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Re: weakness of units
Posted: Thu Apr 22, 2021 4:00 pm
by Endru1241
L4cus wrote: ↑Thu Apr 22, 2021 3:17 pm
oh yeah i forgot...MAKE ROME GREAT AGAIN!
Re: weakness of units
Posted: Thu Apr 22, 2021 4:12 pm
by L4cus
gosh!!!
can i use it as my avatar? T_T plis...
Re: weakness of units
Posted: Thu Apr 22, 2021 5:02 pm
by Endru1241
Feel free.
Re: weakness of units
Posted: Thu Apr 22, 2021 5:07 pm
by L4cus
dzięki ty
Re: weakness of units
Posted: Thu Apr 22, 2021 5:42 pm
by Endru1241
L4cus wrote: ↑Thu Apr 22, 2021 5:07 pmdzięki ty
I appreciate the gesture, but it should be "Dziękuję", or less formal "Dzięki", eventually almost unused archaic form "Dzięki Ci".
Of course assuming, that it was supposed to be "Thank You" in Polish.
Re: weakness of units
Posted: Thu Apr 22, 2021 6:02 pm
by L4cus
blame google translator! its not my fault T_T
and yeah, i tried to say thank you T_T snif snif
Re: weakness of units
Posted: Thu Apr 22, 2021 6:17 pm
by godOfKings
L4cus wrote: ↑Thu Apr 22, 2021 3:17 pm
not accuarate at all, praetorians and legionaries coexisted and had different ranks an purposes
Just want to say that samurai upgrading to hatamoto was also not so accurate since hatamoto were the officers and samurai made the bulk of the army, but rather adding one more similar unit with slightly different role, we simply made it an upgrade to make things easier, the problem with roman is its getting too many units and they all more or less have similar roles in terms of gameplay, if we followed roman way then it would b another elite hatamoto unit with aura on infantry, but we didnt since it clashes with daimyo
Similarly i m currently against suggestion of all these extra japanese units like yari ashigaru, oda yari ashigaru, yari samurai.... Just one 2 turn cheap yari ashigaru for fulfilling antimounted role is enough....
Re: weakness of units
Posted: Thu Apr 22, 2021 6:37 pm
by L4cus
godOfKings wrote: ↑Thu Apr 22, 2021 6:17 pm
Just want to say that samurai upgrading to hatamoto was also not so accurate since hatamoto were the officers and samurai made the bulk of the army, but rather adding one more similar unit with slightly different role, we simply made it an upgrade to make things easier, the problem with roman is its getting too many units and they all more or less have similar roles in terms of gameplay, if we followed roman way then it would b another elite hatamoto unit with aura on infantry, but we didnt since it clashes with daimyo
Similarly i m currently against suggestion of all these extra japanese units like yari ashigaru, oda yari ashigaru, yari samurai.... Just one 2 turn cheap yari ashigaru for fulfilling antimounted role is enough....
wow i didnt thik about it! mmh, even in that way, praetorian guard used to be in cities and as guards of main roman characters, pretty different to roman legionaries...so didnt share role or place to be...there must be a more accuarate way than a praetorian upgrade
Re: weakness of units
Posted: Thu Apr 22, 2021 6:55 pm
by godOfKings
Just compare the stat difference:
+5 hp
+3 atk
+3/2 armor
+ a 3 ranged ability
Everything else including category, bonus etc. r same
So for +2 turns u r practically making a 3rd tier roman legionary without requiring any tech for upgrading legionary, and even if u still upgrade legionary in the future, it will b just another praetorian with similar stats, and i also saw some previous messages of forumers arguing to give legionaris the throw pilum spell....

Re: weakness of units
Posted: Thu Apr 22, 2021 8:41 pm
by Endru1241
You forgot about 100% mental resistance and 2x healing.
That along with 3/2 armor and ranged ability makes huge difference.
Pretorian was modelled to be like roman hoplite - pricier and stronger unit.
Re: weakness of units
Posted: Fri Apr 23, 2021 12:37 am
by DreJaDe
Hmmmm, what if an upgrade of the legion could just be their ability of the throw pilum added?
Could be some 6 turn tech. Though, this would make the elite one more useless.
Re: weakness of units
Posted: Fri Apr 23, 2021 1:28 am
by L4cus
It would greatly affect lots of campaigns...btw is not logical that they dont use oilum and then they use them...if roman legionaries are gonna have pilum, then it should be a default ability
Re: weakness of units
Posted: Fri Apr 23, 2021 1:37 am
by DreJaDe
L4cus wrote: ↑Fri Apr 23, 2021 1:28 am
It would greatly affect lots of campaigns...btw is not logical that they dont use oilum and then they use them...if roman legionaries are gonna have pilum, then it should be a default ability
I kinda disagree.
If the goal of the legion in this game is to be good at start and worse in the end game. I think adding this plus some stats could delete their (worse in the end game attribute).
But If this is added from the start, wouldn't it be OP? I'm not sure actually.
Re: weakness of units
Posted: Fri Apr 23, 2021 5:45 am
by Morningwarrior
Endru1241 wrote: ↑Thu Apr 22, 2021 4:00 pm
L4cus wrote: ↑Thu Apr 22, 2021 3:17 pm
oh yeah i forgot...MAKE ROME GREAT AGAIN!
WHAT TA???
Re: weakness of units
Posted: Fri Apr 23, 2021 6:24 am
by Badnorth
Endru1241 wrote: ↑Thu Apr 22, 2021 4:00 pm
L4cus wrote: ↑Thu Apr 22, 2021 3:17 pm
oh yeah i forgot...MAKE ROME GREAT AGAIN!
"Roman Trump" Lmao.
Re: weakness of units
Posted: Fri Apr 23, 2021 7:50 am
by makazuwr32
Where was my elixir of power for my fellow Gauls?...
Asterix!