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steppe warrior

Posted: Fri Feb 18, 2022 7:20 pm
by L4cus
armed with both sword/axe and a shortbow

cost 3
hp 15
attack 7
range 1
armour 1/0
speed 3
sight 5
ability power 5
swordman bonuses

ability bow shot
range 4
Cd 1 turn

Re: steppe warrior

Posted: Fri Feb 18, 2022 9:11 pm
by b2198
One thing that I don't know if it's possible to do, but would help both here and with the Druzhinnik for slavs, would be applying weapon effects in their abilities too, so that herbalist (or the steppe support) poisons could be applied by them, for example. That would increase a lot the utility of those abilities, which are normally not used as much because it's not worth to take these units outside a wagon or a ram, for example, just outside melee range for them to use their ranged ability, because most often than not doing that will make the unit be way less effective in terms of turns alive and units killed/destroyed while alive, so it's often more useful to not use the ability at all and just wait longer to reach melee range. This becomes even more apparent as the game progresses, since the abilities themselves usually don't scale with techs, so they get left behind by a big margin compared to their standard attack.

Re: steppe warrior

Posted: Fri Feb 18, 2022 9:40 pm
by L4cus
true, abilities are really limited, i might say that in these cases, transformation into ranged or melee is better...

Re: steppe warrior

Posted: Sat Feb 19, 2022 8:00 pm
by Endru1241
b2198 wrote: Fri Feb 18, 2022 9:11 pm One thing that I don't know if it's possible to do, but would help both here and with the Druzhinnik for slavs, would be applying weapon effects in their abilities too, so that herbalist (or the steppe support) poisons could be applied by them, for example. That would increase a lot the utility of those abilities, which are normally not used as much because it's not worth to take these units outside a wagon or a ram, for example, just outside melee range for them to use their ranged ability, because most often than not doing that will make the unit be way less effective in terms of turns alive and units killed/destroyed while alive, so it's often more useful to not use the ability at all and just wait longer to reach melee range. This becomes even more apparent as the game progresses, since the abilities themselves usually don't scale with techs, so they get left behind by a big margin compared to their standard attack.
Unfortunately not possible.
There is no way to modify any parameters of effects and that includes adding related effects to them.