Search found 405 matches

by Endru1241
Fri Nov 15, 2019 6:47 am
Forum: Game
Topic: Drag n Drop change order in TC: Garrison issue IMPLEMENTED
Replies: 10
Views: 559

Re: Garrison issue

I recently updated system and it doesn't change anything. Btw. I tried to find android version, but there doesn't seem to be one assigned. It's just listed as some security update from september. There is build number, but I think it's vendor specific. In BlueStacks (emulator) it works no matter whi...
by Endru1241
Fri Nov 15, 2019 6:29 am
Forum: Campaign map discussions
Topic: New Campaign Series - Power Creep
Replies: 18
Views: 587

Re: New Campaign Series - Power Creep

Maybe just moving Power Creep few campaigns lower would be more adequate, like right before Challenge.

This particular map teaches counter and low health managment to get 3 stars - how to position Your units to deal AI most damage in shortest time.

Which skill btw is used inlater maps.
by Endru1241
Fri Nov 15, 2019 6:18 am
Forum: Unit balancing
Topic: Unit damage imunity
Replies: 4
Views: 19

Re: Unit damage imunity

"Foot knight" - heavy infantry unit with 4/3 armor in first tier already.
Hoplite could be used as even better example - zeroing damage after armor would make him impervious to swordsman (without blacksmith, aura or buffs).
by Endru1241
Fri Nov 15, 2019 6:00 am
Forum: Gameplay & UI
Topic: display bar for quantities, troop types and constructions.
Replies: 3
Views: 18

Re: display bar for quantities, troop types and constructions.

No, no. By engine I mean core part of the game - application, as opposed to assets. Mostly I'm referring to main things coded - those universal across Age of ... themes.
by Endru1241
Thu Nov 14, 2019 10:42 pm
Forum: Unit balancing
Topic: Unit damage imunity
Replies: 4
Views: 19

Re: Unit damage imunity

Nah - I don't like that. In my believe hp represents a combination of resilience/endurance, physical build, experience (or training), armor (destructible, weaker parts), position (mount). Maybe even some more things I forgot about right now. Any soldier is affected by battle - they become tired, arm...
by Endru1241
Thu Nov 14, 2019 10:33 pm
Forum: Gameplay & UI
Topic: display bar for quantities, troop types and constructions.
Replies: 3
Views: 18

Re: display bar for quantities, troop types and constructions.

Quite similar idea to Global Production Menu , yet different approach. Good for future improvement. I myself believe, that for good unit listing categories summarisation could also be used - with increasing number of unit types it could be good to know army composition without counting - at least in...
by Endru1241
Thu Nov 14, 2019 10:16 pm
Forum: Unit balancing
Topic: Ninja aura
Replies: 2
Views: 9

Re: Ninja aura

It's about ninja missing Japanese category.
Thanks for noticing.
Will be in the next pack.
by Endru1241
Wed Nov 13, 2019 3:50 pm
Forum: DEVELOPER version changes
Topic: version 1.107
Replies: 33
Views: 493

Re: version 1.107

I have tested it. Seems to work fine. And I totally agree about rounding hp in attacks - we did it as far and it worked fine. Maybe it could just be const float value - hp_attack_rounding_value, so it's definiable in initialization. For AoS I'd set it as 1, but it could always be possibility left op...
by Endru1241
Tue Nov 12, 2019 8:27 pm
Forum: DEVELOPER version changes
Topic: version 1.107
Replies: 33
Views: 493

Re: version 1.107

It would be great if hp could be floating point too.
Of course to not change things much battle could still round up hp damage to 1.
What I'm thinking about is to use it for building - especially siege machines.
by Endru1241
Tue Nov 12, 2019 11:51 am
Forum: Campaign map discussions
Topic: New Campaign Series - Power Creep
Replies: 18
Views: 587

Re: New Campaign Series - Power Creep

Moved some posts.

Btw. I also wonder if lack of gem reward is intended.
by Endru1241
Tue Nov 12, 2019 11:46 am
Forum: Unit balancing
Topic: Skirmisher bonuses tune-up
Replies: 6
Views: 38

Re: Skirmisher bonuses tune-up

Problem is, that infantry (especially medium and light) already have many units, that have bonuses against them.
When I was thinking about just giving straight bonuses I was rather considering low bonus vs mounted (exactly 20-25%).
But I still think speed would be better.
by Endru1241
Tue Nov 12, 2019 11:42 am
Forum: Unit - infantry
Topic: Peasantry (Auxiliary-like Production) IMPLEMENTED
Replies: 21
Views: 193

Re: Peasantry (Auxiliary-like Production) IMPLEMENTED

No. You misunderstood.
In the pack means I'm getting it ready to send to dev. Commonly I gather some more material to prepare proper update pack.
So, it's not in the dev version yet.
But everything is ready and working in my version, so in the next few days it'll probably be in the dev version.
by Endru1241
Mon Nov 11, 2019 11:08 pm
Forum: Unit - infantry
Topic: Pikeman
Replies: 17
Views: 244

Re: Pikeman

I would add him a little more bulky armor and different helmet - maybe just copy-paste (with corrections) crossbowman and arbalest.
It's actually more for the sake of making a little different appearance from main spearman line.
by Endru1241
Mon Nov 11, 2019 2:03 pm
Forum: Unit balancing
Topic: Skirmisher bonuses tune-up
Replies: 6
Views: 38

Re: Skirmisher bonuses tune-up

That's one of the ways skirmishing worked. You send some cheap forces on the flanks, that are too spread/shielded somehow to effectively deal with them using archers to make enemy break some forces - and possibly go right into an ambush. Right now this tactic is much more effectively used with horse...
by Endru1241
Mon Nov 11, 2019 12:48 pm
Forum: Unit balancing
Topic: Skirmisher bonuses tune-up
Replies: 6
Views: 38

Re: Skirmisher bonuses tune-up

It may be too much. I already did something actually - skirmishers have bigger bonus vs mounted archers. They have enough p.armor to stand as archer counter. The only thing left maybe is make them better at skirmishing aka. harrasing armies, making enemy break the formation to deal with skirmishers....
by Endru1241
Mon Nov 11, 2019 12:36 pm
Forum: Unit - infantry
Topic: Peasantry (Auxiliary-like Production) IMPLEMENTED
Replies: 21
Views: 193

Re: Peasantry (Auxiliary-like Production)

Incidentally it already is.
It's in the pack already.
by Endru1241
Sun Nov 10, 2019 3:43 pm
Forum: DEVELOPER version changes
Topic: version 1.107
Replies: 33
Views: 493

Re: version 1.107

sure? i think it can replay it an earn the extra gem - isnt he? if not: what happens? Tested it myself - I played map on easy, got 3 gems, then replayed it on hard - nothing happens. It's because my save had the map checked as completed with 3 stars, so I don't get anything on replay anymore. exact...
by Endru1241
Sun Nov 10, 2019 1:33 pm
Forum: DEVELOPER version changes
Topic: version 1.107
Replies: 33
Views: 493

Re: version 1.107

There is a problem with easy/hard settings gem change. Actually few. -Once player completes a map in easy setting with three stars he looses 1 gem forever. Possible solution - indicator in which difficulty map was completed - if completed in easy, then player then could play it again to get 1 last m...
by Endru1241
Sun Nov 10, 2019 1:11 pm
Forum: Graphics
Topic: Spartan Hoplite reskin IMPLEMENTED
Replies: 28
Views: 391

Re: Spartan Hoplite reskin IMPLEMENTED

Hoplite doesn't have any bonus vs mounted and probably will not have any in the future. Hoplite is representative Heavy Infantry. It's category of units, which are rather strong defenders and their main counter is Heavy Cavalry. It just doesn't make any sense to add bonuses against main counters. Al...
by Endru1241
Sun Nov 10, 2019 12:47 pm
Forum: Unit - ranged (like archers)
Topic: Sentinel longbowman
Replies: 2
Views: 33

Re: Sentinel longbowman

Definitely too strong stats.

Range is not increased by first upgrade, so 2nd shouldn't touch it too.
There is also no real reason for spell resistance.

Most importantly however is that longbowman doesn't really need another upgrade right now - there is a ton of units that needs it more.
by Endru1241
Fri Nov 08, 2019 4:01 pm
Forum: Techs
Topic: new tech advance gear/wheel
Replies: 19
Views: 1595

Re: new tech advance gear/wheel

Thanks for noticing gok.
Merged.
by Endru1241
Fri Nov 08, 2019 10:15 am
Forum: Unit - water (ships)
Topic: Carrack IMPLEMENTED
Replies: 47
Views: 2508

Re: Great Ship

ChinhNhan wrote:
Fri Nov 08, 2019 12:32 am
CAn you tell me where to draw is...?
If it's some translation for unit training.
Carrack can be trained by docks building after buying it in upgrades section for gems.
Galleon is an upgrade of it.
by Endru1241
Fri Nov 08, 2019 10:01 am
Forum: Unit - mounted
Topic: Jinete - ACCEPTED
Replies: 69
Views: 3837

Re: Jinete - ACCEPTED

I'm gradually adding new units, but I have todo list and it is set in order.
Only things I find really interesting are made out of order.
In the list right one I still have other mounted units to do first.
by Endru1241
Fri Nov 08, 2019 8:39 am
Forum: Gameplay & UI
Topic: AI-beginner
Replies: 26
Views: 1516

Re: AI-beginner

I agree.
That one feels like easy, but not really beginner level.

For beginner I think some more is needed - maybe random production and 50-60% hp frozen state.
by Endru1241
Fri Nov 08, 2019 8:06 am
Forum: Gameplay & UI
Topic: AI-beginner
Replies: 26
Views: 1516

Re: AI-beginner

From what I see in skirmish it seems to work - AI easy didn't produce anything out of spearmen, swordsman, archers, skirmishers, knights.
They build only barracks and guard towers.
When starting techs are set as all techs, they also produced peasants.
by Endru1241
Fri Nov 08, 2019 6:53 am
Forum: Needs, priorities - Which way would you like the roadmap?
Topic: Gameplay related
Replies: 41
Views: 1370

Re: Gameplay related

You are right - what I was really thinking about is races mechanics reworking to be applicable to AoS (core units being trainable by many races/nations). What's more - I rethinked core AI issue - lack of begginer level and I believe it should also have limited actions. Right now AI maybe bad, but wh...
by Endru1241
Fri Nov 08, 2019 6:47 am
Forum: Unit - infantry
Topic: Peasantry (Auxiliary-like Production) IMPLEMENTED
Replies: 21
Views: 193

Re: Peasantry (Auxiliary-like Production)

Why donkey?
Many richer medieval peasants had horses.
They were just horses used for pull - slow, untrained - not very good for battle.
by Endru1241
Thu Nov 07, 2019 10:31 pm
Forum: Needs, priorities - Which way would you like the roadmap?
Topic: Gameplay related
Replies: 41
Views: 1370

Re: Gameplay related

i see but it is ("no shop upgrades", "same upgrades as player") still only about "what AI should build" so only about buildable units. I am thinking mainly of limiting AI build options for easier difficulty, because that's the only problem - AI is already quite dumb when it comes to attack targets,...
by Endru1241
Thu Nov 07, 2019 9:58 pm
Forum: Unit - infantry
Topic: Peasantry (Auxiliary-like Production) IMPLEMENTED
Replies: 21
Views: 193

Re: Peasantry (Auxiliary-like Production)

My proposition for the whole pack (it was made in hurry).
Any decent graphical corrections are welcomed.

Scythe is made by Puss_in_Boots.
by Endru1241
Thu Nov 07, 2019 8:02 pm
Forum: Needs, priorities - Which way would you like the roadmap?
Topic: Gameplay related
Replies: 41
Views: 1370

Re: Gameplay related

i see you prefer of restricting buildable units only. i feel that is not the right way thinking only in unit restrictions. Maybe I'm set on wrong thing. My wish is to see two separate things: 1. Begginer level AI (no shop upgrades) being default for easy campaings. Optional medium level (having the...

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