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by Alexander82
Sun Mar 22, 2015 6:16 pm
Forum: IMPLEMENTED - ARCHIVED
Topic: unit: dragon IMPLEMENTED
Replies: 78
Views: 36340

Re: unit: dragon

I usually see more humans making dragon knigts and such stuff
Orcs might have other stuff like a giant
Elves might have treants
Undead might have corpse golems
by Alexander82
Sun Mar 22, 2015 5:00 pm
Forum: IMPLEMENTED - Mounted
Topic: Mameluks - IMPLEMENTED
Replies: 43
Views: 19216

Re: Mameluks - ACCEPTED

how's that?
by Alexander82
Sun Mar 22, 2015 4:17 pm
Forum: Old Votes - ARCHIVED
Topic: Vote
Replies: 350
Views: 150598

Re: Vote for units

Cool!
Shall we have a selection or we can choose anything from the proposals on the board?
by Alexander82
Sun Mar 22, 2015 3:48 pm
Forum: IMPLEMENTED - Mounted
Topic: Roman Centurion - IMPLEMENTED
Replies: 62
Views: 15057

Re: Roman Centurion

Stats:
cost 10
hp 100
Attack power 15
Range 1
Armor 5
Pierce Armor 5
Speed 6
Sight 8
Action/turn 1
Spell Resistance 0%
Size 1x1
Builders: Tc, Stable
Skill: High Morale: +1 to attack, +1 to armor, +1 to pierce armor +1 to speed to all friendly units in a range of 3 squares around the unit
by Alexander82
Sun Mar 22, 2015 2:32 pm
Forum: Unit - mounted
Topic: Heavy Knight to Cataphract IMPLEMENTED
Replies: 68
Views: 6103

Heavy Knight to Cataphract IMPLEMENTED

What about another improvement for the knight?
like the infantry that has 2 improvement, a third one to make the most armored knight
by Alexander82
Sun Mar 22, 2015 2:10 pm
Forum: Races
Topic: Dwarves
Replies: 312
Views: 62160

Re: dwarves

Any chance to see the dwarf race?
by Alexander82
Sun Mar 22, 2015 2:09 pm
Forum: ARCHIVED
Topic: Structure - Tower (all races) - OUTDATED
Replies: 19
Views: 9109

Re: Structure - Tower (all races)

For undead i'd make a soul reaver tower, if any enemy -living- unit is killed in a certain range there is a certain chance that he'll respawn as a ghost
by Alexander82
Sun Mar 22, 2015 2:07 pm
Forum: Human
Topic: Unit: Werewolf (Humans)
Replies: 174
Views: 27299

Re: Unit: Werewolf (Undeads)

I'd make werewolves for humans, or, if you think they have too much stuff, for orcs
I'd make a tech called "curse of the full moon" for the werewolves anyway
by Alexander82
Sun Mar 22, 2015 2:04 pm
Forum: IMPLEMENTED - Structure
Topic: Structure: Gate - IMPLEMENTED
Replies: 40
Views: 7163

Re: portcullis/gate

The 2x1 version could provide more space for passage and double the hp
by Alexander82
Sun Mar 22, 2015 1:15 pm
Forum: IMPLEMENTED - Structure
Topic: Structure: Gate - IMPLEMENTED
Replies: 40
Views: 7163

Re: portcullis/gate

What about these?
by Alexander82
Sun Mar 22, 2015 12:32 pm
Forum: IMPLEMENTED - Mounted
Topic: Mameluks - IMPLEMENTED
Replies: 43
Views: 19216

Re: Mameluks - ACCEPTED

Scimitars were good to avoid the blade being stuck in your enemy, they might have some sort of ride-by-attack options, so that they can move, attack and move again (like striking while moving).
What you think?

By the way, mameluks were mounted on horses, but arabian armies had camel cataphract
by Alexander82
Sun Mar 22, 2015 12:27 pm
Forum: Unit - infantry
Topic: Zweihander - IMPLEMENTED
Replies: 92
Views: 13612

Re: new unit idea: Zweihander

Yeah, the issue is strenght versus precision, anyway Landsknecht used a certain variety of weapons, they might be a good inspiration for a unit pack of mercenaries
by Alexander82
Sun Mar 22, 2015 1:37 am
Forum: IMPLEMENTED - Ranged
Topic: Tanegashima (tech) Ashigaru (unit) - IMPLEMENTED
Replies: 60
Views: 22375

Re: New Technology abd Unit - Tanegashima (tech) Ashigaru (u

I've tried editing an existing unit, how is it?
by Alexander82
Sun Mar 22, 2015 1:00 am
Forum: IMPLEMENTED - Structure
Topic: Catapult/cannon towers - IMPLEMENTED
Replies: 19
Views: 7523

Catapult/cannon towers - IMPLEMENTED

An improvement for towers and fortress, it should give them some penertating damage and an area of effect
It might need balistic as a requirement to it
by Alexander82
Sun Mar 22, 2015 12:58 am
Forum: Structures
Topic: Forest sentry
Replies: 26
Views: 9099

Re: Forest sentry

good idea for me! it might be shaped as a treetop building.
by Alexander82
Sun Mar 22, 2015 12:57 am
Forum: IMPLEMENTED - Structure
Topic: Structure: Gate - IMPLEMENTED
Replies: 40
Views: 7163

Re: portcullis/gate

good idea, i was thinking something like that too, a great up
by Alexander82
Sun Mar 22, 2015 12:55 am
Forum: Structures
Topic: Oil walls
Replies: 15
Views: 2889

Oil walls

I was thinking about an improvement for the walls Once you build this improvement your walls are provided of an oil cauldron. If an enemy unit end its turn near the wall (in an adiacent square) they receive damage from the boiling oil. That could make walls more useful without making them op The dam...
by Alexander82
Sun Mar 22, 2015 12:48 am
Forum: Structures
Topic: Hall
Replies: 10
Views: 3456

Re: Hall

no problem for my part ;)
by Alexander82
Sun Mar 22, 2015 12:47 am
Forum: IMPLEMENTED - Mounted
Topic: Roman Centurion - IMPLEMENTED
Replies: 62
Views: 15057

Re: Roman Centurion

this one should be moved to the "mounted" section
by Alexander82
Sun Mar 22, 2015 12:46 am
Forum: Unit - infantry
Topic: Zweihander - IMPLEMENTED
Replies: 92
Views: 13612

Re: new unit idea: Zweihander

I know that a two handed sword is heavy and bulk, not razor sharp and that kind of stuff, but i'm pretty sure i studied in books that these soldiers used also that strategy to break enemy pikes (in a war with a massive army not every weapon is a masterpiece after all) and i'm pretty sure that the we...
by Alexander82
Sat Mar 21, 2015 7:11 pm
Forum: Human
Topic: Unit: Werewolf (Humans)
Replies: 174
Views: 27299

Re: Unit: Werewolf (Undeads)

Werewolves are natural enemies to vampires, i'd make it for another race...
by Alexander82
Sat Mar 21, 2015 7:10 pm
Forum: Structures
Topic: New Structure Ideas
Replies: 17
Views: 2789

Re: New Structure Ideas

I like the infirmary but it should hold more units, it should also be some sort of place to store damaged units at your base without blocking your fresh units
by Alexander82
Sat Mar 21, 2015 7:07 pm
Forum: Techs
Topic: tech: shield wall and joplite
Replies: 21
Views: 8853

Re: tech: shield wall and joplite

Why don't consider another mechanic? When you research that skill any non-mounted unit armed with a shield receive a bonus to his armor equal to 0,5 for any other adiacent unit that satisfy the same requirements Any unit receive at max a +2 max bonus to armor and you really need to put a real shield...
by Alexander82
Sat Mar 21, 2015 7:01 pm
Forum: Unit - infantry
Topic: Zweihander - IMPLEMENTED
Replies: 92
Views: 13612

Re: new unit idea: Zweihander

From Wikipedia in addition to the pike as more recent recruits, they could also be alternatively employed wielding a 6-to-8-foot-long (1.8 to 2.4 m) halberd or partisan, or, more famously, a Zweihänder (literally: "Two-hander"), a two-handed sword as long as 180 cm (6 ft).[8] These great war swords...
by Alexander82
Sat Mar 21, 2015 6:58 pm
Forum: IMPLEMENTED - Mounted
Topic: Mameluks - IMPLEMENTED
Replies: 43
Views: 19216

Re: Mameluks - ACCEPTED

i might try, they should also have arabian blades
If terrain will be implemented they should have extra movement on sand or else they might be a faster and lighter unit with high attack but less HP than a knight
by Alexander82
Sat Mar 21, 2015 6:56 pm
Forum: Unit - infantry
Topic: Shaolin Monk - ACCEPTED
Replies: 46
Views: 9484

Re: Monk

Well, they are expert martial artists, just use fantasy xD
by Alexander82
Fri Mar 20, 2015 11:59 am
Forum: Gameplay & UI
Topic: Using terrain to your advantage
Replies: 7
Views: 1918

Re: Using terrain to your advantage

I like it, forest are often a downside if you are on it, but haveing a mounted unit move by 1 square in forest would make them a great defensive position
by Alexander82
Fri Mar 20, 2015 11:57 am
Forum: Unit - siege
Topic: greek fire launcher
Replies: 26
Views: 8271

Re: greek fire launcher

What about also a greek fire towers?
It would be great for coastal defenses
by Alexander82
Fri Mar 20, 2015 11:55 am
Forum: IMPLEMENTED - Mounted
Topic: Unit - Templar Knight - IMPLEMENTED
Replies: 37
Views: 8876

Re: Unit - Templar Knight - ACCEPTED

Good idea, the templar becomes a bit useless later on, an improvement would make it more useful
It should also be trainable at a church tough

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