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Auxillaries
Posted: Mon Jan 28, 2019 4:55 pm
by StormSaint373
The Auxillaries need to be affected by the Legion command buff bestowed by the centurian.
Re: Auxillaries
Posted: Mon Jan 28, 2019 7:25 pm
by godOfKings
I believe they already r affected

Re: Auxillaries
Posted: Mon Jan 28, 2019 7:47 pm
by StormSaint373
Huh, they must have fixed that... Excellent!
What unit is that? The one standing above the assassin? Not seen it in map editor...
Re: Auxillaries
Posted: Mon Jan 28, 2019 9:33 pm
by makazuwr32
I believe it is easter egg coolguy unit.
Re: Auxillaries
Posted: Tue Jan 29, 2019 12:34 pm
by godOfKings
People were complaining that ai could make cool guy, and he didn't get any damage so I tested him in map editor
If u want to know, his weakness r, full damage from ability atk like shuriken of ninja, full damage from units with bonus like Knight, and wen cool guy atks, he himself gets counter atk damage, otherwise this unit is mostly bugged
Re: Auxillaries
Posted: Tue Jan 29, 2019 5:11 pm
by StormSaint373
Ah...
Rome needs it's spearmen...
I would be willing to make a auxillary spearman
Also, early roman units
Hastati
Princape
Triarii
Velite
Equite
Could they be recruited from the roman barracks?
Could they be affected by legion command
Re: Auxillaries
Posted: Wed Jan 30, 2019 10:55 am
by godOfKings
Deomedarii is a roman spearman but with other benefits besides one hit kill bonus,
That's y I completed it so fast
About other units, I don't know, may b 2 turn units, but I need to check stats
Re: Auxillaries
Posted: Wed Jan 30, 2019 12:54 pm
by StormSaint373
I am meaning for a foot spearman. While the Deomadarii is useful, it is a cavalry unit and is vulnerable to Spears itself...
Stats seem a little too low for a 2 turn cost, but that's just me...
I thought Romans were able to throw Pilum...
Re: Auxillaries
Posted: Thu Jan 31, 2019 8:30 pm
by godOfKings
I don't want auxiliary spearman because according to cool guy, any spear infantry must b weak enough to b 2 hit killed by knights, that would mean either he has as low HP as pikeman or he has high HP like voulgier but gets bonus damage from cavalry
On other units, we need to list their stats, discuss abilities, determine purpose in gameplay and finally decide if they should b playable in multiplayer and how much cost
Re: Auxillaries
Posted: Thu Jan 31, 2019 10:45 pm
by Belfry777
Do you guys think we could add different nationalitys of Auxillaries? Like German Auxillaries who were one of Caesars most trusted and reliable units. Or some of Spanish types.
Re: Auxillaries
Posted: Fri Feb 01, 2019 2:52 pm
by godOfKings
sure, describe their history please and wat role they played, (were they only for defending against barbarian invasion or used in roman expansion too?) as well as wat kind of weapons they used
Re: Auxillaries
Posted: Mon Feb 04, 2019 2:34 am
by Belfry777
Okay my scope of history is not big however I do know that Caesar went into Gual with 2 legions and left with 12, and that was comprised of both calv and infantry. From further study I found that the majority of the Auxiliaries had mail armor, the gladius sword and the same helmet as the legionnaires. As for calvery, I have seemed to come across 3 main types light, heavy and elite. The light calvery were made up of trained men with just a shield and spear and according to the site below were very good. The heavy calvery (Basically a cataphract) used their shear weight to smash through enemy lines, they carried a sword and mail armor. The elite calvery were just a taste of both types. Their were also ranged Auxillaries who were some of the best of the age.
Good pictures and history:
https://weaponsandwarfare.com/2016/12/27/roman-auxilia/
Historical reference:
https://www.knowtheromans.co.uk/Categor ... anAuxilia/
Re: Auxillaries
Posted: Mon Feb 04, 2019 7:50 am
by godOfKings
we currently have all the auxiliaries u suggested, foot swordsman with same hp as legionary but slightly less armor and small shield so vulnerable to arrows, archer with 6 range, skirmisher with 4 range, both better than basic archer and skirmisher, a light cavalry with the exact description u gave, also centurion can b considered heavy knight in game
on the other hand i want to do a vote, auxiliaries r quite balanced for 3 turn cost units, the problem is early on they r too random and might not give the right unit i m looking for, late game they r useless against castle and catapult spams, so my vote is how many people supports just directly recruiting each auxiliary separately instead of getting any unit depending on chance
Re: Auxillaries
Posted: Mon Feb 04, 2019 10:49 am
by makazuwr32
Hm. Direct recruitment for auxillaries... Sounds not so bad.
Re: Auxillaries
Posted: Mon Feb 04, 2019 2:01 pm
by StormSaint373
Auxillary spearman
Stats
Cost: 3
Hp: 23
Att: 6
Armor: 1/0
Speed: 3
Vision: 4
Bonuses: Cavalry: 350%, Heavy units (like elephant) 650%
Re: Auxillaries
Posted: Mon Feb 04, 2019 4:21 pm
by godOfKings
With this HP, they will also b getting bonus DMG from mounted units, according to cool guys rule
Re: Auxillaries
Posted: Mon Feb 04, 2019 4:24 pm
by godOfKings
Also this is unit balancing section, not making aux random is a balance suggestion, but spearman is new unit, so better to suggest new aux spearman in a new topic on unit infantry section
Re: Auxillaries
Posted: Mon Feb 04, 2019 5:49 pm
by Belfry777
If we have the Auxillaries produced separably, then we have to make them cheep like 3 turns for the calvery units. I am in support of this.
Re: Auxillaries
Posted: Fri May 10, 2019 5:38 pm
by godOfKings
How about a 4 turn tech (Recruit Auxiliaries) gem upgrade will go to that tech, once researched all auxiliaries will b available in build lists?