Search found 2678 matches
- 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.)
- 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
- 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...
- 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
- 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.
- 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...
- 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?
- 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
- 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...
- 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...
- 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.
Besides, ever played scalefolk? You can build any mega building you want on forest, and keep can even be built on water.
- 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.
- 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.
- 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.
- 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. ...
- 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.....
- 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
- 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.
- 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.
- 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...
- 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...
- 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.
- 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.
- 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...
- 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.
- 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...
- 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...
- 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...
- 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.
- 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 ...