Search found 6985 matches

by Alexander82
Thu Feb 27, 2020 6:38 pm
Forum: Undead
Topic: The Phantom Update
Replies: 308
Views: 17376

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: 232

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: 17376

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 ...
by Alexander82
Thu Feb 27, 2020 5:29 pm
Forum: Others
Topic: Spellcasting priority for AI
Replies: 7
Views: 480

Re: Spellcasting priority for AI

Stratego (dev) since we were talking about fractional extra productions for dwarves, what about applying that to AI? easy has 1x production medium has 1,5x production hard has 2x production that might make for the poor choices of AI since any wrong roduction would be carried at twice speed and that...
by Alexander82
Thu Feb 27, 2020 5:15 pm
Forum: Others
Topic: Population depending on number of houses
Replies: 28
Views: 832

Re: Population

If this is going to be followed. Players with the best spot for TC placement will be the one with more good win chance. Maps with the preset TC would be more popular then. I think that in a game mode with pop limitations and maybe resources tcs could actually be something you build instead than som...
by Alexander82
Thu Feb 27, 2020 5:14 pm
Forum: Others
Topic: Population depending on number of houses
Replies: 28
Views: 832

Re: Population depending on number of houses

Right now rushing for TCs is literally the only way to play, as each extra TC gives you two more places where you can produce units or develop techs than your opponent has. So adding a housing system where TCs provide a large bonus to space makes TC rushes even more important, as you wont have to b...
by Alexander82
Wed Feb 26, 2020 9:21 pm
Forum: Others
Topic: Spellcasting priority for AI
Replies: 7
Views: 480

Re: Spellcasting priority for AI

that would be great but I think that's something that only @Stratego (dev) can do
by Alexander82
Wed Feb 26, 2020 8:38 pm
Forum: Others
Topic: Population depending on number of houses
Replies: 28
Views: 832

Re: Population depending on number of houses

I think starting limits should be declared in map setup - the best would be 4-6 options defined by constants. One of them could be 0. Unit limits boosts by buildings, including tcs could be too complex to be set in map setup (especially in case of many limits), but I think even 5-10 is ok, but base...
by Alexander82
Wed Feb 26, 2020 8:33 pm
Forum: Others
Topic: Population depending on number of houses
Replies: 28
Views: 832

Re: Population depending on number of houses

Right now rushing for TCs is literally the only way to play, as each extra TC gives you two more places where you can produce units or develop techs than your opponent has. So adding a housing system where TCs provide a large bonus to space makes TC rushes even more important, as you wont have to b...
by Alexander82
Wed Feb 26, 2020 1:18 pm
Forum: Others
Topic: Spellcasting priority for AI
Replies: 7
Views: 480

Spellcasting priority for AI

To improve AI it is important to make spellcasters use the right spells at the right moment. To do so we can set into every spell a priority value so that AI will use that spell more than another if conditions are met (e.g. amount of sacrifices or proper targets) I'd like to know by your experience ...
by Alexander82
Wed Feb 26, 2020 1:10 pm
Forum: Others
Topic: Undead ai should auto reanimate
Replies: 12
Views: 521

Re: Undead ai should auto reanimate

Great!

Now that I know how priority works I think we should give it proper values. I will open some topics to decide priority for AI spells
by Alexander82
Wed Feb 26, 2020 1:00 pm
Forum: Others
Topic: Population depending on number of houses
Replies: 28
Views: 832

Re: Population depending on number of houses

This is the case already, where some players start with easy access to their TCs, while others are blocked off by water and need to waste a couple turns building bridges/going around, which is quite a big disadvantage at the start of a game. That would help a lot balancing starts in games with race...
by Alexander82
Wed Feb 26, 2020 12:57 pm
Forum: Others
Topic: Population depending on number of houses
Replies: 28
Views: 832

Re: Population

I say have the TCs have the population limit of 15 to 20 then the houses with 5 to 20 depending on the upgrades If this is going to be followed. Players with the best spot for TC placement will be the one with more good win chance. Maps with the preset TC would be more popular then. I think that in...
by Alexander82
Tue Feb 25, 2020 11:53 pm
Forum: Others
Topic: Archers do not shoot through walls
Replies: 26
Views: 745

Re: Archers do not shoot through walls

Stratego (dev) I was also thinking another possibility that would remove randomness What about a progressive damage reduction based on obstacles? The more obstacles between a ranged unit and his target the lower the damage that target gets. That would also give more sense into moving units in forma...
by Alexander82
Tue Feb 25, 2020 5:30 pm
Forum: Others
Topic: Population depending on number of houses
Replies: 28
Views: 832

Re: Population

I think that a base value should still be present though (especially if population will be cost-dependant)
by Alexander82
Tue Feb 25, 2020 5:28 pm
Forum: Others
Topic: Undead ai should auto reanimate
Replies: 12
Views: 521

Re: Undead ai should auto reanimate

can you give reanimation 9999 priority?
by Alexander82
Mon Feb 24, 2020 10:18 pm
Forum: Others
Topic: Undead ai should auto reanimate
Replies: 12
Views: 521

Re: Undead ai should auto reanimate

I hope it becomes possible then...
by Alexander82
Mon Feb 24, 2020 9:30 am
Forum: Others
Topic: Undead ai should auto reanimate
Replies: 12
Views: 521

Re: Undead ai should auto reanimate

Being that phantoms will soon be reanimatable, and the fact that undead rely on swarms just as much as they do spells. @Stratego (dev) could you make it so the undeads ai for units who can reanimate be able to auto reanimate if they aren't in combat or anything? I suppose you want the AI to be able...
by Alexander82
Sun Feb 23, 2020 5:53 pm
Forum: New game types in the game (like capture the flag)
Topic: Survive waves ANSWERED
Replies: 6
Views: 609

Re: Survive waves ANSWERED

that reminds me of that old: proposal
by Alexander82
Sun Feb 23, 2020 3:13 pm
Forum: Others
Topic: Population depending on number of houses
Replies: 28
Views: 832

Re: Population

a) I think it would be total game-changer. Details have to be disscussed. b) I don't know if it's micro or macro management. But the idea allows for more control over the game, so I am all in for implementation if made carefully. I totally agree 1. Imagine the amount of campaign/scenario maps sudde...
by Alexander82
Sun Feb 23, 2020 3:03 pm
Forum: Others
Topic: Archers do not shoot through walls
Replies: 26
Views: 745

Re: Archers do not shoot through walls

patroid I understand your concern but I don't really think that game would really slow down. The game would just require players to switch to different strategies and would give a lot more importance to siege units. About walls being cheap and fast to make is basically for their current uselessness...
by Alexander82
Sun Feb 23, 2020 2:46 pm
Forum: Others
Topic: Population depending on number of houses
Replies: 28
Views: 832

Re: Population

btw that was my original topic

In my original proposal the food required for a unit was equal to its cost (with 50 food you can have 50 1 turn units or 5 10 turns units, and so on)
by Alexander82
Sun Feb 23, 2020 2:43 pm
Forum: Others
Topic: Population depending on number of houses
Replies: 28
Views: 832

Re: Population

Btw at the beginning we might need to have this as a separate game mode and we may keep the current game mode as a fast game mode while this one can be the normal mode
by Alexander82
Sun Feb 23, 2020 2:42 pm
Forum: Others
Topic: Population depending on number of houses
Replies: 28
Views: 832

Re: Population

Well... It was one of my proposals in the past. I remember that a long time ago there was no population limit and the best strategy was to spam the cheapest ranged units and fill the map with those ones. I would really like to have a more complex economy in game where we can have non-factory buildin...
by Alexander82
Sun Feb 23, 2020 11:43 am
Forum: Others
Topic: Archers do not shoot through walls
Replies: 26
Views: 745

Re: Archers are wrong!

Perhaps the fog of war appears behind the walls and the archers do not see anything? Then they will not need to change their range and damage. But if, for example, the infantry passes behind the wall, and there is an enemy, then when choosing your archer the visibility disappears again? :idea: I wo...
by Alexander82
Sun Feb 23, 2020 11:39 am
Forum: Others
Topic: Archers do not shoot through walls
Replies: 26
Views: 745

Re: Archers are wrong!

Not being able to see over terrain is okay but If this is done then I would also suggest that they would have a targeting marks to the range they can't see. Like a random targeting shot (if they are still in range of archers). SEEMS USELESS but strategically, maybe useful what do you mean? What I m...
by Alexander82
Sat Feb 22, 2020 7:59 pm
Forum: Others
Topic: Archers do not shoot through walls
Replies: 26
Views: 745

Re: Archers are wrong!

Stratego (dev) wrote:
Sat Feb 22, 2020 9:56 am
i have not planned to make such - i try to stick to AOE/AOK basics in this matter.

the only exception could be that "in dungeon" like maps. where the "wall" is from floor to ceiling.
that is definitely needed, the chance of shooting and seeing over an internal wall is terrible xD
by Alexander82
Sat Feb 22, 2020 7:59 pm
Forum: Others
Topic: Archers do not shoot through walls
Replies: 26
Views: 745

Re: Archers are wrong!

DreJaDe wrote:
Sat Feb 22, 2020 2:05 am
Not being able to see over terrain is okay but If this is done then I would also suggest that they would have a targeting marks to the range they can't see. Like a random targeting shot (if they are still in range of archers). SEEMS USELESS but strategically, maybe useful
what do you mean?
by Alexander82
Sat Feb 22, 2020 7:57 pm
Forum: Others
Topic: Archers do not shoot through walls
Replies: 26
Views: 745

Re: Archers are wrong!

(This would be simpler if they just brought back the miss chance :lol: ) Archers aren't always going to hit their mark even if they have a direct line of sight either, possibly if we made it so that the farther away the target is the harder it is to hit it, for example: 2-4 rng, 100% hit 5-6 rng, 8...
by Alexander82
Sat Feb 22, 2020 1:12 am
Forum: Others
Topic: Archers do not shoot through walls
Replies: 26
Views: 745

Re: Archers are wrong!

yess, that works when you actually have a ton of archers all aiming the same area, also when aiming behind an obstacle that stops sight the chance to hit someone goes definitely down

Go to advanced search