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Imperial guard IMPLEMENTED

Posted: Thu Aug 24, 2017 2:19 am
by Alexander82
I renamed the other unit since I thought that this name fit more an halberdier.

This one will be an anti cavalry.


Imperial guard:
Image
Stats:
Cost: 4
HP: 30
Attack power: 10 (affected by smith)
Range: 1 (affected by reach)
Armor: 3 (affected by smith)
Pierce armor: 3 (affected by smith)
Speed: 3
Sight: 4
Action/turn: 1/1
Spell resistance: 50%
Size: 1×1
Special: bonus against cavalry unit (similar to those of the uruk pikeman)
Buildable at: castle, barracks

Re: Imperial guard

Posted: Thu Aug 24, 2017 6:06 am
by Stratego (dev)
shall i rename hsalberdier to imp. guard?

Re: Imperial guard

Posted: Thu Aug 24, 2017 8:23 am
by Alexander82
No, this is a different unit.

Re: Imperial guard ACCEPTED

Posted: Thu Aug 31, 2017 5:16 pm
by Alexander82
Image

Re: Imperial guard ACCEPTED

Posted: Thu Aug 31, 2017 6:25 pm
by LordOfAles
He looks like a dwarf...

Re: Imperial guard ACCEPTED

Posted: Thu Aug 31, 2017 6:41 pm
by Alexander82
It is exactly tall as the other imperial units...

At the start imperials were all 2 more pixel tall but Daniel tought they were too big to be humans compared to other units

Re: Imperial guard ACCEPTED

Posted: Thu Aug 31, 2017 6:49 pm
by Stratego (dev)
now imperials are very nice - imho.

Re: Imperial guard ACCEPTED

Posted: Thu Aug 31, 2017 7:34 pm
by Sunrise Samurai
I'm enjoying the imperial units. They add a unique flavor to humans that is distinct from AoS. I can't wait to see this one, and I'm still waiting on an archer/crossbowman version.

Re: Imperial guard ACCEPTED

Posted: Thu Aug 31, 2017 9:52 pm
by Alexander82
Yes, this was my intention from the beginning

Re: Imperial guard ACCEPTED

Posted: Sun Sep 03, 2017 4:17 pm
by Alexander82
Stats:
Cost: 4
HP: 30
Attack power: 10 (affected by smith)
Range: 1 (affected by reach)
Armor: 3 (affected by smith)
Pierce armor: 3 (affected by smith)
Speed: 3
Sight: 4
Action/turn: 1/1
Spell resistance: 50%
Size: 1×1
Special: bonus against cavalry unit (similar to those of the uruk pikeman)
Buildable at: castle, barracks
I tought of making it cost 4 since the normal spearman costs 2

Re: Imperial guard ACCEPTED

Posted: Sun Sep 03, 2017 4:22 pm
by Puss_in_Boots
That poleaxe looks pretty large, I think it should have range 2 even without reach, like the other long polearms for the uruk hai or goblin pike and halberdier

Re: Imperial guard ACCEPTED

Posted: Sun Sep 03, 2017 5:15 pm
by Alexander82
No. humans gain reach with a specific tech. If we gave him range 2 already it would have range 3 with reach which is too much.

Also I've made the image because I already knew he was going to reach range 2 with reach.

Re: Imperial guard ACCEPTED

Posted: Sun Sep 03, 2017 10:11 pm
by Sunrise Samurai
The imperial units have a nice perk of not needing research to be effective, unlike regular troops. It may be nice to give it 2 range, but reach doesn't effect it, so it remains 2 range. This being said, I'd appreciate a small quiver of javelins on his back, and a ranged ability to throw a javelin, for some use at a distance, if less effective than an archer.

Re: Imperial guard ACCEPTED

Posted: Sun Sep 03, 2017 11:13 pm
by Alexander82
Hey guys this is meant to be an elite anti cavalry not an hybrid unit. Also imperial units are affected by techs. If not it is a bug and i'll fix the jsons if you tell me which units aren't affected.

Since reach is pretty useful a player will probably research it anyway tough.

Re: Imperial guard ACCEPTED

Posted: Sun Sep 03, 2017 11:18 pm
by Alexander82
Ok, i've checked the current imperial units. The knight it is regularly affected by techs while the shielder had no techs specified into the json. I fixed it and sent the corrected json to Daniel.

Re: Imperial guard ACCEPTED

Posted: Mon Sep 04, 2017 1:51 am
by MightyGuy
The image is Nice, but, imho it looks like a Dwarf because the axe is too big, nevermind...

Re: Imperial guard ACCEPTED

Posted: Mon Sep 04, 2017 3:07 am
by Alexander82
That one is smaller

Re: Imperial guard ACCEPTED

Posted: Mon Sep 04, 2017 4:09 am
by MightyGuy
Both are nice but this one for me is really cool!

Re: Imperial guard ACCEPTED

Posted: Mon Sep 04, 2017 11:33 am
by Alexander82
Still 1 pixel smaller and a bit shorter

Re: Imperial guard ACCEPTED

Posted: Tue Oct 24, 2017 4:35 pm
by LordOfAles
IMPLEMENTED

Re: Imperial guard IMPLEMENTED

Posted: Wed Oct 25, 2017 3:33 pm
by Alexander82
done