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by Sunrise Samurai
Wed Aug 29, 2018 4:07 pm
Forum: Subraces - Elves
Topic: Rising Sun Elves - ACCEPTED
Replies: 33
Views: 6279

Re: Rising Sun Elves

Yes, the crossbow is helped by ranged upgrades. The other 3 are buffed by melee upgrades (because I don't think it's fair to have a 7 range unit with curse weapon if Shinobi were given extra range.)
by Sunrise Samurai
Wed Aug 29, 2018 3:55 pm
Forum: Subraces - Elves
Topic: Rising Sun Elves - ACCEPTED
Replies: 33
Views: 6279

Re: Rising Sun Elves

More will be added in edits later
by Sunrise Samurai
Wed Aug 29, 2018 3:54 pm
Forum: Subraces - Elves
Topic: Rising Sun Elves - ACCEPTED
Replies: 33
Views: 6279

Rising Sun Elves - ACCEPTED

Work in progress, this list is being updated from old stat values to new, with additions and revisions. These are a more combat oriented variant of elves, working at closer range with greater survival rates in melee. Rising Sun Monk Cost 5 at training grounds/dojo/shrine Hp 80 Armor 1/1 Power 20 Act...
by Sunrise Samurai
Tue Aug 28, 2018 10:29 pm
Forum: Archived - Orcish Units, Buildings
Topic: Goblins mountainwalking — ARCHIVED
Replies: 21
Views: 3386

Re: Goblins mountainwalking

I'd go with the original idea here viewtopic.php?f=85&t=4081
by Sunrise Samurai
Tue Aug 28, 2018 6:51 pm
Forum: Archived - Orcish Units, Buildings
Topic: Goblins mountainwalking — ARCHIVED
Replies: 21
Views: 3386

Re: Goblins mountainwalking

I've suggested it before to give them a more fragile tunnel. Still cost 2, but much less armored and hp.
by Sunrise Samurai
Tue Aug 28, 2018 5:22 pm
Forum: Archived - Other
Topic: Mercenaries and Alliances
Replies: 43
Views: 6869

Re: Mercenaries and Alliances

I think I can see your point. Using the mechanic to expand current races sounds interesting, forcing players to choose carefully on how they advance with options on this set of elite units or this other set. On the shogunate units: If I must pick a race, I'd actually prefer to make them elves, capit...
by Sunrise Samurai
Tue Aug 28, 2018 4:14 pm
Forum: Archived - Other
Topic: Mercenaries and Alliances
Replies: 43
Views: 6869

Re: Mercenaries and Alliances

Alright, aside from usergroup alliances what is your stance on alliances with minor races @Alexander82?
by Sunrise Samurai
Tue Aug 28, 2018 1:40 am
Forum: Unit balancing
Topic: ADD UNIT EXP! Making Battles Rewarding For Units
Replies: 3
Views: 1427

Re: ADD UNIT EXP! Making Battles Rewarding For Units

See veteraning power in Age of Fantasy
by Sunrise Samurai
Tue Aug 28, 2018 1:37 am
Forum: Archived - Other
Topic: Mercenaries and Alliances
Replies: 43
Views: 6869

Mercenaries and Alliances

This would be an entirely new way to include minor factions, rather than giving them a whole race or reducing them to a subrace. Each alliance can be obtained as any race, and should be limited to a maximum of 15 units, 5 buildings, and 3-5 techs. They are meant to support the main race, not replace...
by Sunrise Samurai
Mon Aug 27, 2018 5:01 pm
Forum: Others
Topic: On smithing and stealing
Replies: 3
Views: 1348

Re: On smithing and stealing

I support this. It would unify the upgrade system, and exclude races that can't be stolen from. I assume this would mean the cavalry/infantry difference in human armor techs would be removed. For ranged: divide by bow upgrades (elves) and arrow upgrades (humans and dwarves) Bow upgrades give +1 powe...
by Sunrise Samurai
Mon Aug 27, 2018 1:33 pm
Forum: Others
Topic: Calvary movement reduction
Replies: 23
Views: 3151

Re: Calvary movement reduction

And I'd say they should be built on mountains actually. We'd need to give undead a decent ranged siege unit, but still.

Besides, ever played scalefolk? You can build any mega building you want on forest, and keep can even be built on water.
by Sunrise Samurai
Mon Aug 27, 2018 12:22 pm
Forum: Others
Topic: Calvary movement reduction
Replies: 23
Views: 3151

Re: Calvary movement reduction

I think this is a great idea. Besides, it's a good start to giving terrain advantages by race if elves are the only ones who can effectively use cavalry in the forest.
by Sunrise Samurai
Sat Aug 25, 2018 1:49 pm
Forum: Archived - Dwarven Units, Buildings
Topic: Dwarven Berserker IMPLEMENTED
Replies: 73
Views: 16462

Re: Dwarven Berserker

I'm thinking I might suggest a high number of attacks for this one, or even an ability to continue trading hits with the target until one of the two is dead if in melee combat. If anyone has ever played battle for wesnoth, think how ulfserkers and berserkers behaved.
by Sunrise Samurai
Sat Aug 25, 2018 1:32 pm
Forum: Archived - Other
Topic: Legendary race units
Replies: 4
Views: 1695

Re: Legendary race units

Elf legendary should be a caster I think as well.
by Sunrise Samurai
Tue Aug 21, 2018 1:00 pm
Forum: Archived - Undead Units, Buildings
Topic: Cold One - ARCHIVED
Replies: 2
Views: 983

Cold One - ARCHIVED

Cost 5 Hp 25 Armor 0/0 Power 3 (slowing weapon 3) Range 4 Speed 3 Spell resistance 80% Sight 5 Stealth Slowing 1 aura (radius 4) Fireproof aura (radius 6) 900% bonus (10x dmg) vs fire based units Auras do exactly what you think. Slow enemies and render allies fireproof. For undead, it's a big deal. ...
by Sunrise Samurai
Tue Aug 21, 2018 12:27 pm
Forum: Map & campaign ideas/issues
Topic: Forum heroes map/campaign
Replies: 38
Views: 4937

Re: Forum heroes map/campaign

Really now. Considering I had to end that one and get you unbanned.....
by Sunrise Samurai
Tue Aug 21, 2018 12:25 pm
Forum: Elf Technologies
Topic: Elven Sub race
Replies: 27
Views: 3623

Re: Elven Sub race

If we're going to have more types of elves, I'd rather start with a stealth oriented variety
by Sunrise Samurai
Tue Aug 21, 2018 12:22 pm
Forum: Map & campaign ideas/issues
Topic: Forum heroes map/campaign
Replies: 38
Views: 4937

Re: Forum heroes map/campaign

Could also do some smaller battles among individuals. For example, The Battle of Discord, where the tyranny of LOA is overthrown by General Brave after gaining the support of several other formers. :lol:
by Sunrise Samurai
Tue Aug 21, 2018 11:13 am
Forum: Others
Topic: Forum heroes
Replies: 395
Views: 52722

Re: Forum heroes

He's ranged. Actually we were going to do cannonball spell with no cooldown for him as an attack.
by Sunrise Samurai
Sun Aug 19, 2018 10:37 pm
Forum: Archived - Reporting Issues
Topic: AI using blacksmith upgrades IMPLEMENTED
Replies: 9
Views: 1705

Re: AI using blacksmith upgrades

Peace territories. Nice, the ai will be able to adjust production by distance to enemies. May I suggest faster units have a higher weight in such areas as well? It's easier to get cavalry to the front from far away than, say, a cave troll with only speed 2, or even speed 3 infantry, which would be b...
by Sunrise Samurai
Sun Aug 19, 2018 10:24 pm
Forum: Subraces - Humans
Topic: Human Subrace: Warfell.
Replies: 344
Views: 39359

Re: Human Subrace: Warfell.

As a subrace: Barracks isn't really good enough as another building (considering humans already have one) so either pack the stuff there into the original barracks or make a new building for them. Same with pier/dock. Do we need 2 versions? Also bridge. Forest outpost: too close to some ideas I've h...
by Sunrise Samurai
Sun Aug 19, 2018 11:32 am
Forum: Archived - Other
Topic: Current and future races
Replies: 52
Views: 6614

Re: Current and future races

I agree. We've got a lot of work to on the current 6 races, and putting so much effort into races not added yet does distract from the current ones.
by Sunrise Samurai
Fri Aug 17, 2018 5:22 pm
Forum: Archived - Human Units, Buildings
Topic: Sergeant - IMPLEMENTED
Replies: 99
Views: 17168

Re: Sergeant - FINALIZED

Looks ready to me. Spell resistance and dodge counter are good to add for most units, and +3 power at maximum is fine.
by Sunrise Samurai
Fri Aug 17, 2018 5:05 pm
Forum: Archived - Reporting Issues
Topic: Dodge counter IMPLEMENTED
Replies: 6
Views: 1160

Dodge counter IMPLEMENTED

Stratego (dev) can we make dodge counter alone ignore if the unit that hit has bonus against the one to dodge? E.g. The sentinel has dodge counter. Can we allow it to dodge a knight counterattack even tough knights have bonus against sentinels (that are infantry)? Giving this a topic to itself. I t...
by Sunrise Samurai
Fri Aug 17, 2018 4:48 pm
Forum: Game
Topic: Private games not opening IMPLEMENTED
Replies: 1
Views: 1530

Private games not opening IMPLEMENTED

Not sure if it's an issue in other versions, but the aof multiplayer lobby has about 20 private games in it that aren't expiring. They're kinda in the way.
by Sunrise Samurai
Fri Aug 17, 2018 3:05 pm
Forum: Needs, priorities - Which way would you like the roadmap?
Topic: Unit/tech capabilities
Replies: 55
Views: 9519

Re: Unit/tech capabilities

I always make sure I know the terrain in each map. a random terrain obstacle won't fool me. I see a hill or tree where it shouldn't be, I just move something adjacent knowing to attack. It's worse than stepping on things, because it can be done deliberately. Honest and righteous soldiers aren't unde...
by Sunrise Samurai
Thu Aug 16, 2018 1:31 am
Forum: Needs, priorities - Which way would you like the roadmap?
Topic: Unit/tech capabilities
Replies: 55
Views: 9519

Re: Unit/tech capabilities

Exempl. Can used at. A) Illusions spells - create illusion has 1hp but enemy player sees if click it has 30. B) Ent hiding in forest. - help solving the steps on issue if they look like obstacles - trees what can't be stepped. Same for earth golem hide - no attack during it C) Partisans - enemy see...
by Sunrise Samurai
Wed Aug 15, 2018 4:02 pm
Forum: Dev asks for Help
Topic: Improving controls - multiselect
Replies: 24
Views: 8763

Re: Improving controls - multiselect

if u mean the pathing needs improvement, than that is a different topic, in this topic imagne a flawless pathing Flawless pathing still doesn't calculate enemy range and movement, or stick to any kind of formation. It certainly doesn't factor in potential movement in future turns. It's only used fo...
by Sunrise Samurai
Wed Aug 15, 2018 3:56 pm
Forum: Implemented/Closed
Topic: Bad language on chats - Moderation IMPLEMENTED
Replies: 3
Views: 2433

Re: Bad language on chats

Maybe just delegate some power to trusted forumers? I think you can find a few of us in each game to deputize.
by Sunrise Samurai
Wed Aug 15, 2018 3:44 pm
Forum: Archived - Human Units, Buildings
Topic: Big ballista — REJECTED
Replies: 35
Views: 5466

Re: Big ballista DISCUSSING

I don't think the "big" in name means 2x2 size :lol: Capacity?? For the humans, What i have for The giant ballista, is that it could be something that shoots once every 3 or 4 turns (due to its size, it is slow to reload... no cqc attack, up to 9 or 10 range, really slow speed, like just ...

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