Search found 3293 matches

by godOfKings
Sun Jul 29, 2018 4:50 pm
Forum: Scaledfolk
Topic: Storm Dragon
Replies: 50
Views: 8976

Re: Storm Dragon

U could use toothless from how to train your dragon as a base for the image

NIGHT FURY! GET DOWN!
by godOfKings
Sun Jul 29, 2018 11:32 am
Forum: Archived - Elven Technologies and Spells
Topic: Aimed Shot - IMPLEMENTED
Replies: 16
Views: 6337

Re: Aimed Shot - ACCEPTED

flail soldier has ignore armor effect, i can copy paste the json if u need

EDIT: here...
"trnSpecUnitActions":["BYPASS_ARMOR"],

if transformed u can put this line on the unit json, so easy flat damage
by godOfKings
Sun Jul 29, 2018 10:13 am
Forum: Techs
Topic: spacious chariots - IMPLEMENTED
Replies: 65
Views: 10193

Re: spacious chariots

No it is not any new upgrade, its the same old topic I posted again so that coolguy can accept it. and this tech will effect all chariots, from normal to heavy to chariot archer to even Egyptian chariot if u have it also Belfry777 if u don't have any new suggestion then pls don't spam here anymore u...
by godOfKings
Sat Jul 28, 2018 5:11 pm
Forum: Campaign map discussions
Topic: The Rebel King
Replies: 18
Views: 5753

Re: The Rebel King

Wait, y would ex sepoy leader kill titumir? The enemy has a halberdier too, u sure it wasn't him? I need to make sure map has no broken triggers.

And did u like the scary twist at end ;) also the optional side quest was meant to help against final invasion but game can b won without it too
by godOfKings
Fri Jul 27, 2018 10:14 pm
Forum: Archived - Scalefolk Units, Buildings
Topic: Claws, Tails and Poison. Scaledfolk Race. — ARCHIVED
Replies: 438
Views: 57016

Re: Claws, Tails and Poison. Scaledfolk Race.

r skirmishers supposed to b both anti archer and anti dragon according to mak's suggestion?
by godOfKings
Fri Jul 27, 2018 10:02 pm
Forum: Techs
Topic: spacious chariots - IMPLEMENTED
Replies: 65
Views: 10193

Re: spacious chariots

spacious chariots tech cost:8 turns builder: blacksmith spell resist: 100% all current chariots get 1 carry capacity carries melee and ranged infantry only (except healers and workers) garrisoned units can attack from inside if chariots die garrisoned unit also die COOLguy since belfry agreed both ...
by godOfKings
Fri Jul 27, 2018 8:13 pm
Forum: DEVELOPER version changes
Topic: version v1.063
Replies: 19
Views: 5808

Re: version v1.063

its in dev version right? gotta try :)
by godOfKings
Fri Jul 27, 2018 5:37 pm
Forum: Archived - FAQ
Topic: Reposting about AI
Replies: 102
Views: 13353

Re: Reposting about AI

write @stratego and a name will appear, click it
by godOfKings
Fri Jul 27, 2018 5:28 pm
Forum: Units & Structures (See Nations for accepted Unit nations)
Topic: Town and Factory building graphics
Replies: 127
Views: 21429

Re: Town and Factory building graphics

looks like they r giants walking around buildings
by godOfKings
Fri Jul 27, 2018 5:19 pm
Forum: Unit - mounted
Topic: Shield Knight upgrade - IMPLEMENTED
Replies: 16
Views: 3870

Re: Shield Knight upgrade

and he deals 17 damage, one less than heavy knight without blacksmith upgrade, +4 damage and +1 speed vs +1 hp and +2/4 armor makes better alternative choices, if heavy shield knight deals same damage as normal knight more people will prefer to make lots of shield knights and upgrade it instead of m...
by godOfKings
Fri Jul 27, 2018 5:07 pm
Forum: Unit - mounted
Topic: Shield Knight upgrade - IMPLEMENTED
Replies: 16
Views: 3870

Re: Shield Knight upgrade

remember its not age of history but age of strategy, historical units have importance but not as much as strategical units, although historical units r useful in campaign making
by godOfKings
Fri Jul 27, 2018 4:51 pm
Forum: Units & Structures (See Nations for accepted Unit nations)
Topic: Town and Factory building graphics
Replies: 127
Views: 21429

Re: Town and Factory building graphics

ur avatar speaks of ur evolution :shock: , any more evolving and i might piss my pants :lol:
by godOfKings
Fri Jul 27, 2018 4:44 pm
Forum: Unit - mounted
Topic: Shield Knight upgrade - IMPLEMENTED
Replies: 16
Views: 3870

Re: Shield Knight upgrade

@COOLguy so wat do u think?

also which name do u guys prefer most?
by godOfKings
Fri Jul 27, 2018 4:41 pm
Forum: Unit - mounted
Topic: Shield Knight upgrade - IMPLEMENTED
Replies: 16
Views: 3870

Re: Shield Knight upgrade

cuz this unit can perform a unique strategical role in game that other units cannot, the roles of ur unit suggestions can already b performed by other units in the game
by godOfKings
Fri Jul 27, 2018 4:13 pm
Forum: Unit - mounted
Topic: Shield Knight upgrade - IMPLEMENTED
Replies: 16
Views: 3870

Re: Shield Knight upgrade

Nah, it should have lower damage Cuz how much tanky it is, if u upgrade sword mastery to lvl2 it will deal 17 damage, also balanced
by godOfKings
Fri Jul 27, 2018 3:23 pm
Forum: Unit - mounted
Topic: Shield Knight upgrade - IMPLEMENTED
Replies: 16
Views: 3870

Shield Knight upgrade - IMPLEMENTED

Name (i got a few suggestions): Heavy shield knight (got majority vote :) ) Knight guard Knight Defender Defender knight Cost:4 Hp: 40 Armor: 4 P.Armor: 6 Atk: 10 Speed: 4 Spell resist: 0 Sight: 5 Bonus: 40% (dealing 14 damage, 1 less than normal knight) Notable feature: this unit is tanky enough to...
by godOfKings
Fri Jul 27, 2018 3:17 am
Forum: Archived - Scalefolk Units, Buildings
Topic: Claws, Tails and Poison. Scaledfolk Race. — ARCHIVED
Replies: 438
Views: 57016

Re: Claws, Tails and Poison. Scaledfolk Race.

do they have any anti dragon unit? and i believe komodo dragons cannot swim, iguanas can though, so may b swimming cavalry for scaledfolk isnt needed, but its just my opinion
by godOfKings
Thu Jul 26, 2018 5:04 pm
Forum: Unit - siege engines / machines
Topic: Ribault
Replies: 67
Views: 12684

Re: Ribault

I also support original suggestion, but wat about gral.sturn? I only suggested a balanced area effect because gral wanted atk in a row or something,

Personally I accept whatever the majority chooses
by godOfKings
Thu Jul 26, 2018 4:46 pm
Forum: Campaign map discussions
Topic: The Rebel King
Replies: 18
Views: 5753

Re: The Rebel King

Strange, did u retreat or advance towards ballista? And did Titumir appear on turn 2?
by godOfKings
Thu Jul 26, 2018 1:47 pm
Forum: Unit - siege engines / machines
Topic: Ribault
Replies: 67
Views: 12684

Re: Ribault

That is y it was originally suggested low damage with high action
by godOfKings
Thu Jul 26, 2018 10:09 am
Forum: Campaign map discussions
Topic: The Rebel King
Replies: 18
Views: 5753

Re: The Rebel King

hope u enjoy :D
by godOfKings
Thu Jul 26, 2018 9:57 am
Forum: Archived - Votes and Polls
Topic: New AoF Design Co-Leader - ARCHIVED
Replies: 13
Views: 3470

Re: New AoF Design Co-Leader

teaching pixel arts in his university perhaps?

i wish i could attend it :lol:
by godOfKings
Thu Jul 26, 2018 9:51 am
Forum: Unit - siege engines / machines
Topic: Ribault
Replies: 67
Views: 12684

Re: Ribault

but it is shooting iron bullets... even if it has higher damage i would still prefer ballista over it if it used pierce damage,and workers would focus on catapults and battering ram, there r too many units with similar uses,
by godOfKings
Thu Jul 26, 2018 9:41 am
Forum: Unit - siege engines / machines
Topic: Ribault
Replies: 67
Views: 12684

Re: Ribault

doesnt really matter if it has miss chance, since it does not get damage penalty in area effect, it will deal same damage to all units around target area, in that case i think damage might actually b a bit high, 24 to everything around target
by godOfKings
Wed Jul 25, 2018 9:14 pm
Forum: IMPLEMENTED - Siege
Topic: Hwacha - IMPLEMENTED
Replies: 95
Views: 27861

Re: Hwacha - ACCEPTED

BTW I read that hwacha were also used by Koreans in naval to land warfare, basically shooting arrows to enemies on shore from their ships, so once the unit is implemented I want to suggest a tech that gives turtle ships one garrison space, and only allow hwacha to enter probably the most late tech e...
by godOfKings
Wed Jul 25, 2018 9:01 pm
Forum: Unit - siege engines / machines
Topic: Ribault
Replies: 67
Views: 12684

Re: Ribault

Name: Rebault Upgrade Unit: Yes (4 Gems) STATS: Cost: 5 HP: 14 Attack: 5 (normal atk not arrow type) Armor: 1 P. Armor: 6 Range: 5 Action Turn: 2 Speed: 2 Power range 1 Power penalty 0 Builders: Workers (for 14 turns), Siege Shop. Does it require gun powder tech? If it does then cost 4 and higher b...
by godOfKings
Wed Jul 25, 2018 8:57 pm
Forum: Unit - siege engines / machines
Topic: Ribault
Replies: 67
Views: 12684

Re: Ribault

Then I guess 5 or 6 range?
by godOfKings
Wed Jul 25, 2018 8:39 pm
Forum: Human
Topic: Hot Air balloon
Replies: 26
Views: 5074

Re: Hot Air balloon.-

How about a wizard throwing fire balls from the balloon?
by godOfKings
Wed Jul 25, 2018 8:35 pm
Forum: Needs, priorities - Which way would you like the roadmap?
Topic: Mapeditor related
Replies: 38
Views: 6183

Re: Mapeditor related

Like I want to reduce stats of a group of enemy soldiers if a certain condition is fulfilled, problem is both player's and ai soldiers r same,so I can't use area effect and object type, because player controlled units also get affected, also changing stat of every individual unit in a large army is ...

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