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Re: Outlaws and Mercenaries.

Posted: Tue Mar 16, 2010 4:37 am
by Aaryn_GenD
[quote=""GeneralMichael""]Does anybody know or have a list of what maps have what outlaws?[/quote]

yup i have one. i took it from cyclohexanes wonderful encyclopedia

[quote=""36drew""]Lil bombards are sick. They don't have a negative multiplier vs cav or ranged cav. I've literally witnessed a lil bombard kill 16 ruyter in one hit. I watched the rec twice to confirm.[/quote]

ye never trust your eyes :-P

Re: Outlaws and Mercenaries.

Posted: Tue Mar 16, 2010 8:58 pm
by NitroZ
[quote=""36drew""]Lil bombards are sick. They don't have a negative multiplier vs cav or ranged cav. I've literally witnessed a lil bombard kill 16 ruyter in one hit. I watched the rec twice to confirm.[/quote]

have u ever seen a group of 15 lil bombards whipe out 50 uhlans in under 3 seconds :D?

Re: Outlaws and Mercenaries.

Posted: Tue Mar 16, 2010 9:18 pm
by Bart331
xD

arent lil bombards really slow and really expensive?

Re: Outlaws and Mercenaries.

Posted: Tue Mar 16, 2010 9:58 pm
by esam709
One of the most fun games I played was when in a FFA my 10 imperial horse artillery encountered a non-stop strelet spam, I really can't imagine 16 ruyters getting killed with a single lil' bombard, much less 15 lil' bombards in a game at the same time. Is that even possible? How much population does a lil' bombard cost?

And if I understood correctly, outlaws are fixed for each map, but mercenaries are random, so both players get the same mercenaries? Or in a team game, all the players get the same mercenaries?

Re: Outlaws and Mercenaries.

Posted: Tue Mar 16, 2010 10:27 pm
by NitroZ
lil bombards are 8 pop and cost 1.2k goldea(most lil bombards possible is 25 at once for 1 player).

outlaws can sometimes vary iir(some outlaws will always be on a certain map.e.g(on gp there will always be a renegado, on siberia there will always be roku ronin.cant remember the rest of outlaws from the top of my head). The mercenaries are the same for every person on map regardless of team/civ.

only exception to that is the advanced saloon/monestary card that will enable a special mercenary to be trained from the saloon(euro) and monestary(asian)

euro = ronin
china = iron troop
japan = yoshimbo(spelt inccorectly prolly)
india = repentant lancer

Re: Outlaws and Mercenaries.

Posted: Wed Mar 17, 2010 12:14 am
by Aaryn_GenD
ye iron troops, yojimbos and Jat-Lancers.

iron troops are rgeat but not needed for china tehy already got nice ri (iron troops plus is their rr and rof)
yojimbos are great but underused and you already have nice anticav with ashigarus
jat lancers are strong lancers but too expensive (400coin)

Re: Outlaws and Mercenaries.

Posted: Thu Aug 12, 2010 3:17 pm
by murdilator
Man, I made a scenario called 'Napoleonic Wars' where I made Nepal, Swedish, Swiss, Italians, and Finnish. Nepal got good Gurkha, Jat Lancers, and Arsonists, Swedish got Imperial Fusiliers, Swiss got Imperial Swiss Pikes, Italians got Imperial Elmeti and Imperial Lil Bombards (800 dmg!) and the Finnish got Imperial Hackapells and skirms. The Swedes were based from Dutch, Swiss from Germans, Italians from Spain (had Cacadores, no buildable rods), and Finnish from Russia. I also priced them reasonably. I had to do some balance of them, and I will upload the scenario here for fun. This is the first scenario where I used the custom Indian consulate as an active, though not fully complete consulate ally.


O, and BTW: Nitroz did have fun making a livestock rush. I still have the screenshot of that.