Search found 6043 matches

by Alexander82
Tue Apr 23, 2019 9:04 pm
Forum: Human
Topic: Paladin
Replies: 153
Views: 6932

Re: Paladin

Proportions are definitely better but the chainmail-like effect is making it overall unclear. Maybe shading it a bit more might help (clearer in the inner part and darker on the outer)
by Alexander82
Tue Apr 23, 2019 8:59 pm
Forum: Human
Topic: Imperial War Chariot
Replies: 82
Views: 2553

Re: Imperial War Chariot

I think that imperial units should show, when possible, the dragon emblem they have on the shield Anyway chariots should be standalone units (and not necessarily too armored) whilw a war wagon might be slower than a normal wagon, very armored and might allow attack from the inside (basically a small...
by Alexander82
Tue Apr 23, 2019 8:55 pm
Forum: Technologies, Spells & Abilities
Topic: Levelable spells/abilities
Replies: 4
Views: 114

Re: Levelable spells/abilities

It is definitely needed

We might, at least, make abilities influenced from existing statts (e.g. a skill that use an equations that has a unit's power inside of it)
by Alexander82
Tue Apr 23, 2019 8:45 pm
Forum: Human
Topic: Inquisitor DISCUSSING
Replies: 41
Views: 3831

Re: Inquisitor DISCUSSING

I think I'll reshade a bit the image since it is pretty old but we should see what is possible to make for its abilities

Also I think it might be added as part of the Imperial army (at the embassy) since it is not a basic unit
by Alexander82
Tue Apr 23, 2019 8:42 pm
Forum: Others
Topic: Investigate possibly unused upgrades
Replies: 3
Views: 62

Re: Investigate possibly unused upgrades

The upgrades should act differently right now At the moment a unit should require to be upgraded: 1) all smithing techs related his own equipment 2) infantry training or cavalry training based on the way it moves So we shouldn't have archer training right now (since archers use the same logic) but I...
by Alexander82
Tue Apr 23, 2019 8:35 pm
Forum: Human
Topic: Poison Archer Redesign + Upgrades
Replies: 2
Views: 88

Re: Poison Archer Redesign + Upgrades

They are good for me
by Alexander82
Tue Apr 23, 2019 8:34 pm
Forum: Undead
Topic: Strzyga IMPLEMENTED
Replies: 41
Views: 1384

Re: Strzyga IMPLEMENTED

I think it shol be set as a Aura, like the strengthen auras of the orc king
by Alexander82
Tue Apr 23, 2019 8:33 pm
Forum: Races
Topic: Scalefolk rework
Replies: 15
Views: 552

Re: Scalefolk rework

I meant as a playstile. Fast units, no upgrades and tech based
by Alexander82
Sun Apr 07, 2019 1:15 pm
Forum: Races
Topic: Scalefolk rework
Replies: 15
Views: 552

Re: Scalefolk rework

Lynx Shafir wrote:
Sat Mar 30, 2019 10:02 am
Also can we work with shamanic and nature magic?
yes but only minor for now
by Alexander82
Thu Apr 04, 2019 9:56 am
Forum: DEVELOPER version changes
Topic: version 1.085
Replies: 12
Views: 238

Re: version 1.085

Balancing and bugfixing is not less important than putting new units in game...
by Alexander82
Wed Apr 03, 2019 8:32 pm
Forum: Races
Topic: Scaledfolks - Dragons and reptiles - MERGED
Replies: 406
Views: 49574

Re: Scaledfolks - Dragons and reptiles - MERGED

Yes. Draconians would definitely belong to scalefolks.
by Alexander82
Tue Mar 26, 2019 11:12 am
Forum: Dwarf Technologies
Topic: Dwarven blacksmith tech tree
Replies: 52
Views: 2253

Re: Dwarven blacksmith tech tree

Yes, I'd go with the same progression
by Alexander82
Tue Mar 26, 2019 11:12 am
Forum: Races
Topic: Scalefolk rework
Replies: 15
Views: 552

Re: Scalefolk rework

You got the point!

The concept I had was to make them the melee counterpart for elves
by Alexander82
Tue Mar 26, 2019 11:11 am
Forum: Races
Topic: Dwarves rework
Replies: 17
Views: 258

Re: Dwarves rework

7) gnomes with their tecnology Does this mean that gnomes will be part of dwarves normally (like currently trolls and other giants of orcs) or they must be researchable like warfell for humans? I think we might give only some basic technologic units without a contract, but i will be definitely need...
by Alexander82
Tue Mar 26, 2019 11:04 am
Forum: Dwarf Technologies
Topic: Dwarven blacksmith tech tree
Replies: 52
Views: 2253

Re: Dwarven blacksmith tech tree

I generally prefer for upgrades to look like the previous version of the unit.

They might still be used tough.

Also I'd like the basic unit to have a common style like I did for humans. Also I approve the defender expansion.
by Alexander82
Tue Mar 26, 2019 10:56 am
Forum: Dwarf Technologies
Topic: Dwarven blacksmith tech tree
Replies: 52
Views: 2253

Re: Dwarven blacksmith tech tree

I think it should work. Do you agree?
by Alexander82
Tue Mar 26, 2019 10:53 am
Forum: Dwarf Technologies
Topic: Dwarven blacksmith tech tree
Replies: 52
Views: 2253

Re: Dwarven blacksmith tech tree

Yep. I agree, that is why I was going with +6/+6 and dodge
by Alexander82
Tue Mar 26, 2019 10:49 am
Forum: Dwarf Technologies
Topic: Dwarven blacksmith tech tree
Replies: 52
Views: 2253

Re: Dwarven blacksmith tech tree

If you want we might even make them be like

+1/+1 armor +5/+5 dodge each

You generally are the one that wants to avoid too high armor values, so I took that out of the equation

I'm perfectly fine with a +4/+4 armor too if the units' cost is high enough xD
by Alexander82
Tue Mar 26, 2019 10:45 am
Forum: Others
Topic: Dodge revamp
Replies: 26
Views: 528

Re: Dodge revamp

i'll consider that
by Alexander82
Tue Mar 26, 2019 10:44 am
Forum: Dwarf Technologies
Topic: Dwarven blacksmith tech tree
Replies: 52
Views: 2253

Re: Dwarven blacksmith tech tree

I think that the first 2 are ok to stay like human techs. the second 2 can be different because the deflection might come thanks to the hardness of the material that makes penetration of a blow more difficult (they can't be basically broken by other races' weapons). also I forgot to mention that the...
by Alexander82
Tue Mar 26, 2019 10:39 am
Forum: Others
Topic: Dodge revamp
Replies: 26
Views: 528

Re: Dodge revamp

I wouldn't touch the cost of core units since they affect a lot of units. Maybe some of the techs that affect only a few units (like rock throwing) It is true that elves need more turns but I wouldn't make a direct comparison with other races since every race works in a different way (we might make ...
by Alexander82
Tue Mar 26, 2019 10:33 am
Forum: Dwarf Technologies
Topic: Dwarven blacksmith tech tree
Replies: 52
Views: 2253

Re: Dwarven blacksmith tech tree

1) technically yes but I understand that the final values might be too high so we might give additional levels a different bonus like only a +1 armor and a +1 p.armor (like elven armors) or a deflecting rate (like a 5% dodge melee and dodge ranged each)



2) Yes
by Alexander82
Tue Mar 26, 2019 10:22 am
Forum: Others
Topic: Dodge revamp
Replies: 26
Views: 528

Re: Dodge revamp

I think that a better dodge would make them better in the previous stages of the game
by Alexander82
Tue Mar 26, 2019 10:21 am
Forum: Dwarf Technologies
Topic: Dwarven blacksmith tech tree
Replies: 52
Views: 2253

Re: Dwarven blacksmith tech tree

I will check all jsons and units to see if they are set properly
by Alexander82
Tue Mar 26, 2019 10:19 am
Forum: Others
Topic: New Parameters: Mana/MP.
Replies: 25
Views: 435

Re: New Parameters: Mana/MP.

It is not a complete no but I think there is no reason to do it without overcomplicating thinkgs that are already working.
by Alexander82
Tue Mar 26, 2019 10:18 am
Forum: Others
Topic: Dodge revamp
Replies: 26
Views: 528

Re: Dodge revamp

I'm against the "regardless" if intended as a "totally ignore bonus".

Maybe a tech to make them act as ni my first post.

Mybe 2 or 3 tech levels to allow them to retain more dodge progressively.

I'll think about it.
by Alexander82
Tue Mar 26, 2019 10:15 am
Forum: Races
Topic: Dwarves rework
Replies: 17
Views: 258

Re: Dwarves rework

I think they might cost 3. We might just have 1 or 2 cost 2 units but their mayn army should basically have at least a +1 cost over human units of the same kind. I know it might slow down their start but they also have the best workers so they can afford to produce less of them in favor of more units.
by Alexander82
Tue Mar 26, 2019 10:12 am
Forum: Others
Topic: Dodge revamp
Replies: 26
Views: 528

Re: Dodge revamp

Don't worry too much about stats. We can still adjust them and I didn't intend the rework mainly for archers/headhunters (right now I think that they are easy enough to kill with fire alone) but as a general logic (that might, obviously, need some stat adjustment in critical cases). For example an i...
by Alexander82
Tue Mar 26, 2019 10:02 am
Forum: Races
Topic: Dwarves rework
Replies: 17
Views: 258

Re: Dwarves rework

Seems like a complete rework on units. Then Imo Dwarven warrior Dwarven billman Dwarven crossbow man And any other unit that cost 2 should be bumped to 3 with the perk tho of buff stats. Should I make seperate topics on rework on units separately? I think we can discuss here the army structure but ...
by Alexander82
Tue Mar 26, 2019 10:01 am
Forum: Races
Topic: Dwarves rework
Replies: 17
Views: 258

Re: Dwarves rework

Orcs subrace and most of other subraces in game will become as warfell (subfactions unlocked with techs)

So gnomes should act mainly toward that way too

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