Search found 5629 matches

by Savra
Fri Jul 01, 2022 3:26 pm
Forum: Subraces - Undeads
Topic: Corrupted scaledfolks- Sakkra, Saurial, Urd
Replies: 0
Views: 713

Corrupted scaledfolks- Sakkra, Saurial, Urd

Here, for corrupted scaledfolks units you can aquire via possessing a kobald worker and building there corresponding factory's: makazuwr32 , if you'd update this with required units when you get the chance. All 3 require 3 variants for each: Basic Offensive Tank Lizardman counterpart, Sakkra: https:...
by Savra
Wed Jun 29, 2022 2:29 am
Forum: Subraces - Undeads
Topic: Corrupted dwarves — Duergar
Replies: 1
Views: 606

Corrupted dwarves — Duergar

Corrupted Dwarven units you can aquire via possessing a dwarven worker and building there corresponding factory's: makazuwr32 , if you'd update this with required units when you get the chance. https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRQhS61Cec-yMER90YBLkZAmV6B8pXQxnhOhw&usqp=CAU ht...
by Savra
Wed Jun 29, 2022 2:26 am
Forum: Subraces - Undeads
Topic: Corrupted elves- Drow
Replies: 3
Views: 726

Corrupted elves- Drow

Here, for corrupted elves units you can aquire via possessing a elven worker and building there corresponding factory's: makazuwr32 , if you'd update this with required units when you get the chance. https://www.angelfire.com/rpg2/vortexshadow/pics/drow.jpg https://static.wikia.nocookie.net/forgotte...
by Savra
Wed Jun 29, 2022 2:10 am
Forum: Subraces - Undeads
Topic: Corrupted orcs- Orogs & Gremlins
Replies: 1
Views: 576

Corrupted orcs- Orogs & Gremlins

Here, for corrupted orcs units you can aquire via possessing a goblin workers and building there corresponding factory's: makazuwr32 , if you'd update this with required units when you get the chance. Orog: https://static.wikia.nocookie.net/forgottenrealms/images/d/dd/Orog-5e.jpg/revision/latest?cb=...
by Savra
Wed Jun 29, 2022 2:04 am
Forum: Subraces - Undeads
Topic: Corrupted humans- Damphir
Replies: 10
Views: 1011

Corrupted humans- Damphir

Here, for corrupted human units you can aquire via possessing a human worker and building there corresponding factory's:

@makazuwr32, if you'd update this with required units when you get the chance.


Image
by Savra
Wed Jun 29, 2022 1:55 am
Forum: Archive — Skins for AoF
Topic: Human skin (idk name) IMPLEMENTED
Replies: 47
Views: 5001

Re: Human skin (idk name)

Jerryqian39 wrote: Tue Jun 28, 2022 11:27 pm I think I need the list too.just post it in dev serve
I'll have Makazuwr post them with the units required.

I'll try and post some references also.
by Savra
Tue Jun 28, 2022 9:51 pm
Forum: Archive — Skins for AoF
Topic: Human skin (idk name) IMPLEMENTED
Replies: 47
Views: 5001

Re: Human skin (idk name)

In the meantime @DreJaDe, @Anchar, if you want I can have @makazuwr32, set up a list of corrupted units of each race that need images, kinda like reskinning but they'll be actual units.
by Savra
Tue Jun 28, 2022 9:49 pm
Forum: Archive — Skins for AoF
Topic: Human skin (idk name) IMPLEMENTED
Replies: 47
Views: 5001

Re: Human skin (idk name)

Actually, next update I mean,I have to check to make sure they're sizes match the originals...
by Savra
Tue Jun 28, 2022 9:41 pm
Forum: Archive — Skins for AoF
Topic: Human skin (idk name) IMPLEMENTED
Replies: 47
Views: 5001

Re: Human skin (idk name)

Ok, I'll send to Stratego.
by Savra
Tue Jun 28, 2022 9:41 pm
Forum: DEVELOPER version changes
Topic: version 1.173
Replies: 5
Views: 971

Re: version 1.173

Mostly bug fixes:

Bug fixes
Rebalancing of some units/techs
Ai improvements
by Savra
Tue Jun 28, 2022 1:54 pm
Forum: Others
Topic: AOF ToDo List
Replies: 26
Views: 3750

Re: AOF ToDo List

@Stratego (dev)


Update the Uncontrollable ai so they don't camp near tc's, and make it so they can attack after they can move, not just before.


Added this, since currently the uncontrollable ai tends to camp near your tc's, and don't seem to go anywhere else from there.
by Savra
Mon Jun 27, 2022 4:33 pm
Forum: Graphics
Topic: Grass grass. If there's grass, then there's another grass.
Replies: 7
Views: 616

Re: Grass grass. If there's grass, then there's another grass.

It should, so long as the unit is on it.

Anyway, I think the best thing to do with this is count it as:
"GRASS_TALL", that way it's easier to modify it.
by Savra
Mon Jun 27, 2022 3:39 pm
Forum: Others
Topic: AOF ToDo List
Replies: 26
Views: 3750

Re: AOF ToDo List

makazuwr32 wrote: Mon Jun 27, 2022 3:13 pm Effects (not abilities but actual effects) already can have categories.
Look into aos — there are chemical effects provided by herbalist, moral effects and many more.
That's a reminder for me actually.
by Savra
Mon Jun 27, 2022 12:59 pm
Forum: Balancing discussions
Topic: Gem inflation
Replies: 8
Views: 896

Re: Gem inflation

I'll look for it when I get the chance.
by Savra
Mon Jun 27, 2022 12:58 pm
Forum: Others
Topic: AOF ToDo List
Replies: 26
Views: 3750

Re: AOF ToDo List

Updated the list @Stratego (dev)
by Savra
Mon Jun 27, 2022 12:45 pm
Forum: Balancing discussions
Topic: Gem inflation
Replies: 8
Views: 896

Re: Gem inflation

Well, there were a few other solutions to this problem, I believe it's in a separate topic somewhere.
by Savra
Mon Jun 27, 2022 12:43 pm
Forum: Undead
Topic: Skeleton Phalanx
Replies: 24
Views: 1851

Re: Skeleton Phalanx

Actually, it might take longer cause construction bonus would be in the negatives, buildable units usually take longer to build then they are to produce. Also to note, skeleton workers will be getting upgrades to mend rate too. As for stats, in general we would need to rework it to see how best to b...
by Savra
Sat Jun 25, 2022 10:08 pm
Forum: Undead
Topic: Skeleton Phalanx
Replies: 24
Views: 1851

Re: Monster Phalanx

Plus we need more bone constructs, lol.
by Savra
Sat Jun 25, 2022 10:07 pm
Forum: Undead
Topic: Skeleton Phalanx
Replies: 24
Views: 1851

Re: Monster Phalanx

Well, it would need some rework to stats a bit.

But other than that, description is pretty interesting.


Also,I think it might be better if it's a bone construct, as monster skeletons are only monster forms of reanimatable skeleton's.

Bone constructs are similar but constructable.
by Savra
Sat Jun 25, 2022 10:03 pm
Forum: Elf
Topic: More Fire Unit for Elves
Replies: 6
Views: 1113

Re: More Fire Unit for Elves

Lol, I've just been shooting them with fire archers with barkskin buff, and flyer's.
by Savra
Sat Jun 25, 2022 9:45 pm
Forum: Graphics
Topic: Grass grass. If there's grass, then there's another grass.
Replies: 7
Views: 616

Re: Grass grass. If there's grass, then there's another grass.

@Endru1241, you have any thoughts?
by Savra
Sun Jun 19, 2022 3:33 pm
Forum: Orc
Topic: Brute Orc
Replies: 6
Views: 582

Re: Brute Orc

Throw abilities are no for orcs — they do not use their allies as ammunition unlike undeads. Also this unit again has no tiers while all orcish units have that. Lastly — too high hp and attack for actual orc unit as well as too high armor values for orcs race. Why it has higher health and attack th...
by Savra
Fri Jun 17, 2022 7:15 pm
Forum: Undead
Topic: Styx ferry
Replies: 1
Views: 415

Re: Styx ferry

Probably better to make it a large carrier for undeads naval units.
by Savra
Fri Jun 17, 2022 7:15 pm
Forum: Undead
Topic: Ghostship
Replies: 1
Views: 420

Re: Ghostship

Flying Dutchmen is planned for undeads, ghost ship could be similar to the humans warships but only able to carry skeleton pirates and zombie corsairs on board, 2 carry cap max, raised from ship wreckage by Reanimation or trained at docks.
by Savra
Fri Jun 17, 2022 6:22 pm
Forum: Orc
Topic: Orc Slaver?
Replies: 11
Views: 986

Re: Orc Slaver?

But subs won't get effected btw, like warfell for example.
by Savra
Fri Jun 17, 2022 6:22 pm
Forum: Orc
Topic: Orc Slaver?
Replies: 11
Views: 986

Re: Orc Slaver?

I think he means convertible units being only:

Humans
Orcs
Goblins
Elves
Dwarves
Lizardman
Kobalds

These should be fine since basically we could just make them get converted to laborer like units for orcs with exception to goblin ones.
by Savra
Fri Jun 17, 2022 6:17 pm
Forum: Closed ones
Topic: PRI#8 Some buildings with mend rate IMPLEMENTED
Replies: 12
Views: 1160

Re: PRI#8 Some buildings with mend rate IMPLEMENTED

Then we can remove there mend range so they only mend units inside the structure.
by Savra
Mon Jun 06, 2022 4:06 am
Forum: Reporting Issues
Topic: Dwarven runes
Replies: 9
Views: 950

Re: Dwarven runes

Both are fixed now.
by Savra
Sun Jun 05, 2022 6:45 am
Forum: Reporting Issues
Topic: Dwarven runes
Replies: 9
Views: 950

Re: Dwarven runes

Rune of rolling thunder might be bugged based off the disabling factor.

As I've tested it in a few areas and it doesn't seem to be working at all, despite a few of my changes. I'll have to do some more tests tomorrow.

I'll fix the fire one also.

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