Bandit
- StormSaint373
- Posts: 1801
- Joined: Mon Nov 27, 2017 5:35 pm
- Location: USA, East Ohio
Bandit
A swordsman who can poison enemies, especially dangerous in groups
Cost: 3
Hp: 16
Att: 9 (poison on hit)
Armor: 0/0
Vision: 4
SR: 0
Action/Turn: 1
Categories: Light infantry melee, poisoner
Bonuses: 100% vs buildings, 200%vs fortified buildings, 50% vs healers
Cost: 3
Hp: 16
Att: 9 (poison on hit)
Armor: 0/0
Vision: 4
SR: 0
Action/Turn: 1
Categories: Light infantry melee, poisoner
Bonuses: 100% vs buildings, 200%vs fortified buildings, 50% vs healers
Beware the calm before the Tempest. . .
Re: Bandit
Bonuses imo should be anti-infantry for uniqueness.
It could be an anti-infantry and a poisoning unit at the same time.
With that stats, I suggest -
50% Archers
75% Medium foot melee
90% Light foot melee
100% Siege machine
It could be an anti-infantry and a poisoning unit at the same time.
With that stats, I suggest -
50% Archers
75% Medium foot melee
90% Light foot melee
100% Siege machine
Re: Bandit
Img can be a half naked bearded guy that is covered with tattoos and holding a dagger that has a slimey green tip.
Re: Bandit
They are bandits but they are harder to train than a normal swordsman?
Kinda wrong.
Kinda wrong.
Re: Bandit
Good point.
- Hyuhjhih
- Posts: 1305
- Joined: Sat Sep 19, 2020 4:22 am
- Location: Earth, (the part of blue ball and is named India for some reasons)
Re: Bandit
They are skillful bandits who mastered the art of poisoning. 






And got better attack than swordsman.
And got better attack than swordsman.
Last edited by Hyuhjhih on Tue Nov 03, 2020 4:56 am, edited 1 time in total.
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- Hyuhjhih
- Posts: 1305
- Joined: Sat Sep 19, 2020 4:22 am
- Location: Earth, (the part of blue ball and is named India for some reasons)
Re: Bandit
But BANDITS, the name should be changed to a more appropriate one i think.
LIE = Love Is Eternal.
Design leader of the variants Age of Gods and Age Of Civilization, and live heartedly contributing to AoS.
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Design leader of the variants Age of Gods and Age Of Civilization, and live heartedly contributing to AoS.
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- Hyuhjhih
- Posts: 1305
- Joined: Sat Sep 19, 2020 4:22 am
- Location: Earth, (the part of blue ball and is named India for some reasons)
Re: Bandit
- African OUABAINER
- Qiunter swordsman
- or simply poison swordsman
LIE = Love Is Eternal.
Design leader of the variants Age of Gods and Age Of Civilization, and live heartedly contributing to AoS.
AoC discord server is up AoC
Design leader of the variants Age of Gods and Age Of Civilization, and live heartedly contributing to AoS.
AoC discord server is up AoC
- Hyuhjhih
- Posts: 1305
- Joined: Sat Sep 19, 2020 4:22 am
- Location: Earth, (the part of blue ball and is named India for some reasons)
Re: Bandit
Speed 3StormSaint373 wrote: βMon Nov 02, 2020 12:56 pm A swordsman who can poison enemies, especially dangerous in groups
Cost: 3
Hp: 16
Att: 9 (poison on hit)
Armor: 0/0
Vision: 4
SR: 0
Action/Turn: 1
Categories: Light infantry melee, poisoner
Bonuses: 100% vs buildings, 200%vs fortified buildings, 50% vs healers
LIE = Love Is Eternal.
Design leader of the variants Age of Gods and Age Of Civilization, and live heartedly contributing to AoS.
AoC discord server is up AoC
Design leader of the variants Age of Gods and Age Of Civilization, and live heartedly contributing to AoS.
AoC discord server is up AoC
Re: Bandit
Bandits were robbers, lives by means of smuggling and robbery.
Well, I like the original concept but it could Improve more.
The bandit stats are too plain imo but they are more powerful in numbers, so they could have this stats:
Cost: 2
Hp: 13
Atk: 9
Armor: 0\0
Sight: 4
SPD: 3
Ability:
Poison blades (Doesn't consume actions)
+ Poison attack for 1 turn
+ CD: 2
Bonuses:
25% Archers
50% Melee foot
Compared to other 2 turn melee infantry units this bandit focuses on dealing high amounts of DMG to a single target, compared to Gaelic fighter which is the closest comparison this unit has weaker speed, slightly lower bonuses, poison ability, lower attack and lower hp (when Gaelic fighter has tattoos).
Well, I like the original concept but it could Improve more.
The bandit stats are too plain imo but they are more powerful in numbers, so they could have this stats:
Cost: 2
Hp: 13
Atk: 9
Armor: 0\0
Sight: 4
SPD: 3
Ability:
Poison blades (Doesn't consume actions)
+ Poison attack for 1 turn
+ CD: 2
Bonuses:
25% Archers
50% Melee foot
Compared to other 2 turn melee infantry units this bandit focuses on dealing high amounts of DMG to a single target, compared to Gaelic fighter which is the closest comparison this unit has weaker speed, slightly lower bonuses, poison ability, lower attack and lower hp (when Gaelic fighter has tattoos).
Re: Bandit
Would they really be employed though? Or are they a map editor unit.
I don't see bandit getting hired by a country
Well, maybe some dark organization...
I don't see bandit getting hired by a country
Well, maybe some dark organization...
Re: Bandit
They probably can be hired by some military officers or some organization leaders to do some dirty work..
- Hyuhjhih
- Posts: 1305
- Joined: Sat Sep 19, 2020 4:22 am
- Location: Earth, (the part of blue ball and is named India for some reasons)
Re: Bandit
But shouldn't bandits be stealthy? And also buildables should be TC and Barracks
The stance could have a poisoned blades, a little green tinted.
The stance could have a poisoned blades, a little green tinted.
LIE = Love Is Eternal.
Design leader of the variants Age of Gods and Age Of Civilization, and live heartedly contributing to AoS.
AoC discord server is up AoC
Design leader of the variants Age of Gods and Age Of Civilization, and live heartedly contributing to AoS.
AoC discord server is up AoC
- Hyuhjhih
- Posts: 1305
- Joined: Sat Sep 19, 2020 4:22 am
- Location: Earth, (the part of blue ball and is named India for some reasons)
Re: Bandit
But a stealthy one should be op at cost 2
LIE = Love Is Eternal.
Design leader of the variants Age of Gods and Age Of Civilization, and live heartedly contributing to AoS.
AoC discord server is up AoC
Design leader of the variants Age of Gods and Age Of Civilization, and live heartedly contributing to AoS.
AoC discord server is up AoC
Re: Bandit
I based fhe looks of the bandit to the stats.
The ability to have poison blades.
Re: Bandit
Definitely. Or bandit could be a 2 turn improved spy.
Is stealth really needed? I mean, the original concept made by stormsaint is a unit that are more powerful In numbers. I like that. So I reworked the stats to be a 2 turn melee poisoning unit, that are powerful in numbers. Imagine surrounding a hoplite with 3 or 4 bandits with my stats.
Re: Bandit
Endru1241, is it possible to add a different image upon activation of the ability? I plan to add a poisoned edge upon the daggers of bandit upon activating the ability.
Re: Bandit
Hmm. What if it had a stat of a normal peasant that can has 1 hit type hp and has a poison in it.
They would have a tech called underground support (or banditry) which would enable them to be trained in 1 turn maybe on special barracks or just the tc.
This way they won't be OP as heck but can still cause problem. This wouldn't be able to stand with a normal swordsman but is enough to 2 hit a spearman.
They would have a tech called underground support (or banditry) which would enable them to be trained in 1 turn maybe on special barracks or just the tc.
This way they won't be OP as heck but can still cause problem. This wouldn't be able to stand with a normal swordsman but is enough to 2 hit a spearman.
- Hyuhjhih
- Posts: 1305
- Joined: Sat Sep 19, 2020 4:22 am
- Location: Earth, (the part of blue ball and is named India for some reasons)
Re: Bandit
Thays why i suggested a new name,QuadrupoleStrat wrote: βWed Nov 04, 2020 5:00 amDefinitely. Or bandit could be a 2 turn improved spy.
Is stealth really needed? I mean, the original concept made by stormsaint is a unit that are more powerful In numbers. I like that. So I reworked the stats to be a 2 turn melee poisoning unit, that are powerful in numbers. Imagine surrounding a hoplite with 3 or 4 bandits with my stats.
Yes a new transformation image or a small Sprite sheet or GIF could work wellQuadrupoleStrat wrote: βWed Nov 04, 2020 5:03 am Endru1241, is it possible to add a different image upon activation of the ability? I plan to add a poisoned edge upon the daggers of bandit upon activating the ability.
LIE = Love Is Eternal.
Design leader of the variants Age of Gods and Age Of Civilization, and live heartedly contributing to AoS.
AoC discord server is up AoC
Design leader of the variants Age of Gods and Age Of Civilization, and live heartedly contributing to AoS.
AoC discord server is up AoC
Re: Bandit
I like the peasant suggestion. Also the banditry tech.DreJaDe wrote: βWed Nov 04, 2020 5:20 am Hmm. What if it had a stat of a normal peasant that can has 1 hit type hp and has a poison in it.
They would have a tech called underground support (or banditry) which would enable them to be trained in 1 turn maybe on special barracks or just the tc.
This way they won't be OP as heck but can still cause problem. This wouldn't be able to stand with a normal swordsman but is enough to 2 hit a spearman.
But I prefer to make banditry a tech to allow the produce of e.g. Brigand, Bandit boss, Rogue knight, and a Bandit related factory. But the 1 turn bandit unit is also cool.
Examples?
Re: Bandit
How about........
He'll be a mercenary that have a weapon effect called "stealing": whenever he kills he gets 3-5(maybe random) payment to his leaving effect. Then he have an ability called "supply payments" that empowers a money couriers pay mercenary ability based on the amount of leaving the bandit had. So if a 11 leaving bandit supply payments to a money courier, its ability will give: X + 11 turns of leaving to the mercenary itll pay.
Or
He have a weapon effect that resets his ability cooldown whenever he kills and his ability is to summon a money courier with a cd of 999 turns.
So the idea is whenever he kills he can summon 1 money courier if possible maybe each kill resets 1 ability only and he would have 2-3 abilities of summon money courier.
Wish this is possible.
The idea is youll have to bring them to battle as an early source of money couriers to fund a mercenary army...
I was thinking of maybe making money couriers a castle thing only to balance merc rush.
Stats: as proposed by you guys. A cheap unit with poison. Great for killing but has low health. He'll be used as an early game unit for funding the mercenary bands. You'll have to kill then transport the money couriers back to the base instead of the hard way which is starting multiple mines to fund mercenaries.
For balancing reasons I would like to make the money courier a castle only unit making him the cheapest way to get mercenary funds but youll have build a castle first. Was the condotierro bug fixed? The bug that makes him to pay himself.
Okie ill be offline for a few days or hours again cause tomorrow is my day 2 of my exam hehe goodluck to me.
He'll be a mercenary that have a weapon effect called "stealing": whenever he kills he gets 3-5(maybe random) payment to his leaving effect. Then he have an ability called "supply payments" that empowers a money couriers pay mercenary ability based on the amount of leaving the bandit had. So if a 11 leaving bandit supply payments to a money courier, its ability will give: X + 11 turns of leaving to the mercenary itll pay.
Or
He have a weapon effect that resets his ability cooldown whenever he kills and his ability is to summon a money courier with a cd of 999 turns.
So the idea is whenever he kills he can summon 1 money courier if possible maybe each kill resets 1 ability only and he would have 2-3 abilities of summon money courier.
Wish this is possible.
The idea is youll have to bring them to battle as an early source of money couriers to fund a mercenary army...
I was thinking of maybe making money couriers a castle thing only to balance merc rush.
Stats: as proposed by you guys. A cheap unit with poison. Great for killing but has low health. He'll be used as an early game unit for funding the mercenary bands. You'll have to kill then transport the money couriers back to the base instead of the hard way which is starting multiple mines to fund mercenaries.
For balancing reasons I would like to make the money courier a castle only unit making him the cheapest way to get mercenary funds but youll have build a castle first. Was the condotierro bug fixed? The bug that makes him to pay himself.
Okie ill be offline for a few days or hours again cause tomorrow is my day 2 of my exam hehe goodluck to me.
I am Pat :>
I barely visit the forums, but when I do and u saw me reading your post. Expect a whole paragraph to be released about your topic. well except if I like your idea and the idea is perfect as it is, if so ill give u my support
I barely visit the forums, but when I do and u saw me reading your post. Expect a whole paragraph to be released about your topic. well except if I like your idea and the idea is perfect as it is, if so ill give u my support

