Search found 3293 matches

by godOfKings
Fri Oct 27, 2017 12:47 am
Forum: Unit balancing
Topic: catapult inside towers
Replies: 9
Views: 1940

catapult inside towers

In my opinion keeping catapult and trebuchet garrisoned in towers is unrealistic as archers also take same space as giant siege units. So I suggest siege units(except battering rams) can be garrisoned only in buildings and castles but not towers. For sieges there should be a new tower that cannot at...
by godOfKings
Thu Oct 26, 2017 4:18 pm
Forum: Unit balancing
Topic: Knights in wagons
Replies: 35
Views: 11988

Re: Knights in wagons

And no, no one spams knight wagon when pikes kill them in one hit, its catapult and trebuchet( and battering rams may be) that are overused
by godOfKings
Thu Oct 26, 2017 4:13 pm
Forum: Unit balancing
Topic: Knights in wagons
Replies: 35
Views: 11988

Re: Knights in wagons

And also if an opponent can't counter a knight-wagon combo and watches his surprise attack get foiled then it is the opponents' fault for not considering the possibility of such a attack . y should such a beautiful strategy get the punishment instead?
by godOfKings
Thu Oct 26, 2017 4:09 pm
Forum: Unit balancing
Topic: Knights in wagons
Replies: 35
Views: 11988

Re: Knights in wagons

A knight-wagon combo costs 8 turns too so this is a viable strategy against sieges becoming too op in my opinion , I once did a comeback with the same strategy so I can't accept this
by godOfKings
Thu Oct 26, 2017 4:06 pm
Forum: Unit balancing
Topic: Knights in wagons
Replies: 35
Views: 11988

Re: Knights in wagons

But then how do u propose destroying opponent sieges without using Ur siege it is impossible for knight to reach a siege without the siege atking it first and pikes can kill knights in one hit late game
by godOfKings
Thu Oct 26, 2017 3:39 pm
Forum: Unit - mounted
Topic: Heavy Knight to Cataphract IMPLEMENTED
Replies: 68
Views: 11961

Re: Heavy Knight Upgrade

Mighty guy did u mean me? Actually I am playing this for like 5 months but joined the forum recently so I am new I guess. Thanks
by godOfKings
Thu Oct 26, 2017 3:36 pm
Forum: Unit - mounted
Topic: Heavy Knight to Cataphract IMPLEMENTED
Replies: 68
Views: 11961

Re: Heavy Knight Upgrade

In the picture I think there should b some kinds of indication for the Knight's leg
by godOfKings
Thu Oct 26, 2017 3:27 pm
Forum: Unit - mounted
Topic: Heavy Knight to Cataphract IMPLEMENTED
Replies: 68
Views: 11961

Re: Heavy Knight Upgrade

Cavaliers were technically upgrades of Knight in aoe
by godOfKings
Thu Oct 19, 2017 8:30 pm
Forum: Structures
Topic: Caravanserai
Replies: 30
Views: 6315

Re: Caravanserai

Instead of caravanserai name it kella or keela (literally means fort in Hindi ) that would seem more realistic for this
by godOfKings
Thu Oct 19, 2017 4:07 am
Forum: Unit balancing
Topic: Knights in wagons
Replies: 35
Views: 11988

Re: Knights in wagons

Although it is possible to use omni but keeping this combo is also useful sometimes
by godOfKings
Thu Oct 19, 2017 4:05 am
Forum: Unit balancing
Topic: Knights in wagons
Replies: 35
Views: 11988

Re: Knights in wagons

Actually I don't support because for me sometimes putting cavalry in wagon is extremely useful in defending cause I can easily reach far away sieges that are protected by pikes, even if my knights die if I can destroy the sieges in one turn its totally worth it so please don't implement this idea......
by godOfKings
Thu Oct 19, 2017 3:03 am
Forum: Gameplay & UI
Topic: gates should be able to garrison units
Replies: 36
Views: 11005

Re: gates should be able to garrison units

I guess the only way around this problem is to build a tower adjacent to diagonally connected walls to make a pathway for garrisoned units, or simply just make a wall adjacent to the two walls
by godOfKings
Thu Oct 19, 2017 2:58 am
Forum: Gameplay & UI
Topic: gates should be able to garrison units
Replies: 36
Views: 11005

Re: gates should be able to garrison units

But wait I just remembered that walls can also be connected diagonally but soldiers can only move along adjacent walls how to solve this problem?
by godOfKings
Thu Oct 19, 2017 2:39 am
Forum: Gameplay & UI
Topic: gates should be able to garrison units
Replies: 36
Views: 11005

Re: gates should be able to garrison units

So the idea is all ranged infranty except sieges can be garrisoned in and move along walls and the only way to enter is through gates or a tower adjacent to the wall and sieges ( or any other unit) can enter gate but cannot attack and sieges cannot enter wall from gate also the ability to unlock gar...
by godOfKings
Thu Oct 19, 2017 2:24 am
Forum: Gameplay & UI
Topic: gates should be able to garrison units
Replies: 36
Views: 11005

Re: gates should be able to garrison units

Wasn't that the original reason as to why he suggested that sieges can be garrisoned inside gates?
by godOfKings
Thu Oct 19, 2017 2:23 am
Forum: Gameplay & UI
Topic: gates should be able to garrison units
Replies: 36
Views: 11005

Re: gates should be able to garrison units

Although I agree that sieges can't enter wall but because of 1 speed they can't even pass through gates so I think they can b garrisoned in gates but can't attack from gates and if gate (or wall) is destroyed garrisoned unit will survive
by godOfKings
Thu Oct 19, 2017 1:35 am
Forum: Unit - water (ships)
Topic: Caravel IMPLEMENTED
Replies: 21
Views: 4800

Re: Caravel

I see, although its atk is almost completely useless against other ships but its main purpose is to act as a fast transport. May be it cannot garrison wagons or else it would make transport ships obsolete and since its a "light cavalry" should it have some bonus against siege ships?
by godOfKings
Tue Oct 17, 2017 7:03 pm
Forum: Structures
Topic: Caravanserai
Replies: 30
Views: 6315

Re: Caravanserai

So it is like the four Egyptian units. OK I guess that will work too.
by godOfKings
Tue Oct 17, 2017 3:36 pm
Forum: Unit - mounted
Topic: Hun Raider - IMPLEMENTED
Replies: 41
Views: 9863

Re: Raider

It is weaker than a chariot because of its one hit destroy effects
by godOfKings
Tue Oct 17, 2017 3:34 pm
Forum: Unit - mounted
Topic: Hun Raider - IMPLEMENTED
Replies: 41
Views: 9863

Re: Raider

The reason that makes raiders so dangerous is that early on it can destroy a 20hp building in just 1 hit (if you calculate damage bonus and burning effect you will see its 20) so workers won't have a chance to repair them. So it could be used as an alternative to Mongolian archer and a player could ...
by godOfKings
Mon Oct 16, 2017 1:25 pm
Forum: Unit - mounted
Topic: Hun Raider - IMPLEMENTED
Replies: 41
Views: 9863

Hun Raider - IMPLEMENTED

Description: a unit for pillaging and razing. Use raiders to infiltrate enemy bases and wreak havoc! Active effects: burning weapons Cost: 4 turns HP: 20 Atk: 8 Armour: 0 P.armour:1 Speed: 6 Sight: 8 Range: 1 Spell resistance:0% Bonus: 100% all buildings 200% towers and walls 50% archers and infrant...
by godOfKings
Mon Oct 16, 2017 10:44 am
Forum: Structures
Topic: Caravanserai
Replies: 30
Views: 6315

Re: Caravanserai

So I have got a question, aren't Rajputs a separate ethnic group like the Marathi? This is not a name for any specific type of soldier but rather for an entire ethnic group like panjabi for example so I don't think Rajput is a good name.
by godOfKings
Mon Oct 16, 2017 10:11 am
Forum: Others
Topic: withdrawing from a multiplayer game doesn't end my turn
Replies: 0
Views: 1824

withdrawing from a multiplayer game doesn't end my turn

I saw this problem not only with me but also other players who withdrew from my game. Their turns didn't end and only after I skipped them did it show that they lost the game. I am pretty sure I got skipped the same way because my skips would always increase a day or so after I withdrew from any mul...

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