Search found 29 matches

by Nykidxxx
Sat Jan 03, 2015 5:42 am
Forum: Gameplay & UI
Topic: Remaining Action and movement indication
Replies: 17
Views: 5181

Re: Remaining Action and movement indication

this can be a way, do u have specific color suggestions? We don't need to different indicators for attack and move, so long as we know the unit has done one of the two, it's simple to tap on it and check for movement ability. I'm not sure how this works but there can be two possible solutions, one ...
by Nykidxxx
Sat Jan 03, 2015 5:24 am
Forum: Structures
Topic: New structure - dam
Replies: 16
Views: 6309

Re: New structure - dam

Walkable dams might be op though, as it represents both a bridge and a wall. Maybe split it into two structures.

Also I can see dams for rivers, but dams for the open sea/ocean? We can't even do that in 2015 lol
by Nykidxxx
Sat Jan 03, 2015 5:12 am
Forum: IMPLEMENTED - Infantry
Topic: Roman Legionaire - IMPLEMENTED
Replies: 57
Views: 21776

Re: Roman Legionaire - ACCEPTED

Since Patriod is ok, I'll post what my version's stats would look like Unit Roman Legionaire: Cost:4 Hp:15 Attack power:8 Range:1 Armor:10 Pierce Armor:10 Speed:3 Sight:2 Action/turn:1 Spell resistance:20% Bonuses: (No bonuses) units that have a bonus against him: Catapult 300% Trebuchet 300% Ballis...
by Nykidxxx
Sat Jan 03, 2015 4:44 am
Forum: Campaign map discussions
Topic: betrayal of king Maximus
Replies: 42
Views: 23100

Re: betrayal of king Maximus

Hello, I'm the map designer. I'm sorry to tell you that if this map was hard, then you are going to have a bad time with the last two. To win this map you have to recruit misonaries and turn the elephants, when done recruit workers and build a few towers to protect yourself from the omniphoters. Fr...
by Nykidxxx
Sat Jan 03, 2015 4:28 am
Forum: Campaign map discussions
Topic: Nyadhos, Paths of the Dead analysis
Replies: 15
Views: 6035

Re: Nyadhos, Paths of the Dead analysis

mmm hidden fighters makes sense... but I think they should at least spawn from the area around the tower... I wouldnt wait for a tower in the horizon to be destroyed before appear from right next to the enemy base ><
by Nykidxxx
Sat Jan 03, 2015 4:03 am
Forum: Solved/Answered
Topic: injured unit is stuck - IMPLEMENTED
Replies: 22
Views: 5526

Re: injured unit is stuck

pfft tell that to the bloodlusting warriors of Valhalla :twisted:

Well if there is no healer, and a soldier who just sits down and doesnt move cause he got injured, I'm sure most superior officers would kill those bums themselves :roll:
by Nykidxxx
Sat Jan 03, 2015 3:57 am
Forum: FAQ
Topic: Does AI Cheat? ANSWERED
Replies: 25
Views: 7627

Re: Does AI Cheat?

ah, but if you notice, the AI has a range limit, so when you get a map where they have 50 knights and you send a single horse archer around them, only bits and pieces move. If you can take that into account, you can outmaneuver them hehehe, we are too op yep :P
by Nykidxxx
Sun Dec 28, 2014 6:34 pm
Forum: IMPLEMENTED - Infantry
Topic: Roman Legionaire - IMPLEMENTED
Replies: 57
Views: 21776

Re: Roman Legionaire - ACCEPTED

The spartans were known for their training and battle skills along side their formations, I think the roman legionnaire was not as formidable. They worked as units and sets of impenetrable shields and slow but sure damage output. So I wanna suggest we make this unit to have: -Low Hp, say 15 -High Hi...
by Nykidxxx
Sun Dec 28, 2014 6:25 pm
Forum: New game types in the game (like capture the flag)
Topic: ideas. food for thought. game ideas
Replies: 1
Views: 1318

Re: ideas. food for thought. game ideas

Warmode is an awesome strategy idea! No stupid mass spamming of troops. You would need proper tactics and use every single unit wisely.
by Nykidxxx
Sun Dec 28, 2014 6:24 pm
Forum: New game types in the game (like capture the flag)
Topic: My survival
Replies: 2
Views: 1635

Re: My survival

how about make it every 5 turns a new building so it's harder. Also can you somehow make it so that upon losing we get gems for how long we survived for, if we can implement this, I think there can be a whole new genre of maps for this, say like valley defense survival, open ocean survival, island h...
by Nykidxxx
Sun Dec 28, 2014 6:20 pm
Forum: New game types in the game (like capture the flag)
Topic: Make a wally (waldo) character / game type
Replies: 3
Views: 2191

Re: Make a wally (waldo) character / game type

From the last post I read from lazy, I think he's just lazy to farm for gems. We have too many gems already...
by Nykidxxx
Sun Dec 28, 2014 6:17 pm
Forum: Main menu
Topic: Unlocking a Technology
Replies: 10
Views: 7739

Re: Unlocking a Technology

On a separate note, perhaps we can make all the unit techs in one column and the building techs in another? This would be a simple solution until the game gets even more units and a need to modify this.
by Nykidxxx
Sun Dec 28, 2014 6:15 pm
Forum: Main menu
Topic: Unlocking a Technology
Replies: 10
Views: 7739

Re: Unlocking a Technology

1. There are directions to get the gems. 2. It is insanely easy to get gems, I have beaten about 2/3s of the existing maps and I have unlocked everything and have nearing 100 gems left over. 3. You don't even need the unlockables to win half the maps. 4. Giving a bad review without checking for a su...
by Nykidxxx
Sun Dec 28, 2014 1:05 pm
Forum: Maps, campaigns
Topic: Ambition - IMPLEMENTED
Replies: 13
Views: 4293

Re: Ambition

Please post when you do, I would like to replay some of them after the difficulty increase :mrgreen:
by Nykidxxx
Sun Dec 28, 2014 1:03 pm
Forum: Campaign map discussions
Topic: Nyadhos, Paths of the Dead analysis
Replies: 15
Views: 6035

Re: Nyadhos, Paths of the Dead analysis

Well that makes it like 100x times easier lol, I wish I knew this earlier... Can't we just stop the towers from spawning units all together? Most players won't figure out that you can leave watchtowers alone unless they come to the forums, and if we don't have to break them to win then why not just ...
by Nykidxxx
Sun Dec 28, 2014 12:56 pm
Forum: Implementeds
Topic: Gems - ANSWERED
Replies: 12
Views: 4745

Re: Gems - ANSWERED

I'm thinking, but I really can't come up with a system cause of the way the game is designed currently. We cant use gems to buy any visual changes cause of space limitations, and upgrading units permanently is too overpowered. On the other hand if we do more consumables, sooner or later we'll run ou...
by Nykidxxx
Thu Dec 25, 2014 8:30 am
Forum: Campaign map discussions
Topic: Nyadhos, Paths of the Dead analysis
Replies: 15
Views: 6035

Re: Nyadhos, Paths of the Dead analysis

In exactly 140 turns I see lol

Btw I read in another post that you do not HAVE to break the watchtowers and can leave them alone, is that true?
by Nykidxxx
Mon Dec 22, 2014 7:07 pm
Forum: Maps, campaigns
Topic: map Idea - Urban Combat
Replies: 13
Views: 6477

Re: map Idea - Urban Combat

10x10 tcs only, fighting blind, you can have hoplites hidden in tcs, catapults raining on you and destroying you, you have no idea what the hell is going on, utter chaos. <3 lets say the more the merrier, with at least 4 factions from each corner, this requires a new way of thinking, whats your styl...
by Nykidxxx
Mon Dec 22, 2014 7:01 pm
Forum: Maps, campaigns
Topic: Ambition - IMPLEMENTED
Replies: 13
Views: 4293

Re: Ambition

I LOVE THIS CAMPAIGN hehe
Seriously though, the storyline is cool, and the scenarios you made, make sense!
The only downfall I'd say was that some of them were too easy xD I have beated quite a few of the levels with something like 3/35 turns or 4/30 turns.
by Nykidxxx
Mon Dec 22, 2014 6:40 pm
Forum: Implementeds
Topic: ammo - ANSWERED
Replies: 13
Views: 3190

Re: ammo

Like the dev said, ammo and supplies bring in the need of Logistics. This word represents a different kind of strategy, basically resource management. If you want to try this, there are plenty of other games with this implemented. It brings a new dimension to the game, but I can also tell you that i...
by Nykidxxx
Mon Dec 22, 2014 6:36 pm
Forum: Gameplay & UI
Topic: Remaining Action and movement indication
Replies: 17
Views: 5181

Re: Two-state graphic image for units

Is it possible to have 3 layers of grey-scale? What about this guys idea? It seems a lot more reasonable coding wise, instead of new images, we just change the color! ... unless the grey colored unit is a new image lol If all the colored units are separate images, then the game files will only get ...
by Nykidxxx
Mon Dec 22, 2014 6:31 pm
Forum: Gameplay & UI
Topic: Group select and move
Replies: 3
Views: 953

Re: Group select and move

I like to move every unit singly to the perfect location, strategy in every step! >:D

That said, when I try the maps with over a hundred, sometimes two hundred, units, I twitch a bit and then spend 30mins to an hour PER TURN :ugeek:
by Nykidxxx
Mon Dec 22, 2014 6:28 pm
Forum: Implementeds
Topic: Gems - ANSWERED
Replies: 12
Views: 4745

Re: Gems - ANSWERED

If you are complaining about gems, you havent checked out all the maps yet! There are some really simple ones that I can beat with only regular soldiers and archers hehehe. Seriously tho, I'm running on excess of like 70 gems now with nothing to buy cause I don't like using the spells (they feel lik...
by Nykidxxx
Mon Dec 22, 2014 6:24 pm
Forum: Implementeds
Topic: Indicator to show if a tc isn't producing ... - IMPLEMENTED
Replies: 11
Views: 3419

Re: Indicator to show if a tc isn't producing anything

Hmm a default unit would only be a bandaid on a lost turn, and even an indicator, while it can help, doesn't solve some wasted time on the players end. At the end of every turn or every other turn, I would scroll through the map and check every single tc to see what was built and how long I have lef...
by Nykidxxx
Mon Dec 22, 2014 6:15 pm
Forum: Gameplay & UI
Topic: Allies share bridge access
Replies: 14
Views: 2657

Re: Allies share bridge access

hmmm I've always thought of the idea that breaking a bridge and killing a unit is somewhat weird though, I have never heard of an account where you would break a bridge to the enemy base to kill the soldier on it. Maybe a case can be made for elephants (or 6 hoplites in 3 rams in 1 wagon hehe), but ...
by Nykidxxx
Mon Dec 22, 2014 6:02 pm
Forum: Campaign map discussions
Topic: the mashalling of something
Replies: 14
Views: 6305

Re: the mashalling of something

huh... I beat every other mission a while back and forgot to do this one, how much did he change now? cause I see like a million red troops and 2 starting bases lol This canNOT be the map you guys were complaining about. Were all those red troops used to be blue? as well as the enemy? >.>
by Nykidxxx
Mon Dec 22, 2014 5:45 pm
Forum: Campaign map discussions
Topic: Nyadhos, Paths of the Dead analysis
Replies: 15
Views: 6035

Nyadhos, Paths of the Dead analysis

I was playing when this was originally 35 turns and it was impossible, now that it has been boosted to 155 turns, it is still nearly impossible. The problem: -the map is too big for three cavalry and a single siege to reach every corner. -the siege cannot be fixed. -the cavalry can only be healed vi...
by Nykidxxx
Sat Jul 26, 2014 6:18 pm
Forum: Campaign map discussions
Topic: road to rebellion by hardeep is tough to beat
Replies: 5
Views: 3476

road to rebellion by hardeep is tough to beat

Out numbered, out matched, 2v1 and they start off 1 turn away from you. I cant even cower into a corner or buy enough time to build good troops or enough troops to defend. I would vote this as the toughest map in game.
by Nykidxxx
Sat Jul 26, 2014 6:13 pm
Forum: Campaign map discussions
Topic: battle of troy ( historical battle)
Replies: 7
Views: 4126

Re: battle of troy ( historical battle)

For the battle of troy, I used all the starting soldiers to capture the top right mountains and bottom left peninsula. Then I gpt some workers and maxed out siege workshops, then I spent 12 turns building orthonihopters, while moving my soldiers to the right and the bottom left. Then using my 50 ort...

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