Search found 864 matches

by DoomsdayDragonfire
Tue Jun 02, 2020 9:39 pm
Forum: Undead
Topic: Monster skeletons
Replies: 70
Views: 2859

Re: Monster skeletons

Dragon one is nice, you just need to make longer necks. For some reason, i think that flail centaur one could have wider chest and perhaps more legs, those frontal arms make me think that are out of place for it, or perhaps just not well represented, what about pincers? This stance really makes it l...
by DoomsdayDragonfire
Thu May 28, 2020 2:50 pm
Forum: Reporting Issues
Topic: Orc Javelineer's Burning Weapon Removed
Replies: 10
Views: 166

Re: Orc Javelineer's Burning Weapon Removed

Yes, but the issue is that 2 weapon enchant effects can't coexist. So one will always overlap the other...

Solutions:
- Make weapon enchant effects coexist. (Coding)
- Remove poison ability from javelineer. (Jsoning)
- Remove passive fire enchant but add it back as weapon enchant ability. (Jsoning)
by DoomsdayDragonfire
Thu May 28, 2020 2:52 am
Forum: Maps, campaigns
Topic: TMX: old format RANdom maps (tmx based)
Replies: 20
Views: 157

Re: TMX: old format RANdom maps (tmx based)

which polayer starts where: that is already random. u can use those but my plan was not to let any new map being THAT random so no unfair setup will be - you dont support this idea? i can understand if randomness is also tempting to have such. Don't get me wrong, i totally support fair setup, what ...
by DoomsdayDragonfire
Wed May 27, 2020 3:14 pm
Forum: Maps, campaigns
Topic: TMX: old format RANdom maps (tmx based)
Replies: 20
Views: 157

Re: TMX: old format RANdom maps (tmx based)

Q1 - Sure, can be done, but as random games, it would be better for them to stay random, so for them, i propose a new definition... Instead of using "SpawnPoint x to player 1 or 2, 3 or 4, 5 or 6", that is usefull for campaigns, you should make a new spawn point to define "SpawnPoint x to »any« play...
by DoomsdayDragonfire
Wed May 27, 2020 2:34 pm
Forum: Undead
Topic: Monster skeletons
Replies: 70
Views: 2859

Re: Monster skeletons

Obviously, make a new post for it... Before that, read the unit suggestion rules...

Mummies are not zombies... And nope. There will be no armed zombies, zombies are pretty much infectors here...
by DoomsdayDragonfire
Tue May 26, 2020 9:02 pm
Forum: Undead
Topic: Monster skeletons
Replies: 70
Views: 2859

Re: Monster skeletons

0.0 are we gonna have like armed and armored zombies now? I could come up with some images if you could send me an image to edit PS:ok change the lauging part into debuff enemies Because you'd get scared too if a giant laughing skull laughs maniacly near you Zombies ≠ Mummies Read again, no giant w...
by DoomsdayDragonfire
Tue May 26, 2020 8:57 pm
Forum: Undead Technologies
Topic: Flint locks - skeleton pirates tech
Replies: 6
Views: 586

Re: Flint locks - skeleton pirates tech

How does a skeleton flint lock is better suited for AOD if these are two different universes?
by DoomsdayDragonfire
Tue May 26, 2020 6:56 pm
Forum: Undead Technologies
Topic: Flint locks - skeleton pirates tech
Replies: 6
Views: 586

Re: Flint locks - skeleton pirates tech

Maxbirykov2004 wrote:
Tue May 26, 2020 5:27 pm
This flintlocks are better situated to Age of discovery, so if you know how to mod Aog go here viewtopic.php?f=233&t=8138&p=99185#p99158
and help me with modding
Nope, what one has to do with another?
by DoomsdayDragonfire
Mon May 25, 2020 11:44 pm
Forum: Others
Topic: Who is test123456782c.us MISTERY
Replies: 5
Views: 381

Re: Who is test123456782c.us

Machines are evolving :?
by DoomsdayDragonfire
Mon May 25, 2020 10:43 pm
Forum: Maps, campaigns
Topic: TMX: old format RANdom maps (tmx based)
Replies: 20
Views: 157

Re: TMX: old format RANdom maps (tmx based)

Hard to say what's best... Its like to ask who's your prefered children xD

Tho, made these 3 from TMX ones, not sure about what other map i should re-do next.
Image
by DoomsdayDragonfire
Mon May 25, 2020 6:30 pm
Forum: Undead
Topic: Monster skeletons
Replies: 70
Views: 2859

Re: Monster skeletons

I understand the part of a giant skeleton, but not the laughing part... Why that would buff his allies? Btw the giant part i think it does not apply to this situation. These aren't meant to be giants, but just regular sized abominations... Undead giants is something for mummies sub, there we would h...
by DoomsdayDragonfire
Sun May 24, 2020 3:30 pm
Forum: Undead
Topic: Undead: Draugr
Replies: 8
Views: 269

Re: Undead: Draugr

Isn't this the same thing of "wight highlander"? I mean, Lore wise.
by DoomsdayDragonfire
Sun May 24, 2020 3:25 pm
Forum: Undead
Topic: Undead: Corruptor
Replies: 10
Views: 148

Re: Undead: acid spitter

Pretty sure something like this was suggested before...
by DoomsdayDragonfire
Sun May 24, 2020 3:19 pm
Forum: Races
Topic: Dwarves rework
Replies: 94
Views: 3588

Re: Dwarves rework

Mammoths are bigger than elephants, mastodons are the mid term, slightly bigger than elephants but smaller than mammoths... Btw, i dunno if that is a good idea even if they were elephants... Defenders would look like fleas on them. I think they don't need mounts, but if they do, they could use of so...
by DoomsdayDragonfire
Thu May 21, 2020 5:54 pm
Forum: Undead
Topic: Decayed knight
Replies: 3
Views: 111

Re: Decayed knight

What's this? No description, no reference img... Hard to say what it is meant to be...

Check the forum rules/guides before suggesting an unit. Because stats alone means nothing.
by DoomsdayDragonfire
Wed May 20, 2020 1:49 am
Forum: Undead
Topic: Corpse Flinger
Replies: 70
Views: 3951

Re: Corpse Flinger

sacrifice are totally fine, especially for undeads that are meant to have a lot of disposable units that can be used as ammo the regular attack is what you can always do. The additional options are simply something that could help you from time to time (e.g. giving one or two burning instance can b...
by DoomsdayDragonfire
Tue May 19, 2020 10:44 pm
Forum: Maps, campaigns
Topic: TMX: old format RANdom maps (tmx based)
Replies: 20
Views: 157

Re: TMX: old format RANdom maps (tmx based)

My ign is "Visconti" in all games aside AOG, which is "DDD" xD Well i can send, but what i meant is: - Why we can send only one map at time? One map per e-mail is too much spam imho as we are talking about several maps, we waste too much time making and reading them all. I want to send them all toge...
by DoomsdayDragonfire
Tue May 19, 2020 10:23 pm
Forum: Undead
Topic: Corpse Flinger
Replies: 70
Views: 3951

Re: Corpse Flinger

I see, well for abilities i think i prefer them to be weapon enchants instead of instant effects, the flinger is already meant to be anti-building on regular attack. There is no much reason to make an ability with the same behavior but that put fire or disease on things. Plus i prefer to spend a tur...
by DoomsdayDragonfire
Tue May 19, 2020 9:23 pm
Forum: Undead
Topic: Monster skeletons
Replies: 70
Views: 2859

Re: Monster skeletons

Right, here some attempts that i made, Alex will post here what exactly they should be looking alike. And what else that still own no reference img. Worker https://cdn.discordapp.com/attachments/680190643137806345/712408211398852648/Ganesha_Worker_3.1.png Swordman https://cdn.discordapp.com/attachme...
by DoomsdayDragonfire
Tue May 19, 2020 1:52 pm
Forum: Undead
Topic: Corpse Flinger
Replies: 70
Views: 3951

Re: Corpse Flinger

I still think poison doesn't fit this... With 18 hp, 4 p.armor and 6 range... Pretty sure it will be dead before having the chance of doing something to defensive buildings. In fact would be worse than skull throwers... Wait... I don't think we have a monster unit for skull thrower... So Why not jus...
by DoomsdayDragonfire
Tue May 19, 2020 2:02 am
Forum: Undead
Topic: Corpse Flinger
Replies: 70
Views: 3951

Re: Corpse Flinger

I was wondering, does these sieges need to be skeletal? I've been looking around and i got some nice alternatives. I think this flinger could be used as shortcut intead of sacrificing the skeletons. Something like what siege tower does and what cannon folder attempt to do, you put some skeleton or z...
by DoomsdayDragonfire
Mon May 18, 2020 6:46 pm
Forum: Unit - infantry
Topic: Falconry
Replies: 13
Views: 134

Re: Falconry

Well, hard to say, anything able to wield a weapon can be possibly a hunter if given training (aka tech), and to begin we don't have corpses on aos (aside the shipwreck), plus not all maps do have neutral animals as default... So where could we find these animals? Edit: i actually got an idea but th...
by DoomsdayDragonfire
Mon May 18, 2020 5:48 pm
Forum: Undead
Topic: Monster skeletons
Replies: 70
Views: 2859

Re: Monster skeletons

Currently there is a list on Discord of how many units, @makazuwr32 should update the main post with them here...

About imgs, i made some concepts on Discord, i can post here if you want to get some idea about what to do.
by DoomsdayDragonfire
Mon May 18, 2020 12:19 am
Forum: New game types in the game (like capture the flag)
Topic: Pheasant wars!!!
Replies: 5
Views: 99

Re: Pheasant wars!!!

This is actually an interesting idea.
No organized military, no siege engines, no guard towers, no stone walls, just traps, torchs and forks.

I support this. :lol:
by DoomsdayDragonfire
Mon May 18, 2020 12:05 am
Forum: Unit - infantry
Topic: Falconry
Replies: 13
Views: 134

Re: Falconry

In general, this idea came after the idea of rework on the scout bird... So i have this scout/support objective in mind for them, but instead of replacement, i was thinking that expanding flying variables as we got some nice ideas. Since its mainly about same sized birds, they would share similar st...
by DoomsdayDragonfire
Sun May 17, 2020 9:53 pm
Forum: Unit balancing
Topic: Scout bird rework.
Replies: 18
Views: 131

Re: Scout bird rework.

Rebalance indeed, in fact we got some nice ideas here for several unit types that can be applied for some new bird types.

For scout bird, being stealth and have this "fog scan" seens nice options.

I will be more detailed about the others ideas on the Falconry post.
by DoomsdayDragonfire
Sun May 17, 2020 6:50 pm
Forum: Maps, campaigns
Topic: TMX: old format RANdom maps (tmx based)
Replies: 20
Views: 157

Re: TMX: old format RANdom maps (tmx based)

Well to make bigger maps, you will need map editor privileges, that are granted by the dev for your account, I personally don't have, but managed to make some with an old exploit that i guess it is fixed... But would be nice to have the map editor privileges to make more maps anyway xD Btw Huge maps...
by DoomsdayDragonfire
Sun May 17, 2020 6:17 pm
Forum: Others
Topic: "1 week balance for AOF 4 races" Project
Replies: 133
Views: 2653

Re: "1 week balance for AOF 4 races" Project

My comments are in orange Undead siege needed Solution: a) Skeleton ball is idea of ramming ball of corpses b) corpse flinger corpse flinger.png Both will be usefull Elves little cheaper techs solution: a) armor, shield, bow, sword: 4/5/6 turns cost instead of 4/6/8 b) OR armor, shield, bow, sword: ...
by DoomsdayDragonfire
Sat May 16, 2020 10:09 pm
Forum: Maps, campaigns
Topic: TMX: old format RANdom maps (tmx based)
Replies: 20
Views: 157

Re: TMX: old format RANdom maps (tmx based)

Well, isn't possible to just convert them to the new format? Or we would need to manually re-do them? Some of these maps are just classics to let them be erased. :(
by DoomsdayDragonfire
Sat May 16, 2020 9:58 pm
Forum: Others
Topic: "1 week balance for AOF 4 races" Project
Replies: 133
Views: 2653

Re: "1 week balance for AOF 4 races" Project

For me, % healing should not be used at all, its too strong and has no penalty, while also being used by super cheap cost-effective units... If it is meant to be a thing, then it should be limited to 10% & 20%, higher than that we will just just keep the same issue by masking and delaying the proble...

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