multiple suggestions - ANSWERED
Posted: Thu Jun 19, 2014 7:54 pm
Hello I'd like to recommend a few upgrade units you guys might want to add
1.lancer (good against all organisms but not machines orthonopter,catapult etc)
2.ballistic ( move 2 and is god agianst seige units and buildings and orthonaptor)
3.General(all surrounding units in a certain amount of tiles get a damage boost)
this one is probably not going to be acceptedbut
4.Tech:gunpowder(leads to cannon and musketmen)
Now thats out of the way
5.boarding ship(if brought within one tile of another ship it can capture and use the ship if it captured a transport the unit dies.if successful this ship disappears)
Also an extra note.you can change the way the unit works and you dont have to use it I didn't want to sound like lwas telling you to add it.
6.a capture unit( a unit that can take a enemy building and use it if successful.it uses up the unit thus making it disappear)
7.pyromancer(a unit that can damage any unit but sea and sir units and has a range of 3 tiles this also includes buildings except a harbor it wil set fire to units and buildins doing damage over time unlike the poison archer it can also damage buildings)
Last but not least....
8.elite worker (takes 6 turns to build and does everthing a worker can do but twice as fast)
If you want to any of them I would be very happy and if you do give me a shout out
Good luck with your work and keep working hard I can't wait to see more.
-ARK(multiplayer player name):D
9.tech:torch(gives units 1 extra sight
10.spotter(specicalizes in sight basicly like a portable watch tower)
11.guardian(a unit simlar to swords men only more defense relies on a giant shield and uses shield bash to kill enemys)
12.patricians(rome's elite soilders stronger then swords men weaker then a spartan but stronger then a templare)
13.pikemen (same as a spearmen but better def and even more bonus aginst calvery)
14.building:outpost(has the abilitys of a archery range,barracks,stable takes 7 turns to build)
1.lancer (good against all organisms but not machines orthonopter,catapult etc)
2.ballistic ( move 2 and is god agianst seige units and buildings and orthonaptor)
3.General(all surrounding units in a certain amount of tiles get a damage boost)
this one is probably not going to be acceptedbut
4.Tech:gunpowder(leads to cannon and musketmen)
Now thats out of the way
5.boarding ship(if brought within one tile of another ship it can capture and use the ship if it captured a transport the unit dies.if successful this ship disappears)
Also an extra note.you can change the way the unit works and you dont have to use it I didn't want to sound like lwas telling you to add it.
6.a capture unit( a unit that can take a enemy building and use it if successful.it uses up the unit thus making it disappear)
7.pyromancer(a unit that can damage any unit but sea and sir units and has a range of 3 tiles this also includes buildings except a harbor it wil set fire to units and buildins doing damage over time unlike the poison archer it can also damage buildings)
Last but not least....
8.elite worker (takes 6 turns to build and does everthing a worker can do but twice as fast)
If you want to any of them I would be very happy and if you do give me a shout out
Good luck with your work and keep working hard I can't wait to see more.
-ARK(multiplayer player name):D
9.tech:torch(gives units 1 extra sight
10.spotter(specicalizes in sight basicly like a portable watch tower)
11.guardian(a unit simlar to swords men only more defense relies on a giant shield and uses shield bash to kill enemys)
12.patricians(rome's elite soilders stronger then swords men weaker then a spartan but stronger then a templare)
13.pikemen (same as a spearmen but better def and even more bonus aginst calvery)
14.building:outpost(has the abilitys of a archery range,barracks,stable takes 7 turns to build)