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by Alexander82
Tue Oct 27, 2020 5:50 pm
Forum: Archived - FAQ
Topic: Question about elf tech - ANSWERED
Replies: 2
Views: 898

Re: Question about elf tech

I think we can consider that answered
by Alexander82
Sat Oct 24, 2020 2:11 pm
Forum: Archived - Human Units, Buildings
Topic: Human d'assaut
Replies: 4
Views: 828

Re: Human d'assaut

When making new designs i suggest you to start from an existing units until you master the right style used in game.
by Alexander82
Sat Oct 24, 2020 2:08 pm
Forum: Map & campaign ideas/issues
Topic: Heroica
Replies: 1
Views: 757

Re: Heroica

I think it might be a cool concept. I wish you can do it.
by Alexander82
Sat Oct 24, 2020 2:07 pm
Forum: Human Technologies
Topic: Death Ward - mtg DISCUSSING
Replies: 25
Views: 7665

Re: Death Ward - mtg DISCUSSING

Yes, this is the main point.
by Alexander82
Thu Oct 22, 2020 7:59 pm
Forum: Introduction (AOF design leaders: Savra, Makazuwr32)
Topic: Introduction: The graphical collection we have
Replies: 21
Views: 26415

Re: Introduction: The graphical collection we have

Age of warcraft have been removed as warcraft materials are copyrighted.
by Alexander82
Thu Oct 22, 2020 7:57 pm
Forum: Human Technologies
Topic: Death Ward - mtg DISCUSSING
Replies: 25
Views: 7665

Re: Death Ward - mtg DISCUSSING

It would be cool (high level casters might trigger higher %).

Here we need @Stratego (dev) to tell us what he thinks.
by Alexander82
Thu Oct 22, 2020 5:27 am
Forum: Human Technologies
Topic: Death Ward - mtg DISCUSSING
Replies: 25
Views: 7665

Re: Death Ward - mtg DISCUSSING

It is not possible to increase a spell duration through upgrades. We can only make multiple versions of the spell that have a different duration (and give them for base/elite/master tier).
by Alexander82
Tue Oct 20, 2020 5:51 pm
Forum: Map units request
Topic: Fountain and Teddy bear
Replies: 7
Views: 1764

Re: Fountain and Teddy bear

Both are fine for map editor.
by Alexander82
Tue Oct 20, 2020 5:50 pm
Forum: Archived - Scalefolk Units, Buildings
Topic: Boomerang thrower — IMPLEMENTED
Replies: 5
Views: 846

Re: Boomerang thrower

I don't know if that one is on the board but I'm pretty sure I've discussed that with someon (at least on discord). It could have a pretty low range and damage but an increasing AoE, this way it would give the best coupled with buffs and as a way to wipe the field from dying enemies.
by Alexander82
Tue Oct 20, 2020 5:47 pm
Forum: Human Technologies
Topic: Death Ward - mtg DISCUSSING
Replies: 25
Views: 7665

Re: Death Ward - mtg DISCUSSING

My starting idea was for the spell to be expended on use. I think it is not possible.

The spell itself would just give DIE_HARD to the target.

It might actually become too underpowered to be useful though.
by Alexander82
Thu Oct 15, 2020 8:15 am
Forum: Orc Technologies
Topic: Autolooting ang discipline for orcs - ANSWERED
Replies: 2
Views: 842

Re: Autolooting ang discipline for orcs

Yes, it is impossible to do it, also that ability "looting" needs research and thus can't be a downside over the basic unit, so in that case looting should be given at base (which would end up giving a huge production boost early on).
by Alexander82
Thu Oct 15, 2020 8:13 am
Forum: Subraces and Subfactions
Topic: (Neutrals) Cult of Light.
Replies: 52
Views: 4997

Re: (Neutrals) Cult of Light.

The problem is not the color but thr shading. I remember that @patroid showed you that in the gargoyles topic.
by Alexander82
Thu Oct 15, 2020 8:10 am
Forum: Other asset ideas: terrain, sound, skins
Topic: Spell images
Replies: 54
Views: 8418

Re: Spell images

I think that thr whirling chain can be added and minotaur icons can be replaced as well. I won't add glades icons for now cause the units will undergo some changes once we update them with their mounted variants.
by Alexander82
Wed Oct 14, 2020 1:51 pm
Forum: Subraces and Subfactions
Topic: (Neutrals) Cult of Light.
Replies: 52
Views: 4997

Re: (Neutrals) Cult of Light.

For now I will focus more on the images:

The designs are pretty good bud the shading is next to no existant. Try making them look less plain with the use of shading.
by Alexander82
Wed Oct 14, 2020 1:50 pm
Forum: Skins for AoF
Topic: AOF skins
Replies: 151
Views: 20710

Re: AOF skins

Your image
by Alexander82
Sun Oct 11, 2020 11:40 pm
Forum: Archived - Units and Buildings - General Forum
Topic: Lords of all races (map editor only)
Replies: 26
Views: 1824

Re: Lords of all races (map editor only)

I suggest you to use map editor units ids
by Alexander82
Sun Oct 11, 2020 11:39 pm
Forum: Archived - Reporting Issues
Topic: Ent demolishers can carry ent demolishers - Implemented
Replies: 18
Views: 2031

Re: Ent demolishers can carry ent demolishers

Ent demolishers shouldn't have a carry capacity in the first place. I will fix it in next version.
by Alexander82
Sun Oct 11, 2020 10:07 pm
Forum: Archived - Human Units, Buildings
Topic: chastener — ARCHIVED
Replies: 6
Views: 976

Re: chastener

I wouldn't adde more holy units at base as we already have an entire sub based on holy units. Also it looks a bit too different from existing human units (it actually seems more like a warhammer unit).
by Alexander82
Sun Oct 11, 2020 10:04 pm
Forum: DEVELOPER version changes
Topic: version 1.131
Replies: 78
Views: 5538

Re: version 1.131

only grenade launcher? (btw what is granade launcher a unit or an ability on a unit? (which unit?)) i tested with the "blow me up" is that working? This is ability of fodder cannon (all 3 tiers). It deals 1 damage to targets instead of 10 and it also costs 1 hp of caster. It should not re...
by Alexander82
Sun Oct 11, 2020 10:03 pm
Forum: Skins for AoF
Topic: AOF skins
Replies: 151
Views: 20710

Re: AOF skins

Anchar wrote: Sat Oct 10, 2020 4:01 pm I tried to draw a vampire skin
the concept is nice but it needs work.
by Alexander82
Sun Oct 11, 2020 10:01 pm
Forum: Archived - Units and Buildings - General Forum
Topic: Lords of all races (map editor only)
Replies: 26
Views: 1824

Re: Lords of all races (map editor only)

start from one of the latest units
by Alexander82
Fri Oct 09, 2020 5:49 pm
Forum: Archived - Reporting Issues
Topic: Mummies buffing enemy - IMPLEMENTED
Replies: 10
Views: 1169

Re: Mummies buffing enemy

Anders wrote: Fri Oct 09, 2020 5:35 pm Yes Alexander82 is right to add just +2 Damage
I mean 2+abilitypower, that means 6 at base and 8 maxed

Later I will make it deal damage over time as well.
by Alexander82
Fri Oct 09, 2020 5:48 pm
Forum: DEVELOPER version changes
Topic: version 1.131
Replies: 78
Views: 5538

Re: version 1.131

These are 2 different categories:

Divine: people that cast spells (miracles) granted from their gods.

Arcane: people that cast spells cause they study magic (how to alter the fabric of reality to make cool stuff).
by Alexander82
Fri Oct 09, 2020 5:32 pm
Forum: Archived - Reporting Issues
Topic: Mummies buffing enemy - IMPLEMENTED
Replies: 10
Views: 1169

Re: Mummies buffing enemy

Make it just inflict 2+abilitypower damage. I will make the rest in next version.
by Alexander82
Fri Oct 09, 2020 5:27 pm
Forum: DEVELOPER version changes
Topic: version 1.131
Replies: 78
Views: 5538

Re: version 1.131

i have bad news: all existing environmental spells can have this wrong setting if they ment to affect allies - can u chekc all? For now we only 1 have such aoe ability that should not affect allies: Poison breath of skeleton dragon. Other abilities should affect allies as well but not all of them s...
by Alexander82
Fri Oct 09, 2020 5:25 pm
Forum: DEVELOPER version changes
Topic: version 1.131
Replies: 78
Views: 5538

Re: version 1.131

preaching: i see it never worked, at least in json there is not set that preaching should affect priests as "UNIT_PRIEST" has no "TECH_PREACHING_1" seet as modifier (actually nothing apart from armors) current: "trnModifiers":{"unitTypes":["TECH_HUMAN_AR...
by Alexander82
Fri Oct 09, 2020 1:42 pm
Forum: Archived - Reporting Issues
Topic: Mummies buffing enemy - IMPLEMENTED
Replies: 10
Views: 1169

Re: Mummies buffing enemy

It should deal 2+abilitypower on hit plus rotten status effect that deal 0.5*abilitypower for 3 turns and is stackable with itself.
by Alexander82
Fri Oct 09, 2020 1:40 pm
Forum: DEVELOPER version changes
Topic: version 1.131
Replies: 78
Views: 5538

Re: version 1.131

It's true that the bugs are bigger and the goblins are cheating a Grenade that has the power of a dragon's fireball (the power must be the lowest possible (10 =5) It should just work as intended. It must damage the caster as well (it is a last resort move). Well it didnt. It doesnt damage the caste...

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