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Re: generic units
Posted: Thu Jun 25, 2020 4:00 am
by Badnorth
Gral.Sturnn wrote: ↑Thu Jun 25, 2020 3:47 am
16th-17th they had half plate armor, shorter, lighter lances and horses with no barding
18th and 19th nothing except their uniforms and the lance
So what should I change?
I made the 16th ones remove saber & shorter lance?
Re: generic units
Posted: Thu Jun 25, 2020 4:09 am
by Gral.Sturnn
Re: generic units
Posted: Thu Jun 25, 2020 5:17 am
by Badnorth
.......
Re: generic units
Posted: Thu Jun 25, 2020 9:49 am
by Squirrel5555

Thanks guys
Spearmen fit now, nice
So the heavy lancer will be an upgrade for the 15th lancer someone posted before? Or will we just have demi lancers?
love the doggos

Re: generic units
Posted: Thu Jun 25, 2020 10:09 am
by Badnorth
Squirrel5555 wrote: ↑Thu Jun 25, 2020 9:49 am

Thanks guys
Spearmen fit now, nice
So the heavy lancer will be an upgrade for the 15th lancer someone posted before? Or will we just have demi lancers?
love the doggos
Doggos

Re: generic units
Posted: Thu Jun 25, 2020 11:04 am
by Squirrel5555
Another thing I never understood, lancers being the counter to heavy cavalry in AOS and other AO games.
In reality, the lance was a ineffective weapon in close quarters combat, and only excelled on the charge. So it was mainly used to charge and break infantry formations.
So really, if we go for a 'rock paper scissors style' like other AO games this is how it should work for cavalry:
1)warhammer knight(or any other cav with heavy, blunt weapon) has largest bonuses against heavy infantry and heavy cavalry, smaller bonuses vs medium infantry and medium cavalry
2)any cavalry armed with a lancer/demi-lance have large bonus vs all infantry (i think pike/spear units should have a reach tech like in AOS, so that they hit the cavalry before cavalry hits them no matter what)
3)pikes/spears have large bonus vs all cavalry, and tech that gives them first strike
4)developed firearms should have decent bonus against cavalry unless it is cavalry that is locked behind cuirass tech, then it should have much smaller bonus if at all
Just my thoughts, now let's discuss and see if we agree

Re: generic units
Posted: Thu Jun 25, 2020 11:24 am
by Gral.Sturnn
wil
Now they look better! Nice work
Ill adjust some proportions and they wil be ready
Re: generic units
Posted: Thu Jun 25, 2020 1:37 pm
by Badnorth
Re: generic units
Posted: Thu Jun 25, 2020 2:05 pm
by Gral.Sturnn
Re: generic units
Posted: Thu Jun 25, 2020 2:11 pm
by Gral.Sturnn
Squirrel5555 wrote: ↑Thu Jun 25, 2020 11:04 am
Another thing I never understood, lancers being the counter to heavy cavalry in AOS and other AO games.
In reality, the lance was a ineffective weapon in close quarters combat, and only excelled on the charge. So it was mainly used to charge and break infantry formations.
So really, if we go for a 'rock paper scissors style' like other AO games this is how it should work for cavalry:
1)warhammer knight(or any other cav with heavy, blunt weapon) has largest bonuses against heavy infantry and heavy cavalry, smaller bonuses vs medium infantry and medium cavalry
2)any cavalry armed with a lancer/demi-lance have large bonus vs all infantry (i think pike/spear units should have a reach tech like in AOS, so that they hit the cavalry before cavalry hits them no matter what)
3)pikes/spears have large bonus vs all cavalry, and tech that gives them first strike
4)developed firearms should have decent bonus against cavalry unless it is cavalry that is locked behind cuirass tech, then it should have much smaller bonus if at all
Just my thoughts, now let's discuss and see if we agree
Lances more often fought other cavalry, keep in mind that lances only worked once or twice before breaking, something we cant recreate in the game, also demi lancers should be the cheaper option from the regular lancer.
1)agree
2)they should have a bonus for cav as well, a way to simulate a charge is to have a very low counter attack damage.
3)agree, vs infantry as well, lower than cav obviously.
4)agree
Re: generic units
Posted: Thu Jun 25, 2020 2:38 pm
by L4cus
Squirrel5555 wrote: ↑Thu Jun 25, 2020 11:04 am
Another thing I never understood, lancers being the counter to heavy cavalry in AOS and other AO games.
In reality, the lance was a ineffective weapon in close quarters combat, and only excelled on the charge. So it was mainly used to charge and break infantry formations.
So really, if we go for a 'rock paper scissors style' like other AO games this is how it should work for cavalry:
1)warhammer knight(or any other cav with heavy, blunt weapon) has largest bonuses against heavy infantry and heavy cavalry, smaller bonuses vs medium infantry and medium cavalry
2)any cavalry armed with a lancer/demi-lance have large bonus vs all infantry (i think pike/spear units should have a reach tech like in AOS, so that they hit the cavalry before cavalry hits them no matter what)
3)pikes/spears have large bonus vs all cavalry, and tech that gives them first strike
4)developed firearms should have decent bonus against cavalry unless it is cavalry that is locked behind cuirass tech, then it should have much smaller bonus if at all
Just my thoughts, now let's discuss and see if we agree
1) What i did is making warhammer knight an anti heavy unit incluiding cav
2) cav bonus against infantry doesnt affect polearm wielder infantry right now (look at the stats i posted)
3) yeah i was thinking on "ancient tactics" or "pike trainning" as the tech...also, ig should give them an aurs similar to legionaries after "legion trainning"
4)no bonus for firearms(their shot attack is a spell) they will have high attack, but thats limited by their ability coldown. That way, crossbowmen will be more viable than firearm units at the very early game
Re: generic units
Posted: Thu Jun 25, 2020 2:50 pm
by Badnorth
How can I get pilot of ver. Of AoD I wanna see whats happening there.
Seems like max is on to Modding.
Re: generic units
Posted: Thu Jun 25, 2020 3:02 pm
by L4cus
There is not pilot version, we are using aog pilot version as a base to modding their values...
Re: generic units
Posted: Thu Jun 25, 2020 3:03 pm
by Badnorth
Re: generic units
Posted: Thu Jun 25, 2020 3:14 pm
by L4cus
Too modern...
Re: generic units
Posted: Thu Jun 25, 2020 3:19 pm
by Badnorth
L4cus wrote: ↑Thu Jun 25, 2020 3:14 pmToo modern...
They were in the 19th century whats wrong with that?
Then Lets make them limited by adding a Mercenary building called saloon. Can only train Western gunfighters their main unit is Posse. Wtdy?
Re: generic units
Posted: Thu Jun 25, 2020 3:37 pm
by L4cus
There were more mercenaries than them...
They are middle 19th century 40 ears after napoleonic wars...
I would like to add monitor as a ship, also steamships and ironclads...but they dont fit the game...
Units like swiss mercenaries, landsquenets, genoan crossbowmen, highlanders, etc fit the game
Re: generic units
Posted: Thu Jun 25, 2020 4:00 pm
by Badnorth
Sure
How about this mercenary?
https://www.google.com/url?sa=t&source= ... 2_FuuD6g4L
They will definitely fit in I could make this.
Re: generic units
Posted: Thu Jun 25, 2020 4:02 pm
by Squirrel5555
We deally dont want to go further than napoleonic wars, stick to things around and preferably before 1810.
The garde imperiale are a cool idea for elite 19th century french units, but i will need go read more about them
Re: generic units
Posted: Thu Jun 25, 2020 4:08 pm
by Badnorth
Squirrel5555 wrote: ↑Thu Jun 25, 2020 4:02 pm
We deally dont want to go further than napoleonic wars, stick to things around and preferably before 1810.
The garde imperiale are a cool idea for elite 19th century french units, but i will need go read more about them
So if I were to make them
Their stats are more like a very Buffed fusilier?
And they have the ability to shoot,Stab & throw hand grenades ...
Re: generic units
Posted: Thu Jun 25, 2020 4:35 pm
by Squirrel5555
So the imperial guard was very diverse and is a very broad term.
Some elite units from the guard we can have:
Chasseurs à Cheval(light cavalry)
horse grenadiers(heavy cavalry with distinct dress)
Old Guard(heavy infantry, like you said stronger version of line infantry) the old guard was also split up into a lot of different units , but we shouldnt split it up too much i think
You can suggest some more if you want, but lets not add too many
Re: generic units
Posted: Thu Jun 25, 2020 4:47 pm
by L4cus
Re: generic units
Posted: Thu Jun 25, 2020 4:49 pm
by L4cus
Squirrel5555 wrote: ↑Thu Jun 25, 2020 4:02 pm
We deally dont want to go further than napoleonic wars, stick to things around and preferably before 1810.
The garde imperiale are a cool idea for elite 19th century french units, but i will need go read more about them
I preffer sticking at 1805-1810. With units that would appear at the very start of napoleonic wars
Re: generic units
Posted: Thu Jun 25, 2020 4:55 pm
by Badnorth
Sure
Re: generic units
Posted: Thu Jun 25, 2020 6:54 pm
by Squirrel5555
Ok English Warhammer Knight
Re: generic units
Posted: Fri Jun 26, 2020 2:24 am
by Badnorth
Idk what is accurate broadsword or zweihander
Its said they used broadswords but In the image it was zweihander.
I did the both since Im confused.
Broadsword

- Redshank Broadswordsmen.png (1.69 KiB) Viewed 2101 times
Zweihander

- Redshank Zweihander.png (1.65 KiB) Viewed 2101 times
Re: generic units
Posted: Fri Jun 26, 2020 2:45 am
by L4cus
I think they are different eras but fit at the game
Re: generic units
Posted: Fri Jun 26, 2020 2:52 am
by Badnorth
Okay Redshank mercenaries are done. Quite difficult.
Bowmen

- Redshank bowman.png (1.92 KiB) Viewed 2099 times
Musketeer

- Redshank musket.png (1.54 KiB) Viewed 2099 times
Its said that highlanders later fought with chainmail so archer,Broadswordsmen & Zweihander has it.
Re: generic units
Posted: Fri Jun 26, 2020 4:10 am
by Gral.Sturnn
Re: generic units
Posted: Fri Jun 26, 2020 4:18 am
by Gral.Sturnn