30, 2019 9:58 am

We Recently added a lot of towers
May attach one more ;)


It's a border guard tower so
Idea
1.ability to summon a mercenary (leaving 3)CD 3

2.the tower benefits from commander auras +sees stealth
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Belosteel
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Re: Roman guard tower

Post by Belosteel » Mon Sep 30, 2019 11:44 am

Maybe give legionnaire the aura to make roman laborours have build/mend power?
Sound like a good idea if u have a spare legionnaire left, just put him near towers/military constructions that are being build and wait for your roman units to be ready to join the legionnaire.

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Endru1241
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Re: Roman guard tower

Post by Endru1241 » Mon Sep 30, 2019 1:56 pm

I think any unit/building seeing stealth should be easy to destroy. We also shouldn't have too many units like that.
Common appearance of such units reduces use of stealth units.
Which are not especially strong even right now (aside from assasin, but who uses him without transports).

So imho either:
1. 1 garrison, weak, low armor (0/5), hp (50?), aura
2. 1 garrison, weak, low armor (0/5), hp (50?), summon ability
3. 2-3 garrison, moderate armor (1/6-7) moderate hp (70).
each:
Low range 4-5 attack with normal 5-6 power.
Cost 7-8 turns (5) or 6 (4) turns (after ambidexteria).

This building just looks weak, so it would fit.
Eventually raising the cost and use two or 3 of the options above.

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SirPat
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Re: Roman guard tower

Post by SirPat » Fri Oct 18, 2019 12:57 pm

BRING IT!! I vote for 1 don't like 2
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StormSaint373
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Re: Roman guard tower

Post by StormSaint373 » Fri Oct 18, 2019 1:05 pm

As for me, I prefer 1&3

Att: 6
Rng: 5

So it's like a saggitarius is in there.
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SirPat
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Re: Roman guard tower

Post by SirPat » Fri Oct 18, 2019 1:08 pm

I dont really like 2 cause it gives it a fantasy feel to it spawning units. I Really would like the aura to be part of #3 and make it more expensive
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