Search found 190 matches
- Tue Jul 18, 2023 5:37 pm
- Forum: Reporting Issues
- Topic: Multiplayer: TO ELITE GOBLINS DOESNT UPGRADE UNITS
- Replies: 1
- Views: 341
Multiplayer: TO ELITE GOBLINS DOESNT UPGRADE UNITS
In my current multiplayer AoF game with Orcs, I've just build the tech "To Elite Goblins" in the goblin tent - but none of my goblin units actually went to elite level! I just wasted 6 turns of production. What's the issue here? Are the older upgrade techs obsolete and replaced by those ne...
- Mon Dec 20, 2021 3:40 pm
- Forum: Planetary
- Topic: world destroyer .New units
- Replies: 3
- Views: 650
Re: world destroyer .New units
Imagining it's meant to be a mécha (?). Seems a bit strong compared to other mechas. Maybe less hp.
- Mon Dec 20, 2021 3:36 pm
- Forum: Archive
- Topic: Reptilian infantry IMPLEMENTED
- Replies: 14
- Views: 1102
Re: Reptilian infantry
I thought it was esp Midonik who once stressed that all races should stay unique! Lol
- Fri Dec 17, 2021 4:06 pm
- Forum: Balancing
- Topic: Nerf Hover Rocket Artillery
- Replies: 19
- Views: 1548
Re: Nerf Hover Rocket Artillery
We'll have to see how it goes with the nerf only to rocket artilleries. The reptilian plasma one is equally as powerful when being spammed. Less accurate and smaller splash, but faster and tankier.
- Fri Dec 17, 2021 3:59 pm
- Forum: Archive
- Topic: Reptilian infantry IMPLEMENTED
- Replies: 14
- Views: 1102
Re: Reptilian infantry
@Midonik pls consider this before implementing in the update
version. Thank u
version. Thank u
- Fri Dec 17, 2021 3:50 pm
- Forum: Archive
- Topic: Reptilian infantry IMPLEMENTED
- Replies: 14
- Views: 1102
Re: Reptilian infantry
In general, be careful with nerfing too much out of reptilians. They already got the conversion nerf and honestly seem to be almost even weaker than insectoids right now. Also, their infantry is SUPPOSED to dominate over the human one, see race description. And they don't have mortars. That being sa...
- Mon Dec 06, 2021 7:46 pm
- Forum: Balancing
- Topic: Nerf Hover Rocket Artillery
- Replies: 19
- Views: 1548
Re: Nerf Hover Rocket Artillery
Similarly, it seems weird for assault artillery vehicles to have to choose between moving and shooting. It kind of works for the heavy siege ballistic ones, but here it just goes against the dynamics of the unit type imo. Might still be the best option for a soft nerf though... But would contradict ...
- Sun Dec 05, 2021 11:58 am
- Forum: Balancing
- Topic: Nerf Hover Rocket Artillery
- Replies: 19
- Views: 1548
Re: Nerf Hover Rocket Artillery
Well then leave them at 3 range lol
I'm not too concerned about two different unit types having same range (mortar/artillery). As I said, they work for different purposes.
I'm not too concerned about two different unit types having same range (mortar/artillery). As I said, they work for different purposes.
- Sun Dec 05, 2021 12:50 am
- Forum: Balancing
- Topic: Nerf Hover Rocket Artillery
- Replies: 19
- Views: 1548
Re: Nerf Hover Rocket Artillery
Probably a range of 2 for mortars would be fine as well. Perhaps buff dmg /hp to compensate a bit.
- Fri Dec 03, 2021 4:30 pm
- Forum: Balancing
- Topic: Nerf Hover Rocket Artillery
- Replies: 19
- Views: 1548
Re: Nerf Hover Rocket Artillery
I feel mortars could stay at same range, as they aren't oppressive rn. If you are saying they would interfere - mortar is an infantry, without aoe dmg. I don't see any major problem with them and artillery having similar range. If you decrease it to 2 for mortars, they become too similar to support ...
- Fri Dec 03, 2021 9:02 am
- Forum: Archive
- Topic: Space marines cost reduction IMPLEMENTED
- Replies: 4
- Views: 518
Re: Two human footmen
Marines - seems good, maybe 6 dmg to settle in between Stormtroopers and Tactical? Or instead less hp to make them fast but squishy?
- Thu Dec 02, 2021 7:02 pm
- Forum: Archive
- Topic: Space marines cost reduction IMPLEMENTED
- Replies: 4
- Views: 518
Re: Two human footmen
They're not really comparable to Slimes though, as the summon cooldown is way longer. So blocking isn't quite relevant for tactical inf.
What do you think about space marines?
What do you think about space marines?
- Thu Dec 02, 2021 6:59 pm
- Forum: Balancing
- Topic: Nerf Hover Rocket Artillery
- Replies: 19
- Views: 1548
Re: Nerf Hover Rocket Artillery
I'm fine decreasing the hp of the hover one. I suggest 22hp. I'd prefer to give all rocket artillery the perk mentioned before tho. 1) If you choose so, rather give it to ALL existing (vehicle, non AA) artilleries. The concept of ranged aoe units is op in itself. Giving it to all similar artillery ...
- Thu Dec 02, 2021 11:50 am
- Forum: Archive
- Topic: Space marines cost reduction IMPLEMENTED
- Replies: 4
- Views: 518
Space marines cost reduction IMPLEMENTED
1) Space marines Simply too expensive to build in relation to its use. Make it cost 3 turns to give it more use cases. 2) Tactical infantry Similar to Stormtroopers, but dealing 2 less damage. The drones are also weak. Makes players prefer Stormtroopers in almost any case. Give it at least +1 dmg an...
- Thu Dec 02, 2021 11:42 am
- Forum: Balancing
- Topic: Nerf Hover Rocket Artillery
- Replies: 19
- Views: 1548
Re: Nerf Hover Rocket Artillery
@Midonik
This still remains a dire topic. The hovering rocket artillery deserves some kind of nerf - be it my idea of range, or be it dmg, or hp. One of those I'd consider suitable.
I don't want to be winning with humans late game just because of this unit.
This still remains a dire topic. The hovering rocket artillery deserves some kind of nerf - be it my idea of range, or be it dmg, or hp. One of those I'd consider suitable.
I don't want to be winning with humans late game just because of this unit.
- Fri Nov 26, 2021 12:15 am
- Forum: Map & campaign designs ideas
- Topic: Map feedback
- Replies: 9
- Views: 848
Re: Map feedback
i think this answer is off topic here. A mapdesigner has no power to influence TC spawning logic. Where can I put it then? Also, I'm pretty sure TC spawning partially depends on the map layout. E.g. they can't spawn on forest, so if there's forest in a corner the respective player spawns closer to ...
- Wed Nov 24, 2021 12:20 pm
- Forum: Map & campaign designs ideas
- Topic: Map feedback
- Replies: 9
- Views: 848
Re: Map feedback
I can only talk about mp maps, as I don't play campaigns. In my opinion, an ideal mp map should be programed in a way guaranteeing the spawning positions of TCs will always be distributed in a fair way for 4 players, every run. I'm not talking about preset TCs, that's a bit boring. There's usually a...
- Wed Nov 24, 2021 12:05 pm
- Forum: DEVELOPER version changes
- Topic: Version 1.017
- Replies: 2
- Views: 502
Re: Version 1.017
Great work!
- Sun Nov 21, 2021 1:14 am
- Forum: Planetary
- Topic: Artillery factory
- Replies: 4
- Views: 846
Re: Artillery factory
Grey academy for reptilians produces a unique species of units (greys), similar to big creatures being one. Humans don't have any kind of such species. Right now each race has exactly one building for vehicles, and imo it should stay coherent as this is. However, maybe if there were a few more AMP s...
- Sun Nov 21, 2021 1:01 am
- Forum: Archive
- Topic: Bombardier beetle IMPLEMENTED
- Replies: 8
- Views: 1242
Re: Bombardier beetle
Sounds cool, let's try it!
- Fri Nov 19, 2021 7:32 pm
- Forum: Balancing
- Topic: Reduce incubator cost
- Replies: 1
- Views: 384
Re: Reduce incubator cost
True, I don't see much use in it, even if built near towns. Too expensive and situational.
- Fri Nov 19, 2021 12:03 pm
- Forum: Archive
- Topic: Monster engineering IMPLEMENTED
- Replies: 8
- Views: 744
Re: Monster engineering
I see. Well go ahead then.
- Fri Nov 19, 2021 12:00 pm
- Forum: Planetary
- Topic: Minder psyker
- Replies: 6
- Views: 1056
Re: Minder psyker
A new unique concept - if you ask me, give it a try!
In case it's too unbalanced, actions /damage stats can always be adjusted.
If 'psionics' theme doesn't fit here, maybe just change the name?
In case it's too unbalanced, actions /damage stats can always be adjusted.
If 'psionics' theme doesn't fit here, maybe just change the name?
- Fri Nov 19, 2021 11:32 am
- Forum: Archive
- Topic: Monster engineering IMPLEMENTED
- Replies: 8
- Views: 744
Re: Monster engineering
Sounds cool.
I'm just afraid then the monsters might get a bit too powerful in some cases
Are they all underused right now? If not, I'd maybe go with 1 or 2 separate techs instead of this 3 step one.
I'm just afraid then the monsters might get a bit too powerful in some cases
Are they all underused right now? If not, I'd maybe go with 1 or 2 separate techs instead of this 3 step one.
- Fri Nov 19, 2021 11:25 am
- Forum: Archive
- Topic: Spiked larva IMPLEMENTED
- Replies: 24
- Views: 1496
Re: Toxin traps
Good idea imo to link the mines to Nidus.
As to the stats, maybe adjust it to the other mines, still keeping some sort of uniqueness.
As to the stats, maybe adjust it to the other mines, still keeping some sort of uniqueness.
- Wed Nov 17, 2021 11:17 pm
- Forum: Archive
- Topic: Spiked larva IMPLEMENTED
- Replies: 24
- Views: 1496
Re: Toxin traps
Yes, kind of... But there's inherently a difference between something that can be layed down by engineers and a unit with an explosion ability. A unit is always a certain turn investment, whereas you could see a structure as a secondary production which doesn't directly depend on turns. So I wouldn'...
- Wed Nov 17, 2021 6:02 pm
- Forum: Archive
- Topic: Spiked larva IMPLEMENTED
- Replies: 24
- Views: 1496
Re: Toxin traps
In fact, I don't recall insectoids having any mines right now, as opposed to humans and reptiloids. Ergo, adding some sort mines for them - be it spike ones - seems only fair.
- Wed Nov 17, 2021 5:55 pm
- Forum: Archive
- Topic: Innovative materials IMPLEMENTED
- Replies: 19
- Views: 1598
Re: New Human Mending Tech WAITING IMAGE
I'm not in charge to decide anything here, and I realise this. Thanks Midonik.
Just saying, this topic was on pause for nearly 2 months now. So was afraid it got forgotten, as other changes which were suggested way later are already implemented, and this one seemed as being close to ready back then.
Just saying, this topic was on pause for nearly 2 months now. So was afraid it got forgotten, as other changes which were suggested way later are already implemented, and this one seemed as being close to ready back then.
- Wed Nov 17, 2021 5:51 pm
- Forum: Issues
- Topic: Ins tech stats display
- Replies: 5
- Views: 508
- Wed Nov 17, 2021 3:43 pm
- Forum: Issues
- Topic: Ins tech stats display
- Replies: 5
- Views: 508
Ins tech stats display
Some insectoid techs lack the producing building displayed in their statsheet, eg. Heart of the Swarm.