Search found 67 matches
- Wed Aug 12, 2020 3:53 pm
- Forum: DEVELOPER version changes
- Topic: version 1.126 + 1.127
- Replies: 36
- Views: 4412
Re: version 1.126 + 1.127
I don't like the fact that elves, due to their speed, capture buildings faster, then keep the enemy at a distance by spamming archers, just like the Tatar Mongols. If earlier it was possible to catch them at least with cavalry, now it will be impossible to get them to the already dodging archers. u...
- Fri Jul 17, 2020 7:19 am
- Forum: Units & Structures (See Races for accepted Unit Races)
- Topic: flying units
- Replies: 9
- Views: 1944
Re: flying units
It is a "ancient" setting we still have, though I was planning a system with different heights. The fact of flying units is that they always act as it is more convenient to them (e.g. melee flying units can hit in melee land units but can't be hit at the same time if not with counterattac...
- Thu Jul 16, 2020 11:24 am
- Forum: Units & Structures (See Races for accepted Unit Races)
- Topic: flying units
- Replies: 9
- Views: 1944
flying units
there are many flying units in the game and not one can fly over buildings (both their own and the enemy's) and enemy units, is it possible to correct this fact, since without this the whole meaning of flying units disappears
- Thu Jun 25, 2020 9:24 am
- Forum: Archived - Reporting Issues
- Topic: the problem of flying units ANSWERED
- Replies: 9
- Views: 1678
Re: the problem of flying units
But are flying units just not intended for flight and quick strike?Alexander82 wrote: ↑Thu Jun 25, 2020 9:16 am as far as I know all flying units couldn't cross enemy walls as they can't fly over enemy units, so I don't think it is a bug.
- Wed Jun 24, 2020 10:40 am
- Forum: Archived - Reporting Issues
- Topic: the problem of flying units ANSWERED
- Replies: 9
- Views: 1678
Re: the problem of flying units
all dragon riders cannot cross the human wallStratego (dev) wrote: ↑Wed Jun 24, 2020 10:36 am please specify which flying unit (at least one example) and which wall (at least an example)
as i remember we made in all games that flyers can fly over walls. maybe some of the walls are not set properly.
- Wed Jun 24, 2020 7:07 am
- Forum: Archived - Reporting Issues
- Topic: the problem of flying units ANSWERED
- Replies: 9
- Views: 1678
the problem of flying units ANSWERED
after the last update, flying units can not cross the wall, or is it now conceived?
- Thu Jun 18, 2020 9:53 pm
- Forum: Archived - Reporting Issues
- Topic: Orc King - SOLVED
- Replies: 1
- Views: 779
Orc King - SOLVED
problem in the image of the King of Orcs, he was halved
- Wed Jun 17, 2020 7:28 pm
- Forum: Reporting Issues
- Topic: Terrain Bonuses
- Replies: 11
- Views: 1887
Re: ice problem
I don't think cavalry should be able to cross ice because it's harder for hooved units to get traction. Giants should just cross it in the same speed that they would in water, being that how heavy they are they are most likely to break through the ice and have to swim anyway. A nice cold bath. :lol...
- Wed Jun 17, 2020 5:00 pm
- Forum: Reporting Issues
- Topic: Terrain Bonuses
- Replies: 11
- Views: 1887
Re: ice problem
aah, I seemakazuwr32 wrote: ↑Wed Jun 17, 2020 4:39 pm We just did not decided who and at what speed must be able to pass ice.
What speed modifiers they must have.
- Wed Jun 17, 2020 1:33 pm
- Forum: Reporting Issues
- Topic: Terrain Bonuses
- Replies: 11
- Views: 1887
Terrain Bonuses
why is it that neither land nor water units can pass on ice?
- Sun May 24, 2020 9:25 am
- Forum: DEVELOPER version changes
- Topic: version 1.122
- Replies: 5
- Views: 1395
Re: version 1.122
the problem is in the image of the elven slinger, only the sling is displayed and not the unitStratego (dev) wrote: ↑Sat May 23, 2020 5:18 pm please someone feedback me if it is working fine - i was about to publish in an hour.
- Sun Mar 15, 2020 1:13 pm
- Forum: Balancing discussions
- Topic: Scalefolk rework
- Replies: 424
- Views: 66458
Re: Scalefolk rework
That sounds good. Anyway, here's the new look for the draconians, at least some of them. Also some others. as I understand it, the gnomes are almost complete and you are engaged in undead, but can we hope that a new balance of lizards will be introduced before the end of summer? probably no, sorry....
- Sun Mar 15, 2020 5:34 am
- Forum: Balancing discussions
- Topic: Scalefolk rework
- Replies: 424
- Views: 66458
Re: Scalefolk rework
as I understand it, the gnomes are almost complete and you are engaged in undead, but can we hope that a new balance of lizards will be introduced before the end of summer?
- Fri Feb 21, 2020 6:17 pm
- Forum: Others
- Topic: Archers do not shoot through walls
- Replies: 31
- Views: 3940
Re: Archers are wrong!
@Stratego (dev) was generally against that while I liked more the idea of a more strategical use of walls I think we should be able to have both internal walls, mountains and towers/megas (that in maps that are underground or inside a building makes impossible to see/shoot through), normal walls (t...
- Wed Feb 12, 2020 5:34 am
- Forum: Archived - Human Units, Buildings
- Topic: Walking knight — REJECTED
- Replies: 4
- Views: 1580
Re: Walking knight
almost like a dismounted knight with a slightly modified shield and sword (I'm sorry that I myself can’t make an image because my hands are growing out of the wrong place)Alexander82 wrote: ↑Wed Feb 12, 2020 1:10 am so the image should be like current knights but on foot?
- Tue Feb 11, 2020 4:35 pm
- Forum: Archived - Human Units, Buildings
- Topic: Walking knight — REJECTED
- Replies: 4
- Views: 1580
Walking knight — REJECTED
Walking knight
Cost: 3
Trainable
Hp:40
Attack:12
Range:1
Armor:2
Speed:3
Sight:
dismounted knights cost much less than horsemen, but surpass the simple infantry of humans
Cost: 3
Trainable
Hp:40
Attack:12
Range:1
Armor:2
Speed:3
Sight:
dismounted knights cost much less than horsemen, but surpass the simple infantry of humans
- Mon Feb 10, 2020 2:16 pm
- Forum: Archived - Units and Buildings - General Forum
- Topic: Peasants in this game/Peons
- Replies: 34
- Views: 4424
Re: Peasants in this game/Peons
oh you want to add a militia whether it will be of a different type as a spearman a swordsman an archer
- Thu Feb 06, 2020 1:43 pm
- Forum: Archived - Elven Units, Buildings
- Topic: Grove Keeper - ANSWERED
- Replies: 2
- Views: 1377
Grove Keeper - ANSWERED
Grove Keeper Cost: 5 Trainable Hp:40 Attack:10 Range:6 Armor:0 Speed:4 Sight:6 is this powerful elf druid has great advantages in the forest and forest-related spells on the druid’s tim but more powerful (read that I didn’t write all the statistics and spells since I’m a teapot), is it just that elv...
- Thu Feb 06, 2020 1:36 pm
- Forum: Elf
- Topic: Glade Skykeeper
- Replies: 23
- Views: 3469
- Wed Feb 05, 2020 1:15 pm
- Forum: Others
- Topic: Only Heroes
- Replies: 58
- Views: 10753
Re: Only Heroes
your character is just perfect for the themes of the undead and the army of darknessSirLuciano wrote: ↑Wed Feb 05, 2020 12:07 pm I really didn't wanna say this but....does my character qualify for this?
- Mon Jan 27, 2020 4:27 pm
- Forum: Archived - Other ideas
- Topic: Shallow water - IMPLEMENTED
- Replies: 6
- Views: 1771
Shallow water - IMPLEMENTED
Shallow water operates on the principle of ice. The speed of all units also decreases, but graphically differs. How do you like the idea? I think it would be great for some campaigns and maps.
- Sun Jan 26, 2020 9:07 am
- Forum: Balancing discussions
- Topic: Scalefolk rework
- Replies: 424
- Views: 66458
Re: Scalefolk rework
yes it wasn’t bad if the lizard and the kobold were separate because it’s like two different racesGeneral Brave wrote: ↑Sun Jan 26, 2020 7:16 am The nagas and snakes buildings would need to be egyptian in nature, also might be a good idea to separate the lizardfolks and the kobolds into different buildings.
- Thu Jan 23, 2020 8:15 pm
- Forum: Archived - Units and Buildings - General Forum
- Topic: golems and elementals - ANSWERED
- Replies: 2
- Views: 1570
golems and elementals - ANSWERED
Is it possible to implement elementals or golems in the game, at least in the map editor?
- Thu Jan 23, 2020 2:53 pm
- Forum: Balancing discussions
- Topic: Scalefolk rework
- Replies: 424
- Views: 66458
Re: Scalefolk rework
It's an interesting idea, I would like the idea of more shift shifters. I would think about it as them shedding their formed. Probably as a different unit. One question is whether there will soon be lizards at least at the test level (yes, I understand that there are still gnomes and undead and the...
- Sat Jan 18, 2020 6:02 pm
- Forum: Subraces - Undeads
- Topic: The Phantom Update
- Replies: 400
- Views: 51383
Re: The Phantom Update
Phantom Overseer: http://www.ageofstrategy.net/download/file.php?id=12679 Cost:8 Hp:65 Atk:20 Rng:1 Sight:4 Spd:3 Arm:4 P.arm:4 Res:100% Abilities: Phantoms curse: rng:4, cool:3, aoe:1, effects allies only, causes effected units to explode on death.* Auras: Corpse guardian aura: delay vanishing for...
- Mon Dec 30, 2019 3:47 pm
- Forum: DEVELOPER version changes
- Topic: version 1.109
- Replies: 13
- Views: 2797
Re: version 1.109
the question will seem stupid but when is the update and whether it will be extensiveStratego (dev) wrote: ↑Sun Dec 22, 2019 8:14 am new update from Alexander!
New tehcs: Faith 1 and 2
also some other changes i hope Alex will list here- thanks!
uos 20
- Sun Nov 10, 2019 6:36 am
- Forum: Human
- Topic: Unit: Werewolf (Humans)
- Replies: 185
- Views: 42678
Re: Werewolf
that is, no one wanted to do statistics or json
- Fri Nov 08, 2019 6:38 pm
- Forum: Human
- Topic: Unit: Werewolf (Humans)
- Replies: 185
- Views: 42678
Werewolf
somewhere there were already these topics about werewolves and lycans, is it time to add something from the werewolf theme
- Tue Nov 05, 2019 11:50 am
- Forum: Units & Structures (See Nations for accepted Unit nations)
- Topic: horse units
- Replies: 0
- Views: 1515
horse units
mounted troops were in demand and during the Second World War, different countries had their own special horse units in the USSR, for example, Cossack divisions in the UK, for example, in Africa there were local North African militias mainly consisting of horse units, their bonus of course lies in s...
- Mon Oct 28, 2019 11:58 am
- Forum: Archived - Human Units, Buildings
- Topic: horse-thrower — ARCHIVED
- Replies: 9
- Views: 2051
Re: horse-thrower
and if you just put it in the map editor and that's itmakazuwr32 wrote: ↑Mon Oct 28, 2019 10:27 am Maybe as unit for desert (egyptian) sub. But definately not as for main army.