Search found 117 matches

by SirDoucheBag
Sat Dec 26, 2015 1:32 am
Forum: Campaign map discussions
Topic: Tha Grim Company -suggestions, issues, and general confusion
Replies: 16
Views: 7426

Re: Tha Grim Company -suggestions, issues, and general confu

:twisted: The Grim Company was an awesome campaign should definatly consider adding 3-4 more maps. The Grim Company was well designed and deserves more credit.
by SirDoucheBag
Fri Dec 25, 2015 8:06 pm
Forum: Techs
Topic: Hide Identity
Replies: 15
Views: 4986

Re: Hide Identity

And both players would still maintain who's who the unit would not change color per se but in a sense the unit would look to the enemy units like a simple traveler or so forth. Therfore units turning a blind eye to the unit for 1 turn with the tech upgrade. Its just meant for complicating a players ...
by SirDoucheBag
Fri Dec 25, 2015 8:01 pm
Forum: Techs
Topic: Hide Identity
Replies: 15
Views: 4986

Re: Hide Identity

Indeed we would But maybe it could be restricted to wagons and assassins allowing more flexible movement without fear of making a mistake. Even with the 1 turn combat immunity an enemy player will have ample opportunity to attempt to kill the unit before Cool down has been conducted and unit gets an...
by SirDoucheBag
Fri Dec 25, 2015 7:44 pm
Forum: IMPLEMENTED - ARCHIVED
Topic: The Grim Reaper - ANSWERED
Replies: 3
Views: 1840

The Grim Reaper - ANSWERED

Would be an elite unit for undead. This unit would be able to go on any tile in the map simply passing through walls and such being able to "fade through" per se. Along with Free movement The Grim Reaper attacks with a scythe for 15% health of the unit. If the unit that's attacked by The grim reaper...
by SirDoucheBag
Fri Dec 25, 2015 6:49 pm
Forum: Units & Structures (See Races for accepted Unit Races)
Topic: Basic necessities
Replies: 2
Views: 2304

Re: Basic necessities

I would be happy to help design images. I'm just unsure how I would proceed or get them to you.
by SirDoucheBag
Fri Dec 25, 2015 6:46 pm
Forum: Units & Structures (See Races for accepted Unit Races)
Topic: Sea Creature / Ancient Serpent
Replies: 0
Views: 2217

Sea Creature / Ancient Serpent

The Ancient Serpent is a sea based monster that players may encounter in open sea combat. With the idea of using on a more water based map the creature is 3x3 tiles in size with incredible Defense and devastating attack. The Ancient Serpent is designed to challenge players the right to sail across o...
by SirDoucheBag
Fri Dec 25, 2015 6:18 pm
Forum: IMPLEMENTED - ARCHIVED
Topic: Water nymphs / mermaids. - ANSWERED
Replies: 1
Views: 1608

Water nymphs / mermaids. - ANSWERED

The water nymphs / mermaids would be a Sea only creature in light and dark water. With a few tweaks this unit could swim up to 10 tiles per turn with an attack range of 6 tiles. The unit would attack with say (for ex. A long Strengthened vine made from sea weed or Maybe they could throw crude spears...
by SirDoucheBag
Fri Dec 25, 2015 6:04 pm
Forum: IMPLEMENTED - ARCHIVED
Topic: Necromancer IMPLEMENTED
Replies: 10
Views: 3337

Re: Necromancer

Well if I can figure out why it won't download I'll switch over to AOF I have a ton of sick unit and support tech/building ideas
by SirDoucheBag
Fri Dec 25, 2015 5:59 pm
Forum: Human
Topic: Conjurer
Replies: 4
Views: 1090

Re: Conjurer

I love skyrim ( level 100 conjuration ) but I'm here for AOS. AOS is my game of choice these last few weeks. I've tried downloading AOF. But for some reason I'm unable to download the game. It just freezes on app purchases and doesn't go anywhere :/ will continue to try though. AOF sounds like an ex...
by SirDoucheBag
Fri Dec 25, 2015 5:54 pm
Forum: Others
Topic: Quicker online matches.
Replies: 7
Views: 1144

Re: Quicker online matches.

I personally cannot for the love of AOS. Not create an online match. (Took screen shots and talking to dev. Via email) but I didn't even think of looking on here for game recruitment thank you for the suggestion I will look for some.
by SirDoucheBag
Fri Dec 25, 2015 5:46 pm
Forum: Techs
Topic: Hide Identity
Replies: 15
Views: 4986

Hide Identity

The hide identity tech when researched allows units such as wagons. Workers. Assassin and light cavalry to "Hide their Identity" from an enemy. Ex. You have an assassin who needs to get past 5 enemies to kill a specific unit. When researched the player can active the tech to "blend in" with the enem...
by SirDoucheBag
Fri Dec 25, 2015 5:27 pm
Forum: Structures
Topic: New structure - Tunnels.
Replies: 17
Views: 6365

Re: New structure - Tunnels.

Maybe you could create a tunnel like structure that a worker can build into/through a mountain. Or other terrain that's only passable by going around. Say foot soldier and wagon could pass through but would deny entry to catapults and battering rams. Instead Maybe only units on foot or in wagon can ...
by SirDoucheBag
Fri Dec 25, 2015 5:05 pm
Forum: Unit - infantry
Topic: Master Assassin
Replies: 83
Views: 17375

Assassin Ugrade to Mentor Assassin

Completing his training from the royal palace the mentor assassin has the ability to move twice in one turn has a high evade ability And when entering an enemy T.C. it kills every unit residing within. Unit dies upon completion of task. Turn build time is 7. Mentor assassin can only attack T.C. and ...
by SirDoucheBag
Fri Dec 25, 2015 4:57 pm
Forum: Neutrals (animals, buildings etc)
Topic: alligators/sharks/octopus
Replies: 3
Views: 2088

alligators/sharks/octopus

Deadly Animals that swim in water and attack units crossing bridges. Taken out by war ships or archers. When in water chance to hit decreases in dark water may be attacked with melee weapon if animal comes onto land or bridge ( depending if you create alligators or sharks. Sharks of course would not...
by SirDoucheBag
Fri Dec 25, 2015 4:50 pm
Forum: ARCHIVED - Answered suggestions
Topic: Metal Refinery - ANSWERED
Replies: 6
Views: 2950

Re: Metal Refinery

To keep up with unit cost maybe test a trial of 1 refinery +5 metal and every refinery owned increases material and turn wait by +1. Suggesting 2 refinery is 10 metal (5 metal per mill) +2 for each refinery owned and increasing turn wait (2) for resources into (3) turn wait for resources. Meaning 5 ...
by SirDoucheBag
Fri Dec 25, 2015 4:45 pm
Forum: Neutrals (animals, buildings etc)
Topic: Mill
Replies: 0
Views: 1225

Mill

Similar to the Metal Refinery The mill generates wood required to make units such as Long bowmen, flame archers, catapults and battering rams. Decreasing turn wait but requiring sufficient materials to make unit. Due to the fact of multiple units suggest wood intake is every 2 turns but giving 8 woo...
by SirDoucheBag
Fri Dec 25, 2015 4:35 pm
Forum: ARCHIVED - Answered suggestions
Topic: Metal Refinery - ANSWERED
Replies: 6
Views: 2950

Re: Metal Refinery

I was unaware of similar idea I did not see it. Should consider idea would add a fun objective to game and challenge players to play more strategically. Although the system is easy with the unit turn build it'd.(with the exception of upgrade purchases and in game tech upgrades) It'd be more intense ...
by SirDoucheBag
Fri Dec 25, 2015 4:23 pm
Forum: Neutrals (animals, buildings etc)
Topic: Shrine
Replies: 0
Views: 1236

Shrine

A shrine is a resource building used by all healing units. (The number of "Shrines" is limited amount to personally make as shrines can be occupied and controlled by enemy players) but after creation the shrine creates an aura that within 20 tiles increase all units that have healing abilities by 5%...
by SirDoucheBag
Fri Dec 25, 2015 3:50 pm
Forum: ARCHIVED - Answered suggestions
Topic: Metal Refinery - ANSWERED
Replies: 6
Views: 2950

Metal Refinery - ANSWERED

The metal refinery would serve as a new type of resource in game. Ex. The player would build a metal refinery which would generate so much So often. In return some of the higher level up units that require 6-8 turns get reduced to 4-5 but an additional requirement would be met of 3 metal or 4 metal....
by SirDoucheBag
Fri Dec 25, 2015 3:35 pm
Forum: ARCHIVED - Answered suggestions
Topic: Unit: Diplomats - ANSWERED
Replies: 18
Views: 2679

Re: Unit: Diplomats

And scratch the # of allowed allies it would help take out enemy players who are no longer in game and easier to take out A.I.s being able to work together gaining strength and power leading to a big war between the last two of the best.
by SirDoucheBag
Fri Dec 25, 2015 3:33 pm
Forum: ARCHIVED - Answered suggestions
Topic: Unit: Diplomats - ANSWERED
Replies: 18
Views: 2679

Re: Unit: Diplomats

Perhaps You create a diplomacy button that allows a pact in game ( # of allies depend on players due to circumstances some may be ganged up on) but instead of the "Diplomat" being used to accept or refuse an offer The "Diplomat" is a unit created to send to an allied T.C. or Castle and upon using "d...
by SirDoucheBag
Wed Dec 23, 2015 12:36 am
Forum: Others
Topic: Quicker online matches.
Replies: 7
Views: 1144

Re: Quicker online matches.

My apologies boss I'll look for it but do I just copy and paste in a reply?
by SirDoucheBag
Wed Dec 23, 2015 12:34 am
Forum: Others
Topic: usage of all effects online ANSWERED
Replies: 2
Views: 947

Re: usage of all effects online ANSWERED

Ah I see Thank you boss I didn't. Even see it.
by SirDoucheBag
Tue Dec 22, 2015 12:41 pm
Forum: Human
Topic: Conjurer
Replies: 4
Views: 1090

Conjurer

Here we have a scholar dressed in Brown robes and carrying a book. The conjurer is a support unit. In battle you would train him in church say 4-5 turns and he does no damage. Instead the conjurer has the ability to (more or less) summon a pile of debris (similar to a wall) but unlike the actual wal...
by SirDoucheBag
Tue Dec 22, 2015 12:20 pm
Forum: IMPLEMENTED - ARCHIVED
Topic: Necromancer IMPLEMENTED
Replies: 10
Views: 3337

Necromancer IMPLEMENTED

Think of a unit. Clad in black robes with a black staff. He has low life And defense But he has the ability to summon an archer skeleton. Say takes 5 turns to build and can summon 1 archer skeleton per turn. Note that the skeletons have 5 at and 5 def making them considerably weak but concerning in ...
by SirDoucheBag
Tue Dec 22, 2015 12:10 pm
Forum: Others
Topic: usage of all effects online ANSWERED
Replies: 2
Views: 947

usage of all effects online ANSWERED

I would like to propose a second idea that all purchasable effect items in the upgrade section to be allowed full use in online matches.
by SirDoucheBag
Tue Dec 22, 2015 12:04 pm
Forum: Others
Topic: Quicker online matches.
Replies: 7
Views: 1144

Quicker online matches.

Due to the fact that most people who play online use private passwords it's hard to find players who are constantly active so I propose that instead of kicking them from the game and turning them into an A.I. we simply remove them entirely and the TC's return to neutral. It's gets to the point where...

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