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| Tweet Topic Started: Dec 21 2009, 11:12 AM (991 Views) | |
| _Ha_Luke_331 | Dec 21 2009, 11:12 AM Post #1 |
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F41l3d t0 j01n 1s my m1ddl3 n4m3
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What do you guys think of this: A very weak and cheap unit, that's based on this in tactics file of the tashunke prowler:
So it's get stronger the more units you have of it. What kind of unit you would like to it implemented in? The unit isn't as cost-effective as a normal unit when you have only 10 of them, but when you have 25+ they become very good. Maybe only available in Industrial. Of course I'm not making a whole new unit, so I will be changing an existing unit and keep his appearance the same (just like we did with the Gurkha). This unit of course loses his normal use (like Gurkha). When you chose, please post your reasons and post which civ(s) should get this unit and why. |
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| SunnyDeeeee | Dec 21 2009, 12:07 PM Post #2 |
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H34d Nubc4k3
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IMO fast melee infantry since sioux should rely on very fast units XD Also you could always replace the tashunke prowler appearance with a campaign skin (I'm thinking one of those boneguard sword guys from campaign so that it will actually look like melee inf :P) |
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| _Ha_Luke_331 | Dec 21 2009, 12:14 PM Post #3 |
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F41l3d t0 j01n 1s my m1ddl3 n4m3
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Lol, I want to keep the tashunke prowler. I want to have another unit that works the same.
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| No_nickname | Dec 21 2009, 07:17 PM Post #4 |
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No_membertitle
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Artillery ftw
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| SunnyDeeeee | Dec 21 2009, 07:54 PM Post #5 |
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H34d Nubc4k3
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actually i change my mind! Rutyers IMO, dutch could use a boost, or perhaps even banks since they do get an attack
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| SunnyDeeeee | Dec 21 2009, 07:55 PM Post #6 |
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H34d Nubc4k3
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or we could implement that for JPK and Forest prowlers so that all "Prowlers" can stealth and have this group ability
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| No_nickname | Dec 22 2009, 11:46 AM Post #7 |
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No_membertitle
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We should do this with Spahi! j/k ![]() Hmm...an arillery unit that acts like this would be OP. How about Hand Mortars? ![]() Or maybe culverins?
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| SunnyDeeeee | Dec 22 2009, 12:08 PM Post #8 |
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H34d Nubc4k3
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not artillery, because then it gets uber OP for example hand mortars do like 5 damage, so if you group them together making 7 damage since they have a x10 multiplier vs buildings then they get +20 damage each which is ridiculously OP lool |
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| O_man0 | Dec 22 2009, 02:32 PM Post #9 |
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The Unexpected One
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Keep the same, make them available in colonial, and give them a small bonus against inf IMO. Oh nevermind I thought you meant how should you change the Sioux Tashunke Prowler. Well yeah, do that to it and I might play
Edited by O_man0, Dec 22 2009, 02:35 PM.
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| No_nickname | Dec 22 2009, 05:12 PM Post #10 |
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No_membertitle
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Actually SungirlD I think it is x16 vs buildings ![]() EDIT: lol it became sungirl automatically... Edited by No_nickname, Dec 22 2009, 05:13 PM.
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| SunnyDeeeee | Dec 22 2009, 05:25 PM Post #11 |
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H34d Nubc4k3
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sum nub made a filter i guess... let me see who/what
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| ĺ×ļ | Dec 22 2009, 06:16 PM Post #12 |
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China Lamer
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whoever it is stop it |
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| ĺ×ļ | Dec 22 2009, 06:16 PM Post #13 |
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China Lamer
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seriously |
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| ĺ×ļ | Dec 22 2009, 06:16 PM Post #14 |
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China Lamer
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I assume it is bart |
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| SunnyDeeeee | Dec 22 2009, 06:31 PM Post #15 |
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H34d Nubc4k3
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it actually was ha_nub_331 |
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| O_man0 | Dec 22 2009, 08:00 PM Post #16 |
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The Unexpected One
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Well it would only be OP on the low pop units. The units you dont have as much of (most artilerry) wont be as boosted. So. Cossacks IMO
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| No_nickname | Dec 22 2009, 08:22 PM Post #17 |
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No_membertitle
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^lol What about Envoys? Edited by No_nickname, Dec 22 2009, 08:24 PM.
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| ĺ×ļ | Dec 22 2009, 10:21 PM Post #18 |
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China Lamer
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keep in mind that whatever units this affects will have to be massable... so no units with low build restrictions (like envoys) or ones that cost a lot of pop or no pop at all. Wardogs is fine IMO, as long as their build limit is at least 20. Maybe affect coyote/wolf/tiger from WC/monk as well? |
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| O_man0 | Dec 22 2009, 10:29 PM Post #19 |
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The Unexpected One
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And Rhinos. Dont forget the rhinos. How OP would stealth rhinos be xD |
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| Mariomasta | Jan 3 2010, 08:37 AM Post #20 |
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wardog ftw. it wuz my idea first check the HG site!!! and boost the reg shunke, porb by reducing its ridiculous cost/increase some hp. Other than that its alright, cept it should be able to go to legendary status |
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| superayush | Jan 5 2010, 06:50 AM Post #21 |
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GENERAL
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ha_Luke_331 testing i think tashnouke must be cannons |
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| _Ha_Luke_331 | Jan 5 2010, 07:45 AM Post #22 |
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F41l3d t0 j01n 1s my m1ddl3 n4m3
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For Tashunkes I had the idea to boost their speed while they are stealthed. They move now at half their speed, I just want them to let them move at their normal speed. About the war dogs, I think it's a good idea. But I'm a bit afraid for overkill, we already have rajputs, we have BR that decrease opponents attack with every BR and I want to make a unit that boost it's speed with every unit you have of it. |
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| Mariomasta | Jan 5 2010, 07:59 AM Post #23 |
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DO wardogs anyways 111!!11!1111 |
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| DukeLeto | Jan 5 2010, 06:27 PM Post #24 |
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Refined Chaos
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How about stealth tashunkes move at 2x speed? |
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| Mariomasta | Jan 5 2010, 07:30 PM Post #25 |
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2 they should teleport up to 35 range and stealth!!!! but they should have a penalty vs villagers so not too pwnage. So teleport to back of enemy cannons/RI, and then raperaperape. 21212121. But ofc keep the stats the same and increase price to 200 food, 100 gold. Multiplier x.1 vs villagers x2 vs cannon. Teleport reuseable every minute (so no teleporting away after raping cannons) |
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| _Ha_Luke_331 | Jan 6 2010, 03:39 AM Post #26 |
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F41l3d t0 j01n 1s my m1ddl3 n4m3
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Mario, I'm not going to reply to that ![]()
They move now at 6.75 speed, moving twice as fast would be ridiculous fast. I don't know if you ever saw 9.25 speed coyotes, if so than you'll understand that 13 speed isn't playable ![]() But the idea of letting tashunkes faster in stealth than in normal mode might be good. I think if people still won't use tashunkes that'll be a good thing to do. |
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| T_Cfc119 | Jan 6 2010, 03:41 AM Post #27 |
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nub officer111
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if they dont use them why dont u slihtly boost their stats? |
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| _Ha_Luke_331 | Jan 6 2010, 05:55 AM Post #28 |
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F41l3d t0 j01n 1s my m1ddl3 n4m3
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Because every boost in stats exponentially grows. With one card you can get 18 of them, a small boost in one Tashunke is a huge boost when you have 18 of them. Especially when you have send the 3 normal upgrade cards and the 1000 gold card, which gives them another +30% attack and +55% hp. So a small boost in stats can potentially make them very OP |
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| T_Cfc119 | Jan 6 2010, 06:00 AM Post #29 |
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nub officer111
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i c, increase build limit but nerf them a bit lol?
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| ĺ×ļ | Jan 6 2010, 08:35 AM Post #30 |
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China Lamer
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Again, I don't know if this was implemented or not, but I have informed No_nickname that Tashunke actually DO have guard and imperial upgrades, just that they are never active. See here |
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| ĺ×ļ | Jan 6 2010, 08:37 AM Post #31 |
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China Lamer
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http://agesanctuary.com/index.php?portal=TAD&showtopic=125066&hl=tashunke |
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| _Ha_Luke_331 | Jan 6 2010, 09:29 AM Post #32 |
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F41l3d t0 j01n 1s my m1ddl3 n4m3
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That has the same problem. If 1 Tashunke is 25% better, the boost each Tashunkes gives is also 25% better. 1 Tashunke has 170 hp and 15 attack (with area) The multiplier for hp is 0.05 The multiplier for attack is 0.1 For every Tashunke you build Tashunkes get an extra 170 x 0.05 = 8.5 hp For every Tashunke you build Tashunkes get an extra 15 x 0.1 = 1.5 attack If they would have 25% more hp, they would get 213 x 0.05 = 10.6 hp for every Tashunke. The normal build limit is 12, if you have build 12 (unupgraded) than the stats for 1 Tashunke are: HP: 12 x 8.5 + 170 = 272 hp Attack: 12 x 1.5 + 15 = 33. After Marauders the limit is 18, you get: HP = 323 Attack = 42 ------------- ------------- But if you boost the hp/attack by cards or upgrades, you also boost the multiplier. For example, if you have send cav combat (15 % hp/att) you get: 12 Tashunkes: HP = 313 and Attack = 38 18 Tashunkes: HP = 371 and Attack = 48 ------------- ------------- If you have send all 3 cav upgrades (which isn't illogical as Sioux) you get : 1 Tashunke: HP = 221 and Attack = 19.5 12 Tashunke: HP = 354 and Attack = 43 18 Tashunke: HP = 420 and Attack = 55 ---> Pretty beasty with stealth and area damage (and maybe the artillery upgrade) If they would get a Champion level they would get another 25% boost: 18 Tashunke: HP = 501 and Attack = 65 And they also have a card for 1000 gold that gives them some Tashunke + 25% hp, which would give them another 80 hp. I think people would get really mad when such beast sneak up to your LI/vills/cannons. But of course I don't mind be proven wrong ![]() Edited by _Ha_Luke_331, Jan 6 2010, 10:03 AM.
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| DukeLeto | Jan 6 2010, 04:01 PM Post #33 |
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Refined Chaos
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Okay that sounds OP, we should try activating guard/imp upgrades
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| ĺ×ļ | Jan 6 2010, 05:27 PM Post #34 |
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China Lamer
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RE: Tashunke, there's a lot of things in the FP to make people mad (raiding SW, flying units, etc) so I think it would be ok to make them slightly OP. Not to mention to get tashunke to the state where they are extremely good would require at least 4 cards and a good amount of resources. |
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| _Ha_Luke_331 | Jan 6 2010, 05:32 PM Post #35 |
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F41l3d t0 j01n 1s my m1ddl3 n4m3
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Ok, we could start by making the guard upgrade available? Edited by _Ha_Luke_331, Jan 6 2010, 05:32 PM.
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| DukeLeto | Jan 6 2010, 05:47 PM Post #36 |
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Refined Chaos
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Yes let's try that then we can go to imperial
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| Mariomasta | Jan 7 2010, 07:08 PM Post #37 |
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yah do that. But i think the biggest reason why people don't use tashunuke atm is they just cost so bloody much for little performance, maxing out tash is only way to make them good, but in most games is unrealistic). Activate guard upgrades and reduce the cost to like 125 food 60 gold, then they would be adequate units |
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| DukeLeto | Jan 7 2010, 08:33 PM Post #38 |
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Refined Chaos
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No way ![]() Don't reduce the cost XD They will be OP then lol ![]() 1.5x cost and make imperial upgrade available? |
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| Mariomasta | Jan 7 2010, 09:49 PM Post #39 |
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but then there still useless age 3, can we find some way to implement them earlier??? And if were going to make tashunuke so expensive, all the more reason we need a better source of food (bison BB *coughs*) Make them available in industrial then with auto-guard upgrade. Edited by Mariomasta, Jan 7 2010, 09:51 PM.
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| DukeLeto | Jan 7 2010, 10:00 PM Post #40 |
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Refined Chaos
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Can we make their cost increase by when you age up to age 4? |
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| incognoto | Jan 8 2010, 03:19 AM Post #41 |
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Nub
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Hahahaha nice idea. Stealth Rhinos. Nice sig btw |
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| DukeLeto | Jan 9 2010, 01:34 AM Post #42 |
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Refined Chaos
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Me? |
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| incognoto | Jan 9 2010, 02:56 PM Post #43 |
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Nub
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Yours is nice, was talking to Omans spoiler spam though. |
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| DukeLeto | Jan 10 2010, 01:43 AM Post #44 |
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Refined Chaos
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Oh I like that one ![]() I read it all XD I can't resist those
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| _Ha_Luke_331 | Jan 15 2010, 08:31 AM Post #45 |
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F41l3d t0 j01n 1s my m1ddl3 n4m3
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