Search found 2678 matches
- Tue Dec 12, 2023 12:06 pm
- Forum: Balancing discussions
- Topic: PRI 1: Dwarf Mega Castle - OP [DISCUSSING]
- Replies: 4
- Views: 289
Re: PRI 1: Dwarf Mega Castle - OP [DISCUSSING]
ok than we can: - we can give ranged siege to races that do not have ranged siege yet - so new units (do we have such case?) - we can adjust bonsues agasint mega buildings on existing ranged siege units Yes to both. Scalefolk need one, and we already planned to adjust bonuses so ranged siege actual...
- Tue Dec 12, 2023 12:03 pm
- Forum: Balancing discussions
- Topic: PRI 1: Geodryw - OP [DISCUSSING]
- Replies: 9
- Views: 487
Re: PRI 1: Geodryw - OP [DISCUSSING]
For geodryw, I suggest we go with the ability changes mak has planned. Stone fall should be for buildings and mechanical targets only, then adjust the wasp swarm spell to actually deal decent damage at full range. This will eliminate the extreme damage output against most units and replace with some...
- Tue Dec 12, 2023 11:56 am
- Forum: Balancing discussions
- Topic: PRI 1: Dwarf Mega Castle - OP [DISCUSSING]
- Replies: 4
- Views: 289
Re: PRI 1: Dwarf Mega Castle - OP [DISCUSSING]
Friedrich Dwarfen castle I think many civs struggle a lot destroying it due to lack of long range siege Mak Dwarven mega: That is what mega building is supposed to be. I do not plan to nerf it but to buff others. I think the answer to this one is rather obvious from both responses quoted. The probl...
- Sat Nov 25, 2023 11:11 pm
- Forum: Others
- Topic: Skirmish Maps for gems (Priority)
- Replies: 24
- Views: 1467
Re: Skirmish Maps for gems (Priority)
Yeah, as I mentioned originally multiple slots set to "human" should give 0 gems.
- Sat Nov 25, 2023 10:50 pm
- Forum: Others
- Topic: Skirmish Maps for gems (Priority)
- Replies: 24
- Views: 1467
Re: Skirmish Maps for gems (Priority)
Hmm. So more like 1x for easy, 2x for hard, 3x very hard, 4x Impossible?
- Sat Nov 25, 2023 10:40 pm
- Forum: Others
- Topic: Skirmish Maps for gems (Priority)
- Replies: 24
- Views: 1467
Re: Skirmish Maps for gems (Priority)
Suggested method for determining gem payout: Highest gem value among opposing teams divided by gem value of players team, rounded down. Matches where multiple players are "human" are invalid. Player is worth 1 gem Easy ai is 0.5 gems Hard ai is 1 gem Very hard is 1.5 gems Impossible is 2.5...
- Sat Nov 25, 2023 7:58 pm
- Forum: Others
- Topic: Skirmish Maps for gems (Priority)
- Replies: 24
- Views: 1467
Re: Skirmish Maps for gems (Priority)
Maybe there can be a "Challenge" mode in Skirmish games which gives more advantages to the AI and makes the match grant gems on a win. Sadly, hard ai is already too much for new players who need the gems most. This should probably scale with settings, but the lowest level players with abs...
- Sat Nov 25, 2023 7:55 pm
- Forum: Others
- Topic: Skirmish Maps for gems (Priority)
- Replies: 24
- Views: 1467
Re: Skirmish Maps for gems (Priority)
Personally, I am all for this in some form or another. We need a way to grind for gems, and it should be able to give more than just 1-2 per day.
- Sun Oct 01, 2023 4:16 pm
- Forum: Others
- Topic: Directly send maps/map drafts to other accounts
- Replies: 5
- Views: 360
Re: Directly send maps/map drafts to other accounts
(but i am still a little afraid of trolls and inappropriate screenshots of gameplaying on a inappropriate map for instance.) Players will moderate the trolls right out as long as it is friends only. Inappropriate maps we just have to handle like inappropriate speech or links. There's about as much ...
- Sun Oct 01, 2023 1:46 am
- Forum: FAQ
- Topic: How do Approve the new unit like be ACCEPTED And IMPLEMENTED.
- Replies: 5
- Views: 540
Re: How do Approve the new unit like be ACCEPTED And IMPLEMENTED.
wouldbe awesome, but i feel without a total ui repolish (maybe ingame too), full gameplay speedup and BIG BIG cost promotions - it is not possible too... how to say "cheap" looking the game atm, unity might help in chel lookingness, but as i see my original plan with aI images is mosty di...
- Sun Oct 01, 2023 1:05 am
- Forum: Unit - ranged (like archers)
- Topic: New Handgonner unit Upgrades. Arquebusier and Musketman. ANSWERED
- Replies: 21
- Views: 1237
Re: New Handgonner unit Upgrades. Arquebusier and Musketman.
Gunpowder unit upgrades are a big no in general case. The existing gunpowder units are a holdover from a previous design leader and are not time period appropriate already. Advancing them to better versions just pushes the time period issue further.
- Sun Oct 01, 2023 1:00 am
- Forum: Others
- Topic: Directly send maps/map drafts to other accounts
- Replies: 5
- Views: 360
Re: Directly send maps/map drafts to other accounts
i like the idea. this way i would need less need of "moderation". i think like - you make map - you can upload to server as "shared map" (eg. max 5 and vanishes after 1-2 days) - other players can download maps of their friends, they all can modify it - they a) can not launch mu...
- Sat Sep 30, 2023 1:32 am
- Forum: FAQ
- Topic: How do Approve the new unit like be ACCEPTED And IMPLEMENTED.
- Replies: 5
- Views: 540
Re: How do Approve the new unit like be ACCEPTED And IMPLEMENTED.
"With a minus sign." no worry, luckily i have no minus sign regarding of the "overhead expenses" if you ment that! Glad to hear this. I would hope you actually earn enough to make this a stable income. I'd much rather you be able to spend full time as our programming slave.........
- Sun May 21, 2023 1:11 pm
- Forum: Reporting Issues
- Topic: Elf slowing spell works incorrectly?
- Replies: 4
- Views: 522
Re: Elf slowing spell works incorrectly?
Known bug, unfortunately.
- Sun May 21, 2023 1:09 pm
- Forum: Others
- Topic: Leaderboard meta statistics
- Replies: 4
- Views: 802
Re: Leaderboard meta statistics
Set it up to give statistics by player level. You actually want newbie stats specifically, so you know to keep their most used units in mind to try and retain playersStratego (dev) wrote: ↑Thu Feb 23, 2023 7:21 am i very like the idea but i am afraid of the bias of newbie players, they kinda not so relevant imho.
- Sat Apr 15, 2023 1:49 pm
- Forum: Needs, priorities - Which way would you like the roadmap?
- Topic: Multiplayer related
- Replies: 25
- Views: 4528
Re: Multiplayer related
Idea required as for me for preset multiplayer maps. In most cases map makers do not set on such maps neither race/nation/etc for players nor their alliances. Idea is next: 1. You should be able upon creation of multiplayer game with such map to choose amount of players (up to amount preset multipl...
- Tue Nov 08, 2022 8:21 pm
- Forum: Ao* Engine Knowledge base
- Topic: How it works - Ai priorization
- Replies: 8
- Views: 1998
Re: How it works - Ai priorization
case TASK_TC_GO_DEFEND: score = 0 - if i can mend or heal: score = score -2 - else if i can carry units: score = score -1 - if i can attack: score = score +1 - if unit is already inside TC : score = score +10 - else if unit can go into tc with one move: score = score +5 - else if unit can go into t...
- Sat Nov 05, 2022 3:01 pm
- Forum: OFF Topics
- Topic: Tell me your story...
- Replies: 19
- Views: 2331
Re: Tell me your story...
Sorry for the late reply. Mostly on discord lately. Good to be back though.
- Sat Oct 22, 2022 10:50 pm
- Forum: OFF Topics
- Topic: Collaborative storytelling
- Replies: 2
- Views: 613
Re: Collaborative storytelling
The depths of space boiled, seething and flashing as reality tore, a hole forming to let the eerie glow of a foreign star explode through, followed by a monstrous ship, resembling an insect hive but pitted and scarred from recent battle. Failing thrusters fired their last in an attempt to gain dista...
- Sat Oct 22, 2022 10:50 pm
- Forum: OFF Topics
- Topic: Collaborative storytelling
- Replies: 2
- Views: 613
Collaborative storytelling
Rules Keep it appropriate. Nothing kids shouldn't read. Give everyone a chance to join in. If nobody responds right away, give it a day between posts. If several people post after you, go ahead and add more. All ao variants exist, and are to be considered equally effective here. Ao units are superh...
- Sat Oct 08, 2022 11:28 pm
- Forum: OFF Topics
- Topic: Tell me your story...
- Replies: 19
- Views: 2331
Re: Tell me your story...
I am working on story for aof but it will require more time to actually finalize it (firstly in form of novel, then in form of campain series). The only perfect character there is certain necromancer. Rest of characters are not perfect and have their own desires, plans and such. Plot is next: Stage...
- Sat Oct 08, 2022 8:52 pm
- Forum: Planetary
- Topic: Gray slash
- Replies: 13
- Views: 995
Re: Gray slash
Lizards are already highly rng dependent from convert use, plus snake/lamia dodges. Let's not deliberately add any completely rng centered units like this if we can help it. We don't want battles won or lost by too much rng instead of skill. Convert is currently about as far as that needs to be, and...
- Wed Jul 20, 2022 9:20 pm
- Forum: AoF Votes and Polls
- Topic: AOF Vote - starting units setting change
- Replies: 11
- Views: 2763
Re: AOF Vote - starting units setting change
if the unit is transformable like the pupae or settler ideas, then technically not the same units for all. a more experienced player has the advantage from turn 1. Experienced players always have the advantage. They already know what to build, when. How far each unit can move and how long each opti...
- Wed Jul 20, 2022 9:10 pm
- Forum: Others
- Topic: Live pop limit update IMPLEMENTED
- Replies: 7
- Views: 1098
Re: Live pop limit update
Unit count is updated at turn initialization and when you leave your turn and come back. Not sure about on production, but building and summoning units don't update the count. Haven't looked at changing ownership yet. Units destroyed during your turn (at least via deletion) do not update either Fact...
- Wed Jul 20, 2022 2:07 pm
- Forum: Others
- Topic: Live pop limit update IMPLEMENTED
- Replies: 7
- Views: 1098
Re: Live pop limit update
Please note this can be exploited to surpass population limits by however much you can make in one turn.
- Fri Jul 15, 2022 8:31 pm
- Forum: AoF Votes and Polls
- Topic: AOF Vote - starting units setting change
- Replies: 11
- Views: 2763
Re: AOF Vote - starting units setting change
What is aog pugae? If i understand right you suggest a one time unit that can permanently transform into any unit of your choice among specific set of units, right? Exactly. In aog these are units able to transform into any insectoid infantry, but our purpose here would be something to turn into ba...
- Fri Jul 15, 2022 8:08 pm
- Forum: AoF Votes and Polls
- Topic: AOF Vote - starting units setting change
- Replies: 11
- Views: 2763
Re: AOF Vote - starting units setting change
My suggestion would be to use a varying quantity of placeholder units modeled after aog pupae, which would have transform abilities to turn into a selection of player chosen starting units, enabling a greater variety of early game strategies.
- Sun Jul 03, 2022 3:09 pm
- Forum: Technologies, Spells & Abilities
- Topic: Fireball Vs fireballs
- Replies: 2
- Views: 1232
Re: Fireball Vs fireballs
Actually it's probably going to be the other way around. There's some good reasons it was changed away from being free target.
- Mon Jun 27, 2022 9:19 pm
- Forum: Balancing discussions
- Topic: Gem inflation
- Replies: 8
- Views: 922
Re: Gem inflation
There is a point here. I came back after a couple years where I had 100% unlocked beforehand. Now I'm still working on unlocks after sinking some $20-30 (US dollars, not sure conversion rates) in (not all at once, admittedly). To a new player, there's probably enough to unlock that the best deal, th...
- Sat Jun 25, 2022 12:46 am
- Forum: Elf
- Topic: More Fire Unit for Elves
- Replies: 6
- Views: 1146
Re: More Fire Unit for Elves
Fire archer is only one counter for troll skirmisher now. Try something like a unicorn cataphract. Shielded against the javelins and has a bonus against the skirmisher while having enough speed to catch it.