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Crusader fortress

Posted: Sat Apr 25, 2020 2:20 am
by Morningwarrior
Crusader fortress,the holy construction,can make only crusaders troops,bishops and crusader leaders.
Hp:1200
Atk:10
Armor:4/10
Range:7
Actions:2
Sigh:8
Size:2x3
Heal rate:10
Carry capacity:6
Construction bonus:400%
Mend bonus:400%

Active effects:burning weapon and holy mission aura

Note(pending):cross units can be recruited individually, without using the calling crusader, the player can choose which troop to recruit

Re: Crusader fortress

Posted: Wed May 06, 2020 5:07 am
by Badnorth
Mention endru for him/her to see your suggestion

Idk how to do it so you do it hehe
I want a crusader Fort because most of my units are crusaders :mrgreen:

Re: Crusader fortress

Posted: Wed May 06, 2020 7:08 am
by Endru1241
QuadrupoleStrat wrote: Wed May 06, 2020 5:07 am Mention endru for him/her to see your suggestion

Idk how to do it so you do it hehe
I want a crusader Fort because most of my units are crusaders :mrgreen:
No - there is no need. I read all suggestions. I only answer when I have time.
It could even have adverse effect of me making a rant.

When the suggestion is bad or lacking or just average without anything interesting - I only rarely write in the topic.
Mention me only if there is great number of answers from at least few forumers and some sort of conflict, e.g. about the stats.
And of course - when the everything seems to be ready for implementation - image, stats and concept agreed by at least few community members.

In the case of this topic - like many ideas, I have to add - the proposition is just unbalanced mix of two things - proposed to be the same or better at each role than the original, which would be OP.
I have to remind - when giving the idea of something, being the mix, IT HAS TO BE WEAKER THAN ORIGINALS IN THEIR RESPECTIVE SPECIALISATION!
Look at the axe thrower - it's the mix of swordsman and unspecified ranged unit. It's weaker in range than archers, have no speciality anti-something like skirmisher, it has lower stats than swordsman. It can however fill both roles, but a little worse.
It gets his own niche (ranged attack vs. melee armor), but also weaknesses of two different kind of units.

If on the other hand - the idea was not to have stronger castle/monastery mix, but something new, unique, interesting or just proposition with good images - I would surely answer.

Re: Crusader fortress

Posted: Wed May 06, 2020 9:05 am
by Badnorth
Ok I didn't know that I'm sorry...

Re: Crusader fortress

Posted: Fri May 08, 2020 8:40 pm
by Morningwarrior
Well endru i see you said and i updated the crusader fortress status:
Hp:750
Atk:6
Actions/turns:1
Armor:2/8
Range:7
Sigh:9
Heal rate:6
Carry capacity:4
Mend bonus:200%
Construction bonus:250%
Size:is the same.
And the unique ability of recruit every crusader is not more added and he fortress recruit only call crusaders,monks,crusader leader,healer,piest and trebuchet.

Re: Crusader fortress

Posted: Tue Aug 11, 2020 7:27 pm
by ProtectorLordGarmin
Could we maybe just change the current Fort (the 2x2 tower) to produce Crusaders? I mean doesn't it have like no use at the moment? Using this would make it like a cheaper castle and thus give it a better and more versatile role in the game.

Re: Crusader fortress

Posted: Tue Aug 11, 2020 7:44 pm
by SirPat
At the latest dev version it has a cannon shot ability making it more powerful

Re: Crusader fortress

Posted: Wed Aug 12, 2020 1:05 am
by Endru1241
Fort got overall boost to make it the most powerful defensive building.

Re: Crusader fortress

Posted: Sun Aug 30, 2020 1:08 am
by Morningwarrior
Can be just a heal fortress struture but more weak in atk power, 8 atk power with just 1 actions
Range can be the same of the fortress.
Hp can be just be 500.
Hes armor can be just 5/15
And heal is the double than the normal fortress
Diferent the fortress this produced units,just call crusade and crusade leaders,and her techs.
Better equilibraded no?
And her contruction bonus is 140% and mend is 140%
Mental resistence is 750%