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by Alexander82
Fri Mar 06, 2020 12:33 am
Forum: Reporting Issues
Topic: "Some Bugs"
Replies: 42
Views: 1983

Re: "Some Bugs"

2 ) Yes. For example, i decided to make a graveyard tower, but something went wrong, so what appeared was a blood fountain, i decided to erase it, then made a graveyard tower to the original plan, but when i kicked it up it appeared a gargoyle. I thought it was just a misstake and then i tried to p...
by Alexander82
Fri Mar 06, 2020 12:05 am
Forum: Others
Topic: Custom limits for factories
Replies: 21
Views: 680

Re: Custom limits for factories

You know Endru1241 on second thought your first tc idea has made me think of one thing... What if we make 1st tc as player's capital? Capital could have 2x production and might be able to produce any unit that your buildings/mega buildings are able to produce but no research(to avoid twice speed res...
by Alexander82
Thu Mar 05, 2020 11:57 pm
Forum: Others
Topic: Custom limits for factories
Replies: 21
Views: 680

Re: Custom limits for factories

Base limit for factories could be activated upon condition of having at least one tc. Or in other words - settings could be: factory limit base = 0 factory limit for first tc factory limit for 2nd and next tc mega limit base mega limit for first tc mega limit for 2nd and next tc I thought that too ...
by Alexander82
Thu Mar 05, 2020 11:55 pm
Forum: Others
Topic: Custom limits for factories
Replies: 21
Views: 680

Re: Custom limits for factories

maybe the "minimal" value is fine, being 1 or 2 buildable factories without TC-s (but that will instantly rion many maps depended on not being able to build any factory) what if we add that as a option you can enable or disable in games? We might call it "use specific factory values" and it might b...
by Alexander82
Thu Mar 05, 2020 11:45 pm
Forum: Others
Topic: Custom limits for factories
Replies: 21
Views: 680

Re: Custom limits for factories

The numbers can be adjusted later (I would prefer a higher starting base and less increase with tcs to favor more defensive strategies that now are just a suicide) but I think that pop limit already helps us preventing endless turns. the main idea is making games different between each others and ch...
by Alexander82
Thu Mar 05, 2020 11:28 pm
Forum: Others
Topic: Custom limits for factories
Replies: 21
Views: 680

Re: Custom limits for factories

I guess we might have something like

{"key":"DEFINE_BASE_FACTORIES_VALUE", "val":"10"}
{"key":"DEFINE_BASE_MEGA_BUILDINGS_VALUE", "val":"1"}
{"key":"DEFINE_TC_FACTORIES_MULTIPLIER", "val":"3"}
{"key":"DEFINE_TC_MEGA_BUILDINGS_MULTIPLIER", "val":"0.35"}
by Alexander82
Thu Mar 05, 2020 11:18 pm
Forum: Others
Topic: Custom limits for factories
Replies: 21
Views: 680

Re: Custom limits for factories

Yes, as @e Endru1241 said that was just an example but I would like the chance for every game to find its own balance. In AoF some races rely on smithing more than others and they are sometimes at disadvantage when they have few tcs in smaller maps and can't both upgrade their units and produce sold...
by Alexander82
Thu Mar 05, 2020 10:51 pm
Forum: Others
Topic: Custom limits for factories
Replies: 21
Views: 680

Custom limits for factories

To achieve higher personalizations of the different variants of the game I think that this change would be of great benefit. Since it seems that Endru1241 wanted that change as well I think that, if Stratego (dev) agrees, we might define in the initialization file the following things: Base value fo...
by Alexander82
Wed Mar 04, 2020 5:30 pm
Forum: Reporting Issues
Topic: "Some Bugs"
Replies: 42
Views: 1983

Re: "Some Bugs"

I didn't know it was also being produced. I suppose the image is now correct.

About sun elf is the yellow sentinel looking unit?
by Alexander82
Tue Mar 03, 2020 6:13 pm
Forum: Undead
Topic: The fallen king
Replies: 20
Views: 1030

Re: The fallen king

Any other suggestions? I want to keep the same kind of flavor and death knight should remain the best one at fighting.

I'd like a unit mounting another incubus-like horse or on foot with special abilities.
by Alexander82
Mon Mar 02, 2020 12:22 pm
Forum: Map & campaign ideas
Topic: Orc dwarves conflict-push orcs out of cave ANSWERED
Replies: 6
Views: 553

Re: Orc dwarves conflict-push orcs out of cave ANSWERED

I don't think maps were changed on purpose, it is just that units were changed in the meantime (most of dwarven units have been totally remade)
by Alexander82
Mon Mar 02, 2020 7:16 am
Forum: Undead
Topic: The fallen king
Replies: 20
Views: 1030

Re: The fallen king

Hmm, well I guess their is a point their. (You still need to change the chilled knights ability to an Ice one, fire just doesn't add up with chilled.) Fire? What fire effect are you talking about? I'm still going to make the fell knight though, just because I mentioned a long time ago that I would ...
by Alexander82
Sun Mar 01, 2020 11:30 pm
Forum: Undead
Topic: The fallen king
Replies: 20
Views: 1030

Re: The fallen king

You can consider their captain as the death knight (the first one to be made) Anyway please don't make aura units like human ones for them as they would end up affecting other units that aren't meant to be affected by morale effects. The main concept for the eath knight came from Dragonlance's chara...
by Alexander82
Sun Mar 01, 2020 11:28 pm
Forum: Reporting Issues
Topic: "Some Bugs"
Replies: 42
Views: 1983

Re: "Some Bugs"

sure
by Alexander82
Sat Feb 29, 2020 6:35 pm
Forum: Others
Topic: Make ai mega buildings defend themselves
Replies: 2
Views: 284

Re: Make ai mega buildings defend themselves

That's odd. Is that happenning for every race?
by Alexander82
Sat Feb 29, 2020 6:34 pm
Forum: Reporting Issues
Topic: "Some Bugs"
Replies: 42
Views: 1983

Re: "Some Bugs"

Ok. Then don't worry, we are making new monster units that will be specific for every corpse.
by Alexander82
Sat Feb 29, 2020 6:32 pm
Forum: Others
Topic: Changing cannon towers amunition
Replies: 1
Views: 206

Re: Changing cannon towers amunition

I thought they were meant to be cannonballs already.

Anyway I agree with cannonballs instead of current ammo.
by Alexander82
Sat Feb 29, 2020 6:31 pm
Forum: Undead
Topic: The fallen king
Replies: 20
Views: 1030

Re: The fallen king

Yes, but I would avoid adding a king, if you have another concept for a member of thr death knights (for example a two hander like that one) we might go that way.
by Alexander82
Sat Feb 29, 2020 3:42 pm
Forum: DEVELOPER version changes
Topic: version 1.115
Replies: 15
Views: 1284

Re: version 1.115

I will check my assets but I think it must be some weird bug related with the new feature.

I hope that @Stratego (dev) can solve this.
by Alexander82
Sat Feb 29, 2020 3:40 pm
Forum: Undead
Topic: The fallen king
Replies: 20
Views: 1030

Re: The fallen king

To me that kind of cursed elite units is overall filled by death knight and his companions (that are being implemented) That unit seems more like a campaign unit that you might use as an undead unique leader (for those maps where you have to keep your hero alive). In general I want to remove ot repl...
by Alexander82
Sat Feb 29, 2020 3:30 pm
Forum: Reporting Issues
Topic: "Some Bugs"
Replies: 42
Views: 1983

Re: "Some Bugs"

The skeleton monster maybe?
by Alexander82
Fri Feb 28, 2020 6:39 pm
Forum: Reporting Issues
Topic: "Some Bugs"
Replies: 42
Views: 1983

Re: "Some Bugs"

thanks

btw, what you mean by giant skeleton? The tower golem?
by Alexander82
Fri Feb 28, 2020 4:34 pm
Forum: DEVELOPER version changes
Topic: version 1.115
Replies: 15
Views: 1284

Re: version 1.115

:o :cry:
by Alexander82
Fri Feb 28, 2020 8:59 am
Forum: DEVELOPER version changes
Topic: version 1.115
Replies: 15
Views: 1284

Re: version 1.115

I think I'll wait next version to make new changes then 😂
by Alexander82
Fri Feb 28, 2020 8:56 am
Forum: Undead
Topic: The Phantom Update
Replies: 308
Views: 17125

Re: The Phantom Update

I prefer a more general approach on unit types The shield other abilities is probably fine for every shielder for all races but it might require a research. Shield wall was something I would leave only to dwarves and humans. Wood elves rely less on shields in fact their shielders are just a new addi...
by Alexander82
Thu Feb 27, 2020 9:20 pm
Forum: Undead
Topic: The Phantom Update
Replies: 308
Views: 17125

Re: The Phantom Update

I will give all phantoms units the standard bonuses sed for other units of the same kind
by Alexander82
Thu Feb 27, 2020 9:18 pm
Forum: Others
Topic: Spellcasting priority for AI
Replies: 7
Views: 468

Re: Spellcasting priority for AI

Yes, it is probably better to avoid changing more maps.
by Alexander82
Thu Feb 27, 2020 6:38 pm
Forum: Undead
Topic: The Phantom Update
Replies: 308
Views: 17125

Re: The Phantom Update

I think that such a effect wouldn't work well. A reverse trample wouldn't work as intended as it would act just as a debuff that would be independent from the target of the attack. I don't think currently is possible that kind of effect (in the past I wanted a damage redirect for shielder units but ...
by Alexander82
Thu Feb 27, 2020 6:19 pm
Forum: Reporting Issues
Topic: Push notifications not showing
Replies: 1
Views: 226

Re: Push notifications not showing

@Stratego (dev)
by Alexander82
Thu Feb 27, 2020 6:01 pm
Forum: Undead
Topic: The Phantom Update
Replies: 308
Views: 17125

Re: The Phantom Update

I think you should decide if this unit is either a shielder (so high hp/armor, lower damage and no powerrange) or a damage dealer (lower hp/armor but high damage and AoE) If it is meant to be a shielder the unit's image should be changed accordingly The ability at the moment can't be done and would ...

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