Search found 2348 matches

by godOfKings
Fri Feb 07, 2020 7:25 pm
Forum: Unit balancing
Topic: Sight balance
Replies: 9
Views: 389

Re: Sight balance

Lol, wen i say foot archer, i mean ALL foot archers, including hospitaller, long bow etc. Only archers on top of horses and elephants will have 8 sight, every other land walking archer units cannot have more than 7 sight
by godOfKings
Fri Feb 07, 2020 7:19 pm
Forum: New upgrades (unit, structure, technology, effect)
Topic: XP for players
Replies: 52
Views: 766

Re: XP for players

If its possible with ranking list, its obviously possible with profile, also it would b nice to make it possible to link forum username with in-game account and allowing u to see the forum avatar
by godOfKings
Fri Feb 07, 2020 7:04 pm
Forum: Unit balancing
Topic: Sight balance
Replies: 9
Views: 389

Re: Sight balance

Sight depends on ur own ability to see and range depends on ur arm strength/ launching strength of machinery, and actually, u know wat, i just realised elephant riding archer really should have higher sight so let him have 8 sight too, edited first post
by godOfKings
Fri Feb 07, 2020 6:55 pm
Forum: Unit balancing
Topic: every gunman ignore armor and tanegashima changes
Replies: 15
Views: 587

Re: every gunman ignore armor and tanegashima changes

Rather than ignore armor, i would like to see a demoralising fear effect from loud noise (should b weapon effect similar to poison/burning) with may b some bonus on heavy armored infantry. And stop sprouting ignore armor all the time, ignoring armor itself from a bullet hitting iron is op and illogi...
by godOfKings
Fri Feb 07, 2020 6:49 pm
Forum: Unit balancing
Topic: Sight balance
Replies: 9
Views: 389

Re: Sight balance

Higher sight is simply another reason to make horse archer over foot archer, cuz foot archer is still more cost effective currently. And elephant's main role is tank, y would it need high sight? And current logic doesnt allow to see more than ur own unit's sight number so i dont think its possible t...
by godOfKings
Fri Feb 07, 2020 3:29 pm
Forum: Unit balancing
Topic: Sight balance
Replies: 9
Views: 389

Sight balance

Stratego (dev) Endru1241 Since there were some talks of nerfing sight to promote use of scout like units, i propose a drastic change in standard sight of aos. Maximum standard sight shall b 8 tiles and units that will have 8 sight are, light cavalry, raider, horse archer (because its looking on top...
by godOfKings
Fri Feb 07, 2020 2:39 pm
Forum: Unit - infantry
Topic: Fireswordman ANSWERED
Replies: 10
Views: 573

Re: Fireswordman ANSWERED

This is already answered, exactly how do u plan on lighting a sword on fire
by godOfKings
Fri Feb 07, 2020 11:42 am
Forum: New upgrades (unit, structure, technology, effect)
Topic: Different skin for your favourite unit (skin shop)
Replies: 28
Views: 1256

Re: Different skin for your favourite unit (skin shop)

U can always implement ur hero as a neutral unit for making campaigns for example, but u have to make the image and json urself and send it to stratego to b added as neutral unit
by godOfKings
Wed Feb 05, 2020 8:30 pm
Forum: Unit - mounted
Topic: Cataphract as new unit
Replies: 10
Views: 301

Re: Cataphract as new unit

Just so u know, in this game there r few formations if any, u expose ur shock cavalry, a random halberd riding a wagon will cut off ur head from miles away, and a cavalry cant demoralize simply by standing, make this stronger than centurion but not much stronger than cavalier (as ancient era armor c...
by godOfKings
Wed Feb 05, 2020 2:02 pm
Forum: Unit - infantry
Topic: Falcata-Rhomphaia thracian
Replies: 38
Views: 1148

Re: Falcata-Rhomphaia thracian

Looks like a peasant with a scimitar though
by godOfKings
Wed Feb 05, 2020 1:39 pm
Forum: New upgrades (unit, structure, technology, effect)
Topic: XP for players
Replies: 52
Views: 766

Re: XP for players

I disagree with this. Losing in multiplayer is like losing to AI. Most of my lose in multiplayer is because of withdrawal for them not turning. If you can reduce players xp by doing that then isn't that almost useless? Actually xp will still increase even for losin, only by lower amountt han winning
by godOfKings
Tue Feb 04, 2020 2:49 pm
Forum: Others
Topic: Map editor idea
Replies: 8
Views: 304

Re: Map editor idea

by godOfKings
Tue Feb 04, 2020 2:47 pm
Forum: Others
Topic: Map editor idea
Replies: 8
Views: 304

Re: Map editor idea

This exact same idea was already suggested and i think exists in voteable list, stratego said something about continuing units of old map to new map and using trigger to unlock different map i think

But wat if the player already finishes the storyline of one path, how would he start 2b later?
by godOfKings
Tue Feb 04, 2020 2:19 pm
Forum: Others
Topic: Map editor idea
Replies: 8
Views: 304

Re: Map editor idea

With enough votes we can make this one of the top priorities in dev's to do list, it already exists in voteable option, look for needs and priorities in suggest new option
by godOfKings
Tue Feb 04, 2020 2:16 pm
Forum: Recruiting
Topic: Sunrise Shogunate
Replies: 59
Views: 6471

Re: Sunrise Shogunate

In the end we are all playing our own roles individually while shaping the new generations of age of players. Meanwhile I simply play the game, i find some features too op or underused, i report
by godOfKings
Mon Feb 03, 2020 1:40 pm
Forum: Recruiting
Topic: Sunrise Shogunate
Replies: 59
Views: 6471

Re: Sunrise Shogunate

Groups are dead, now we r more or less a single body aiming for one goal
by godOfKings
Sun Feb 02, 2020 6:17 pm
Forum: Unit - ranged (like archers)
Topic: New mercenarie: Balearic Slinger
Replies: 8
Views: 304

Re: New mercenarie: Balearic Slinger

Wat about new roman auxiliar, then u coulduse auxiliary as base and dont need to pay money
by godOfKings
Sun Feb 02, 2020 6:10 pm
Forum: Unit balancing
Topic: Skirmisher upgrade cost reduction IMPLEMENTED
Replies: 8
Views: 239

Re: Skirmisher upgrade cost reduction

sorry i didt not think of making it to be 3 turns but a only a few turns cheaper than 6, but whatever you think is good. The thing is that once catapult becomes common skirmisher loses its usefulness against archers, especially as elite longbow man deals 10 dmg, enough to kill any archer wounded by...
by godOfKings
Sun Feb 02, 2020 6:06 pm
Forum: Graphics
Topic: musketeer reskin IMPLEMENTED
Replies: 42
Views: 3394

Re: musketeer reskin IMPLEMENTED

The hell is poopetier :lol: :lol: poop colour?
by godOfKings
Sun Feb 02, 2020 6:04 pm
Forum: Unit balancing
Topic: Skirmisher upgrade cost reduction IMPLEMENTED
Replies: 8
Views: 239

Re: Skirmisher upgrade cost reduction

As long as base dmg and hp is still low, its ok
by godOfKings
Sun Feb 02, 2020 3:25 pm
Forum: Unit - ranged (like archers)
Topic: Bayonet musket
Replies: 33
Views: 756

Re: Bayonet musket

Y not? It would still b quite low damage 1 use of bayonet is that musketeer have a low hit chance against cavalry so using bayonet will give guaranteed damage wat about 4 dmg with 100% bonus against cav that is reduced by armor? So deals same damage as ranged attack Compare 8 dmg bayonet with 22 dmg...
by godOfKings
Sun Feb 02, 2020 3:20 pm
Forum: Unit balancing
Topic: Skirmisher upgrade cost reduction IMPLEMENTED
Replies: 8
Views: 239

Re: Skirmisher upgrade cost reduction

Even with bonus, max upgraded skirmisher only deals 1 more than archer and same damage as max long bowman, in which case its still better to use higher range archers against cavalry, speed might b useful, wat about also making skirmisher horseman have 6 speed?
by godOfKings
Sun Feb 02, 2020 8:52 am
Forum: Unit - ranged (like archers)
Topic: Bayonet musket
Replies: 33
Views: 756

Re: Bayonet musket

wat about first strike?
by godOfKings
Sun Feb 02, 2020 1:10 am
Forum: Unit - ranged (like archers)
Topic: Bayonet musket
Replies: 33
Views: 756

Re: Bayonet musket

There can b only one form of attack in game, either melee or ranged, its just a long blade there is no improvement in body armor or gun power so upgrading whole unit for a melee attack doesnt make sense, giving it a secondary anti cav pierce attack is obviously the right choice
by godOfKings
Sat Feb 01, 2020 5:05 pm
Forum: Unit - ranged (like archers)
Topic: New Unit - High Priest IMPLEMENTED
Replies: 16
Views: 1658

Re: New Unit - High Priest

Can it block heal and convert abilities with current coding?
by godOfKings
Sat Feb 01, 2020 4:53 pm
Forum: Units & Structures (See Races for accepted Unit Races)
Topic: Neutral 'Barracks' - Mercenary - adventurer's guild MERGED
Replies: 107
Views: 24672

Re: Tavern/Adventurer Guild Hall

Sounds like a repeat of already existing unit roles... Basically u make a single building that can transform into either barracks, or archery range+assassins or magic school, and there already exists similar buildings for every race including unique subraces The idea that we have already more or les...
by godOfKings
Sat Feb 01, 2020 4:51 pm
Forum: Unit - ranged (like archers)
Topic: Bayonet musket
Replies: 33
Views: 756

Re: Bayonet musket

and that is y i suggest to make it researchable instead of immediate
by godOfKings
Sat Feb 01, 2020 2:28 pm
Forum: Unit - ranged (like archers)
Topic: Bayonet musket
Replies: 33
Views: 756

Re: Bayonet musket

Rather i thought all musket men used bayonets? I think it could b a researched spell in blacksmith that gives musketeer a low damage melee spell with high bonus against cavalry? Requires gunpowder tech to unlock musketeer first
by godOfKings
Sat Feb 01, 2020 2:10 pm
Forum: Units & Structures (See Races for accepted Unit Races)
Topic: Neutral 'Barracks' - Mercenary - adventurer's guild MERGED
Replies: 107
Views: 24672

Re: Tavern/Adventurer Guild Hall

Is this building built by players or is it neutral building randomly spawns on maps like tc? Ur idea is like being able to build one of 3 buildings: barracks, archery range and magic school and recruit units from them....
by godOfKings
Fri Jan 31, 2020 8:55 pm
Forum: Unit balancing
Topic: Skirmisher upgrade cost reduction IMPLEMENTED
Replies: 8
Views: 239

Skirmisher upgrade cost reduction IMPLEMENTED

Honestly speaking 6 turn for upgrading skirmisher is too much wen catapults r more effective at killing archers, their damage is too low against other units, even for defending shielder is more useful, and skirmisher is cannon fodder to even the weakest cavalry, all in all, i think their upgrade cos...

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