Neutrals: Bandits & Rogues - ANSWERED

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Badnorth
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Neutrals: Bandits & Rogues - ANSWERED

Post by Badnorth »

It can be a neutral unit of the 15th - 16th century (Hostile attack on sight)

We can also make a bandit faction & a Rogue faction
******
Bandit camp (produces a bandit )
******
War dog (biter)
Bandit (meat shield)
Brigader (Stronger meatshield)
Bandit Skirmisher(weaker skirmisher)
Hired Pikeman (stronger pikeman)
Bandit lord (buffer)( Raid boss )(not included in bandit camp)
Highwaymen (weak lightCavalry)
Pagan (weakest healer)
Barbarian mercenaries (Stronger Meat)
*******
Rogue headquarter(produces rogue units)
Rogue pikemen(weaker pike)
Rogue swordsman (stronger than original
Rogue Bowmen (stronger than original)
Rogue Bishop (weak healer)
Rogue musketeer (bayonet)
Rogue knight (Weaker knight)
Rogue Commander (Buffer)( on par with marine admiral)(not included in camp)
Rogue FootKnight (weaker foot knight)
*******
Last edited by Badnorth on Wed Jun 03, 2020 4:37 pm, edited 2 times in total.
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Badnorth
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Re: Neutrals: Bandits & Rogues

Post by Badnorth »

Cost: 3

Bandit Brigade

Trainable at: Bandit Camp

Hp: 23
Att: 8
Spd: 3
Arm: 1/2 (thick shields)(protects from arrows)
Sight: 6
Action: 1

Infantry,melee,Bandit

Bonuses:

100% buildings
200% Fortifications
500% Mega Buildings
Attachments
Bandit Brigader.png
Bandit Brigader.png (1.63 KiB) Viewed 1114 times
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Badnorth
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Re: Neutrals: Bandits & Rogues

Post by Badnorth »

Bandit Skirmisher

Trainable at: Bandit Camp

Cost: 2

Hp:16
Att: 7
Spd: 4
Arm:1/2
Sight: 8

Light infantry,Ranged,Bandits

Bonuses:

100% Ranged
Attachments
Bandit skirmisher.png
Bandit skirmisher.png (1.66 KiB) Viewed 1113 times
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Badnorth
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Re: Neutrals: Bandits & Rogues

Post by Badnorth »

Bandit greed aura:
3+ atk
1/1+ armor
Aura rng: 5
Only affects bandits

Bandit lord

Cost: 7

Hp: 43
Atk: 12
Spd: 3
Arm: 2/1
Sight: 8
Rng: 1

Medium infantry,melee,Bandits

Bonuses:
200% All buildings
Attachments
Bandit Lord.png
Bandit Lord.png (1.92 KiB) Viewed 1109 times
Bandit Greed.png
Bandit Greed.png (286 Bytes) Viewed 1109 times
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Badnorth
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Re: Neutrals: Bandits & Rogues

Post by Badnorth »

Barbarian mercenaries

Cost: 4

Trainable at: Bandit Camp,Barracks

Hp: 31
Atk: 9
Spd: 3
Armor: 1/0
Sight: 6
Action: 2

Medium infantry,melee,

Bonuses:
100% Siege
200% buildings
300%Fortifications
700% Mega Buildings
Attachments
Barbarians.png
Barbarians.png (3.89 KiB) Viewed 1106 times
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Squirrel5555
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Re: Neutrals: Bandits & Rogues

Post by Squirrel5555 »

Not going to lie this stuff belongs in age of fantasy at this point. Celtic barbarians in renaissance Europe :D using primitive weapons, no armour, skull banners in the 15-18th centuries? These arent historically accurate.

And your plans to add more bandit units and variants than all the rest of the units in the game combined.

Better if you waited for someone to confirm this idea or focus on units that have already been accepted.

If you want to you can make these but dont expect them to be used. The roster of barbarians only usable by AI neutrals shouldnt be the focus, it is way more important to do other things, at this rate we will never finish even a pilot version.
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Maxbirykov2004
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Re: Neutrals: Bandits & Rogues

Post by Maxbirykov2004 »

Squirrel5555 wrote: Wed Jun 03, 2020 4:27 pm Not going to lie this stuff belongs in age of fantasy at this point. Celtic barbarians in renaissance Europe :D using primitive weapons, no armour, skull banners in the 15-18th centuries? These arent historically accurate.

And your plans to add more bandit units and variants than all the rest of the units in the game combined.

Better if you waited for someone to confirm this idea or focus on units that have already been accepted.

If you want to you can make these but dont expect them to be used. The roster of barbarians only usable by AI neutrals shouldnt be the focus, it is way more important to do other things, at this rate we will never finish even a pilot version.
Yes, and could you import all this barbarian idea into Age of strategy, here will be place for them. Not all your idea, only
Barbarians...
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Badnorth
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Re: Neutrals: Bandits & Rogues - ANSWERED

Post by Badnorth »

Closed
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Squirrel5555
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Re: Neutrals: Bandits & Rogues - ANSWERED

Post by Squirrel5555 »

If you made more historically accurate rogues, then this would be very fun and unique mechanic, but not primitive ones :D think of it like mercenaries who can't find a job so they turn to looting and pillaging. They would still have quality and up to date equipment. So some bandits using musket, rapiers so on would be fine.
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L4cus
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Re: Neutrals: Bandits & Rogues - ANSWERED

Post by L4cus »

Pike bandits are pretty fine. Since pike became popular at late medieval era, lots of raiders used to attack knight with them...
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Badnorth
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Re: Neutrals: Bandits & Rogues - ANSWERED

Post by Badnorth »

Ofcourse.why would I make primitive rogues? That makes no sense at all..
All the rogues I planned to make where the Reversed units of the original.Weaker and stronger.
Like roamers or Disbanded Knights those who didnt follow the orders of their superiors.the king
As for the Bandits I deleted all the bandits I made... Includes pikemen

I might make a topic for rogues but I have no more urge to create the bandits
Since its hard I got used to Aof suggesting nonsense
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