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Crusades(Newest)

Posted: Tue Dec 24, 2019 8:01 pm
by SirPat
there will be two techs first is

Small crusades (tech) at church only 5 turns
gives Church "Crusaders" ability
"transforms any nearby peasant type unit into a crusader"
Range 6

each unit gets modiffied leaving effect when leaving runs out of time it transforms back to original unit has
5 turns
spell cooldown 8 turns
-----------------

Large Crusades (tech) for Cathedral 7 turns
gives cathedral "Improved Crusaders" ability
"transforms any nearby peasant type unit into a crusader with exception to stone thrower turning into crusader archer maybe?"
Range 9
each unit gets modiffied leaving effect when leaving runs out of time it transforms back to original unit has 8-10 turns

spell cooldown of 12-14 turns



OR

longer cooldown for both abilities but permanent Crusaders

Re: Crusades(Newest)

Posted: Fri Dec 27, 2019 10:19 am
by Endru1241
I don't know how could crusader army units be related to peasants.
If one cannot train peasants into regular spearman units, then how could conversion to more specialized armies be possible?

Besides - church and cathedral are already quite good buildings, so adding new game changing ability could destroy the balance.

Lastly - I think such transformation would require quite a bit of coding, while being unnecessarily complicated.

PS: there is already monastery planned, which will focus on other religious things, like crusaders.

Re: Crusades(Newest)

Posted: Sat Dec 28, 2019 3:03 pm
by SirPat
Haha K thanks for telling me