Search found 29 matches
- Sat Jan 03, 2015 5:42 am
- Forum: Gameplay & UI
- Topic: Remaining Action and movement indication IMPLEMENTED
- Replies: 18
- Views: 8672
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 ...
- Sat Jan 03, 2015 5:24 am
- Forum: Structures
- Topic: New structure - dam
- Replies: 16
- Views: 8611
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
Also I can see dams for rivers, but dams for the open sea/ocean? We can't even do that in 2015 lol
- Sat Jan 03, 2015 5:12 am
- Forum: IMPLEMENTED - Infantry
- Topic: Roman Legionaire - IMPLEMENTED
- Replies: 57
- Views: 27339
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...
- Sat Jan 03, 2015 4:44 am
- Forum: Campaign map discussions
- Topic: betrayal of king Maximus
- Replies: 46
- Views: 37947
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...
- Sat Jan 03, 2015 4:28 am
- Forum: Campaign map discussions
- Topic: Nyadhos, Paths of the Dead analysis
- Replies: 45
- Views: 16122
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 ><
- Sat Jan 03, 2015 4:03 am
- Forum: Solved/Answered
- Topic: injured unit is stuck - IMPLEMENTED
- Replies: 22
- Views: 7639
Re: injured unit is stuck
pfft tell that to the bloodlusting warriors of Valhalla
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
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
- Sat Jan 03, 2015 3:57 am
- Forum: FAQ
- Topic: Does AI Cheat? ANSWERED
- Replies: 25
- Views: 12485
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
- Sun Dec 28, 2014 6:34 pm
- Forum: IMPLEMENTED - Infantry
- Topic: Roman Legionaire - IMPLEMENTED
- Replies: 57
- Views: 27339
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...
- 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: 2669
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.
- Sun Dec 28, 2014 6:24 pm
- Forum: New game types in the game (like capture the flag)
- Topic: My survival
- Replies: 2
- Views: 3039
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...
- 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: 4494
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...
- Sun Dec 28, 2014 6:17 pm
- Forum: Main menu
- Topic: Unlocking a Technology
- Replies: 10
- Views: 10727
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.
- Sun Dec 28, 2014 6:15 pm
- Forum: Main menu
- Topic: Unlocking a Technology
- Replies: 10
- Views: 10727
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...
- Sun Dec 28, 2014 1:05 pm
- Forum: Maps, campaigns
- Topic: Ambition - IMPLEMENTED
- Replies: 13
- Views: 7111
Re: Ambition
Please post when you do, I would like to replay some of them after the difficulty increase
- Sun Dec 28, 2014 1:03 pm
- Forum: Campaign map discussions
- Topic: Nyadhos, Paths of the Dead analysis
- Replies: 45
- Views: 16122
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 ...
- Sun Dec 28, 2014 12:56 pm
- Forum: Implementeds
- Topic: Gems - ANSWERED
- Replies: 12
- Views: 7441
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...
- Thu Dec 25, 2014 8:30 am
- Forum: Campaign map discussions
- Topic: Nyadhos, Paths of the Dead analysis
- Replies: 45
- Views: 16122
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?
Btw I read in another post that you do not HAVE to break the watchtowers and can leave them alone, is that true?
- Mon Dec 22, 2014 7:07 pm
- Forum: Maps, campaigns
- Topic: map Idea - Urban Combat
- Replies: 13
- Views: 9544
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...
- Mon Dec 22, 2014 7:01 pm
- Forum: Maps, campaigns
- Topic: Ambition - IMPLEMENTED
- Replies: 13
- Views: 7111
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.
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.
- Mon Dec 22, 2014 6:40 pm
- Forum: Implementeds
- Topic: ammo - ANSWERED
- Replies: 13
- Views: 5523
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...
- Mon Dec 22, 2014 6:36 pm
- Forum: Gameplay & UI
- Topic: Remaining Action and movement indication IMPLEMENTED
- Replies: 18
- Views: 8672
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 ...
- Mon Dec 22, 2014 6:31 pm
- Forum: Gameplay & UI
- Topic: Group select and move
- Replies: 3
- Views: 1773
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
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
- Mon Dec 22, 2014 6:28 pm
- Forum: Implementeds
- Topic: Gems - ANSWERED
- Replies: 12
- Views: 7441
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...
- Mon Dec 22, 2014 6:24 pm
- Forum: Implementeds
- Topic: Indicator to show if a tc isn't producing ... - IMPLEMENTED
- Replies: 11
- Views: 5824
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...
- Mon Dec 22, 2014 6:15 pm
- Forum: Gameplay & UI
- Topic: Allies share bridge access
- Replies: 14
- Views: 4377
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 ...
- Mon Dec 22, 2014 6:02 pm
- Forum: Campaign map discussions
- Topic: the mashalling of something
- Replies: 14
- Views: 9528
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? >.>
- Mon Dec 22, 2014 5:45 pm
- Forum: Campaign map discussions
- Topic: Nyadhos, Paths of the Dead analysis
- Replies: 45
- Views: 16122
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...
- Sat Jul 26, 2014 6:18 pm
- Forum: Campaign map discussions
- Topic: road to rebellion by hardeep is tough to beat
- Replies: 5
- Views: 5070
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.
- Sat Jul 26, 2014 6:13 pm
- Forum: Campaign map discussions
- Topic: battle of troy ( historical battle)
- Replies: 7
- Views: 8230
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...