Search found 6985 matches

by Alexander82
Sat Apr 04, 2020 9:45 pm
Forum: Races
Topic: Scalefolk rework
Replies: 347
Views: 18005

Re: Scalefolk rework

well, a courier will be certainly needed, about the building I will check it again later when we'll have a clearer visione of the whole race
by Alexander82
Sat Apr 04, 2020 5:16 pm
Forum: Races
Topic: Scalefolk rework
Replies: 347
Views: 18005

Re: Scalefolk rework

I was asking cause those eyes make them look like range/sight techs so you might try something different if you don't mind
by Alexander82
Sat Apr 04, 2020 3:55 pm
Forum: Races
Topic: Scalefolk rework
Replies: 347
Views: 18005

Re: Scalefolk rework

are reflexes dodge techs?
by Alexander82
Wed Mar 25, 2020 10:58 am
Forum: Human Technologies
Topic: Warfell Crystal Tech.
Replies: 10
Views: 1003

Re: Warfell Crystal Tech.

sure, why not?
by Alexander82
Sun Mar 15, 2020 3:47 am
Forum: Races
Topic: Scalefolk rework
Replies: 347
Views: 18005

Re: Scalefolk rework

I'm already planning different roles for spears, pikes and halberds, that might mean that some units might require some weapon change (or they might just need a new unit to take up a certain role)

in general I'd like more variety of bonuses based on weapon choice
by Alexander82
Sat Mar 14, 2020 9:36 am
Forum: Races
Topic: Scalefolk rework
Replies: 347
Views: 18005

Re: Scalefolk rework

This one wouldn't be a anti cavalry unut but a normal infantry though.
by Alexander82
Thu Mar 12, 2020 1:29 pm
Forum: Scaledfolk
Topic: Kobold shielder - ANSWERED
Replies: 2
Views: 453

Re: Kobold shielder

As I told you in another topic,scalefolks are in standby and they will be remade later (they won't have tier anymore and they will have a different system for upgrades)

take a look at this topic for every information and please don't open new topics on scalefolks at the moment, thank you!
by Alexander82
Thu Mar 12, 2020 1:28 pm
Forum: Scaledfolk
Topic: Kobold short piker - ANSWERED
Replies: 4
Views: 278

Re: Kobold short piker

As I told you in another topic,scalefolks are in standby and they will be remade later (they won't have tier anymore and they will have a different system for upgrades)

take a look at this topic for every information and please don't open new topics on scalefolks at the moment, thank you!
by Alexander82
Thu Mar 12, 2020 1:28 pm
Forum: Scaledfolk
Topic: Kobold komodo lancer - ANSWERED
Replies: 3
Views: 264

Re: Kobold komodo lancer

As I told you in another topic,scalefolks are in standby and they will be remade later (they won't have tier anymore and they will have a different system for upgrades)

take a look at this topic for every information and please don't open new topics on scalefolks at the moment, thank you!
by Alexander82
Thu Mar 12, 2020 1:27 pm
Forum: Scaledfolk
Topic: Kobold lancer - ANSWERED
Replies: 3
Views: 197

Re: Kobold lancer

As I told you in another topic,scalefolks are in standby and they will be remade later (they won't have tier anymore and they will have a different system for upgrades)

take a look at this topic for every information and please don't open new topics on scalefolks at the moment, thank you!
by Alexander82
Tue Mar 10, 2020 6:53 pm
Forum: Others
Topic: Custom limits for factories
Replies: 21
Views: 693

Re: Custom limits for factories

do you mean the additional counter or the custom limits?
by Alexander82
Tue Mar 10, 2020 3:17 pm
Forum: Scaledfolk
Topic: Cobold spearmen
Replies: 24
Views: 5789

Re: Cobold spearmen

Scalefolks are in standby for now. There is a post dedicated to them so you can check them

kobolds won't have any armored version though (they will work like elves getting stats through techs)
by Alexander82
Tue Mar 10, 2020 11:05 am
Forum: DEVELOPER version changes
Topic: version 1.115
Replies: 15
Views: 1296

Re: version 1.115

most of the reported bugs were fixed

orc tower have starting range/casting range and damage lowered and it will have magmatic bullet at base. Range/Casting range and damage will grow using using 4 techs with cost 4/5/6/7
by Alexander82
Tue Mar 10, 2020 11:02 am
Forum: Others
Topic: Custom limits for factories
Replies: 21
Views: 693

Re: Custom limits for factories

@Stratego (dev) @Endru1241 While we add this would it be possible to add an additional counter for 2x2 units (mini-megas)?
by Alexander82
Tue Mar 10, 2020 11:00 am
Forum: Others
Topic: population limit depending on unit costs
Replies: 11
Views: 563

Re: population limit depending on unit costs

@Stratego (dev) would that be fine for you?

we can just have a new stat called "popAmountRequires" or something similar and if the stat is not set it is, by default, equal to the unit's cost
by Alexander82
Tue Mar 10, 2020 3:00 am
Forum: Others
Topic: population limit depending on unit costs
Replies: 11
Views: 563

Re: population limit depending on unit costs

I still think unit cost (how much of limit it takes) should be balanced unit by unit. Especially for AoS. Units with longer training time would be at disadvantage if they took that much of limit. I agree on that, what about giving them turn cost as a default value unless their value is set inside t...
by Alexander82
Tue Mar 10, 2020 2:47 am
Forum: Others
Topic: Custom limits for factories
Replies: 21
Views: 693

Re: Custom limits for factories

I am against making default production boost. Maybe as a game mode, but not default, that would affect campaigns. With capital being defined at the start there is also a problem with selecting. Which should be designed as one, when player starts with 2 or more tc. Maybe it'll be better to move any ...
by Alexander82
Tue Mar 10, 2020 12:58 am
Forum: Undead
Topic: The Phantom Update
Replies: 308
Views: 17356

Re: The Phantom Update

Just remove the shield from the pikeman, about the bastion I think that a mace or a flail will both work well and being a dedicated shielder it will be fine with a bigger shield.
by Alexander82
Mon Mar 09, 2020 11:55 am
Forum: Undead
Topic: The Phantom Update
Replies: 308
Views: 17356

Re: The Phantom Update

Well the current pikeman is perfect for what it is intended, so i think it's better to not mess there... Btw when you say "lose its shielder status". When did it had received such status? I mean... Just bcz it has a shield, doesn't mean that it is a shielder :lol: ... Cause we are planning specific...
by Alexander82
Mon Mar 09, 2020 11:49 am
Forum: Undead
Topic: The Phantom Update
Replies: 308
Views: 17356

Re: The Phantom Update

Yes, spartans used spear and shield as well but:

- short spears are not particularly useful against cavalry

- halberds are used with two hands

So I prefer to remove the shield from the specific anti cavalry unit or change its weapon to a short spear and give it normal infantry bonuses.
by Alexander82
Mon Mar 09, 2020 2:38 am
Forum: Undead
Topic: The Phantom Update
Replies: 308
Views: 17356

Re: The Phantom Update

we can have one that is anti cavalry and another that has a big shield and it is not anti cavalry
by Alexander82
Sun Mar 08, 2020 7:53 pm
Forum: Undead
Topic: The Phantom Update
Replies: 308
Views: 17356

Re: The Phantom Update

since shielders will get shield other abilities and other goodies I would prefer to make it loose its shielder status or its anti cavalry status
by Alexander82
Sun Mar 08, 2020 5:30 pm
Forum: Undead
Topic: The Phantom Update
Replies: 308
Views: 17356

Re: The Phantom Update

nice enough, btw I think we should remove shield from the existing spearman one
by Alexander82
Sun Mar 08, 2020 3:08 am
Forum: Undead
Topic: The Phantom Update
Replies: 308
Views: 17356

Re: The Phantom Update

About bastion can you give it a different weapon, phantoms already have a anti cavalry unit and I prefer not to mix heavy shielders with cavalry bonuses
by Alexander82
Sat Mar 07, 2020 4:35 pm
Forum: Undead
Topic: The fallen king
Replies: 20
Views: 1045

Re: The fallen king

I was thinking to make for them the same way I will do for glades

They should both be like a sub but made by a small amount of units
by Alexander82
Fri Mar 06, 2020 11:28 pm
Forum: Dwarf Technologies
Topic: Gnome Innovations - ANSWERED
Replies: 1
Views: 378

Re: Gnome Innovations

gnomes were already planned to be unlocked at the embassy
by Alexander82
Fri Mar 06, 2020 10:04 pm
Forum: Others
Topic: population limit depending on unit costs
Replies: 11
Views: 563

Re: population limit depending on unit costs

In that case I would prefer it rounded down with minimum pop cost 1 (to avoid 0 cost militia)
by Alexander82
Fri Mar 06, 2020 8:17 pm
Forum: Races
Topic: Gnomes Suggestion
Replies: 3
Views: 434

Re: Gnomes Suggestion

Gnomes aren't meant to have a different section, as they will be a sub for dwarves you can definitely use dwarven section in the same way you might suggest a troll unit under orc's section or a ent under elf section 😉
by Alexander82
Fri Mar 06, 2020 2:44 pm
Forum: Reporting Issues
Topic: "Some Bugs"
Replies: 42
Views: 2038

Re: "Some Bugs"

Stratego (dev) wrote:
Fri Mar 06, 2020 12:09 pm
i see but why it is dropping gargoyle? is that a "corpse" of the fountain?
yes, we thought it was a nice addition cause it has a statue on top and was fit for the race
by Alexander82
Fri Mar 06, 2020 2:42 pm
Forum: Reporting Issues
Topic: "Some Bugs"
Replies: 42
Views: 2038

Re: "Some Bugs"

great!

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