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by Alexander82
Fri Feb 22, 2019 6:08 am
Forum: Technologies, Spells & Abilities
Topic: Lighting spell change
Replies: 20
Views: 93

Re: Lighting spell change

makazuwr32 wrote:
Fri Feb 22, 2019 6:05 am
Fireball research cost 6 turns.
Ok, I see. So what about bringing lightning to a similar cost and put it only in a specific building?
by Alexander82
Fri Feb 22, 2019 5:38 am
Forum: Technologies, Spells & Abilities
Topic: Lighting spell change
Replies: 20
Views: 93

Re: Lighting spell change

Btw the sight reduction was also some sort of stun and/or caused by the flash of light
by Alexander82
Fri Feb 22, 2019 5:38 am
Forum: Technologies, Spells & Abilities
Topic: Lighting spell change
Replies: 20
Views: 93

Re: Lighting spell change

I meant those techs for spells, not breath (since it is a more physical form of effect). I think that orcs should have the same techs too sonce the warlock was meant to be specialized in destruction magic. The elven mage is an all round mage and it uses also nature magic and other kind of spells. If...
by Alexander82
Thu Feb 21, 2019 1:01 pm
Forum: Technologies, Spells & Abilities
Topic: Reduce Armor ability
Replies: 15
Views: 83

Re: Reduce Armor ability

I don't like the 50% cut

Why not a straight value?
by Alexander82
Thu Feb 21, 2019 1:00 pm
Forum: Technologies, Spells & Abilities
Topic: Lighting spell change
Replies: 20
Views: 93

Re: Lighting spell change

I agree with some status for lightning but what's traditionally associated with Electric damage is too strong in this game It might, however, have one among different effects le like: Extra damage on units that are on water tiles (aside wooden units) Give a different kind of stun for a few turns (e....
by Alexander82
Thu Feb 21, 2019 12:49 pm
Forum: Technologies, Spells & Abilities
Topic: Lighting spell change
Replies: 20
Views: 93

Re: Lighting spell change

Stun is curse. And aoe curse is too powerful. Even for 1 turn. Especially because it will be able to hit otherwise immune units. Get 3 elf wizards and you can perma stun 13 units. As for slowing 1 it is stackable with slowing 3. And for elves even such small aoe slowing will result in huge advantag...
by Alexander82
Thu Feb 21, 2019 12:46 pm
Forum: Technologies, Spells & Abilities
Topic: Veteran Limit
Replies: 17
Views: 113

Re: Veteran Limit

That's why I'd go for fractions

So you have actusl extra armor ony once in a few levels
by Alexander82
Wed Feb 20, 2019 11:09 pm
Forum: Technologies, Spells & Abilities
Topic: Veteran Limit
Replies: 17
Views: 113

Re: Veteran Limit

some bonus might just be fractions

e.g. 0.2 armor
by Alexander82
Wed Feb 20, 2019 11:06 pm
Forum: Human
Topic: Changes for the Templars and Hospitaller.
Replies: 12
Views: 171

Re: Changes for the Templars and Hospitaller.

ok then, to begin with, we should just add the heal spell to the templar
by Alexander82
Wed Feb 20, 2019 10:53 pm
Forum: Others
Topic: New specActions/things.
Replies: 8
Views: 129

Re: New specActions/things.

Can we make units that have a vanishing value unable to be sacrificed by default?

There are spells that are fueked by sacrifice and those sacrifices should be real, not summoned units that would die anyway
by Alexander82
Wed Feb 20, 2019 4:18 pm
Forum: Undead Technologies
Topic: Empowered necromancy
Replies: 20
Views: 172

Re: Empowered necromancy

About the +1 range I tought it was ok for them to have not that because of the fact that they are disposable units and the extra range is mostly for survivability
by Alexander82
Wed Feb 20, 2019 4:14 pm
Forum: Undead Technologies
Topic: Empowered necromancy
Replies: 20
Views: 172

Re: Empowered necromancy

I like those and for the mage I have an idea (basically a version with a bigger staff and an expanded spell list)
by Alexander82
Wed Feb 20, 2019 4:12 pm
Forum: Human
Topic: Changes for the Templars and Hospitaller.
Replies: 12
Views: 171

Re: Changes for the Templars and Hospitaller.

Can you check the healing value for the different levels of the hospitallers?

I tought that the healing rate would still give a healing action bu i was wrong
by Alexander82
Wed Feb 20, 2019 4:10 pm
Forum: Undead
Topic: Rotting stable
Replies: 22
Views: 748

Re: Rotting stable

maybe a bit gross but it might fit
by Alexander82
Wed Feb 20, 2019 6:51 am
Forum: Human
Topic: Changes for the Templars and Hospitaller.
Replies: 12
Views: 171

Re: Changes for the Templars and Hospitaller.

Are those stats at level 1 or 3?
by Alexander82
Wed Feb 20, 2019 6:49 am
Forum: Undead
Topic: Rotting stable
Replies: 22
Views: 748

Re: Rotting stable

What about something more related to crafting or tailoring?

Like corpse tailor or bone factory

Something that recall more the fact that they are makings golems and such units (we might also put there non vanishing versions of golems)
by Alexander82
Wed Feb 20, 2019 6:47 am
Forum: Undead Technologies
Topic: Empowered necromancy
Replies: 20
Views: 172

Re: Empowered necromancy

I think that is a good idea. Sometimes you need a archer but it raises a monster.

I'll try making some images when I have time
by Alexander82
Wed Feb 20, 2019 12:40 am
Forum: Undead Technologies
Topic: undead: strenght feast ACCEPTED
Replies: 24
Views: 4436

Re: undead: strenght feast ACCEPTED

Maybe it is ok 50% since a high hp unit would still have a great advantage from it.
by Alexander82
Tue Feb 19, 2019 5:15 pm
Forum: Undead
Topic: Rotting stable
Replies: 22
Views: 748

Re: Rotting stable

I also assume we might add abomination-like units
by Alexander82
Tue Feb 19, 2019 5:14 pm
Forum: Undead
Topic: Rotting stable
Replies: 22
Views: 748

Re: Rotting stable

Like some sort of lab?

It might be dr. Frankenstein lab, but I assume it is copyrighted ao we might find a name that is a parody, like dr. Frank Stein or something similar
by Alexander82
Tue Feb 19, 2019 5:13 pm
Forum: Undead Technologies
Topic: Empowered necromancy
Replies: 20
Views: 172

Re: Empowered necromancy

We will have to revamp the skeleton monster with the fusion tech, anyway
by Alexander82
Tue Feb 19, 2019 5:12 pm
Forum: Undead Technologies
Topic: Empowered necromancy
Replies: 20
Views: 172

Re: Empowered necromancy

Animation mastery gives chance to raise skeleton monster unit. And actually i had in mind some monster units for undeads later. (Also i want for those monsters special building) So i would prefer next: Normal: 100% basic Animation mastery: 70% basic 30% monster (special for each corpse type) Empowe...
by Alexander82
Tue Feb 19, 2019 5:09 pm
Forum: Others
Topic: Ready unit suggestions for AOF
Replies: 88
Views: 2592

Re: Ready unit suggestions for AOF

Ready as always 8-)
by Alexander82
Tue Feb 19, 2019 10:47 am
Forum: Elf
Topic: Nymph expansion
Replies: 26
Views: 485

Re: Nymph expansion

Seems fair
by Alexander82
Tue Feb 19, 2019 10:44 am
Forum: Undead Technologies
Topic: Empowered necromancy
Replies: 20
Views: 172

Re: Empowered necromancy

I think we should define the percentages for all unit types.

I don't know the current animation mastery tough.

They might be:

Normal: 100% basic

Animation mastery: 75% basic 25% armored

Empowered necromancy 1: 25% basic 50% armored 25% gold

Empowered necromancy 2: 50% armored 50% gold
by Alexander82
Tue Feb 19, 2019 9:51 am
Forum: Undead
Topic: Rotting stable
Replies: 22
Views: 748

Re: Rotting stable

I understand but I would use a different logic (e.g. Graveyard raise corpses, crypt is for magical undeads, altar for summoned units, and so on)
by Alexander82
Tue Feb 19, 2019 9:41 am
Forum: Undead Technologies
Topic: undead: strenght feast ACCEPTED
Replies: 24
Views: 4436

Re: undead: strenght feast ACCEPTED

Exactly. It il like a temporary self buff fuled by corpses
by Alexander82
Tue Feb 19, 2019 9:38 am
Forum: Undead
Topic: Rotting stable
Replies: 22
Views: 748

Re: Rotting stable

I think they don't raise horses the same way as humans
by Alexander82
Tue Feb 19, 2019 9:36 am
Forum: Elf
Topic: Nymph expansion
Replies: 26
Views: 485

Re: Nymph expansion

Ok. I think we might give waterwalking spell for mermaids too (or a similar effect for water units, that increase their speed)
by Alexander82
Tue Feb 19, 2019 9:34 am
Forum: Undead Technologies
Topic: Empowered necromancy
Replies: 20
Views: 172

Re: Empowered necromancy

I'd make 6/8 cost

Otherwise it is fine for me

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