Search found 182 matches
- Thu Dec 24, 2015 2:50 am
- Forum: Units/techs/effects
- Topic: Religious Ferver Tech FIXED
- Replies: 11
- Views: 5306
Re: Religious Ferver Tech
It's in the church upgrade list.
- Thu Dec 24, 2015 2:08 am
- Forum: DEVELOPER version changes
- Topic: version v1.024 PUBLISHED to GooglePlay
- Replies: 23
- Views: 11993
Re: version v1.024 PUBLISHED to GooglePlay
What does leveling up the church to cathedral do? Increased heal rate for cathedral?
- Wed Dec 23, 2015 6:37 pm
- Forum: Archived - Elven Units, Buildings
- Topic: Elf nobles - ANSWERED
- Replies: 4
- Views: 1695
Re: Elf nobles
As much as I would love heavy elven infantry.. I agree with alexander. That said, I have some Elven swordsmen/spearmen reskins around here you might like to check out
- Wed Dec 23, 2015 2:33 pm
- Forum: Units/techs/effects
- Topic: Religious Ferver Tech FIXED
- Replies: 11
- Views: 5306
Religious Ferver Tech FIXED
Does this tech upgrade work? After researching this tech and then placing healers and missionaries around my army, none of them gain an attack bonus or a spell resistance bonus. There is also no graphical icon on any of the units like the Roman centurion
- Wed Dec 23, 2015 12:22 am
- Forum: Archived - Units and Buildings - General Forum
- Topic: Basic necessities
- Replies: 2
- Views: 3255
Re: Basic necessities
Good ideas. Guess we really only need artists to draw these things up. I have very little skill drawing buildings.
- Tue Dec 22, 2015 6:22 pm
- Forum: New game types in the game (like capture the flag)
- Topic: Game mode/modifier
- Replies: 11
- Views: 4739
Re: Game mode/modifier
The eye roll, plus the sarcasm gave the impression you were just being rude and didn't like it.
I agree though, with my own suggestion, lol, that a pop cap option would be awesome and help players be able to make a come back late game.
I agree though, with my own suggestion, lol, that a pop cap option would be awesome and help players be able to make a come back late game.
- Tue Dec 22, 2015 7:45 am
- Forum: FAQ
- Topic: AI and upgraded units - ANSWERED
- Replies: 9
- Views: 7914
Re: AI and upgraded units - ANSWERED
Will the AI ever get the ability to upgrade their units? like from Knight to Heavy Knight, or Archer to Crossbowman?
- Tue Dec 22, 2015 7:29 am
- Forum: New game types in the game (like capture the flag)
- Topic: Game mode/modifier
- Replies: 11
- Views: 4739
Re: Game mode/modifier
Why not just call the game 'Age of Empires Strategy' and be done with it? :roll: If you don't like a suggestion, cool. But don't shit on mine. Also, stating why you don't like something provides everyone an opportunity to compromise. Crazy how that works. I merely suggested a population cap that co...
- Tue Dec 22, 2015 3:47 am
- Forum: New game types in the game (like capture the flag)
- Topic: Game mode/modifier
- Replies: 11
- Views: 4739
Game mode/modifier
I was thinking about ways to make the random skirmishes more tactical, and I wondered why nobody has suggested this already: what about introducing a population cap based on how much each unit costs? So, for example, an army is given 200 pop cap. A basic swordsmen will take 2 of that pop cap. Build ...
- Tue Dec 22, 2015 12:26 am
- Forum: Others
- Topic: Forestwalk
- Replies: 2
- Views: 2407
Re: Forestwalk
Wait, what units can't walk through forrests?
Nvm. Just realized wolves cant walk through forrests. I think they definitely should be able to though without the need for that skill, and then just make the skill increase movement speed through forests.
Nvm. Just realized wolves cant walk through forrests. I think they definitely should be able to though without the need for that skill, and then just make the skill increase movement speed through forests.
- Mon Dec 21, 2015 10:13 pm
- Forum: IMPLEMENTED - Infantry
- Topic: Templar to crusader - IMPLEMENTED
- Replies: 97
- Views: 33969
Re: Templar to crusader
Thanks!
- Mon Dec 21, 2015 10:11 pm
- Forum: Closed ones
- Topic: AOS Tower Defense - ANSWERED
- Replies: 10
- Views: 4220
Re: AOS Tower Defense
I feel that catapults shouldnt be able to be put inside towers.
Ballista on the other hand would be fine IMOconsidering ballista were built for being stationed on ramparts.
Ballista on the other hand would be fine IMOconsidering ballista were built for being stationed on ramparts.
- Mon Dec 21, 2015 2:54 am
- Forum: Archived - Elven Units, Buildings
- Topic: Elf infantry - ANSWERED
- Replies: 19
- Views: 5444
Re: Elf infantry
Is this one still on the table? I really like this one and i think would fit great as an upgrade to the swordsmen. Also, i think the Elven spearmen needs tweaking. I can understand elven infantry being weak, but i think it's a little too weak when a spearmen dies outright by attacking an orc rider u...
- Mon Dec 21, 2015 2:38 am
- Forum: IMPLEMENTED - Infantry
- Topic: Templar to crusader - IMPLEMENTED
- Replies: 97
- Views: 33969
Re: Templar to crusader
It's been about 5 months since I've done any pixel art-so I'm a bit rusty.
I tried syncing all the shading up with what seems to be one light source. And adjusted the great helm a little bit. How's it look?
I tried syncing all the shading up with what seems to be one light source. And adjusted the great helm a little bit. How's it look?
- Sun Dec 20, 2015 8:20 pm
- Forum: Archived - Elven Units, Buildings
- Topic: Elf nobles - ANSWERED
- Replies: 4
- Views: 1695
Re: Elf nobles
I think the point of this is to introduce heavy units to the Elven roster to help them compete against other heavy units because the pretty much only have light fast units.Alexander82 wrote:I think that elves already have many fast units on their side
- Tue Dec 15, 2015 5:38 pm
- Forum: IMPLEMENTED - Infantry
- Topic: Templar to crusader - IMPLEMENTED
- Replies: 97
- Views: 33969
Re: Templar to crusader
What, exactly, needs to be changed with the shading? Saying something needs changing but not saying what or why offers no constructive feedback whatsoever.
- Sat Aug 15, 2015 1:05 pm
- Forum: Archived - Elven Units, Buildings
- Topic: Elf infantry - ANSWERED
- Replies: 19
- Views: 5444
Re: Elf infantry
I really like them! are the replacement of the current image, or are they "upgrades" of him? I had intended them to be replacements, but we can make her an upgrade instead. Perhaps the silver versions could replace the swordsmen in game now, and the gold breastplate version could be the u...
- Sat Aug 15, 2015 12:57 pm
- Forum: IMPLEMENTED - Infantry
- Topic: Templar to crusader - IMPLEMENTED
- Replies: 97
- Views: 33969
Re: Templar to crusader
Awesome! Glad you like it!:DDaniel (the dev) wrote:i like it, got much better!
- Wed Aug 12, 2015 1:21 pm
- Forum: DEVELOPER version changes
- Topic: Maps only in DEV version - waiting for their designers
- Replies: 22
- Views: 51105
Re: Maps only in DEV version - waiting for their designers
sorry - that map was ment to be the "Desert Pirates" map. - and the "River Defense" was the "River Pass" isnt it? (i did not find any map named River Defense :)) River pass was a "Random (skirmish/multiplayer) map" i made; it's ready as is, and it works perfe...
- Wed Aug 05, 2015 8:18 pm
- Forum: Archived - Human Units, Buildings
- Topic: Different unit for the castle: Gryphon Rider & Dragon Knight — IMPLEMENTED
- Replies: 38
- Views: 14413
Re: Different unit for the castle
I remember Daniel saying to avoid increasing height past 50. Your idea would be good bit i think it would appear like being on the upper tile Maybe shorten and thin out the lance, to make it appear like a spear, and then raise the image about 6 pixels or so, and then add a shadow? That wouldnt be t...
- Wed Aug 05, 2015 8:02 pm
- Forum: Archived - Human Units, Buildings
- Topic: Different unit for the castle: Gryphon Rider & Dragon Knight — IMPLEMENTED
- Replies: 38
- Views: 14413
Re: Different unit for the castle
Very well done i think.Alexander82 wrote:Yep, it was also my first unit design, so i'm pretty proud of it ^^
Perhaps you could copy/paste the entire image half way up the overlap, and then add a shadow underneath to give it the appearance of flying?
- Wed Aug 05, 2015 7:54 pm
- Forum: Unit Design
- Topic: Unit design - sounds
- Replies: 6
- Views: 4212
Re: Unit design - sounds
How are you getting the audio clips so small (after cropping out what you dont need I mean)? I converted and compressed to ogg vorbis, and a simple "Yes" clip is over 20kb, is there some trick to this?
- Wed Aug 05, 2015 6:22 pm
- Forum: Archived - Human Units, Buildings
- Topic: Different unit for the castle: Gryphon Rider & Dragon Knight — IMPLEMENTED
- Replies: 38
- Views: 14413
Re: Different unit for the castle
Very cool! I love that you used the heavy lancer as your base rider!Alexander82 wrote:Team colored Shield
- Wed Aug 05, 2015 6:18 pm
- Forum: IMPLEMENTED - Mounted
- Topic: Roman Centurion - IMPLEMENTED
- Replies: 62
- Views: 20337
Re: Roman Centurion
Stats: cost 6 hp 40 (heavy knight is 39) Attack power 14 (heavy knight is 12) Range 1 Armor 3 (heavy knight is 2) Pierce Armor 3 (heavy knight is 2) Speed 5 Sight 8 Action/turn 1 Spell Resistance 100% Size 1x1 Builders: Tc, Stable Skill: High Morale: +1 to attack, +1 to armor, +1 to pierce armor +1...
- Wed Aug 05, 2015 2:56 pm
- Forum: IMPLEMENTED - Mounted
- Topic: Roman Centurion - IMPLEMENTED
- Replies: 62
- Views: 20337
Re: Roman Centurion
I thought the unit as a much stronger heavy knight that give bonuses to other units for an high cost. It's not like the banner bearer that is weak but give bonuses. The decurionr was MEANT to be a better unit. It's not meant to go down with some arrows. His bonus have a radius becaude is meant to f...
- Wed Aug 05, 2015 2:53 pm
- Forum: Archived - Human Units, Buildings
- Topic: Different unit for the castle: Gryphon Rider & Dragon Knight — IMPLEMENTED
- Replies: 38
- Views: 14413
Re: Different unit for the castle
I didn't mean any offense. I looked closer; the real big issue here i think is that the dragon is tiny compared to it's rider. I think drawing a much larger dragon to emphasize the smaller knight would be beneficial.
- Wed Aug 05, 2015 2:18 pm
- Forum: IMPLEMENTED - Mounted
- Topic: Roman Centurion - IMPLEMENTED
- Replies: 62
- Views: 20337
Re: Roman Centurion
You don't produce heroes in tcs Btw, elephants have high hp too. Anyway i think we might lower the stats but your proposal seems a bit too low to me. I still think we should still make this unit cost a lot because you should have just a few of it I also would be positive to a number limit for offic...
- Wed Aug 05, 2015 2:09 pm
- Forum: Archived - Human Units, Buildings
- Topic: Different unit for the castle: Gryphon Rider & Dragon Knight — IMPLEMENTED
- Replies: 38
- Views: 14413
Re: Different unit for the castle
Looks more like a bat than anything else. You may want to try increasing the height of the image and turn the dragon sideways to give a better view of the Knight.Alexander82 wrote:added weapon and shield
- Wed Aug 05, 2015 12:04 am
- Forum: DEVELOPER version changes
- Topic: version 1.008 PUBLISHED to GooglePlay "COOLguy Release"
- Replies: 59
- Views: 25037
Re: version 1.008
Been having an issue with in game editor, not sure if anyones aware, but my obstacles and rocks all disappear after quitting the editor (even after saving) and only reappear after pressing the undo button.
They also don't make it into the activated version Of the map either.
They also don't make it into the activated version Of the map either.
- Mon Aug 03, 2015 5:12 pm
- Forum: Gameplay & UI
- Topic: Way of getting GEMs - random games
- Replies: 28
- Views: 9398
Re: Way of getting GEMs - random games
I dissaprove of this idea because it implies a 5 minute game is worth as much as a 30 minute gameSunrise Samurai wrote:I'm not sure if points are a good way to do it. That encourages taking longer to finish in order to flood the area with more units to increase score.