Search found 67 matches

by Ragnar
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...
by Ragnar
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...
by Ragnar
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
by Ragnar
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

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.
But are flying units just not intended for flight and quick strike?
by Ragnar
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

Stratego (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.
all dragon riders cannot cross the human wall
by Ragnar
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?
by Ragnar
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
by Ragnar
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...
by Ragnar
Wed Jun 17, 2020 5:00 pm
Forum: Reporting Issues
Topic: Terrain Bonuses
Replies: 11
Views: 1887

Re: ice problem

makazuwr32 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.
aah, I see
by Ragnar
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?
by Ragnar
Sun May 24, 2020 9:25 am
Forum: DEVELOPER version changes
Topic: version 1.122
Replies: 5
Views: 1395

Re: version 1.122

Stratego (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.
the problem is in the image of the elven slinger, only the sling is displayed and not the unit
by Ragnar
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....
by Ragnar
Sun Mar 15, 2020 5:34 am
Forum: Balancing discussions
Topic: Scalefolk rework
Replies: 424
Views: 66458

Re: Scalefolk rework

Savra wrote: Sun Mar 15, 2020 3:51 am 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?
by Ragnar
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...
by Ragnar
Wed Feb 12, 2020 5:34 am
Forum: Archived - Human Units, Buildings
Topic: Walking knight — REJECTED
Replies: 4
Views: 1580

Re: Walking knight

Alexander82 wrote: Wed Feb 12, 2020 1:10 am so the image should be like current knights but on foot?
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)
by Ragnar
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
by Ragnar
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

Alexander82 wrote: Mon Feb 10, 2020 12:58 pm we already have a 1 turn militia for humans
oh you want to add a militia whether it will be of a different type as a spearman a swordsman an archer
by Ragnar
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...
by Ragnar
Thu Feb 06, 2020 1:36 pm
Forum: Elf
Topic: Glade Skykeeper
Replies: 23
Views: 3469

Re: Glade Skykeeper

Savra wrote: Sat Jan 18, 2020 9:00 pm Alex did say glade wardens could have an eagle rider, here it is basically but the birds a bit different but still works because they both reside in the same environment.
when will these elf units be introduced
by Ragnar
Wed Feb 05, 2020 1:15 pm
Forum: Others
Topic: Only Heroes
Replies: 58
Views: 10753

Re: Only Heroes

SirLuciano wrote: Wed Feb 05, 2020 12:07 pm I really didn't wanna say this but....does my character qualify for this?😐
your character is just perfect for the themes of the undead and the army of darkness
by Ragnar
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.
by Ragnar
Sun Jan 26, 2020 9:07 am
Forum: Balancing discussions
Topic: Scalefolk rework
Replies: 424
Views: 66458

Re: Scalefolk rework

General 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.
yes it wasn’t bad if the lizard and the kobold were separate because it’s like two different races
by Ragnar
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?
by Ragnar
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...
by Ragnar
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...
by Ragnar
Mon Dec 30, 2019 3:47 pm
Forum: DEVELOPER version changes
Topic: version 1.109
Replies: 13
Views: 2797

Re: version 1.109

Stratego (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
the question will seem stupid but when is the update and whether it will be extensive
by Ragnar
Sun Nov 10, 2019 6:36 am
Forum: Human
Topic: Unit: Werewolf (Humans)
Replies: 185
Views: 42678

Re: Werewolf

General Brave wrote: Sat Nov 09, 2019 7:53 pm Images are done, no one have decided to go onward.
that is, no one wanted to do statistics or json
by Ragnar
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
by Ragnar
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...
by Ragnar
Mon Oct 28, 2019 11:58 am
Forum: Archived - Human Units, Buildings
Topic: horse-thrower — ARCHIVED
Replies: 9
Views: 2051

Re: horse-thrower

makazuwr32 wrote: Mon Oct 28, 2019 10:27 am Maybe as unit for desert (egyptian) sub. But definately not as for main army.
and if you just put it in the map editor and that's it

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