Unit - Templar Knight - IMPLEMENTED
Unit - Templar Knight - IMPLEMENTED
He was mentioned in the pre-forum list. I have made an image for him.
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- 32_unit_templarrider.png (1.3 KiB) Viewed 9121 times
Thanks!
Josh
Josh
Re: Unit - Templar Knight
That looks fantastic. Funny enough I was thinking about a mounted templer earlier. Really looks great.
"I don't care who I have to step on on my way down."
Re: Unit - Templar Knight
Hi
Why we stopped here??
Patroid
Why we stopped here??
Patroid
Re: Unit - Templar Knight - ACCEPTED
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.
Get ready to get your teeth kicked in, it will make for a good education.
Re: Unit - Templar Knight - ACCEPTED
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.
It should be an upgrade for templar. We can keep all stats of the temlplar, but raise it'y hp, movement, power.
This is Hungary and winter is coming.
- Alexander82
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Re: Unit - Templar Knight - ACCEPTED
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
It should also be trainable at a church tough
Age of Fantasy design leader
Re: Unit - Templar Knight - ACCEPTED
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?
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
Josh
- Alexander82
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Re: Unit - Templar Knight - ACCEPTED
This is an upgrade of the templar, isn't it?
The cost should remain the same
A good unit to be built in churc
The cost should remain the same
A good unit to be built in churc
Age of Fantasy design leader
Re: Unit - Templar Knight - ACCEPTED
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
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
Re: Unit - Templar Knight - ACCEPTED
I thought it was to be a new unit. ???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 would not use him if he cost 8 turns.
Thanks!
Josh
Josh
- Alexander82
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Re: Unit - Templar Knight - ACCEPTED
Never...COOLguy wrote:I thought it was to be a new unit. ???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 would not use him if he cost 8 turns.
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
Age of Fantasy design leader
Re: Unit - Templar Knight - ACCEPTED
Templar knight is absolutely different unit than templar. Templar knight is MOUNTED templar NOT.
- Alexander82
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Re: Unit - Templar Knight - ACCEPTED
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...
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...
Age of Fantasy design leader
Re: Unit - Templar Knight - ACCEPTED
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
Josh
Re: Unit - Templar Knight - ACCEPTED
Templar knight should be like knight but stronger and have healing ability.
- Alexander82
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Re: Unit - Templar Knight - ACCEPTED
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.
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.
Age of Fantasy design leader
Re: Unit - Templar Knight - ACCEPTED
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.
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
Josh
Re: Unit - Templar Knight - ACCEPTED
Why templar in aos is not mounted? Templars were knights that fighted on heavy cavalry.
Re: Unit - Templar Knight - ACCEPTED
Maybe knight templars stats should be knights stats+healing ability and cost 6.
Re: Unit - Templar Knight - ACCEPTED
Good idea. I'll post stats in a bit.Ness wrote:Maybe knight templars stats should be knights stats+healing ability and cost 6.
Thanks!
Josh
Josh
- Alexander82
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Re: Unit - Templar Knight - ACCEPTED
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...
Aniway... after some testing we might create an upgrade for that unit too...
Age of Fantasy design leader
Re: Unit - Templar Knight - ACCEPTED
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.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...
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.
But yes, I think we can, eventually. (and it will be cool then too)Alexander82 wrote:Aniway... after some testing we might create an upgrade for that unit too...
Thanks!
Josh
Josh
Re: Unit - Templar Knight - ACCEPTED
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%
cost: 5
hp: 32
attack: 10
range: 1
armor: 2
pierce: 2
speed: 5
sight: 5
heal rate: 5
resistance: 100%
Thanks!
Josh
Josh
- Alexander82
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Re: Unit - Templar Knight - ACCEPTED
Cost 5 seems reasonable and will make it a bit more useful in the long run
Age of Fantasy design leader
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Re: Unit - Templar Knight - ACCEPTED
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?:
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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- 32_unit_veteran_crusader_horseman.png (1.31 KiB) Viewed 8468 times
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- 32_unit_crusader_horseman.png (1.33 KiB) Viewed 8469 times
Re: Unit - Templar Knight - ACCEPTED
Sorry I did not realize his stats were unbalanced.
I like my image better.
I like my image better.
Thanks!
Josh
Josh