Search found 5629 matches
- Fri Jul 01, 2022 3:26 pm
- Forum: Subraces - Undeads
- Topic: Corrupted scaledfolks- Sakkra, Saurial, Urd
- Replies: 0
- Views: 762
Corrupted scaledfolks- Sakkra, Saurial, Urd
Here, for corrupted scaledfolks units you can aquire via possessing a kobald worker and building there corresponding factory's: makazuwr32 , if you'd update this with required units when you get the chance. All 3 require 3 variants for each: Basic Offensive Tank Lizardman counterpart, Sakkra: https:...
- Wed Jun 29, 2022 2:29 am
- Forum: Subraces - Undeads
- Topic: Corrupted dwarves — Duergar
- Replies: 1
- Views: 634
Corrupted dwarves — Duergar
Corrupted Dwarven units you can aquire via possessing a dwarven worker and building there corresponding factory's: makazuwr32 , if you'd update this with required units when you get the chance. https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRQhS61Cec-yMER90YBLkZAmV6B8pXQxnhOhw&usqp=CAU ht...
- Wed Jun 29, 2022 2:26 am
- Forum: Subraces - Undeads
- Topic: Corrupted elves- Drow
- Replies: 3
- Views: 758
Corrupted elves- Drow
Here, for corrupted elves units you can aquire via possessing a elven worker and building there corresponding factory's: makazuwr32 , if you'd update this with required units when you get the chance. https://www.angelfire.com/rpg2/vortexshadow/pics/drow.jpg https://static.wikia.nocookie.net/forgotte...
- Wed Jun 29, 2022 2:10 am
- Forum: Subraces - Undeads
- Topic: Corrupted orcs- Orogs & Gremlins
- Replies: 1
- Views: 594
Corrupted orcs- Orogs & Gremlins
Here, for corrupted orcs units you can aquire via possessing a goblin workers and building there corresponding factory's: makazuwr32 , if you'd update this with required units when you get the chance. Orog: https://static.wikia.nocookie.net/forgottenrealms/images/d/dd/Orog-5e.jpg/revision/latest?cb=...
- Wed Jun 29, 2022 2:04 am
- Forum: Subraces - Undeads
- Topic: Corrupted humans- Damphir
- Replies: 10
- Views: 1060
Corrupted humans- Damphir
Here, for corrupted human units you can aquire via possessing a human worker and building there corresponding factory's:
@makazuwr32, if you'd update this with required units when you get the chance.
@makazuwr32, if you'd update this with required units when you get the chance.
- Wed Jun 29, 2022 1:55 am
- Forum: Archive — Skins for AoF
- Topic: Human skin (idk name) IMPLEMENTED
- Replies: 47
- Views: 5151
Re: Human skin (idk name)
I'll have Makazuwr post them with the units required.
I'll try and post some references also.
- Tue Jun 28, 2022 9:51 pm
- Forum: Archive — Skins for AoF
- Topic: Human skin (idk name) IMPLEMENTED
- Replies: 47
- Views: 5151
Re: Human skin (idk name)
In the meantime @DreJaDe, @Anchar, if you want I can have @makazuwr32, set up a list of corrupted units of each race that need images, kinda like reskinning but they'll be actual units.
- Tue Jun 28, 2022 9:49 pm
- Forum: Archive — Skins for AoF
- Topic: Human skin (idk name) IMPLEMENTED
- Replies: 47
- Views: 5151
Re: Human skin (idk name)
Actually, next update I mean,I have to check to make sure they're sizes match the originals...
- Tue Jun 28, 2022 9:41 pm
- Forum: Archive — Skins for AoF
- Topic: Human skin (idk name) IMPLEMENTED
- Replies: 47
- Views: 5151
Re: Human skin (idk name)
Ok, I'll send to Stratego.
- Tue Jun 28, 2022 9:41 pm
- Forum: DEVELOPER version changes
- Topic: version 1.173
- Replies: 5
- Views: 1005
Re: version 1.173
Mostly bug fixes:
Bug fixes
Rebalancing of some units/techs
Ai improvements
Bug fixes
Rebalancing of some units/techs
Ai improvements
- Tue Jun 28, 2022 1:54 pm
- Forum: Others
- Topic: AOF ToDo List
- Replies: 26
- Views: 3819
Re: AOF ToDo List
@Stratego (dev)
Update the Uncontrollable ai so they don't camp near tc's, and make it so they can attack after they can move, not just before.
Added this, since currently the uncontrollable ai tends to camp near your tc's, and don't seem to go anywhere else from there.
Update the Uncontrollable ai so they don't camp near tc's, and make it so they can attack after they can move, not just before.
Added this, since currently the uncontrollable ai tends to camp near your tc's, and don't seem to go anywhere else from there.
- Mon Jun 27, 2022 4:33 pm
- Forum: Graphics
- Topic: Grass grass. If there's grass, then there's another grass.
- Replies: 7
- Views: 644
Re: Grass grass. If there's grass, then there's another grass.
It should, so long as the unit is on it.
Anyway, I think the best thing to do with this is count it as:
"GRASS_TALL", that way it's easier to modify it.
Anyway, I think the best thing to do with this is count it as:
"GRASS_TALL", that way it's easier to modify it.
- Mon Jun 27, 2022 3:40 pm
- Forum: Balancing discussions
- Topic: Gem inflation
- Replies: 8
- Views: 924
- Mon Jun 27, 2022 3:39 pm
- Forum: Others
- Topic: AOF ToDo List
- Replies: 26
- Views: 3819
Re: AOF ToDo List
That's a reminder for me actually.makazuwr32 wrote: ↑Mon Jun 27, 2022 3:13 pm Effects (not abilities but actual effects) already can have categories.
Look into aos — there are chemical effects provided by herbalist, moral effects and many more.
- Mon Jun 27, 2022 12:59 pm
- Forum: Balancing discussions
- Topic: Gem inflation
- Replies: 8
- Views: 924
Re: Gem inflation
I'll look for it when I get the chance.
- Mon Jun 27, 2022 12:58 pm
- Forum: Others
- Topic: AOF ToDo List
- Replies: 26
- Views: 3819
Re: AOF ToDo List
Updated the list @Stratego (dev)
- Mon Jun 27, 2022 12:45 pm
- Forum: Balancing discussions
- Topic: Gem inflation
- Replies: 8
- Views: 924
Re: Gem inflation
Well, there were a few other solutions to this problem, I believe it's in a separate topic somewhere.
- Mon Jun 27, 2022 12:43 pm
- Forum: Undead
- Topic: Skeleton Phalanx
- Replies: 24
- Views: 1919
Re: Skeleton Phalanx
Actually, it might take longer cause construction bonus would be in the negatives, buildable units usually take longer to build then they are to produce. Also to note, skeleton workers will be getting upgrades to mend rate too. As for stats, in general we would need to rework it to see how best to b...
- Sat Jun 25, 2022 10:08 pm
- Forum: Undead
- Topic: Skeleton Phalanx
- Replies: 24
- Views: 1919
Re: Monster Phalanx
Plus we need more bone constructs, lol.
- Sat Jun 25, 2022 10:07 pm
- Forum: Undead
- Topic: Skeleton Phalanx
- Replies: 24
- Views: 1919
Re: Monster Phalanx
Well, it would need some rework to stats a bit.
But other than that, description is pretty interesting.
Also,I think it might be better if it's a bone construct, as monster skeletons are only monster forms of reanimatable skeleton's.
Bone constructs are similar but constructable.
But other than that, description is pretty interesting.
Also,I think it might be better if it's a bone construct, as monster skeletons are only monster forms of reanimatable skeleton's.
Bone constructs are similar but constructable.
- Sat Jun 25, 2022 10:03 pm
- Forum: Elf
- Topic: More Fire Unit for Elves
- Replies: 6
- Views: 1146
Re: More Fire Unit for Elves
Lol, I've just been shooting them with fire archers with barkskin buff, and flyer's.
- Sat Jun 25, 2022 9:45 pm
- Forum: Graphics
- Topic: Grass grass. If there's grass, then there's another grass.
- Replies: 7
- Views: 644
Re: Grass grass. If there's grass, then there's another grass.
@Endru1241, you have any thoughts?
Re: Brute Orc
Throw abilities are no for orcs — they do not use their allies as ammunition unlike undeads. Also this unit again has no tiers while all orcish units have that. Lastly — too high hp and attack for actual orc unit as well as too high armor values for orcs race. Why it has higher health and attack th...
- Fri Jun 17, 2022 7:15 pm
- Forum: Undead
- Topic: Styx ferry
- Replies: 1
- Views: 438
Re: Styx ferry
Probably better to make it a large carrier for undeads naval units.
Re: Ghostship
Flying Dutchmen is planned for undeads, ghost ship could be similar to the humans warships but only able to carry skeleton pirates and zombie corsairs on board, 2 carry cap max, raised from ship wreckage by Reanimation or trained at docks.
- Fri Jun 17, 2022 6:22 pm
- Forum: Orc
- Topic: Orc Slaver?
- Replies: 11
- Views: 1037
Re: Orc Slaver?
But subs won't get effected btw, like warfell for example.
- Fri Jun 17, 2022 6:22 pm
- Forum: Orc
- Topic: Orc Slaver?
- Replies: 11
- Views: 1037
Re: Orc Slaver?
I think he means convertible units being only:
Humans
Orcs
Goblins
Elves
Dwarves
Lizardman
Kobalds
These should be fine since basically we could just make them get converted to laborer like units for orcs with exception to goblin ones.
Humans
Orcs
Goblins
Elves
Dwarves
Lizardman
Kobalds
These should be fine since basically we could just make them get converted to laborer like units for orcs with exception to goblin ones.
- Fri Jun 17, 2022 6:17 pm
- Forum: Closed ones
- Topic: PRI#8 Some buildings with mend rate IMPLEMENTED
- Replies: 12
- Views: 1205
Re: PRI#8 Some buildings with mend rate IMPLEMENTED
Then we can remove there mend range so they only mend units inside the structure.
- Mon Jun 06, 2022 4:06 am
- Forum: Reporting Issues
- Topic: Dwarven runes
- Replies: 9
- Views: 989
Re: Dwarven runes
Both are fixed now.
- Sun Jun 05, 2022 6:45 am
- Forum: Reporting Issues
- Topic: Dwarven runes
- Replies: 9
- Views: 989
Re: Dwarven runes
Rune of rolling thunder might be bugged based off the disabling factor.
As I've tested it in a few areas and it doesn't seem to be working at all, despite a few of my changes. I'll have to do some more tests tomorrow.
I'll fix the fire one also.
As I've tested it in a few areas and it doesn't seem to be working at all, despite a few of my changes. I'll have to do some more tests tomorrow.
I'll fix the fire one also.