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Re: generic units

Posted: Wed Jun 17, 2020 2:27 pm
by Maxbirykov2004
Guys maybe better to focus on this viewtopic.php?f=233&t=8265#p100817?

Re: generic units

Posted: Wed Jun 17, 2020 4:26 pm
by Squirrel5555
At this rate we will have more map editor historical figures than actual units :D

Max what do you mean by focusing on the link? Anyone who is modding the game is already doing that.

Re: generic units

Posted: Wed Jun 17, 2020 5:20 pm
by Maxbirykov2004
Squirrel5555 wrote: Wed Jun 17, 2020 4:26 pm At this rate we will have more map editor historical figures than actual units :D

Max what do you mean by focusing on the link? Anyone who is modding the game is already doing that.
Anm ok...

Re: generic units

Posted: Sun Jun 21, 2020 2:44 am
by Badnorth
Corsairs

French privateers

Leaving: 6

Re: generic units

Posted: Sun Jun 21, 2020 3:03 am
by Badnorth
Ottoman Camel rider

Aura: -6 dmg -2 speed to Mounted except elephants and other camels
Aura range: 3

Re: generic units

Posted: Mon Jun 22, 2020 9:35 pm
by Gral.Sturnn
after some research i was able to bring this guys into existence, they are early 17th century swordmen, ill make an earlier version for the spanish called rodelero

Re: generic units

Posted: Tue Jun 23, 2020 6:20 am
by Badnorth
Medicine was more better & Advanced in the 19th century so i made a combat medic sprite.

Able to heal and fight at the same time but weaker damage and weaker heal.
Its a mixed healer and musketeers.

I also did a tech for this unit to strengthen its heal ability.
Medic heal red ver..png
Medic heal red ver..png (693 Bytes) Viewed 2460 times
This tech will cost maybe 4 depends on the amount.

Re: generic units

Posted: Tue Jun 23, 2020 11:39 am
by Maxbirykov2004
QuadrupoleStrat wrote: Tue Jun 23, 2020 6:20 am Medicine was more better & Advanced in the 19th century so i made a combat medic sprite.

Able to heal and fight at the same time but weaker damage and weaker heal.
Its a mixed healer and musketeers.

I also did a tech for this unit to strengthen its heal ability.
Medic heal red ver..png
Pretty good

Re: generic units

Posted: Tue Jun 23, 2020 11:48 am
by Badnorth
Thx

Re: generic units

Posted: Tue Jun 23, 2020 11:50 am
by Squirrel5555
Nice ideas and image but

We will also need dedicated healers with nearly no combat ability, same with dedicated money couriers.

Also I thought only large units like horses have only two soldiers per picture

Re: generic units

Posted: Tue Jun 23, 2020 11:55 am
by Badnorth
I can change it but maybe we can have some units like sappers,Money courier & healers a two man team. Just maybe because there are many 3 man infantry units so its kinda weird imo.

What healer? Priest? Medic?

I can make a priest and medic.

Healer wagons can be cool too :lol:

Re: generic units

Posted: Tue Jun 23, 2020 11:56 am
by Badnorth
I thought we already have healers my bad :oops:

Re: generic units

Posted: Tue Jun 23, 2020 12:42 pm
by Badnorth
Okay medics and money courierssss

Re: generic units

Posted: Tue Jun 23, 2020 12:42 pm
by Badnorth
Okay medics and money courierssss

Re: generic units

Posted: Tue Jun 23, 2020 12:46 pm
by Squirrel5555
Ambulance wagons could be cool, and were first used in 1470 so would fit

Im not sure about priests, dont know what role religion wil have in this game



Some sort of mini building similar to the chapel in AOS called a field tent or something could have a healing ability and be very easily built.

Nice images :D

Re: generic units

Posted: Tue Jun 23, 2020 1:08 pm
by L4cus
Thats exactly what i though

Re: generic units

Posted: Tue Jun 23, 2020 1:15 pm
by Badnorth
Im very bad at making buildings but here

Re: generic units

Posted: Tue Jun 23, 2020 4:28 pm
by Maxbirykov2004
Hmm

Re: generic units

Posted: Tue Jun 23, 2020 4:30 pm
by L4cus
Its a good idea, maybe a cross next to the "door"...it looks like an encampment, but no like a medic one...

Re: generic units

Posted: Tue Jun 23, 2020 5:01 pm
by Badnorth
1 door?
Or
2 doors?

Re: generic units

Posted: Tue Jun 23, 2020 5:06 pm
by L4cus
Maybe 2 tends lookng each other(they would be smaller)

Re: generic units

Posted: Wed Jun 24, 2020 2:38 am
by Badnorth
Can carry 2 non mechanical units

Healrate - 13

Re: generic units

Posted: Wed Jun 24, 2020 2:43 am
by L4cus
much better :D

Re: generic units

Posted: Wed Jun 24, 2020 2:51 am
by Badnorth
War hounds
Scouts.png
Scouts.png (814 Bytes) Viewed 2421 times
I made them only two since they are animals like mounted.

1 cost
High speed
long sight
Can see camouflaged units like native blowgunners
Can deal moderate damage to workers,healers & stealth units

Available from the 1800s I guess?
And is invisible in bushes,trees etc.

Re: generic units

Posted: Wed Jun 24, 2020 2:54 am
by L4cus
they were used during american conquest (16th century)
in field batlles, they were no used as i know...a scouting and anti-stealth unit sounds greatt

Re: generic units

Posted: Wed Jun 24, 2020 3:08 am
by Badnorth
crossbowman
Crossbow .png
Crossbow .png (1.2 KiB) Viewed 2421 times
A unit that uses a crossbow. 16th I guess :|
Can be Upgraded to arbalest posted my arbalest on english units 15th page I guess.

Re: generic units

Posted: Wed Jun 24, 2020 3:10 am
by Gral.Sturnn
QuadrupoleStrat wrote: Wed Jun 24, 2020 3:08 am crossbowman

Crossbow .png

A unit that uses a crossbow. 16th I guess :|
Can be Upgraded to arbalest posted my arbalest on english units 15th page I guess.
You can use the pavise guy i made posted not so long ago

Re: generic units

Posted: Wed Jun 24, 2020 3:22 am
by L4cus
we will have both of them, pavisse crossbowmen will be slower

Re: generic units

Posted: Wed Jun 24, 2020 3:24 am
by Badnorth
This is just a crossbow unit why does it need a pavise? :|

Do you mean as a upgrade?

Re: generic units

Posted: Wed Jun 24, 2020 4:11 am
by Gral.Sturnn
Oh i see, ill give some touches tomorrow then