Search found 190 matches

by kingofgalaxies
Tue Jul 18, 2023 5:37 pm
Forum: Reporting Issues
Topic: Multiplayer: TO ELITE GOBLINS DOESNT UPGRADE UNITS
Replies: 1
Views: 330

Multiplayer: TO ELITE GOBLINS DOESNT UPGRADE UNITS

In my current multiplayer AoF game with Orcs, I've just build the tech "To Elite Goblins" in the goblin tent - but none of my goblin units actually went to elite level! I just wasted 6 turns of production. What's the issue here? Are the older upgrade techs obsolete and replaced by those ne...
by kingofgalaxies
Mon Dec 20, 2021 3:40 pm
Forum: Planetary
Topic: world destroyer .New units
Replies: 3
Views: 637

Re: world destroyer .New units

Imagining it's meant to be a mécha (?). Seems a bit strong compared to other mechas. Maybe less hp.
by kingofgalaxies
Mon Dec 20, 2021 3:36 pm
Forum: Archive
Topic: Reptilian infantry IMPLEMENTED
Replies: 14
Views: 1094

Re: Reptilian infantry

I thought it was esp Midonik who once stressed that all races should stay unique! Lol
by kingofgalaxies
Fri Dec 17, 2021 4:06 pm
Forum: Balancing
Topic: Nerf Hover Rocket Artillery
Replies: 19
Views: 1530

Re: Nerf Hover Rocket Artillery

We'll have to see how it goes with the nerf only to rocket artilleries. The reptilian plasma one is equally as powerful when being spammed. Less accurate and smaller splash, but faster and tankier.
by kingofgalaxies
Fri Dec 17, 2021 3:59 pm
Forum: Archive
Topic: Reptilian infantry IMPLEMENTED
Replies: 14
Views: 1094

Re: Reptilian infantry

@Midonik pls consider this before implementing in the update
version. Thank u
by kingofgalaxies
Fri Dec 17, 2021 3:50 pm
Forum: Archive
Topic: Reptilian infantry IMPLEMENTED
Replies: 14
Views: 1094

Re: Reptilian infantry

In general, be careful with nerfing too much out of reptilians. They already got the conversion nerf and honestly seem to be almost even weaker than insectoids right now. Also, their infantry is SUPPOSED to dominate over the human one, see race description. And they don't have mortars. That being sa...
by kingofgalaxies
Mon Dec 06, 2021 7:46 pm
Forum: Balancing
Topic: Nerf Hover Rocket Artillery
Replies: 19
Views: 1530

Re: Nerf Hover Rocket Artillery

Similarly, it seems weird for assault artillery vehicles to have to choose between moving and shooting. It kind of works for the heavy siege ballistic ones, but here it just goes against the dynamics of the unit type imo. Might still be the best option for a soft nerf though... But would contradict ...
by kingofgalaxies
Sun Dec 05, 2021 11:58 am
Forum: Balancing
Topic: Nerf Hover Rocket Artillery
Replies: 19
Views: 1530

Re: Nerf Hover Rocket Artillery

Well then leave them at 3 range lol
I'm not too concerned about two different unit types having same range (mortar/artillery). As I said, they work for different purposes.
by kingofgalaxies
Sun Dec 05, 2021 12:50 am
Forum: Balancing
Topic: Nerf Hover Rocket Artillery
Replies: 19
Views: 1530

Re: Nerf Hover Rocket Artillery

Probably a range of 2 for mortars would be fine as well. Perhaps buff dmg /hp to compensate a bit.
by kingofgalaxies
Fri Dec 03, 2021 4:30 pm
Forum: Balancing
Topic: Nerf Hover Rocket Artillery
Replies: 19
Views: 1530

Re: Nerf Hover Rocket Artillery

I feel mortars could stay at same range, as they aren't oppressive rn. If you are saying they would interfere - mortar is an infantry, without aoe dmg. I don't see any major problem with them and artillery having similar range. If you decrease it to 2 for mortars, they become too similar to support ...
by kingofgalaxies
Fri Dec 03, 2021 9:02 am
Forum: Archive
Topic: Space marines cost reduction IMPLEMENTED
Replies: 4
Views: 506

Re: Two human footmen

Marines - seems good, maybe 6 dmg to settle in between Stormtroopers and Tactical? Or instead less hp to make them fast but squishy?
by kingofgalaxies
Thu Dec 02, 2021 7:02 pm
Forum: Archive
Topic: Space marines cost reduction IMPLEMENTED
Replies: 4
Views: 506

Re: Two human footmen

They're not really comparable to Slimes though, as the summon cooldown is way longer. So blocking isn't quite relevant for tactical inf.
What do you think about space marines?
by kingofgalaxies
Thu Dec 02, 2021 6:59 pm
Forum: Balancing
Topic: Nerf Hover Rocket Artillery
Replies: 19
Views: 1530

Re: Nerf Hover Rocket Artillery

I'm fine decreasing the hp of the hover one. I suggest 22hp. I'd prefer to give all rocket artillery the perk mentioned before tho. 1) If you choose so, rather give it to ALL existing (vehicle, non AA) artilleries. The concept of ranged aoe units is op in itself. Giving it to all similar artillery ...
by kingofgalaxies
Thu Dec 02, 2021 11:50 am
Forum: Archive
Topic: Space marines cost reduction IMPLEMENTED
Replies: 4
Views: 506

Space marines cost reduction IMPLEMENTED

1) Space marines Simply too expensive to build in relation to its use. Make it cost 3 turns to give it more use cases. 2) Tactical infantry Similar to Stormtroopers, but dealing 2 less damage. The drones are also weak. Makes players prefer Stormtroopers in almost any case. Give it at least +1 dmg an...
by kingofgalaxies
Thu Dec 02, 2021 11:42 am
Forum: Balancing
Topic: Nerf Hover Rocket Artillery
Replies: 19
Views: 1530

Re: Nerf Hover Rocket Artillery

@Midonik
This still remains a dire topic. The hovering rocket artillery deserves some kind of nerf - be it my idea of range, or be it dmg, or hp. One of those I'd consider suitable.
I don't want to be winning with humans late game just because of this unit.
by kingofgalaxies
Fri Nov 26, 2021 12:15 am
Forum: Map & campaign designs ideas
Topic: Map feedback
Replies: 9
Views: 841

Re: Map feedback

i think this answer is off topic here. A mapdesigner has no power to influence TC spawning logic. Where can I put it then? Also, I'm pretty sure TC spawning partially depends on the map layout. E.g. they can't spawn on forest, so if there's forest in a corner the respective player spawns closer to ...
by kingofgalaxies
Wed Nov 24, 2021 12:20 pm
Forum: Map & campaign designs ideas
Topic: Map feedback
Replies: 9
Views: 841

Re: Map feedback

I can only talk about mp maps, as I don't play campaigns. In my opinion, an ideal mp map should be programed in a way guaranteeing the spawning positions of TCs will always be distributed in a fair way for 4 players, every run. I'm not talking about preset TCs, that's a bit boring. There's usually a...
by kingofgalaxies
Wed Nov 24, 2021 12:05 pm
Forum: DEVELOPER version changes
Topic: Version 1.017
Replies: 2
Views: 491

Re: Version 1.017

Great work!
by kingofgalaxies
Sun Nov 21, 2021 1:14 am
Forum: Planetary
Topic: Artillery factory
Replies: 4
Views: 833

Re: Artillery factory

Grey academy for reptilians produces a unique species of units (greys), similar to big creatures being one. Humans don't have any kind of such species. Right now each race has exactly one building for vehicles, and imo it should stay coherent as this is. However, maybe if there were a few more AMP s...
by kingofgalaxies
Sun Nov 21, 2021 1:01 am
Forum: Archive
Topic: Bombardier beetle IMPLEMENTED
Replies: 8
Views: 1233

Re: Bombardier beetle

Sounds cool, let's try it!
by kingofgalaxies
Fri Nov 19, 2021 7:32 pm
Forum: Balancing
Topic: Reduce incubator cost
Replies: 1
Views: 375

Re: Reduce incubator cost

True, I don't see much use in it, even if built near towns. Too expensive and situational.
by kingofgalaxies
Fri Nov 19, 2021 12:03 pm
Forum: Archive
Topic: Monster engineering IMPLEMENTED
Replies: 8
Views: 735

Re: Monster engineering

I see. Well go ahead then.
by kingofgalaxies
Fri Nov 19, 2021 12:00 pm
Forum: Planetary
Topic: Minder psyker
Replies: 6
Views: 1049

Re: Minder psyker

A new unique concept - if you ask me, give it a try!
In case it's too unbalanced, actions /damage stats can always be adjusted.
If 'psionics' theme doesn't fit here, maybe just change the name?
by kingofgalaxies
Fri Nov 19, 2021 11:32 am
Forum: Archive
Topic: Monster engineering IMPLEMENTED
Replies: 8
Views: 735

Re: Monster engineering

Sounds cool.
I'm just afraid then the monsters might get a bit too powerful in some cases :o
Are they all underused right now? If not, I'd maybe go with 1 or 2 separate techs instead of this 3 step one.
by kingofgalaxies
Fri Nov 19, 2021 11:25 am
Forum: Archive
Topic: Spiked larva IMPLEMENTED
Replies: 24
Views: 1490

Re: Toxin traps

Good idea imo to link the mines to Nidus.
As to the stats, maybe adjust it to the other mines, still keeping some sort of uniqueness.
by kingofgalaxies
Wed Nov 17, 2021 11:17 pm
Forum: Archive
Topic: Spiked larva IMPLEMENTED
Replies: 24
Views: 1490

Re: Toxin traps

Yes, kind of... But there's inherently a difference between something that can be layed down by engineers and a unit with an explosion ability. A unit is always a certain turn investment, whereas you could see a structure as a secondary production which doesn't directly depend on turns. So I wouldn'...
by kingofgalaxies
Wed Nov 17, 2021 6:02 pm
Forum: Archive
Topic: Spiked larva IMPLEMENTED
Replies: 24
Views: 1490

Re: Toxin traps

In fact, I don't recall insectoids having any mines right now, as opposed to humans and reptiloids. Ergo, adding some sort mines for them - be it spike ones - seems only fair.
by kingofgalaxies
Wed Nov 17, 2021 5:55 pm
Forum: Archive
Topic: Innovative materials IMPLEMENTED
Replies: 19
Views: 1590

Re: New Human Mending Tech WAITING IMAGE

I'm not in charge to decide anything here, and I realise this. Thanks Midonik.

Just saying, this topic was on pause for nearly 2 months now. So was afraid it got forgotten, as other changes which were suggested way later are already implemented, and this one seemed as being close to ready back then.
by kingofgalaxies
Wed Nov 17, 2021 5:51 pm
Forum: Issues
Topic: Ins tech stats display
Replies: 5
Views: 500

Re: Ins tech stats display

Midonik wrote: Wed Nov 17, 2021 5:20 pm Also, it appears to happen on all insectoid techs researched in tcs, but only the insectoid ones.
Yeah, seems like this exactly.
by kingofgalaxies
Wed Nov 17, 2021 3:43 pm
Forum: Issues
Topic: Ins tech stats display
Replies: 5
Views: 500

Ins tech stats display

Some insectoid techs lack the producing building displayed in their statsheet, eg. Heart of the Swarm.

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