reiter (late medieval horseman) IMPLEMENTED
- Gral.Sturnn
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reiter (late medieval horseman) IMPLEMENTED
Mounted late medieval german knight uses a pistol and a sword, and light armor (somewhat) i cannot decide if making it a cheaper more managable or a more elite unit.
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Last edited by Gral.Sturnn on Wed Dec 26, 2018 3:16 pm, edited 2 times in total.
~Gral.Sturnn
- makazuwr32
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- Location: Moscow, Russia
Re: reiter
Pistol must be an ability, unit itself must be on pair with normal knight exept with ability to shoot from pistol.
And ofc it must be trainable only after gunpowder has been researched.
And ofc it must be trainable only after gunpowder has been researched.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
- Gral.Sturnn
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Re: reiter
Agree on all your points but also:
1.pistol shoukd reload with an ability that justs stops (he cannot move or attack in that turn) the reiter.
2. For the stats it shoukd have more hp than a knight and same armor as heavy knight.
1.pistol shoukd reload with an ability that justs stops (he cannot move or attack in that turn) the reiter.
2. For the stats it shoukd have more hp than a knight and same armor as heavy knight.
~Gral.Sturnn
- makazuwr32
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Re: reiter
Both normal and heavy knight have 2/2 armor.
The difference is in their damage and hp - heavy knight has +7 hp and +2 damage.
The difference is in their damage and hp - heavy knight has +7 hp and +2 damage.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
- Gral.Sturnn
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Re: reiter
O sorry i was 2 dumb to check....
Eitherway he should have the same stats as heavy knight but with gunpowder technomogy and 5 turns cost
Eitherway he should have the same stats as heavy knight but with gunpowder technomogy and 5 turns cost
~Gral.Sturnn
- Gral.Sturnn
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- Gral.Sturnn
- Posts: 1877
- Joined: Tue Feb 13, 2018 11:29 pm
Re: reiter (late medieval knight)
Stats:
Cost: 5
Hp: 39
Attack: 12 (same bonuses as heavy knight)
range: 1
Armor:2
Pierce armor: 2
Speed:5
Sight: 5
Spell resistance: 0%
Pistol shot:
Damage: 17
Range:3
Pierce armor:2
"Reload": 1 turn (unit cannot move or attack when it reloads)
Cost: 5
Hp: 39
Attack: 12 (same bonuses as heavy knight)
range: 1
Armor:2
Pierce armor: 2
Speed:5
Sight: 5
Spell resistance: 0%
Pistol shot:
Damage: 17
Range:3
Pierce armor:2
"Reload": 1 turn (unit cannot move or attack when it reloads)
~Gral.Sturnn
- LordOfAles
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Re: reiter (late medieval knight)
How about cooldown instead of reload bility.
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
- Gral.Sturnn
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- Gral.Sturnn
- Posts: 1877
- Joined: Tue Feb 13, 2018 11:29 pm
Re: reiter (late medieval knight)
New idea we can make 2 versions,
Reiter
Dragoons or light armed cavalry
Reiter
Dragoons or light armed cavalry
~Gral.Sturnn
- Gral.Sturnn
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- Gral.Sturnn
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Re: reiter (late medieval knight)
sprite
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- Gral.Sturnn
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Re: reiter (late medieval knight)
herruelo
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~Gral.Sturnn
Re: reiter (late medieval knight)
What was the time frame for this? It sounds like it might be a little after medieval ?
Thanks!
Josh
Josh
- Gral.Sturnn
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Re: reiter (late medieval knight)
How about renaming it to cuirassier? Reiter from what I know is usually armed with more pistols.
- Gral.Sturnn
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- Gral.Sturnn
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Re: reiter (late medieval knight)
New sprite
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~Gral.Sturnn
- Gral.Sturnn
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Re: reiter (late medieval knight)
Based on this picture
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~Gral.Sturnn
- Gral.Sturnn
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Re: reiter (late medieval knight)
updated stats:
Stats:
Cost: 5
Hp: 39
Attack: 12 (same bonuses as heavy knight)
range: 1
Armor:2
Pierce armor: 2
Speed:5
Sight: 5
Spell resistance: 0%
Pistol shot:
Damage: 17
Range:3
Pierce armor:2
"Reload": 3 turns cooldown
Stats:
Cost: 5
Hp: 39
Attack: 12 (same bonuses as heavy knight)
range: 1
Armor:2
Pierce armor: 2
Speed:5
Sight: 5
Spell resistance: 0%
Pistol shot:
Damage: 17
Range:3
Pierce armor:2
"Reload": 3 turns cooldown
~Gral.Sturnn
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Re: reiter (late medieval knight)
I just want to say that the word "reiter" translates to horseman so maybe change the name but else yes i like it.
- Gral.Sturnn
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Re: reiter (late medieval knight)
Thx ill change the name nowHugoTheUseles wrote: ↑Wed Dec 26, 2018 3:05 pm I just want to say that the word "reiter" translates to horseman so maybe change the name but else yes i like it.
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- Gral.Sturnn
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- Lynx Shafir
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Re: reiter (late medieval horseman)
Isn't 3 range too low (I don't remember musketeers)
Either that and lower cost 4 health by 5 or lower CD to 2 and range 4 and keep 5 cost
After shoting loses movement till next turn
Does have miss chances?
If so than will be worse than current musketeer who always misses........
(What numbers has exactly?)
Either that and lower cost 4 health by 5 or lower CD to 2 and range 4 and keep 5 cost
After shoting loses movement till next turn
Does have miss chances?
If so than will be worse than current musketeer who always misses........
(What numbers has exactly?)
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
- Gral.Sturnn
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Re: reiter (late medieval horseman)
It is a cavamry unit with a pistol so low range is balanced
Hes 5 cost turn beacuse otherwise it will replace the knight
No hes got no miss chances
Hes 5 cost turn beacuse otherwise it will replace the knight
No hes got no miss chances
~Gral.Sturnn
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Re: reiter (late medieval horseman)
I think the stats are fine.
About the name... i dont know, dragoon is good
About the name... i dont know, dragoon is good
- Gral.Sturnn
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Re: reiter (late medieval horseman)
The reiters in specific were german and had black armor a dragoon would use musket carbines and light armorHugoTheUseles wrote: ↑Tue Jan 08, 2019 2:05 pm I think the stats are fine.
About the name... i dont know, dragoon is good
~Gral.Sturnn
Re: reiter (late medieval horseman)
Whats his bonuses against other things?
We can set a bleeding ability for him too .
EXPLAIN: when he shots units they will bleeding ...this means their hp reduces for 2 or 3 turns .. every turn 3or2 hp can be reduced....
Now give some drawing for bleeding ability
(Some thing like bushido ability symbol )
My idea is a red drop up the hp(just like poison)
We can set a bleeding ability for him too .
EXPLAIN: when he shots units they will bleeding ...this means their hp reduces for 2 or 3 turns .. every turn 3or2 hp can be reduced....
Now give some drawing for bleeding ability
(Some thing like bushido ability symbol )
My idea is a red drop up the hp(just like poison)
- Gral.Sturnn
- Posts: 1877
- Joined: Tue Feb 13, 2018 11:29 pm
Re: reiter (late medieval horseman)
Sounds cool but right now im triying to keep it simpleMoh556 wrote: ↑Wed Jan 09, 2019 7:40 am Whats his bonuses against other things?
We can set a bleeding ability for him too .
EXPLAIN: when he shots units they will bleeding ...this means their hp reduces for 2 or 3 turns .. every turn 3or2 hp can be reduced....
Now give some drawing for bleeding ability
(Some thing like bushido ability symbol )
My idea is a red drop up the hp(just like poison)
~Gral.Sturnn
Re: reiter (late medieval horseman)
Ok . Just think about it