Search found 104 matches

by Pyro
Sun Oct 06, 2019 3:54 pm
Forum: Elf
Topic: Island turtle
Replies: 45
Views: 2743

Re: Island turtle

Its been a while since I saw this post but its nice to see that it has developed exactly as a I hoped :) Editing the original post to reflect the discussion in the thread
by Pyro
Wed Oct 02, 2019 10:52 pm
Forum: Dwarf
Topic: Giant magnifying glass
Replies: 26
Views: 346

Re: Giant magnifying glass

+1 alexander, i think the second option is better aswell. Also, "align lenses" is such a perfect name and immerses the unit even more, i like it
by Pyro
Wed Oct 02, 2019 2:52 am
Forum: Dwarf
Topic: Giant magnifying glass
Replies: 26
Views: 346

Re: Giant magnifying glass

Good idea will do :D :Edit: the changes I made are this The unit no longer attacks using ability/spells. It now has burning weapon, 4 range and 6/6 actions. At a maximum distance of 4 tiles, it can inflict 6 burning statuses in 1 turn. Using the medium range ability, at 6 tiles away, it can inflict ...
by Pyro
Tue Oct 01, 2019 6:19 pm
Forum: Dwarf
Topic: Giant magnifying glass
Replies: 26
Views: 346

Re: Giant magnifying glass

Adressing the flavor of the unit, despite what the picture may seem like like, the unit its intended to mount several refractive lens, perhaps made of large transparent gemstones found within dwarven mines, that concentrate passing light. The are not mirrors. Also, I tried to avoid adding many actio...
by Pyro
Tue Oct 01, 2019 4:48 am
Forum: Dwarf
Topic: Giant magnifying glass
Replies: 26
Views: 346

Re: Giant magnifying glass

At 5 cost, within 4 tiles away, using both of its 2/2 attacks, this unit can raze down a castle within 2 turns if nothing is done about its confrontation. Keep in mind it only has a speed of 2. Is this balanced? All ears
by Pyro
Mon Sep 30, 2019 8:24 pm
Forum: Dwarf
Topic: Giant magnifying glass
Replies: 26
Views: 346

Re: Giant magnifying glass

With testing (something i shouldve done beforehand :? ) i found that 10 stacked fire does insta kill. Currently though, im confused as to how fire works as on the castle, one fire status will 125 damage per turn but say on a golden skeleton rider, it only does 3. Regardless, im gonna tone down the f...
by Pyro
Mon Sep 30, 2019 1:15 am
Forum: Dwarf
Topic: Giant magnifying glass
Replies: 26
Views: 346

Giant magnifying glass

Giant Magnifying Glass https://vignette.wikia.nocookie.net/warhammerfb/images/4/4d/Capture23423512252.png/revision/latest?cb=20140213045127 If there is one thing that im missing while besieging as the dwarves is FiErY DEstRuCtiON :mrgreen: The "giant magnifying glass" is a siege unit that captures t...
by Pyro
Mon Jul 01, 2019 3:41 pm
Forum: Reporting Issues
Topic: Sentry has messed stats
Replies: 3
Views: 195

Re: Sentry has messed stats

Thanks :D
by Pyro
Sun Jun 30, 2019 8:15 pm
Forum: Reporting Issues
Topic: Sentry has messed stats
Replies: 3
Views: 195

Sentry has messed stats

I have a random game that's just about to end with several elven sentries across the map. Some at default have 1/1 actions while others have 2/2 actions. When I use their aimed shot ability they each gain two turns and reduced damage so one sentry may have 2/3 turns and another will have 3/4. The se...
by Pyro
Fri Aug 10, 2018 6:51 am
Forum: Others
Topic: Game options and design
Replies: 40
Views: 3656

Re: Game options and design

I agree that people have been suggesting lots of unit ideas (including me for a time), many of which will probably not be added to simply because development of such will take ages, and in the case of some, won't add to the game. Rather, stuff like a better map editor would be great, because the cur...
by Pyro
Fri Aug 10, 2018 5:46 am
Forum: ARCHIVED
Topic: Vote week 08/08/2018 14/08/2017
Replies: 18
Views: 2278

Re: Vote week 08/08/2018 14/08/2017

1. Aimed Shot
2.Centaur herd moral
3.goblin bat rider
by Pyro
Fri Aug 10, 2018 5:18 am
Forum: Unit list to vote
Topic: Elves
Replies: 7
Views: 2475

Re: Elves

Yay! Nice to see my suggestion on the page! For some reason it feels very accomplishing :D
by Pyro
Thu Jul 19, 2018 5:19 pm
Forum: Human
Topic: Archmage
Replies: 13
Views: 2032

Re: Archmage

If you can only train one, what happens when it dies? Can it be trained back, or does it die for the entirety of a game?

Btw, the idea of regiments of renown sounds awesome
by Pyro
Fri Apr 27, 2018 6:25 am
Forum: IMPLEMENTED - ARCHIVED
Topic: Glade Wardens - IMPLEMENTED
Replies: 180
Views: 12807

Re: Sentinel expansion

I could try to make the unit because I have some time, but where could I download an image of the sentinal for reference?(I'm using pixly on android)
by Pyro
Thu Apr 26, 2018 11:57 pm
Forum: IMPLEMENTED - ARCHIVED
Topic: Glade Wardens - IMPLEMENTED
Replies: 180
Views: 12807

Re: Sentinel expansion

I think the vanguard is balanced now, and 25% bonus for the sentry is fair, and makes it more specialized towards high armored units which is great. I think everything is well rounded in this expansion.
by Pyro
Thu Apr 26, 2018 4:38 am
Forum: IMPLEMENTED - ARCHIVED
Topic: Glade Wardens - IMPLEMENTED
Replies: 180
Views: 12807

Re: Sentinel expansion

I think switching the sentinel/elite like units to a building is great, making them like uruk kai, and the Elf Sentry I think is the best candidate for the hard hitting archer of the elves, though I think 8 or 7 cost is more suitable for something that can dish out 20 damage+50% bonus to an uruk or ...
by Pyro
Sat Mar 24, 2018 3:12 am
Forum: ARCHIVED
Topic: Vote 22/03/18 05/04/18
Replies: 15
Views: 1488

Re: Vote 22/03/18 05/04/18

1. Balanced blades
2. Off clever
3. Thorn elemental
by Pyro
Fri Feb 23, 2018 11:39 pm
Forum: Units & Structures (See Races for accepted Unit Races)
Topic: Production increasing buildings
Replies: 37
Views: 3878

Re: Production increasing buildings

A new map editor building sounds like a nice idea but will the unique buildings be able to differ between races?
by Pyro
Thu Feb 22, 2018 2:22 am
Forum: Units & Structures (See Races for accepted Unit Races)
Topic: Production increasing buildings
Replies: 37
Views: 3878

Re: Production increasing buildings

Simular, but it would fit better as a building with a highee healing rate when you enter it.
by Pyro
Wed Feb 21, 2018 2:30 am
Forum: Units & Structures (See Races for accepted Unit Races)
Topic: Production increasing buildings
Replies: 37
Views: 3878

Re: Production increasing buildings

Why make a unit though if the building idea is more efficient?
by Pyro
Wed Feb 21, 2018 2:19 am
Forum: Infantry
Topic: Navajo Code Talkers
Replies: 9
Views: 721

Re: Navajo Code Talkers

No no, they relayed messages over radio signals, which was one of the reasons the messages were so easy to intercept.
by Pyro
Wed Feb 21, 2018 2:13 am
Forum: Units & Structures (See Races for accepted Unit Races)
Topic: Production increasing buildings
Replies: 37
Views: 3878

Re: Production increasing buildings

Why a cooldown of 4 if the building could just train them, and even so, these buildings trade reduced movement freedom that the courier has, and gives more efficient production, causing people to think ahead in their placement of this building.
by Pyro
Tue Feb 20, 2018 4:17 am
Forum: Infantry
Topic: Navajo Code Talkers
Replies: 9
Views: 721

Re: Navajo Code Talkers

Also in WW2, Navajo Code Talkers were specific units assinged to practically every unit so they could relay messages without the Japanese being able to inrerprate them, they werent just an idea to improve a soldiers capabilities, they each played crucial roles in the war.
by Pyro
Tue Feb 20, 2018 4:12 am
Forum: Infantry
Topic: Navajo Code Talkers
Replies: 9
Views: 721

Re: Navajo Code Talkers

Possibly a tech that allows one two train this unit and become an espionage defence so the two ideas are related?
by Pyro
Tue Feb 20, 2018 4:04 am
Forum: Units & Structures (See Races for accepted Unit Races)
Topic: Production increasing buildings
Replies: 37
Views: 3878

Re: Production increasing buildings

The undead doesnt cost 4, and as for the orcs, 2 turns is too much, must be a typo, ill fix it.
For the humans, 10 turns or less for potentially 20 turns of production reducing sounds alright where it is to me.
by Pyro
Tue Feb 20, 2018 3:58 am
Forum: Infantry
Topic: Navajo Code Talkers
Replies: 9
Views: 721

Re: Navajo Code Talkers

In the trigger editor, I often make dramatic messages pop up on screen. I wonder if you could send messages to allies on multiplayer with fear of the messages being intercepted, unless you have this unit, Navajo Code talker. Edit: instead, any message can be intercepted, but enemies who view the mes...
by Pyro
Tue Feb 20, 2018 3:48 am
Forum: Infantry
Topic: Navajo Code Talkers
Replies: 9
Views: 721

Navajo Code Talkers

I usually play AoF but then saw AoWW in the version log, so, i wanted to add that the U.S. should have Navajo code talkers, above average (based on many accounts during training) troops with a secret code that was never broken throughout the duration of ww2. I dont know how this would translate into...
by Pyro
Tue Feb 20, 2018 3:34 am
Forum: Units & Structures (See Races for accepted Unit Races)
Topic: Production increasing buildings
Replies: 37
Views: 3878

Re: Production increasing buildings

Sorry that I didn't make seperate topics, I thought that commenting would be too staggered out and unorganized when concerning this different building type.
by Pyro
Tue Feb 20, 2018 3:26 am
Forum: Units & Structures (See Races for accepted Unit Races)
Topic: Production increasing buildings
Replies: 37
Views: 3878

Production increasing buildings

I had an idea that each race can have a building that can decrease the production time of adjacent buildings using a spell/ability. Each race will have there own version, each with unique properties. HUMANS Gold mine 10 turns to build Hp 20 Armor 0/6 Acton turn 1/1 Garrison 2 people Spells/abilities...
by Pyro
Sat Feb 17, 2018 5:46 am
Forum: ARCHIVED
Topic: Vote 14/02/2018 27/02/2018
Replies: 9
Views: 1094

Re: Vote 14/02/2018 27/02/2018

1) balanced blades
2)orc slaver
3) thorn elemental

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