Search found 342 matches
- Fri Apr 21, 2023 5:27 am
- Forum: Others
- Topic: Removing Orc's Poison Buff in Trigger Editor?
- Replies: 0
- Views: 470
Removing Orc's Poison Buff in Trigger Editor?
How to remove Orc's poison spell (that casted by orc's AI units) via trigger? Had tried con: remove buildables - eff: add buildables, yet in the test, they still activated the spell.
- Sat Sep 17, 2022 2:58 pm
- Forum: Balancing discussions
- Topic: Exuvia Dilosaur
- Replies: 1
- Views: 643
Exuvia Dilosaur
Following Leader's own word that exuvia need raising cost, it's also worth to note that dilosaur transforming is in need to be locked via tech (169 hp 49 attack 4 speed is no small thing). And perhaps all dinosaur tech should be locked with stacking (currently no so one can directly go for tyrex tec...
- Sat Sep 17, 2022 1:41 pm
- Forum: Balancing discussions
- Topic: Human Production Boost?
- Replies: 1
- Views: 606
Human Production Boost?
Just checked Advancement Center production booster, and current situation is: Trader: cost 3 boost 2 turn Merchant: cost 4 boost 2 turn Businessman: cost 5 boost 3 turn Treasurer: cost 6 boost 4 turn That means: 1. Trader cost more efficient than Treasurer (higher cost same effect). 2. 3 cost 2 turn...
- Sat Sep 17, 2022 11:56 am
- Forum: Balancing discussions
- Topic: Geodryw Nature's Wrath Range
- Replies: 8
- Views: 944
Re: Geodryw Nature's Wrath Range
The even more funnier thingy is that how 8 turns unit that need 39 turns for utility and another 30 turns for defense only has 57 hp and easiliy defeated by all races, while other has 800 hp and 620 hp that almost nearly undefeated except by sacrificing a lot of units in process.
- Sat Sep 17, 2022 11:12 am
- Forum: Balancing discussions
- Topic: Out of Balance: Witch Kobold Summon
- Replies: 3
- Views: 647
Re: Out of Balance: Witch Kobold Summon
Because, For spell buff: a single kobold shaman full the roll one by other (once to summon, once to buff, cycling around). For alphasaur aura it needs just 6 turn to do (3 for tech, 3 for exuvia). I have read someone somewhere that adding casting range to most summoners may cause implicable due to s...
- Sat Sep 17, 2022 9:39 am
- Forum: Balancing discussions
- Topic: Out of Balance: Gerentis Summons
- Replies: 2
- Views: 566
Re: Out of Balance: Gerentis Summons
The problem is that first strike makes them hit their attacker first. And dodge counter add their potential for counter attacking by 50%, adding protection. At least: 1. Lower their pierce armor. 30 armor is no joke for archer and mainly fortification. Seeing them coming around knocking building is ...
- Sat Sep 17, 2022 9:27 am
- Forum: Balancing discussions
- Topic: Geodryw Nature's Wrath Range
- Replies: 8
- Views: 944
Re: Geodryw Nature's Wrath Range
No, they are fine as they are. They need a total of of 39 turn just to max up one unit (not even counting the long researched and independable dodge). If one desperately rush to it, they will be left far behind.
So they finely stand.
So they finely stand.
- Sat Sep 17, 2022 3:05 am
- Forum: Balancing discussions
- Topic: Out of Balance: Witch Kobold Summon
- Replies: 3
- Views: 647
Out of Balance: Witch Kobold Summon
Now they have 2 cooldown. What is more ridiculous, the Raptor has 4 leaving. For a summon which has 64 hp, 20+9 attack (buff), 6+2 speed (with Dinosaur aura), that is way imbalance. Meh.
Conclusion: raise cooldown to 4.
Leader please fix this.
Conclusion: raise cooldown to 4.
Leader please fix this.
- Sat Sep 17, 2022 2:57 am
- Forum: Balancing discussions
- Topic: Out of Balance: Gerentis Summons
- Replies: 2
- Views: 566
Out of Balance: Gerentis Summons
All the four variants have 4 speed and 30 pierce armor which is too much. They also have first strike attribute and 50% dodge counter, which make melee attack looks petty. Conclusion is to lower its pierce armor to 10 and remove the first strike (most of them have 30 attack, really). Leader please f...
- Fri Sep 16, 2022 1:48 pm
- Forum: Balancing discussions
- Topic: Geodryw Nature's Wrath Range
- Replies: 8
- Views: 944
Re: Geodryw Nature's Wrath Range
Correction, I mean Enchant Nature Fury has range of 4. What the use of this range, seeing that to use up corpse, Geodryw must always stand next to it?
- Fri Sep 16, 2022 12:50 pm
- Forum: Balancing discussions
- Topic: Geodryw Nature's Wrath Range
- Replies: 8
- Views: 944
Geodryw Nature's Wrath Range
In description it is said that Nature's Wrath has 4 range by default. Yet in my test, Geodryw can only use corpse next to it (1 range). So far, it only affect self and not even other Geodryw in vicinity.
So what is it actually intended for?
So what is it actually intended for?
- Fri Sep 16, 2022 10:05 am
- Forum: Balancing discussions
- Topic: Druidic Range Not Working For Summon
- Replies: 3
- Views: 693
Re: Druidic Range Not Working For Summon
Then do this too for Lizards summon being, Orcs (all Shaman version inc Troll's eye and the sea shaman), and other races summoners (haven't checked yet).
- Fri Sep 16, 2022 9:13 am
- Forum: Balancing discussions
- Topic: Elven Sorceress Enhance Projectile To Reinstate
- Replies: 5
- Views: 795
Re: Elven Sorceress Enhance Projectile To Reinstate
What is SP in Leader's (+2xSP Power Base)? I have checked in ME for the result: 1. Lv. 3 Enhance Prohectile give +6 piercing attack 2. Casted on maxed Elven Archer it became 18+18 attack, so: 18 by default + 9 (Weaponsmith) + 3 (Precion Shot, next is PS) + 6 (Enhance Projectile, next is EP) 3. She d...
- Fri Sep 16, 2022 8:05 am
- Forum: Balancing discussions
- Topic: Druidic Range Not Working For Summon
- Replies: 3
- Views: 693
Druidic Range Not Working For Summon
I just checked that Geodryw and Woodshapper summon casting range is way lowered to 1. More annoying is that after researching Druidic Range for 15 turn, it doesn't add range for both Elven summoners at all. Woodshapper creatures don't walk fast, mainly 2 and 3. Plantapult maxed range is only 9. At l...
- Fri Sep 16, 2022 7:40 am
- Forum: Balancing discussions
- Topic: Elven Sorceress Enhance Projectile To Reinstate
- Replies: 5
- Views: 795
Elven Sorceress Enhance Projectile To Reinstate
I just checked that Sorceress's Enhance Projectile has been lowered to petty +3 attack. What is more annoying is that after spending a lot of 15 turn for researching Arcane Power, it only gives +6 attack. Really. So Leader to fix this issue please. Reinstate the Enhance Projectile buff into +6/8/10/...
- Mon Sep 12, 2022 11:16 am
- Forum: Reporting Issues
- Topic: Language Issue
- Replies: 4
- Views: 579
Re: Language Issue
1. Yes please (and not to discouraging this fellow guy).
2. I will talk to you via email, hopefully this month
Thanks for the nice quick respond. Much appreiated.
2. I will talk to you via email, hopefully this month
Thanks for the nice quick respond. Much appreiated.
- Mon Sep 12, 2022 8:52 am
- Forum: Reporting Issues
- Topic: Language Issue
- Replies: 4
- Views: 579
Language Issue
Stratego Makazuwr32 1. Current translation of Indonesian language is broken: many over wordings and many still incompleted, untranslated. I had worked the Indonesian translation for the game before and hlit has been used from 2021 till previous update. Why did you change it? And can you replace the...
- Sat Jul 30, 2022 11:49 am
- Forum: AoF Votes and Polls
- Topic: AOF Vote - starting units setting change
- Replies: 11
- Views: 2707
Re: AOF Vote - starting units setting change
If I might: 1. I agree on Diesel that "single worker option menu" must be kept as desireable option to start AoF match. Match based on this option is the most balanced and the most entertaining to play since in this mode, players synchronize and develop with more strategy to go, from early...
- Sat May 07, 2022 4:53 pm
- Forum: Unit balancing
- Topic: Roman Senator
- Replies: 27
- Views: 1718
Re: Roman Senator
Fascinating. I only scare to my God, but I despise imbalance. Amateur observation of course, unable settle it right now attack personal, yet understandable for your type of people so feel easy yourselves. 裏 も 面手 も 笑う。 The way you said it, absolutely means that you never know how senator work with de...
- Sat May 07, 2022 4:16 pm
- Forum: Others
- Topic: Elves Dodge Range?
- Replies: 2
- Views: 525
Elves Dodge Range?
So I had in MP 8 composite archers that stand and shot a 2nd tier human skirmisher from range - and all was miss, seeing 2nd tier human skirmisher has 20% dodge range. The funny thing here was that eventhough I had finished 8 turn for elves 20% dodge range, yet all my sword dancers and archers got f...
- Sat May 07, 2022 3:11 pm
- Forum: Reporting Issues
- Topic: Woodshaper Bug
- Replies: 1
- Views: 497
Woodshaper Bug
Since new update Woodshaper no longer can mend anything, and all my elf games get thrashed because of this. Please fix quickly.
- Fri May 06, 2022 5:55 pm
- Forum: Unit balancing
- Topic: Roman Senator
- Replies: 27
- Views: 1718
Re: Roman Senator
Really, since any sense in AoS demoralize work on machine? A 5 turn specialized unit has a conversion rate lower than upgraded priest even by 15% is still OK because the unit has 2X ACTION, 5 RANGE, and 6 RANGE DEMORALIZE ABILITY THAT EFFECTIVE ENOUGH TO NULLIFY HIGH MENTAL RESISTANCE OF ANY FLESH &...
- Thu May 05, 2022 8:00 pm
- Forum: Unit balancing
- Topic: Roman Senator
- Replies: 27
- Views: 1718
Re: Roman Senator
@Stratego
Reduce Roman Senator range -1 (both for conversion and demoralize) and lower their conversion chance to 45%. This is balance issue.
As a litte note, there are no effective anti-conversion since Roman Senator has DEMORALIZE ABILITY that lower resistance drastically.
Reduce Roman Senator range -1 (both for conversion and demoralize) and lower their conversion chance to 45%. This is balance issue.
As a litte note, there are no effective anti-conversion since Roman Senator has DEMORALIZE ABILITY that lower resistance drastically.
- Mon May 02, 2022 8:01 pm
- Forum: Closed ones
- Topic: Elven Mount & Bow Too Costly IMPLEMENTED
- Replies: 15
- Views: 1180
Re: Elven Mount & Bow Too Costly
Yes, as I stated early.
- Mon May 02, 2022 7:57 pm
- Forum: Balancing discussions
- Topic: PRI#8 Magic barriers
- Replies: 25
- Views: 1876
Re: PRI#8 Magic barriers
On this my take is to generalize all tier of barrier duration with 2 turn - with 3 turn training they are already relatively easy for such benefit to mass, not counting their disarmor and laser spell that have great casting range by default.
- Sun May 01, 2022 12:12 pm
- Forum: Closed ones
- Topic: Elven Mount & Bow Too Costly IMPLEMENTED
- Replies: 15
- Views: 1180
Re: Elven Mount & Bow Too Costly
YES
Quick way to solve is to remove Bowcraft lv. 3 from the requirement.
Quick way to solve is to remove Bowcraft lv. 3 from the requirement.
- Sun May 01, 2022 10:22 am
- Forum: Closed ones
- Topic: PRI#7 Too cheap(for dwarfs) dwarf giants IMPLEMENTED
- Replies: 38
- Views: 2594
Re: PRI#7 Too cheap(for dwarfs) dwarf giants
I said it's issue, had explained why.
- Fri Apr 29, 2022 1:26 am
- Forum: Unit - melee infantry
- Topic: Aztec Regular Upgrade
- Replies: 6
- Views: 675
Re: Aztec Regular Upgrade
I saw once that Aztec Maceman (or Clubman?) hasn't any bonus vs flesh & blood unit. Why it doesn't follow the style of having bonus vs flesh and blood, if it wasn't?
- Thu Apr 28, 2022 10:01 am
- Forum: Unit - melee infantry
- Topic: Aztec Regular Upgrade
- Replies: 6
- Views: 675
Re: Aztec Regular Upgrade
Fastest to be powered up, really? With what, Alter Sacrifice that only the case for melee, merely providing the unit survive after killing? I wonder how many unit will fall to be prey by the effect in MP. Even with Tattoo, those mentioned units stay in just between the line of 2nd tier. And to remem...
- Thu Apr 28, 2022 4:34 am
- Forum: Unit - melee infantry
- Topic: Aztec Regular Upgrade
- Replies: 6
- Views: 675
Aztec Regular Upgrade
All Aztec regular unit needs upgrade imo: spearman, archer, slinger and maceman.
Whether the upgrade locked in a single tech (like current To Aztec Elite Swordsman, in exchange the turn raised 5→9) or make them separately (in total 4 different techs), both are still just proposed.
Whether the upgrade locked in a single tech (like current To Aztec Elite Swordsman, in exchange the turn raised 5→9) or make them separately (in total 4 different techs), both are still just proposed.