Search found 182 matches

by The Pendulum
Fri Oct 26, 2018 12:58 pm
Forum: Game
Topic: Share error
Replies: 2
Views: 633

Re: Share error

Anyone?
by The Pendulum
Mon Oct 15, 2018 2:13 am
Forum: Others
Topic: Facebook promotion - not working?
Replies: 3
Views: 3616

Re: Facebook promotion - not working?

Same. I get "share error"
by The Pendulum
Fri Oct 12, 2018 2:19 am
Forum: Game
Topic: Share error
Replies: 2
Views: 633

Share error

In age of strategy, every time I share on facebook, I never get gems and the game pops up with "share error".
No idea why, because I've uninstalled/reinstalled twice from google play AND Age of Fantasy works just fine.
by The Pendulum
Wed Aug 16, 2017 2:54 am
Forum: Units/techs/effects
Topic: Religious Ferver
Replies: 11
Views: 3767

Re: Religious Ferver

I tried this tech in the battle with COOLguy.I found it don't have any effect with my units... Is it a bug?Can anyone tell me what units can be affected by this tech? Its been bugged since its implementation and has never been fixed. Everyone, including Daniel, knows about it. Just waiting at this ...
by The Pendulum
Sun Jul 30, 2017 12:44 pm
Forum: IMPLEMENTED - ARCHIVED
Topic: Elven evasion tech pack - IMPLEMENTED
Replies: 79
Views: 14894

Re: Improved reflexes

Can't you just open a topic to propose an elven healer then? Anyway what I was trying to say before is that you generally use your spellcasters to disable strong units (eg. An imperial knight). When i'm sending against you a swarm of archers what happens is one of the following: 1) the caster dies ...
by The Pendulum
Fri Jul 28, 2017 11:03 pm
Forum: IMPLEMENTED - ARCHIVED
Topic: Elven evasion tech pack - IMPLEMENTED
Replies: 79
Views: 14894

Re: Improved reflexes

But elves swarm low cost units, do they really need a counter? Btw you can open a topic to propose it anyway. Generally undeads are effective to hold who use costly big units by disabling it. How about we discuss this here, since neither thing have been implemented yet? I dont understand the logic ...
by The Pendulum
Fri Jul 28, 2017 4:15 am
Forum: IMPLEMENTED - ARCHIVED
Topic: Elven evasion tech pack - IMPLEMENTED
Replies: 79
Views: 14894

Re: Improved reflexes

Uum. Hold up... Implement a unit that can counter these undead spells, like an elven healer to disenchant curse on Elves etc, THEN change the units' spell resistances. As it stands, there are zero counters for elves against undead spells, which is managable with high spell resist, but totally underp...
by The Pendulum
Tue Jul 04, 2017 11:32 pm
Forum: New game types in the game (like capture the flag)
Topic: Game setting - Population Limit (Variant rule - food limits)
Replies: 98
Views: 30561

Re: Game setting - Population Limit (Variant rule - food lim

Im not talking about the option to set what the max population is, I'm talking about a display mid-match to inform the player how much population they've used up currently. It already exist, and Destros was trying to say: If you click on the menu during "in-game" you will see that it displays popul...
by The Pendulum
Tue Jul 04, 2017 8:51 pm
Forum: New game types in the game (like capture the flag)
Topic: Game setting - Population Limit (Variant rule - food limits)
Replies: 98
Views: 30561

Re: Game setting - Population Limit (Variant rule - food lim

Im not talking about the option to set what the max population is, I'm talking about a display mid-match to inform the player how much population they've used up currently.
by The Pendulum
Tue Jul 04, 2017 7:36 pm
Forum: New game types in the game (like capture the flag)
Topic: Game setting - Population Limit (Variant rule - food limits)
Replies: 98
Views: 30561

Re: Game setting - Population Limit (Variant rule - food lim

Huh, weird you're right, there is only 200. I could have sworn there used to be an (any) option.... However, 200 is huge, Like, you probably couldn't even reach that if you tried in most games. But I agree an option to turn it off should be added (or re-added?) While we're here: there should be a u...
by The Pendulum
Sat Jul 01, 2017 8:29 am
Forum: IMPLEMENTED
Topic: ai and water maps. other ai bugs IMPLEMENTED
Replies: 8
Views: 2100

Re: ai and water maps. other ai bugs

I have noticed that unless the ai contols a town that is directly adjacent to a water tile they will just sit there for eternity stuck on their island. They will not build docks or anythinf which makes playing island maps impossible in most situations. Also have noticed that the elf ai will not bui...
by The Pendulum
Sun Jun 25, 2017 10:23 pm
Forum: ARCHIVED
Topic: Templar, Exorcism, Double Swo... and Church IMPLEMENTED
Replies: 4
Views: 1932

Re: Templar, Exorcism, Double Swordsmen (Human) and Church

ok, it willbe 2 cooldown -80% hp is it ok? Sounds good on paper, but i still think it sgould be able to kill lesser things outright, hence the suggestion for 40 damage. Also, ive noticed there are actually very few enemies in the undeads roster than can be targeted by this spell. May wamt to look i...
by The Pendulum
Thu Jun 22, 2017 4:22 am
Forum: ARCHIVED
Topic: Templar, Exorcism, Double Swo... and Church IMPLEMENTED
Replies: 4
Views: 1932

Templar, Exorcism, Double Swo... and Church IMPLEMENTED

A few things after playing the new patch here: Exorcism does terrible damage. There is absolutely no reason to ever use this spell over any other, ESPECIALLY disenchant. My suggestion, give the spell a cooldown of ~3 turns, and increase the damage to about 40. It's a lengthy ritual meant to purge an...
by The Pendulum
Tue Jun 20, 2017 6:11 am
Forum: IMPLEMENTED
Topic: Templar and Exorcism IMPLEMENTED
Replies: 1
Views: 978

Templar and Exorcism IMPLEMENTED

Can't remember if i posted this somewhere, but basically, i cannot build a church, train templars, or use excorcism. I have excorcism unlocked, and it shows up on the priests toolbar, but iys greyed out, even with all techs option turned on. I have no option to build churches or train templars, and ...
by The Pendulum
Tue Jun 20, 2017 6:04 am
Forum: ARCHIVED
Topic: Weekly vote 12/06/17 18/06/17
Replies: 10
Views: 2600

Re: Weekly vote 12/06/17 18/06/17

1 Spirit tower
2 Blade Singer
3 Imperial Guard

P.s. i completely overlooked that it's past the date.. Can i still get my vote in? Sorry. :(
by The Pendulum
Wed Jun 07, 2017 7:05 am
Forum: IMPLEMENTED
Topic: age of fantasy unit bugs IMPLEMENTED
Replies: 11
Views: 3512

Re: age of fantasy unit bugs IMPLEMENTED

jboer2 wrote:Hey Dev,

Just ran some tests on the Death Knight and it is still autocasting its fire attack at any unit including friendly units.
Bump
by The Pendulum
Mon May 29, 2017 4:42 pm
Forum: IMPLEMENTED
Topic: Death Knight Fireball Bug IMPLEMENTED
Replies: 1
Views: 718

Death Knight Fireball Bug IMPLEMENTED

Death Knight autocasts fireball on friendly units if no enemy units in range. Fix please. :)
by The Pendulum
Fri Mar 03, 2017 8:06 am
Forum: New game types in the game (like capture the flag)
Topic: Game setting - Population Limit (Variant rule - food limits)
Replies: 98
Views: 30561

Re: Population Limit (Variant rule - food limits)

Yes I think it is good to start simple. If towers start to become way super OP on low pop maps, limits can always be imposed on them as well. Cool to see this is actually getting implemented though. :) I totally agree. It is true that with less crowded ground it is easyer to defend against splash d...
by The Pendulum
Sun Feb 19, 2017 7:36 am
Forum: New game types in the game (like capture the flag)
Topic: Game setting - Population Limit (Variant rule - food limits)
Replies: 98
Views: 30561

Re: Population Limit (Variant rule - food limits)

yes i am doing it, and if i am messing there i would to other thing too. (eg. i always wanted to separate the "enable upgrade units" and the enable using "spell upgrades 0/5/10" setting so i am doing that too) are there any other suggesions on forum that is about new options of the "game setup" for...
by The Pendulum
Sun Feb 19, 2017 4:18 am
Forum: Gameplay & UI
Topic: gates should be able to garrison units
Replies: 36
Views: 7943

Re: gates should be able to garrison units

I always thought walls in general should be able to garrison a unit. Gates should too imo. It would also help make walls more useful + add more differences between them and palisades I agree with this. It is a very realisric suggestion amd WOULDA further differentiate between palisades amd stone wa...
by The Pendulum
Sat Feb 18, 2017 4:29 am
Forum: New game types in the game (like capture the flag)
Topic: Game setting - Population Limit (Variant rule - food limits)
Replies: 98
Views: 30561

Re: Population Limit (Variant rule - food limits)

Sounds good to me! At least for now. We can always adjust a formula for this as needed later if need be. I can't wait for this!
by The Pendulum
Fri Feb 17, 2017 12:02 pm
Forum: Units/techs/effects
Topic: Religious Ferver
Replies: 11
Views: 3767

Re: Religious Ferver

DoomCarrot wrote:That is strange.... I haven't really used the tech much sense it was added, but I would try basic units just to test it out (try to boost a swordsman or something)
I did. And Templars and archers: same issue.
by The Pendulum
Fri Feb 17, 2017 11:03 am
Forum: New game types in the game (like capture the flag)
Topic: Game setting - Population Limit (Variant rule - food limits)
Replies: 98
Views: 30561

Re: Population Limit (Variant rule - food limits)

I agree pendulum, sometimes huge maps just became super congested because the amount of tcs and thus units. I think being able to only have like 3-5 tcs or something on larger maps would be very nice. It would also almost certainly keep one player from getting an extra 4 tcs early game, which happe...
by The Pendulum
Fri Feb 17, 2017 10:50 am
Forum: Units/techs/effects
Topic: Religious Ferver
Replies: 11
Views: 3767

Religious Ferver

Doesn't seem to be affecting attack power or spell resistance, as the description says it should. No numbers change on any unit that is near a priest, no status effect symbol appears when near priest, nothing.
by The Pendulum
Fri Feb 17, 2017 10:43 am
Forum: New game types in the game (like capture the flag)
Topic: Game setting - Population Limit (Variant rule - food limits)
Replies: 98
Views: 30561

Re: Population Limit (Variant rule - food limits)

Any update on this? This would be such a great addition in my opinion. Also, would it be possible to further reduce the number of TC's on larger maps? I knoe there is a setting for "few/many" TC's, but on 30x30 amd 50x50 maps, there are WAY more TC's than say, a 20x20 map, even on the "fewest" setti...
by The Pendulum
Wed Nov 30, 2016 5:43 pm
Forum: New game types in the game (like capture the flag)
Topic: Game setting - Population Limit (Variant rule - food limits)
Replies: 98
Views: 30561

Re: Population Limit (Variant rule - food limits)

Long time no see pendulum! Everyone is coming back so quickly lol, and of course it is a month before all my college applications are due :lol: Long time no see! Haven't seen COOLguy around lately, maybe i just miss all his posts lol. Just been trying to get back into making my own art assets again...
by The Pendulum
Wed Nov 30, 2016 2:57 am
Forum: AoF Votes and Polls
Topic: Rebalancing topic - worst units - Elf
Replies: 36
Views: 9656

Re: Rebalancing topic - worst units - Elf

Perhaps the underwhelming feeling i feel is simply from a lack of elven upgrades. I completely agree with your notion about the quick archer having less range. I approve this message.
by The Pendulum
Wed Nov 30, 2016 2:53 am
Forum: IMPLEMENTED - ARCHIVED
Topic: Elven Archers/Quick Archers - ANSWERED
Replies: 12
Views: 1715

Re: Elven Archers/Quick Archers

And what does motivation have to do with anything?
by The Pendulum
Tue Nov 29, 2016 2:23 pm
Forum: IMPLEMENTED - ARCHIVED
Topic: Elven Archers/Quick Archers - ANSWERED
Replies: 12
Views: 1715

Re: Elven Archers/Quick Archers

Daniel was working to make every unit able to finish its movement point after an action. What about raising the fast archer attack to 6 and raise cost by 1? Whatbyourebproposing is basically make the quick archer have the same stats as the regular archer but double the cost (because double attacks)...
by The Pendulum
Tue Nov 29, 2016 2:20 pm
Forum: New game types in the game (like capture the flag)
Topic: Game setting - Population Limit (Variant rule - food limits)
Replies: 98
Views: 30561

Re: Population Cap/Limit

Apologies. I didnt see you created this thread. I hope this gets implemented: i think it would add a whole new layer of strategic depth to the game and make people actually think about their unit choice rather than just spamming as much of everything as they can. Sorry.

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