Search found 393 matches

by Darkknight
Wed May 20, 2015 9:02 am
Forum: Unit - water (ships)
Topic: Raft
Replies: 65
Views: 13569

Re: Raft

That's right but this unit is light so the ships and transport can carry these No one will cary rafts in transport because 1) transport have more movement so it will be faster takeing thier units to land by just using the transport than using a raft inside a transport. 2) It takes time to move raft...
by Darkknight
Wed May 20, 2015 8:58 am
Forum: Unit - water (ships)
Topic: fire barrel/ sea mine IMPLEMENTED
Replies: 10
Views: 3437

Re: fire barrel/ sea mine

5 hp is too weak. 40 hp is good
by Darkknight
Wed May 20, 2015 8:56 am
Forum: Unit - melee infantry
Topic: unit: net thrower man - IMPLEMENTED
Replies: 66
Views: 31953

Re: unit: net thrower man

And also add a tech called lighter net. Made in advancement center for 6 turns. Give +1 range to net thrower
by Darkknight
Wed May 20, 2015 12:23 am
Forum: IMPLEMENTED - Mounted
Topic: chariot upgrade - IMPLEMENTED
Replies: 52
Views: 20937

Re: chariot upgrade

Chariots should not get extra speed when they are upgraded.
by Darkknight
Tue May 19, 2015 1:02 pm
Forum: Unit - water (ships)
Topic: Raft
Replies: 65
Views: 13569

Re: Raft

I have a idea the special skills of these unit is he can put and carry by the ships transport and wagons he he what do you think guise in the history the ships carry a small boat and raft because the ship cannot go nearby in the land so they should pull out their raft and mini boat to in the land N...
by Darkknight
Tue May 19, 2015 12:59 pm
Forum: IMPLEMENTED - Mounted
Topic: chariot upgrade - IMPLEMENTED
Replies: 52
Views: 20937

Re: chariot upgrade

Chariots with blade on its wheels should do enemy 4 damage if the upgraded chariot moves next to a enemy unit
by Darkknight
Mon May 18, 2015 12:23 pm
Forum: IMPLEMENTED - Siege
Topic: ballista upgrade IMPLEMENTED
Replies: 52
Views: 18717

Re: Repeating Ballista

I think it should be a new unit.
by Darkknight
Mon May 18, 2015 12:15 pm
Forum: Structures
Topic: new structure forest trap
Replies: 54
Views: 11385

Re: new structure forest trap

16 damage from forest trap will be good. And if you have high armor you wont get as much damage
by Darkknight
Mon May 18, 2015 12:14 pm
Forum: Structures
Topic: new structure forest trap
Replies: 54
Views: 11385

Re: new structure forest trap

I think that you can detect the trap only if adiacent to it (if you are lucky enough to move near the trap). If you step on the trap you take damage and the next turn you can only move out of the trap (just a single square of movement). Once you detect the trap you "remember" the place wh...
by Darkknight
Mon May 18, 2015 12:08 pm
Forum: Unit - water (ships)
Topic: Raft
Replies: 65
Views: 13569

Re: Raft

1/2 hp could be too weak. 4 health would be good
by Darkknight
Mon May 18, 2015 12:06 pm
Forum: Unit - melee infantry
Topic: unit: net thrower man - IMPLEMENTED
Replies: 66
Views: 31953

Re: unit: net thrower man

Maybe also add a new tech for it.
Stronger net- trap the enemy for 1 more turn. 6 turns. Made in blacksmith
by Darkknight
Sun May 17, 2015 3:41 am
Forum: IMPLEMENTED - Siege
Topic: Siege shield - IMPLEMENTED
Replies: 61
Views: 26713

Re: Siege shield

Non ranged units like swordmen and knights should destroy it very easily
by Darkknight
Sat May 16, 2015 2:51 pm
Forum: Unit - melee infantry
Topic: Shaolin Monk - ACCEPTED
Replies: 46
Views: 13375

Re: Monk

COOLguy wrote:They should have complete resistance. They are monks, come on! ;)
Ok. I will change stats to 100% resistance
by Darkknight
Fri May 15, 2015 3:13 pm
Forum: Unit - melee infantry
Topic: Sapper (Saboteur)
Replies: 90
Views: 19411

Re: digger

Yes
by Darkknight
Fri May 15, 2015 2:36 pm
Forum: Unit - melee infantry
Topic: Sapper (Saboteur)
Replies: 90
Views: 19411

digger

It will dig under the walls to make it fall down. Will break walls in one hit but it will kill the digger. 2 turns to make.
by Darkknight
Fri May 15, 2015 2:32 pm
Forum: IMPLEMENTED - Mounted
Topic: chariot upgrade - IMPLEMENTED
Replies: 52
Views: 20937

Re: chariot upgrade

Yes. The chariot needs an upgrade
by Darkknight
Fri May 15, 2015 2:30 pm
Forum: Unit - melee infantry
Topic: Shaolin Monk - ACCEPTED
Replies: 46
Views: 13375

Re: Monk

Stats
Cost 4
Hp 20
Attack 5
Range 1
No armor
Speed 3
Sight 4
1 action
Spell resistance 100%
by Darkknight
Fri May 15, 2015 2:25 pm
Forum: ARCHIVED - Answered suggestions
Topic: new unit the juggernaut - ANSWERED
Replies: 34
Views: 9516

Re: new units demolisher

Make this unit so that he has 12 attack and his attack wont be changed by armor or pierce armor. It will always do this amount of damage but no bonus against anything. 6 turns to make
by Darkknight
Fri May 15, 2015 2:20 pm
Forum: Unit - melee infantry
Topic: Pike like unit - Not an Upgrade - Needs a new name
Replies: 115
Views: 13431

Re: halberdier to improved halberd

For this add maybe 3 attack, 1 armor, 6 health
by Darkknight
Fri May 15, 2015 2:16 pm
Forum: Structures
Topic: new structure forest trap
Replies: 54
Views: 11385

Re: new structure forest trap

flying units and elephants should not be affected by forest trap
by Darkknight
Fri May 15, 2015 2:14 pm
Forum: Techs
Topic: new tech advance gear/wheel
Replies: 19
Views: 4180

Re: new tech advance gear/wheel

It should be researched in advancement center to give the advancement center more use
by Darkknight
Fri May 15, 2015 2:13 pm
Forum: Unit - water (ships)
Topic: Raft
Replies: 65
Views: 13569

Re: Raft

silentz27 wrote:Raft are can carry only flesh unit because when you carry in this a catapult or ram this will be sink because its to much heavy
Yes it should not carry catapulys or rams. Only 2 flesh and blood units
by Darkknight
Fri May 15, 2015 9:25 am
Forum: Unit - melee infantry
Topic: unit: net thrower man - IMPLEMENTED
Replies: 66
Views: 31953

Re: unit: net thrower man

Or units with 1~3movement: 50%
4~5movement: 25%
6 or above: 20%
by Darkknight
Fri May 15, 2015 9:23 am
Forum: Unit - melee infantry
Topic: unit: net thrower man - IMPLEMENTED
Replies: 66
Views: 31953

Re: unit: net thrower man

25% for calvary is too high i think. Maybe 20% for calvary
by Darkknight
Fri May 15, 2015 9:21 am
Forum: Structures
Topic: new structure forest trap
Replies: 54
Views: 11385

Re: new structure forest trap

I think it should be 5 turns to build forest trap by workers
by Darkknight
Thu May 14, 2015 1:27 pm
Forum: Techs
Topic: new tech advance gear/wheel
Replies: 19
Views: 4180

Re: new tech advance gear/wheel

Nice idea. Cost 6 will be good.
by Darkknight
Thu May 14, 2015 12:46 pm
Forum: IMPLEMENTED - Siege
Topic: Siege shield - IMPLEMENTED
Replies: 61
Views: 26713

Re: Siege shield

It should just be made of wood so easy to break to increase risk of units inside siege shield getting killed all together but units inside can attack so it will be a very good to attack enemy units
by Darkknight
Thu May 14, 2015 12:42 pm
Forum: Unit - water (ships)
Topic: Flagship
Replies: 7
Views: 3698

Re: Flagship

Maybe flagship will make ships up to 3 squares away have +3 attack
by Darkknight
Thu May 14, 2015 12:40 pm
Forum: Structures
Topic: new structure forest trap
Replies: 54
Views: 11385

Re: new structure forest trap

This is only built in forest right?
by Darkknight
Thu May 14, 2015 12:38 pm
Forum: Structures
Topic: new structure forest trap
Replies: 54
Views: 11385

Re: new structure forest trap

But if scouts can see trap it will make scouts also useful in the end/middle of the game since scouts are only used in the start and not used as time passes

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