Search found 102 matches
- Sun Oct 06, 2019 3:54 pm
- Forum: Elf
- Topic: Island turtle
- Replies: 47
- Views: 8004
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
- Wed Oct 02, 2019 10:52 pm
- Forum: Dwarf
- Topic: Giant magnifying glass
- Replies: 28
- Views: 4604
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
- Wed Oct 02, 2019 2:52 am
- Forum: Dwarf
- Topic: Giant magnifying glass
- Replies: 28
- Views: 4604
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 ...
- Tue Oct 01, 2019 6:19 pm
- Forum: Dwarf
- Topic: Giant magnifying glass
- Replies: 28
- Views: 4604
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...
- Tue Oct 01, 2019 4:48 am
- Forum: Dwarf
- Topic: Giant magnifying glass
- Replies: 28
- Views: 4604
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
- Mon Sep 30, 2019 8:24 pm
- Forum: Dwarf
- Topic: Giant magnifying glass
- Replies: 28
- Views: 4604
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...
- Mon Sep 30, 2019 1:15 am
- Forum: Dwarf
- Topic: Giant magnifying glass
- Replies: 28
- Views: 4604
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 ...
- Mon Jul 01, 2019 3:41 pm
- Forum: Archived - Reporting Issues
- Topic: Sentry has messed stats - ANSWERED
- Replies: 4
- Views: 1491
Re: Sentry has messed stats
Thanks
- Sun Jun 30, 2019 8:15 pm
- Forum: Archived - Reporting Issues
- Topic: Sentry has messed stats - ANSWERED
- Replies: 4
- Views: 1491
Sentry has messed stats - ANSWERED
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...
- Fri Aug 10, 2018 6:51 am
- Forum: Archived - FAQ
- Topic: Game options and design
- Replies: 41
- Views: 8612
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...
- Fri Aug 10, 2018 5:46 am
- Forum: Archived - Votes and Polls
- Topic: Vote week 08/08/2018 14/08/2017
- Replies: 18
- Views: 4964
Re: Vote week 08/08/2018 14/08/2017
1. Aimed Shot
2.Centaur herd moral
3.goblin bat rider
2.Centaur herd moral
3.goblin bat rider
- Fri Aug 10, 2018 5:18 am
- Forum: Unit list to vote
- Topic: Elves
- Replies: 7
- Views: 4110
Re: Elves
Yay! Nice to see my suggestion on the page! For some reason it feels very accomplishing
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
Btw, the idea of regiments of renown sounds awesome
- Fri Apr 27, 2018 6:25 am
- Forum: Archived - Elven Units, Buildings
- Topic: Glade Wardens - IMPLEMENTED
- Replies: 180
- Views: 28367
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)
- Thu Apr 26, 2018 11:57 pm
- Forum: Archived - Elven Units, Buildings
- Topic: Glade Wardens - IMPLEMENTED
- Replies: 180
- Views: 28367
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.
- Thu Apr 26, 2018 4:38 am
- Forum: Archived - Elven Units, Buildings
- Topic: Glade Wardens - IMPLEMENTED
- Replies: 180
- Views: 28367
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 ...
- Sat Mar 24, 2018 3:12 am
- Forum: Archived - Votes and Polls
- Topic: Vote 22/03/18 05/04/18
- Replies: 15
- Views: 3747
Re: Vote 22/03/18 05/04/18
1. Balanced blades
2. Off clever
3. Thorn elemental
2. Off clever
3. Thorn elemental
- Fri Feb 23, 2018 11:39 pm
- Forum: Archived - Units and Buildings - General Forum
- Topic: Production increasing buildings
- Replies: 37
- Views: 7277
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?
- Thu Feb 22, 2018 2:22 am
- Forum: Archived - Units and Buildings - General Forum
- Topic: Production increasing buildings
- Replies: 37
- Views: 7277
Re: Production increasing buildings
Simular, but it would fit better as a building with a highee healing rate when you enter it.
- Wed Feb 21, 2018 2:30 am
- Forum: Archived - Units and Buildings - General Forum
- Topic: Production increasing buildings
- Replies: 37
- Views: 7277
Re: Production increasing buildings
Why make a unit though if the building idea is more efficient?
- Wed Feb 21, 2018 2:19 am
- Forum: Infantry (last cleanup: 20240130)
- Topic: Navajo Code Talkers
- Replies: 9
- Views: 1934
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.
- Wed Feb 21, 2018 2:13 am
- Forum: Archived - Units and Buildings - General Forum
- Topic: Production increasing buildings
- Replies: 37
- Views: 7277
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.
- Tue Feb 20, 2018 4:17 am
- Forum: Infantry (last cleanup: 20240130)
- Topic: Navajo Code Talkers
- Replies: 9
- Views: 1934
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.
- Tue Feb 20, 2018 4:12 am
- Forum: Infantry (last cleanup: 20240130)
- Topic: Navajo Code Talkers
- Replies: 9
- Views: 1934
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?
- Tue Feb 20, 2018 4:04 am
- Forum: Archived - Units and Buildings - General Forum
- Topic: Production increasing buildings
- Replies: 37
- Views: 7277
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.
For the humans, 10 turns or less for potentially 20 turns of production reducing sounds alright where it is to me.
- Tue Feb 20, 2018 3:58 am
- Forum: Infantry (last cleanup: 20240130)
- Topic: Navajo Code Talkers
- Replies: 9
- Views: 1934
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...
- Tue Feb 20, 2018 3:48 am
- Forum: Infantry (last cleanup: 20240130)
- Topic: Navajo Code Talkers
- Replies: 9
- Views: 1934
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...
- Tue Feb 20, 2018 3:34 am
- Forum: Archived - Units and Buildings - General Forum
- Topic: Production increasing buildings
- Replies: 37
- Views: 7277
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.
- Tue Feb 20, 2018 3:26 am
- Forum: Archived - Units and Buildings - General Forum
- Topic: Production increasing buildings
- Replies: 37
- Views: 7277
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...
- Sat Feb 17, 2018 5:46 am
- Forum: Archived - Votes and Polls
- Topic: Vote 14/02/2018 27/02/2018
- Replies: 9
- Views: 2548
Re: Vote 14/02/2018 27/02/2018
1) balanced blades
2)orc slaver
3) thorn elemental
2)orc slaver
3) thorn elemental