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Re: Human advancement.
Posted: Sat Aug 04, 2018 4:36 pm
by Lynx Shafir
Just saying that it's currently useless and occupies a slot in upgrade section where I d like to see rather an elephant.
Re: Human advancement.
Posted: Sat Aug 04, 2018 4:41 pm
by makazuwr32
it ISN'T useless. you can spend 2 turns, put money courier into building and it will speed up production on 1 turn.
Re: Human advancement.
Posted: Sat Aug 04, 2018 4:48 pm
by Lynx Shafir
2 turns for one speed up.
Yeah.... great deal

Re: Human advancement.
Posted: Sat Aug 04, 2018 4:53 pm
by General Brave
I do it all the time, it's when you want quality instead of quantity
Re: Human advancement.
Posted: Sat Aug 04, 2018 5:00 pm
by makazuwr32
but what if you want to get that drake knight faster?
Re: Human advancement.
Posted: Sat Aug 04, 2018 5:07 pm
by Lynx Shafir
In aoF I don't play as humans coz the lack of basic units and have few special ones.
(What you and I are trying to improve whit units, even now)
In Aos I use it sometimes the courier.
But here would be better as a default (so free) unit for each race (when the tavern get in) .
Re: Human advancement.
Posted: Sat Aug 04, 2018 5:09 pm
by General Brave
Pretty sure each race will have their own money courier.
Re: Human advancement.
Posted: Sat Aug 04, 2018 5:12 pm
by makazuwr32
2 races already have ones.
Re: Human advancement.
Posted: Sat Aug 04, 2018 5:20 pm
by Lynx Shafir
Put them a bit away.... (not this topic)
The Other points (1-4)?
Re: Human advancement.
Posted: Sat Aug 04, 2018 5:28 pm
by General Brave
?
Re: Human advancement.
Posted: Sat Aug 04, 2018 5:41 pm
by Lynx Shafir
Lynx Shafir wrote: ↑Sat Aug 04, 2018 3:54 pm
Dualist needs better stats.
(such unit whit needs some dodge -to be a fantasy dueler not a non armored swordman who gets killed in the second turn doe to counter Attak.)
1)We need good medium cost units (4-6important )and not imperial - like (coz they are only heavy armored soldiers)
Not all better units to be 8 cost.
1.
Something whit special skills.
(If the barbarian would be balanced to 6 turn cost would be better.)
Werewolf and valkiry is almost ready
So any ideas for such units.?
2)Better defence structure
3)someting in water.
Improve ships and docks, maybe some living force
4)Would be good some New bridge*
units
Rouge , tief - for scouting(transform stealth mode) , storling techs,
Disarming traps(ranged trap detect) - great if add traps - cost 4*
Knife trower
Armor penetrtion, bleed
Also a hunter - summon hawk(scout bird) war dog.
This.
Re: Human advancement.
Posted: Sat Aug 04, 2018 5:54 pm
by General Brave
I see, definitely have to work on some of those.
Re: Human advancement.
Posted: Tue Aug 14, 2018 10:34 am
by Lynx Shafir
Dueler (double swordman)
Building :TC, barracks
Cost 3
Hp 27
Atk 9(bonus to infantry?)
Range 1
Action/turn 2
Armor 1/0(gets blacksmith upg. and Aura)
Dodge 35%/30%
Dodge counter 50%
Speed 3
Sight 4
Spell res 10 %
General Brave wrote: ↑Thu Aug 02, 2018 9:24 pm
We should add a duelist/fencer to the human.
Something like this?
Re: Human advancement.
Posted: Tue Aug 14, 2018 5:24 pm
by Savra
By something in water you mean an amphibious unit like a pirate, atlantian, something to that affect for humans?
Re: Human advancement.
Posted: Tue Aug 14, 2018 5:31 pm
by Sunrise Samurai
Lynx Shafir wrote: ↑Sat Aug 04, 2018 4:48 pm
2 turns for one speed up.
Yeah.... great deal
Actually it is. Sometimes it's worth the loss to get powerful units on the field quickly. Or to research techs faster. Imagine a human army with master archery 2 and elite archers already researched by turn 5-6. It's possible by dropping a few money couriers into your research, and the benefits on your initial battles will be tremendous.
Re: Human advancement.
Posted: Tue Aug 14, 2018 6:14 pm
by General Brave
Lynx Shafir wrote: ↑Tue Aug 14, 2018 10:34 am
Dueler (double swordman)
Building :TC, barracks
Cost 3
Hp 27
Atk 9(bonus to infantry?)
Range 1
Action/turn 2
Armor 1/0(gets blacksmith upg. and Aura)
Dodge 35%/30%
Dodge counter 50%
Speed 3
Sight 4
Spell res 10 %
General Brave wrote: ↑Thu Aug 02, 2018 9:24 pm
We should add a duelist/fencer to the human.
Something like this?
Something like that beside being a double swordmen.
Re: Human advancement.
Posted: Tue Aug 14, 2018 7:51 pm
by Lynx Shafir
Savra wrote: ↑Tue Aug 14, 2018 5:24 pm
By something in water you mean an amphibious unit like a pirate, atlantian, something to that affect for humans?
First some improvements at current ships and the new battle ship planned.
Secondly may some fortification.
But yes an amphibian creature what fits humans would be great.
So if u have an idea feel free to share here.
Re: Human advancement.
Posted: Tue Aug 14, 2018 8:03 pm
by Lynx Shafir
General Brave wrote: ↑Tue Aug 14, 2018 6:14 pm
Something like that beside being a double swordmen.
Since is no parry(block) defence in game
We must work with dodge.
Do u want to have a skill like sword dancer?
Regarding to not be the same.
Re: Human advancement.
Posted: Tue Aug 14, 2018 9:37 pm
by General Brave
We should really have a block mechanic. also human ships might need improvements.
Re: Human advancement.
Posted: Wed Aug 15, 2018 12:15 am
by Sunrise Samurai
Block mechanic: unit has x% to apply +5 armor against any attack. Not influenced by enemy bonus against the unit.
Compared to dodge: this doesn't block all damage, so a unit can even use this to mitigate damage from units with a bonus against it. Doesn't work on counterattacks, and can afford up to a 50% chance and be balanced if used on something with lower armor.
Re: Human advancement.
Posted: Wed Aug 15, 2018 5:29 am
by Lynx Shafir
Parry :For shielded units and for agil fighters.