Search found 7963 matches
- Wed Nov 11, 2020 2:12 am
- Forum: Units & Structures (See Races for accepted Unit Races)
- Topic: Additional walls for all races
- Replies: 33
- Views: 2719
Re: Additional walls for all races
But are 2 walls really needed?
- Wed Nov 11, 2020 2:11 am
- Forum: Human
- Topic: Jumper unit for humans
- Replies: 25
- Views: 2378
Re: Jumper unit for humans
No, I think humans have already quite a few dragons, so we might just go for something different. Like squigs they could have cost 4 and slower base speed/stats than actual cavalry.
- Wed Nov 11, 2020 2:10 am
- Forum: Archived - Dwarven Units, Buildings
- Topic: Dwarf goat chariot — ARCHIVED
- Replies: 51
- Views: 4130
Re: Dwarf goat chariot
I think that such a unit, if we ever decide to put it in, should not cost that much. I think of it more like something heavyer than cavalry but not as much as actual siege units.
I also see the point of maka (and I guess it could have problems to move on rough terrains as well).
I also see the point of maka (and I guess it could have problems to move on rough terrains as well).
- Wed Nov 11, 2020 12:49 am
- Forum: Units & Structures (See Races for accepted Unit Races)
- Topic: Additional walls for all races
- Replies: 33
- Views: 2719
Re: Additional walls for all races
I was considering for elves an actual wall instead of 2 plant based wall. Maybe a palisade if we go cheap or a proper stone wall if we make it the main one.
- Wed Nov 11, 2020 12:47 am
- Forum: Closed ones
- Topic: Dwarves rework MOSTLY DONE
- Replies: 150
- Views: 18520
Re: Dwarves rework
I would like a totally different look for dwarven ships stuff like these: https://i.pinimg.com/originals/ad/af/cb/adafcbedfd40b37631f7eb97476a9238.jpg https://i.pinimg.com/originals/6a/21/5c/6a215cf0d78f9587f09e1b39b20ba731.jpg https://www.printablescenery.com/wp-content/uploads/2019/04/Steam-Ironcl...
- Wed Nov 11, 2020 12:41 am
- Forum: Archived - Dwarven Units, Buildings
- Topic: Dwarf ranger — ARCHIVED
- Replies: 14
- Views: 2110
Re: Dwarf ranger
Something like that?
- Wed Nov 11, 2020 12:39 am
- Forum: Units & Structures (See Races for accepted Unit Races)
- Topic: Traps
- Replies: 3
- Views: 1002
Re: Traps
I like the idea for single player maps/campaigns. I don't love it much for multiplayer instead.
- Wed Nov 11, 2020 12:38 am
- Forum: Archived - Reporting Issues
- Topic: Blue dragon hits itself with fireball
- Replies: 19
- Views: 2046
Re: Blue dragon hits itself with fireball
Can you post a screen of how far the fireball can move from the unit?
- Wed Nov 11, 2020 12:37 am
- Forum: Archived - Reporting Issues
- Topic: Ornithoper poisoning?
- Replies: 14
- Views: 1732
Re: Ornithoper poisoning?
To be honest I never understood how it worked, but it was there already and I kept it in game.
- Wed Nov 11, 2020 12:36 am
- Forum: Archived - Dwarven Units, Buildings
- Topic: Giant Spider rider — ANSWERED
- Replies: 9
- Views: 1351
Re: Giant Spider rider
Usually in fantasy spiders are used by drows (dark evil elves). They might fit a nice nps races to be used mostly as enemies of elves and dwarves.
- Wed Nov 11, 2020 12:35 am
- Forum: Subraces - Undeads
- Topic: The Veil - Concept.
- Replies: 108
- Views: 17918
Re: Death cult
You can check that topic: https://www.ageofstrategy.net/viewtopic ... eil#p88111
- Wed Nov 11, 2020 12:33 am
- Forum: Archived - Dwarven Units, Buildings
- Topic: Dwarf goat chariot — ARCHIVED
- Replies: 51
- Views: 4130
Re: Dwarf goat chariot
To be honest my main concern is: \ how can we fit all that stuff in a 32x64 tile?
- Wed Nov 11, 2020 12:31 am
- Forum: Human
- Topic: Jumper unit for humans
- Replies: 25
- Views: 2378
Re: Jumper unit for humans
Grappling hooks and kangaro-like mounts were one of my first ideas but in the first case I thought it could look weird that the unit can use it in a open field (I know we have other things that defy logic but I prefer to avoid them when possible) while in the second one I was wondering if that could...
- Wed Nov 11, 2020 12:24 am
- Forum: Human
- Topic: Jumper unit for humans
- Replies: 25
- Views: 2378
- Mon Nov 09, 2020 12:14 am
- Forum: Human
- Topic: Jumper unit for humans
- Replies: 25
- Views: 2378
Jumper unit for humans
I was thinking that humans might benefit from a new unit that uses a jump-like ability like the one from the blade dancer.
Do you have any suggestions about that? It might be a mounted unit like the squig rider as well.
Do you have any suggestions about that? It might be a mounted unit like the squig rider as well.
- Sun Nov 08, 2020 10:35 pm
- Forum: Archived - Reporting Issues
- Topic: Blue dragon hits itself with fireball
- Replies: 19
- Views: 2046
Re: Blue dragon hits itself with fireball
Yes, it is a bug. We need to add 1 casting range to the dragonHuttensohn wrote: ↑Sun Nov 08, 2020 11:49 am I have kind of more understanding of friendly fire of long range fireballs. In dnd, its similar. But of course, it would be easier to handle without.
I just hope the self hit is a bug and not a feature.
- Sat Nov 07, 2020 10:34 pm
- Forum: Archived - Reporting Issues
- Topic: Ornithoper poisoning?
- Replies: 14
- Views: 1732
Re: Ornithoper poisoning?
I can confirm it is a bug
- Sat Nov 07, 2020 10:33 pm
- Forum: Archived - Reporting Issues
- Topic: Breeding keep size - IMPLEMENTED
- Replies: 5
- Views: 979
Re: Breeding keep size
No, that should be fixed, only the bottom part should occupy a tile
- Sat Nov 07, 2020 10:31 pm
- Forum: Archived - Reporting Issues
- Topic: Blue dragon hits itself with fireball
- Replies: 19
- Views: 2046
Re: Blue dragon hits itself with fireball
Do you mean the one used only in map editor or the one available for multiplayer and random games?
- Mon Nov 02, 2020 2:01 pm
- Forum: Units & Structures (See Races for accepted Unit Races)
- Topic: Additional walls for all races
- Replies: 33
- Views: 2719
Re: Additional walls for all races
I think that for elves it might have more sense to have 2 different kind of walls also in terms of concept. Maybe a more solid wall without regeneration but with stats similar to the human or orcish wall. I think that elves are the ones that would receive a higher benefit from a solid impassable wal...
- Sun Nov 01, 2020 3:00 pm
- Forum: Archived - Reporting Issues
- Topic: Serpent burning
- Replies: 2
- Views: 920
Re: Serpent burning
It is something that we can do after remaking categories, I fear that all animals are currently burnable.
- Sun Nov 01, 2020 2:58 pm
- Forum: Archived - Other
- Topic: Moving units production around (undead)
- Replies: 2
- Views: 947
Re: Moving units production around (undead)
Skeleton monsters must stay at the butchery (that building was basically made for them in the first place). I agree that the ball should go there as it is a construct as well.
- Sat Oct 31, 2020 10:03 pm
- Forum: Units & Structures (See Races for accepted Unit Races)
- Topic: Buidlings' images redesign request
- Replies: 214
- Views: 31588
Re: Buidlings' images redesign request
I would like to see ballistas there.
- Sat Oct 31, 2020 2:52 pm
- Forum: Subraces and Subfactions
- Topic: Gremlins
- Replies: 23
- Views: 2878
Re: Gremlins
Wanna make a try?
- Sat Oct 31, 2020 1:56 pm
- Forum: Units & Structures (See Races for accepted Unit Races)
- Topic: Buidlings' images redesign request
- Replies: 214
- Views: 31588
- Sat Oct 31, 2020 1:55 pm
- Forum: Units & Structures (See Races for accepted Unit Races)
- Topic: Buidlings' images redesign request
- Replies: 214
- Views: 31588
- Sat Oct 31, 2020 1:52 pm
- Forum: Reporting Issues
- Topic: Structures with no bonuses.
- Replies: 10
- Views: 1568
Re: Structures with no bonuses.
I think that those buildings should have the proper bonus used by that weapon type (e.g. arrows shooting towers can have archer bonuses). Many buildings and units, especially those coming from AoS, weren't never, or almost never, touched, so they might have lacking or strange bonuses. Since humans h...
- Wed Oct 28, 2020 1:17 am
- Forum: Other asset ideas: terrain, sound, skins
- Topic: Add a Restart Button in the pause menu ANSWERED
- Replies: 7
- Views: 1287
Re: Add a Restart Button in the pause menu ANSWERED
I can't say that it wouldn't be cool but Daniel's time is limited, so I guess that the benefit might not be worth the effort.
- Tue Oct 27, 2020 11:18 pm
- Forum: Modders lounge
- Topic: Changing the hpMax handling in prop changers IMPLEMENTED
- Replies: 15
- Views: 3713
Re: Changing the hpMax handling in prop changers
Perfect for me!
- Tue Oct 27, 2020 5:55 pm
- Forum: Elf
- Topic: Glade mounts and mounted forms.
- Replies: 50
- Views: 5162
Re: Glade mounts and mounted forms.
They will just use an additional tech (those are more costly units after all and you can already recruit all of them in their mounted version). I will call the tech something like "heavy unicorns" or "harnessed unicorns".