Search found 182 matches
- Fri Oct 26, 2018 12:58 pm
- Forum: Game
- Topic: Share error
- Replies: 2
- Views: 1882
Re: Share error
Anyone?
- Mon Oct 15, 2018 2:13 am
- Forum: Others
- Topic: Facebook promotion - not working?
- Replies: 3
- Views: 5085
Re: Facebook promotion - not working?
Same. I get "share error"
- Fri Oct 12, 2018 2:19 am
- Forum: Game
- Topic: Share error
- Replies: 2
- Views: 1882
Share error
In age of strategy, every time I share on facebook, I never get gems and the game pops up with "share error".
No idea why, because I've uninstalled/reinstalled twice from google play AND Age of Fantasy works just fine.
No idea why, because I've uninstalled/reinstalled twice from google play AND Age of Fantasy works just fine.
- Wed Aug 16, 2017 2:54 am
- Forum: Units/techs/effects
- Topic: Religious Ferver Tech FIXED
- Replies: 11
- Views: 5322
Re: Religious Ferver
I tried this tech in the battle with COOLguy.I found it don't have any effect with my units... Is it a bug?Can anyone tell me what units can be affected by this tech? Its been bugged since its implementation and has never been fixed. Everyone, including Daniel, knows about it. Just waiting at this ...
- Sun Jul 30, 2017 12:44 pm
- Forum: Archived - Elven Technologies and Spells
- Topic: Elven evasion tech pack - IMPLEMENTED
- Replies: 79
- Views: 22539
Re: Improved reflexes
Can't you just open a topic to propose an elven healer then? Anyway what I was trying to say before is that you generally use your spellcasters to disable strong units (eg. An imperial knight). When i'm sending against you a swarm of archers what happens is one of the following: 1) the caster dies ...
- Fri Jul 28, 2017 11:03 pm
- Forum: Archived - Elven Technologies and Spells
- Topic: Elven evasion tech pack - IMPLEMENTED
- Replies: 79
- Views: 22539
Re: Improved reflexes
But elves swarm low cost units, do they really need a counter? Btw you can open a topic to propose it anyway. Generally undeads are effective to hold who use costly big units by disabling it. How about we discuss this here, since neither thing have been implemented yet? I dont understand the logic ...
- Fri Jul 28, 2017 4:15 am
- Forum: Archived - Elven Technologies and Spells
- Topic: Elven evasion tech pack - IMPLEMENTED
- Replies: 79
- Views: 22539
Re: Improved reflexes
Uum. Hold up... Implement a unit that can counter these undead spells, like an elven healer to disenchant curse on Elves etc, THEN change the units' spell resistances. As it stands, there are zero counters for elves against undead spells, which is managable with high spell resist, but totally underp...
- Tue Jul 04, 2017 11:32 pm
- Forum: New game types in the game (like capture the flag)
- Topic: Game setting - Population Limit (Variant rule - food limits)
- Replies: 98
- Views: 39874
Re: Game setting - Population Limit (Variant rule - food lim
Im not talking about the option to set what the max population is, I'm talking about a display mid-match to inform the player how much population they've used up currently. It already exist, and Destros was trying to say: If you click on the menu during "in-game" you will see that it disp...
- Tue Jul 04, 2017 8:51 pm
- Forum: New game types in the game (like capture the flag)
- Topic: Game setting - Population Limit (Variant rule - food limits)
- Replies: 98
- Views: 39874
Re: Game setting - Population Limit (Variant rule - food lim
Im not talking about the option to set what the max population is, I'm talking about a display mid-match to inform the player how much population they've used up currently.
- Tue Jul 04, 2017 7:36 pm
- Forum: New game types in the game (like capture the flag)
- Topic: Game setting - Population Limit (Variant rule - food limits)
- Replies: 98
- Views: 39874
Re: Game setting - Population Limit (Variant rule - food lim
Huh, weird you're right, there is only 200. I could have sworn there used to be an (any) option.... However, 200 is huge, Like, you probably couldn't even reach that if you tried in most games. But I agree an option to turn it off should be added (or re-added?) While we're here: there should be a u...
- Sat Jul 01, 2017 8:29 am
- Forum: Archived - Reporting Issues
- Topic: ai and water maps. other ai bugs IMPLEMENTED
- Replies: 8
- Views: 3205
Re: ai and water maps. other ai bugs
I have noticed that unless the ai contols a town that is directly adjacent to a water tile they will just sit there for eternity stuck on their island. They will not build docks or anythinf which makes playing island maps impossible in most situations. Also have noticed that the elf ai will not bui...
- Sun Jun 25, 2017 10:23 pm
- Forum: Archived - Other
- Topic: Templar, Exorcism, Double Swo... and Church IMPLEMENTED
- Replies: 4
- Views: 2983
Re: Templar, Exorcism, Double Swordsmen (Human) and Church
ok, it willbe 2 cooldown -80% hp is it ok? Sounds good on paper, but i still think it sgould be able to kill lesser things outright, hence the suggestion for 40 damage. Also, ive noticed there are actually very few enemies in the undeads roster than can be targeted by this spell. May wamt to look i...
- Thu Jun 22, 2017 4:22 am
- Forum: Archived - Other
- Topic: Templar, Exorcism, Double Swo... and Church IMPLEMENTED
- Replies: 4
- Views: 2983
Templar, Exorcism, Double Swo... and Church IMPLEMENTED
A few things after playing the new patch here: Exorcism does terrible damage. There is absolutely no reason to ever use this spell over any other, ESPECIALLY disenchant. My suggestion, give the spell a cooldown of ~3 turns, and increase the damage to about 40. It's a lengthy ritual meant to purge an...
- Tue Jun 20, 2017 6:11 am
- Forum: Archived - Reporting Issues
- Topic: Templar and Exorcism IMPLEMENTED
- Replies: 1
- Views: 1541
Templar and Exorcism IMPLEMENTED
Can't remember if i posted this somewhere, but basically, i cannot build a church, train templars, or use excorcism. I have excorcism unlocked, and it shows up on the priests toolbar, but iys greyed out, even with all techs option turned on. I have no option to build churches or train templars, and ...
- Tue Jun 20, 2017 6:04 am
- Forum: Archived - Votes and Polls
- Topic: Weekly vote 12/06/17 18/06/17
- Replies: 10
- Views: 4112
Re: Weekly vote 12/06/17 18/06/17
1 Spirit tower
2 Blade Singer
3 Imperial Guard
P.s. i completely overlooked that it's past the date.. Can i still get my vote in? Sorry.
2 Blade Singer
3 Imperial Guard
P.s. i completely overlooked that it's past the date.. Can i still get my vote in? Sorry.
- Wed Jun 07, 2017 7:05 am
- Forum: Archived - Reporting Issues
- Topic: age of fantasy unit bugs IMPLEMENTED
- Replies: 11
- Views: 4628
Re: age of fantasy unit bugs IMPLEMENTED
Bumpjboer2 wrote:Hey Dev,
Just ran some tests on the Death Knight and it is still autocasting its fire attack at any unit including friendly units.
- Mon May 29, 2017 4:42 pm
- Forum: Archived - Reporting Issues
- Topic: Death Knight Fireball Bug IMPLEMENTED
- Replies: 1
- Views: 1345
Death Knight Fireball Bug IMPLEMENTED
Death Knight autocasts fireball on friendly units if no enemy units in range. Fix please.
- Fri Mar 03, 2017 8:06 am
- Forum: New game types in the game (like capture the flag)
- Topic: Game setting - Population Limit (Variant rule - food limits)
- Replies: 98
- Views: 39874
Re: Population Limit (Variant rule - food limits)
Yes I think it is good to start simple. If towers start to become way super OP on low pop maps, limits can always be imposed on them as well. Cool to see this is actually getting implemented though. :) I totally agree. It is true that with less crowded ground it is easyer to defend against splash d...
- Sun Feb 19, 2017 7:36 am
- Forum: New game types in the game (like capture the flag)
- Topic: Game setting - Population Limit (Variant rule - food limits)
- Replies: 98
- Views: 39874
Re: Population Limit (Variant rule - food limits)
yes i am doing it, and if i am messing there i would to other thing too. (eg. i always wanted to separate the "enable upgrade units" and the enable using "spell upgrades 0/5/10" setting so i am doing that too) are there any other suggesions on forum that is about new options of ...
- Sun Feb 19, 2017 4:18 am
- Forum: Gameplay & UI
- Topic: gates should be able to garrison units
- Replies: 36
- Views: 10993
Re: gates should be able to garrison units
I always thought walls in general should be able to garrison a unit. Gates should too imo. It would also help make walls more useful + add more differences between them and palisades I agree with this. It is a very realisric suggestion amd WOULDA further differentiate between palisades amd stone wa...
- Sat Feb 18, 2017 4:29 am
- Forum: New game types in the game (like capture the flag)
- Topic: Game setting - Population Limit (Variant rule - food limits)
- Replies: 98
- Views: 39874
Re: Population Limit (Variant rule - food limits)
Sounds good to me! At least for now. We can always adjust a formula for this as needed later if need be. I can't wait for this!
- Fri Feb 17, 2017 12:02 pm
- Forum: Units/techs/effects
- Topic: Religious Ferver Tech FIXED
- Replies: 11
- Views: 5322
Re: Religious Ferver
I did. And Templars and archers: same issue.DoomCarrot wrote:That is strange.... I haven't really used the tech much sense it was added, but I would try basic units just to test it out (try to boost a swordsman or something)
- Fri Feb 17, 2017 11:03 am
- Forum: New game types in the game (like capture the flag)
- Topic: Game setting - Population Limit (Variant rule - food limits)
- Replies: 98
- Views: 39874
Re: Population Limit (Variant rule - food limits)
I agree pendulum, sometimes huge maps just became super congested because the amount of tcs and thus units. I think being able to only have like 3-5 tcs or something on larger maps would be very nice. It would also almost certainly keep one player from getting an extra 4 tcs early game, which happe...
- Fri Feb 17, 2017 10:50 am
- Forum: Units/techs/effects
- Topic: Religious Ferver Tech FIXED
- Replies: 11
- Views: 5322
Religious Ferver
Doesn't seem to be affecting attack power or spell resistance, as the description says it should. No numbers change on any unit that is near a priest, no status effect symbol appears when near priest, nothing.
- Fri Feb 17, 2017 10:43 am
- Forum: New game types in the game (like capture the flag)
- Topic: Game setting - Population Limit (Variant rule - food limits)
- Replies: 98
- Views: 39874
Re: Population Limit (Variant rule - food limits)
Any update on this? This would be such a great addition in my opinion. Also, would it be possible to further reduce the number of TC's on larger maps? I knoe there is a setting for "few/many" TC's, but on 30x30 amd 50x50 maps, there are WAY more TC's than say, a 20x20 map, even on the &quo...
- Wed Nov 30, 2016 5:43 pm
- Forum: New game types in the game (like capture the flag)
- Topic: Game setting - Population Limit (Variant rule - food limits)
- Replies: 98
- Views: 39874
Re: Population Limit (Variant rule - food limits)
Long time no see pendulum! Everyone is coming back so quickly lol, and of course it is a month before all my college applications are due :lol: Long time no see! Haven't seen COOLguy around lately, maybe i just miss all his posts lol. Just been trying to get back into making my own art assets again...
- Wed Nov 30, 2016 2:57 am
- Forum: Archived - Votes and Polls
- Topic: Rebalancing topic - worst units - Elf
- Replies: 36
- Views: 14044
Re: Rebalancing topic - worst units - Elf
Perhaps the underwhelming feeling i feel is simply from a lack of elven upgrades. I completely agree with your notion about the quick archer having less range. I approve this message.
- Wed Nov 30, 2016 2:53 am
- Forum: Archived - Elven Units, Buildings
- Topic: Elven Archers/Quick Archers - ANSWERED
- Replies: 12
- Views: 3306
Re: Elven Archers/Quick Archers
And what does motivation have to do with anything?
- Tue Nov 29, 2016 2:23 pm
- Forum: Archived - Elven Units, Buildings
- Topic: Elven Archers/Quick Archers - ANSWERED
- Replies: 12
- Views: 3306
Re: Elven Archers/Quick Archers
Daniel was working to make every unit able to finish its movement point after an action. What about raising the fast archer attack to 6 and raise cost by 1? Whatbyourebproposing is basically make the quick archer have the same stats as the regular archer but double the cost (because double attacks)...
- Tue Nov 29, 2016 2:20 pm
- Forum: New game types in the game (like capture the flag)
- Topic: Game setting - Population Limit (Variant rule - food limits)
- Replies: 98
- Views: 39874
Re: Population Cap/Limit
Apologies. I didnt see you created this thread. I hope this gets implemented: i think it would add a whole new layer of strategic depth to the game and make people actually think about their unit choice rather than just spamming as much of everything as they can. Sorry.