Search found 6208 matches

by Alexander82
Fri Jun 14, 2019 5:23 pm
Forum: Others
Topic: counterattack mechanic
Replies: 20
Views: 140

Re: counterattack mechanic

mmm... I was thinking... what about a progressively reduced counter damage or an increasing miss chance the more you make?

for example damage or hit chance might halve for every counter

So you would end up with: 100%/50%/25%/12.5%/6.25% and so on
by Alexander82
Fri Jun 14, 2019 5:21 pm
Forum: Others
Topic: counterattack mechanic
Replies: 20
Views: 140

Re: counterattack mechanic

A knife against armor is like hitting a tank with rocks xD

anyway I thin we might either remove archer counter or giving them a far lower damage
by Alexander82
Fri Jun 14, 2019 1:36 pm
Forum: Others
Topic: counterattack mechanic
Replies: 20
Views: 140

Re: counterattack mechanic

my 5 cents: - siege already such (is some not then should) - but archers i am not sure, i saw legolas figting back with bows :) ahahahah, in thosefilms legolas never did something that a real archer would ever do, like using an arrow in close combat to hit a uruk in the eye xD Seriously, aside godl...
by Alexander82
Fri Jun 14, 2019 11:20 am
Forum: Others
Topic: counterattack mechanic
Replies: 20
Views: 140

Re: counterattack mechanic

makazuwr32 wrote:
Fri Jun 14, 2019 9:23 am
Also i want to completely remove counter attacks from mechanical siege and archer type units.
I totally agree
by Alexander82
Fri Jun 14, 2019 9:11 am
Forum: Others
Topic: counterattack mechanic
Replies: 20
Views: 140

Re: counterattack mechanic

I see your point. In general though I think it is needed to give proper advantages and downsides to every strategy. At the moment big ones are probably overall better but we should still take into account strength of numbers. I know that many times people talk about simplicity as something good but ...
by Alexander82
Fri Jun 14, 2019 7:31 am
Forum: Others
Topic: counterattack mechanic
Replies: 20
Views: 140

Re: counterattack mechanic

Yes. The most obvious choices are tanky or expendable units
by Alexander82
Wed Jun 12, 2019 7:48 am
Forum: Undead Technologies
Topic: Shadow Trickery
Replies: 26
Views: 1772

Re: Shadow Trickery

Perfect. It will be added.
by Alexander82
Tue Jun 11, 2019 11:43 pm
Forum: Scaledfolk
Topic: Salamander as fire archer
Replies: 13
Views: 251

Re: Salamander as fire archer

That is what I meant.
by Alexander82
Tue Jun 11, 2019 8:06 pm
Forum: Races
Topic: Scalefolk rework
Replies: 22
Views: 1576

Re: Scalefolk rework

Lizard-on-a-lizard is ok
by Alexander82
Tue Jun 11, 2019 8:03 pm
Forum: Scaledfolk
Topic: Salamander as fire archer
Replies: 13
Views: 251

Re: Salamander as fire archer

I think it is better not to give it fire protection aura. Having immunities and give immunities aren't the same thing.
by Alexander82
Mon Jun 10, 2019 8:50 pm
Forum: Reporting Issues
Topic: To cavalry lv1 and lv2 not working
Replies: 1
Views: 30

Re: To cavalry lv1 and lv2 not working

you need also to research the needed smith techs (armor, melee weapons, shields) or you won't upgrade your units
by Alexander82
Mon Jun 10, 2019 3:36 pm
Forum: Scaledfolk
Topic: Salamander as fire archer
Replies: 13
Views: 251

Re: Salamander as fire archer

Btw I'm not sure it is saliva to make their flames but the idea itself might be nice on the right units (e.g. Not units that attack using natural weapons)
by Alexander82
Mon Jun 10, 2019 3:35 pm
Forum: Scaledfolk
Topic: Salamander as fire archer
Replies: 13
Views: 251

Re: Salamander as fire archer

Lick sword action (but you might cut your tongue xD)
by Alexander82
Mon Jun 10, 2019 7:02 am
Forum: Scaledfolk
Topic: Salamander as fire archer
Replies: 13
Views: 251

Re: Salamander as fire archer

I don't understand if that is meant to be a mage or a archer
by Alexander82
Mon Jun 10, 2019 7:01 am
Forum: Reporting Issues
Topic: Writing tech
Replies: 3
Views: 62

Re: Writing tech

I wanted a category called U_EMBASSY so we might simply add U_EMBASSY as builder for writing tech like U_WORKERS are builders for buildings
so next time we make the embassy for one of the races the writing tech is already there
by Alexander82
Sat Jun 08, 2019 12:56 pm
Forum: Reporting Issues
Topic: Writing tech
Replies: 3
Views: 62

Re: Writing tech

@Stratego (dev) also writing should be researchable at all embassies

if you create a U_EMBASSY category as a builder for this research, i'll make sure that every building with that function will have that category
by Alexander82
Fri Jun 07, 2019 9:25 pm
Forum: Others
Topic: dodge
Replies: 2
Views: 45

dodge

Me and makazuwr32 were asking for a reork of dodge. At the moment dodge is totally disabled wen a unit has bonus against the one with dodge. That is a problem because it is ok to reduce it but it shouldn't, in our opinion, be totally disabled so I talked to Daniel about dodge being reduced by an amo...
by Alexander82
Fri Jun 07, 2019 8:01 pm
Forum: Others
Topic: counterattack mechanic
Replies: 20
Views: 140

Re: counterattack mechanic

Aside everything I consider units to be a single one in every tile. In general would be weird having an army of dragons or giants in one tile :D
by Alexander82
Fri Jun 07, 2019 1:27 pm
Forum: Others
Topic: counterattack mechanic
Replies: 20
Views: 140

counterattack mechanic

Counterattack is a powerful feature on the right units When attacking in melee (1) range powerful creatures like giants, dragons and cavalry it has to be taken into account. The real problem is not a single counter but the fact that any single attack triggers one. I think that is a bit awkward for a...
by Alexander82
Fri Jun 07, 2019 11:49 am
Forum: Map & campaign ideas
Topic: Liberty Campaign
Replies: 3
Views: 130

Re: Liberty Campaign

@Stratego (dev) is it possible to adjust the map adding some allied units or improving existing ones?
by Alexander82
Thu Jun 06, 2019 4:26 pm
Forum: DEVELOPER version changes
Topic: version 1.088
Replies: 35
Views: 485

Re: version 1.088

There are some problems to fix. @General Brave is currently working on those.
by Alexander82
Thu Jun 06, 2019 10:08 am
Forum: Undead
Topic: The Veil - Concept.
Replies: 101
Views: 4281

Re: The Veil - Concept.

Sorry maybe I've lost some pieces but I didn't see it as a ready project since they mostly had no images. I thought it was mostly a discussion in development. I think that they might be the faction in the middle of undeads and required for devils and demons summoning. (so undeads can have their "emb...
by Alexander82
Tue Jun 04, 2019 11:48 pm
Forum: Races
Topic: Scalefolk rework
Replies: 22
Views: 1576

Re: Scalefolk rework

I think it is a good approach
by Alexander82
Tue Jun 04, 2019 12:26 pm
Forum: Undead
Topic: The Veil - Concept.
Replies: 101
Views: 4281

Re: The Veil - Concept.

We are currently implementing death knight expansion for undeads. I haven't still read through all the veil proposal but the others were already mentioning the veil as one of the next undead subs we'll work to. We might still implement a few daemons/devils before though. Consider that we are a small...
by Alexander82
Mon Jun 03, 2019 5:12 pm
Forum: Undead
Topic: Undead Update Part 2. Zombie update.
Replies: 71
Views: 1714

Re: Undead Update Part 2. Zombie update.

You know what I have in mind for zombies
by Alexander82
Mon Jun 03, 2019 5:05 pm
Forum: Undead
Topic: Undead Money courier: Soul holder/collector
Replies: 28
Views: 1648

Re: Undead Money courier: Soul holder/collector

What about a spell for lich like reanimation but summon soul dealers from corpses?
by Alexander82
Sun Jun 02, 2019 11:11 pm
Forum: Others
Topic: To-Do list priorities for AoF
Replies: 6
Views: 139

Re: To-Do list priorities for AoF

Added:

Building requirement to produce certain units in other buildings (e.g you need stables to train mounted templars and hospitallers)
by Alexander82
Sun Jun 02, 2019 11:07 pm
Forum: Others
Topic: To-Do list priorities for AoF
Replies: 6
Views: 139

Re: To-Do list priorities for AoF

added to the list new building counter for mini-mega buildings (2x2 buildings, 1 for every tc) new game mode to add extra production. Current is tcx1 (one factory for every tc) add options like tcx2, tcx3 and so on new dodge logic against bonused units: At the moment when a unit has bonus against a ...
by Alexander82
Sun Jun 02, 2019 12:06 pm
Forum: Undead
Topic: Undead chariot/ Chariot of dead
Replies: 35
Views: 3358

Re: Undead chariot/ Chariot of dead

About the unit 1) I wouln't make a chariot as a skeletal unit with tiers unless we start to develop chariots (and their corpses) to other race. 2) I don't think it should be both a standalone unit with his own attack and a transport 3) in general chariots aren't the most stable vehicles and I'd say ...

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