Search found 916 matches

by Endru1241
Fri Aug 14, 2020 12:39 am
Forum: Unit - mounted
Topic: Cataphract as new unit
Replies: 31
Views: 464

Re: Cataphract as new unit

My proposition is:
Cost: 6
Hp: 40
Att: 10
Spd: 4
Armor: 7/3
Sight: 4
Spell resist :
heal bonus : 2.0
resist 100%
Bonuses:
40% vs foot melee, ranged, siege
by Endru1241
Thu Aug 13, 2020 9:06 pm
Forum: Unit - mounted
Topic: Parthian grivpanvar
Replies: 7
Views: 65

Re: Parthian grivpanvar

If so, it should be more similar to cataphract.
And I am not sure we really need another anti-cavalry unit (proposed stats would make him better anti-mounted than mameluks).
My proposition - another shield knight version, but with anti-heavy infantry spec and of course - camel aura.
by Endru1241
Thu Aug 13, 2020 7:20 pm
Forum: Unit - mounted
Topic: Cataphract as new unit
Replies: 31
Views: 464

Re: Cataphract as new unit

We could introduce increased bonusHealing in exchange for p.armor - reflecting hoplite - he would have 1.5 (150% of his medieval counterpart).
It could be then 7/3 armors and 2.0 bonusHealing.
by Endru1241
Thu Aug 13, 2020 7:13 pm
Forum: Multiplayer discussions
Topic: I think about dual with someone
Replies: 6
Views: 127

Re: I think about dual with someone

Not to sound like a Grammar Nazi but the title should say "duel" instead of "dual" "dual" means 2, for example a dual carriageway, which is 2 roads. "duel" is a battle that you challenged someone to. Congratulations - you just became designated as forum grammar nazi. Here. Have this bucket of frust...
by Endru1241
Thu Aug 13, 2020 8:11 am
Forum: Unit - mounted
Topic: Cataphract as new unit
Replies: 31
Views: 464

Re: Cataphract as new unit

Shouldn't it be just ancient version of shield knight? So it may be cost 6, with upgraded shield knight stats +2/2 armor and no blacksmith benefits. To make things a little different, I would change armor bonus this +3/1, so it would end with 7/7. To fully copy the hoplite/foot knight logic it would...
by Endru1241
Wed Aug 12, 2020 4:08 pm
Forum: Unit - infantry
Topic: Primitive unit : Witch doctor
Replies: 30
Views: 227

Re: Primitive unit : Witch doctor

I know. This property is abilityPower. I was one of the people asking for it.
Stratego made it quite recently along with possibility to affect spell magnitude with unit regular power.
But I am greedy - I hope for a way to affect effects by healRate - then it could just use 0.5*healRate.
by Endru1241
Wed Aug 12, 2020 2:31 pm
Forum: Unit balancing
Topic: Petardier rebalance
Replies: 14
Views: 65

Re: Petardier rebalance

I splitted the topic.
I agree with rebalance need - he seems really weak for 3 turn sacrifice.
by Endru1241
Wed Aug 12, 2020 10:53 am
Forum: Unit - mounted
Topic: Jouster
Replies: 25
Views: 931

Re: Jouster

Militia-like cavalry for 2 turns seems viable. But needs proper idea and separate topic.
Jouster unit completely doesn't fit that, neither it's topic.
by Endru1241
Wed Aug 12, 2020 10:27 am
Forum: Unit - ranged (like archers)
Topic: Yumi samurai ACCEPTED
Replies: 13
Views: 148

Re: Yumi samurai ACCEPTED

Besides - special, good ability for 3 turn unit as a bonus (additionally to main battle capability) - I don't think so.
That is actually most important point . Adding any abilities to quite strong unit is unbalanced.
by Endru1241
Wed Aug 12, 2020 10:24 am
Forum: Unit - infantry
Topic: Primitive unit : Witch doctor
Replies: 30
Views: 227

Re: Primitive unit : Witch doctor

All unique lasting effects should have an indicator. We can just make green heal plus. Chants will work on them, as it works on all healer category. The same with medicine and herbalism. But it won't affect this heal per turn effect (maybe name it regeneration boost?). There is still no way to direc...
by Endru1241
Wed Aug 12, 2020 1:12 am
Forum: Unit - ranged (like archers)
Topic: Yumi samurai ACCEPTED
Replies: 13
Views: 148

Re: Yumi samurai ACCEPTED

Fireworks were more of chinese thing. I don't remeber or never got to know if japanese forgot various explosives, didn't use it at all before europans came or just didn't have much materials to make them. Besides - special, good ability for 3 turn unit as a bonus (additionally to main battle capabil...
by Endru1241
Wed Aug 12, 2020 1:05 am
Forum: Structures
Topic: Crusader fortress
Replies: 7
Views: 180

Re: Crusader fortress

Fort got overall boost to make it the most powerful defensive building.
by Endru1241
Tue Aug 11, 2020 11:38 pm
Forum: Unit - mounted
Topic: Jouster
Replies: 25
Views: 931

Re: Jouster

But jouster unit on real battlefield? How then do we recruit them? Train people to figgt in tournaments and then send them on a real battle. Or maybe just announce to the world that on specific date in specific place there would be jousting tournament. Various sportsman come and a bummer there is ab...
by Endru1241
Tue Aug 11, 2020 4:38 pm
Forum: Unit - infantry
Topic: Primitive unit : Witch doctor
Replies: 30
Views: 227

Re: Primitive unit : Witch doctor

He could have low morale aura instead of casting double attack ability.
And I forgot about another thing - armor should be 0/0.
Also, I don't know if 15 hp is not too much - it's 18 with tatoos. A little too much for a healer.
by Endru1241
Tue Aug 11, 2020 4:25 pm
Forum: Graphics
Topic: Terrain . new terrains, maybe on decoration layer?
Replies: 22
Views: 229

Re: Terrain . new terrains, maybe on decoration layer?

makazuwr32 wrote:
Tue Aug 11, 2020 1:34 pm
can you share them so we can add it to aof?
Yeah, sure - stratego will copy them from my pack, like few earlier, also added by me.
I just cannot post them here, because size limit (they have maximum compreesion already set).
by Endru1241
Tue Aug 11, 2020 1:31 pm
Forum: Unit - infantry
Topic: Primitive unit : Witch doctor
Replies: 30
Views: 227

Re: Primitive unit : Witch doctor

Cost: 4 Hp: 15 Att: 3 Spd: 3 Armor: 0/1 Sight: 4 Spells : * healing timer - + 3 HP every turn for 4 turns * Double action - gives 1+ action - cannot cast on self * Heal - Heals the selected unit by 8 Spell resistance : 100% Heal rate : 8 I am reluctant. On paper seems quite balanced, but it would h...
by Endru1241
Tue Aug 11, 2020 12:41 pm
Forum: Graphics
Topic: Terrain . new terrains, maybe on decoration layer?
Replies: 22
Views: 229

Re: Terrain . new terrains, maybe on decoration layer?

I also made volcanic - water cliff.
And snow on desert, snow on volcanic, volcanic on desert (and volcanic on snow, but it'll be unused) - those are a little too big to post here and I don't want to use any hosting service.
I'll made the definition and put it in the pack.
by Endru1241
Tue Aug 11, 2020 10:23 am
Forum: Unit - infantry
Topic: Primitive unit : Witch doctor
Replies: 30
Views: 227

Re: Primitive unit : Witch doctor

Is it healing or soul stealing? No seriously - it looks creepy as hell. For any healing effect I'd use classic green plus icon - with some addition to indicate long term effect (e.g. hourglass with two or three heal pluses on the side - each higher placed. Then it's universal and can be used somewhe...
by Endru1241
Mon Aug 10, 2020 10:47 pm
Forum: Techs
Topic: Greek Fire
Replies: 16
Views: 152

Re: Greek Fire

No, just tiles are logarithmic representation of range, for the sake of strategy.
I even have somewhere distances corresponding to tile range idea written.
by Endru1241
Mon Aug 10, 2020 10:44 pm
Forum: Graphics
Topic: Terrain . new terrains, maybe on decoration layer?
Replies: 22
Views: 229

Re: Terrain . new terrains, maybe on decoration layer?

Yes. That's my idea - all terrain joins with water should be cliffs. If it takes you some time - please don't bother doing it. For me it's 5-10 minutes in gimp to make the whole terrain join image (I already have a file with proper layers, so it's only select all non-transparent on ground layer and ...
by Endru1241
Mon Aug 10, 2020 1:15 pm
Forum: DEVELOPER version changes
Topic: version 1.130
Replies: 13
Views: 205

Re: version 1.130

Here it is . Huskarl is intentional. I don't know if you noticed, but I replaced varangian image to yours varangian guard, so they are no longer similar (and frankly - I don't like this new one). Axe knight - maybe I didn't notice, as it's barely different from original axe knight - imho the one I ...
by Endru1241
Mon Aug 10, 2020 12:36 pm
Forum: Graphics
Topic: Terrain . new terrains, maybe on decoration layer?
Replies: 22
Views: 229

Re: Terrain . new terrains, maybe on decoration layer?

Not exactly.
I mean the shore could be left for future shallows terrain type join, because realistically speaking - if water was regular depth - there would be a cliff.
by Endru1241
Mon Aug 10, 2020 10:43 am
Forum: Unit balancing
Topic: Viking ship rebalance IMPLEMENTED
Replies: 6
Views: 114

Re: Viking ship rebalance IMPLEMENTED

It got boarding ship category, which lessens damage from many ships.
by Endru1241
Sun Aug 09, 2020 7:14 pm
Forum: More Q&A
Topic: Unit tag ? ANSWERED by : SirPat
Replies: 3
Views: 202

Re: Unit tag ? ANSWERED by : SirPat

Unless something changed in the meanwhile - from the best of my knowledge: - counter always takes into account bonuses, unless there is a specaction (property) changing that, but uses 50% of unit power. - Counter if dominates means that unit (mostly knights and other cavalry) deals counter damage wi...
by Endru1241
Sun Aug 09, 2020 5:44 pm
Forum: Graphics
Topic: Terrain . new terrains, maybe on decoration layer?
Replies: 22
Views: 229

Re: Terrain . new terrains, maybe on decoration layer?

There is one small problem - as we have no way of making three terrain join definition, we already have misfit in case of terrain: water water water desert water desert desert water desert grass water grass It looks especially bad, as desert water looks like waves hitting the smooth shore (like your...
by Endru1241
Sun Aug 09, 2020 5:39 pm
Forum: Graphics
Topic: Maceman shadow fix IMPLEMENTED
Replies: 4
Views: 48

Re: Maceman shadow fix

Placed in the pack.
by Endru1241
Sun Aug 09, 2020 5:38 pm
Forum: Unit - infantry
Topic: Celtic/Primitive unit : Wolf warrior IMPLEMENTED
Replies: 34
Views: 207

Re: Celtic/Primitive unit : Wolf warrior

I got better image already.
And primitive training place will be in the next update.
by Endru1241
Sun Aug 09, 2020 5:00 pm
Forum: Campaign map discussions
Topic: Conversion Issues
Replies: 4
Views: 63

Re: Conversion Issues

Conversion seems more determined, but the chance feels about right. I made around 10 tests on 20 unit set with 20 healers, healers with persuasion, priests and priests with persuasion. The real percentage is within 20% deviation. Strange thing is trying to convert the same unit with many converters ...
by Endru1241
Sun Aug 09, 2020 11:55 am
Forum: Techs
Topic: Greek Fire
Replies: 16
Views: 152

Re: Greek Fire

Balance-wise adding additional 6 damage for 5 turns to each burnable unit hit is out of question. But as ability, which trades immidate damage for bigger, but spread in time would be fine. Flavour wise: Byzantines used greek fire exensively, but in naval warfare, mostly from close range (siphon, thr...
by Endru1241
Sun Aug 09, 2020 10:18 am
Forum: Unit balancing
Topic: Reduce damage of poison by 1 - ANSWERED by : Endru
Replies: 20
Views: 114

Re: Reduce damage of poison by 1

Ok. Done.
It's 4 now.
Or was it already?

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