Search found 46 matches

by Storgar
Thu Oct 09, 2014 6:55 am
Forum: Unit balancing
Topic: assasins
Replies: 33
Views: 8416

Re: assasins

Pyro Paul is great and the slim guy too is good, some nice icons you have made :)
by Storgar
Sat Oct 04, 2014 7:27 am
Forum: IMPLEMENTED - Water
Topic: war ship to battleship - IMPLEMENTED
Replies: 43
Views: 5845

Re: Unit - galley (warship upgrade?)

warship to 'ship of the line' that was a term used in naval history. give it 2 shots instead of 1 and upgrade health to 50. would need an image that look a little bigger. destroyer to heavy destroyer, no ram Increased health and extra damage Catapult to Fire launcher the catapult on it shoots as bef...
by Storgar
Sat Oct 04, 2014 7:17 am
Forum: Unit balancing
Topic: assasins
Replies: 33
Views: 8416

Re: assasins

They do look good. maybe too similar though.

Not sure if the saboteur should look like a worker with your big saw

The pyro could lose the cloak and have a torch in each hand.
by Storgar
Wed Oct 01, 2014 6:14 pm
Forum: IMPLEMENTED - Siege
Topic: siege tower IMPLEMENTED
Replies: 88
Views: 28109

Re: seige tower

I agree that the tower is a bit too big, but very good style. I like the ideas here, holds 4 troops, archers can fire from it, enables troops to leap over walls. Maybe even get past the small towers as troops could climb through a window from it, but not the fortresses as they too tall. I think 10 t...
by Storgar
Wed Oct 01, 2014 6:00 pm
Forum: IMPLEMENTED - Infantry
Topic: Man at arms - IMPLEMENTED v0.998
Replies: 40
Views: 17323

Re: Man at arms

A 3rd level of swordsman might be a good way of doing this one.
by Storgar
Wed Oct 01, 2014 3:47 pm
Forum: IMPLEMENTED - Infantry
Topic: Roman Legionaire - IMPLEMENTED
Replies: 57
Views: 22020

Re: Roman Legionaire

Another good one - I prefer the 1st pic on this one.

I do feel that he should have an armour value of 3 though - 0 is not right for this unit.
by Storgar
Wed Oct 01, 2014 3:45 pm
Forum: IMPLEMENTED - Infantry
Topic: Maceman - IMPLEMENTED
Replies: 13
Views: 6489

Re: Maceman

The second image is much better, really good.

Seems a good idea to me.
by Storgar
Wed Oct 01, 2014 3:42 pm
Forum: IMPLEMENTED - Ranged
Topic: unit: fire archers - IMPLEMENTED
Replies: 36
Views: 17104

Re: New unit:Fire Archer

I like the idea of a flame arrow but not the way you have described. I feel it should be: They have less range than normal archer so only 4 - due to weight of arrow and loss of aerodynamics. No extra armor penetration - it is no stronger than a normal arrow. Normal effect against troops. It then set...
by Storgar
Wed Oct 01, 2014 7:46 am
Forum: Unit balancing
Topic: assasins
Replies: 33
Views: 8416

Re: assasins

would not be too hard give the pyromanic an att str of 5 with 4000% bonus on buildings - so he is naff against troops but great on buildings the assassin could be att str 5 with 3000% bonus on all troop types - so naff against buildings but great against troops. if they only cost 3 turns each to mak...
by Storgar
Sun Sep 28, 2014 10:27 pm
Forum: Others
Topic: Gems from singleplayer maps?
Replies: 3
Views: 1034

Re: Gems from singleplayer maps?

If you have never lost against the ai on random try putting them on the same team that makes it harder - I struggle when it 3v me :)
by Storgar
Thu Sep 25, 2014 9:58 am
Forum: Maps, campaigns
Topic: New Map: The Forgotten Land - IMPLEMENTED v0.991
Replies: 0
Views: 995

New Map: The Forgotten Land - IMPLEMENTED v0.991

New Map The Forgotten Land

An area of the kingdom that has not been visited for many years, the roads are overgrown. It has now become a place of strategic importance, so prepare for battle.

Ideally suited to 2-4 players.
by Storgar
Thu Sep 25, 2014 9:53 am
Forum: Maps, campaigns
Topic: New Map The Ruined City - IMPLEMENTED v0.991
Replies: 1
Views: 1526

New Map The Ruined City - IMPLEMENTED v0.991

Hi All

Here is a new map from me, The Ruined City.

Your troops can battle in the ruins of a great city that has been flooded at some time in the past.

Designed this map with 3 player battles in mind.
by Storgar
Mon Sep 22, 2014 7:49 pm
Forum: Unit balancing
Topic: assasins
Replies: 33
Views: 8416

Re: assasins

I think a straight 200 damage to any building would be good, this would mean that it would be 5 hits on a non upgraded castle but more if you have the techs. 200 will also destroy all other buildings in 1 hit.
by Storgar
Sun Sep 21, 2014 10:08 pm
Forum: Unit balancing
Topic: assasins
Replies: 33
Views: 8416

Re: assasins

I like the pyromaniac idea but I feel that he should not be able to destroy castles, all other buildings are fine but castles take too much effort to build to be taken by 1 dood with a torch :p
by Storgar
Thu Sep 18, 2014 1:12 pm
Forum: Abstract
Topic: DEPRECATED - Map design - How can i create map? OLD WAY!
Replies: 82
Views: 53333

Re: Map design - How can i create user (community) map?

I been playing with the editor and would like to know a few points: I would like to be able to change the properties of tiles and make new tiles but am struggling with this - you have road, wood, hill, water and land are there any more? What does each type do? road = ? wood = stops wagons and some o...
by Storgar
Thu Sep 18, 2014 7:38 am
Forum: App Growth (eg. Promotions)
Topic: List of known Reviews of the game internet-wide
Replies: 22
Views: 11840

Re: List of known Reviews of the game internet-wide

That is a really good review. Very fair and accurate :-)
by Storgar
Thu Sep 18, 2014 7:28 am
Forum: Unit balancing
Topic: assasins
Replies: 33
Views: 8416

assasins

I know I mentioned this in the wrong section before but I thought I would put it in here as well. I do fell that assassins should not be able to destroy buildings. It is not thematic and can make them very op. Maybe they should only take 3 turns to make with this alteration to make them a bit more w...
by Storgar
Thu Sep 18, 2014 7:22 am
Forum: IMPLEMENTED - Mounted
Topic: Unit - chariot - IMPLEMENTED v0.991
Replies: 79
Views: 33790

Re: Unit - chariot - IMPLEMENTED v0.991

Thanks Dan should be great :-D

For the archer chariot how about same armour health and speed as the other chariot. But give the same attack and bonuses as archers and allow them to benefit from archer upgrades.
by Storgar
Tue Sep 16, 2014 10:24 am
Forum: IMPLEMENTED - Mounted
Topic: Unit - chariot - IMPLEMENTED v0.991
Replies: 79
Views: 33790

Re: Unit - chariot - IMPLEMENTED v0.991

Grim you have done a god job there - the improved image and the fact you now have an archer with white horse to keep consistency is all good. Get them loaded in the game Dan :) I know it should not be in here but when you update please change the tie fighter so that it is not available in 'yes 0' op...
by Storgar
Wed Aug 13, 2014 4:37 am
Forum: Implementeds
Topic: Multiplayer setup IMPLEMENTED
Replies: 3
Views: 2019

Re: Multiplayer setup

There still needs to be a change, currently: no means you only get the very basic game yes 0 this still allows tie fighters - which in a prolonged game players just end up building armies of them and it makes the game pointless. Could we instead have a tick box system when setting up the game such a...
by Storgar
Tue Aug 05, 2014 4:52 pm
Forum: ARCHIVED - Answered suggestions
Topic: Assassins - ANSWERED
Replies: 2
Views: 1545

Assassins - ANSWERED

These should only be able to take out other troops types, they should not be able to destroy buildings, towers, castles etc. If players think they would not be worth having then make them cost less turns to make.
by Storgar
Tue Aug 05, 2014 4:37 pm
Forum: New game types in the game (like capture the flag)
Topic: find-collect-store-sell-spend mechanism and mercenaries.
Replies: 6
Views: 1966

Re: find-collect-store-sell-spend mechanism and mercenaries.

This is an interesting idea. You could have rather than a shop an exclamation mark on a square or something and when you move into it you see what's there, it could be gold or it could be mercenaries which you have the option to purchase with required gold. This could vary based on how good the troo...
by Storgar
Tue Aug 05, 2014 4:32 pm
Forum: Structures
Topic: Canals
Replies: 0
Views: 1266

Canals

I would like a canal. The worker would take 3 turns to make each square and it allows ships to travel along a canal while troops can still pass over the squares. This would enable you to connect up different seas in games and to just give an extra option with getting ships further inland on canals.
by Storgar
Tue Aug 05, 2014 4:29 pm
Forum: Implementeds
Topic: Multiplayer quitters - IMPLEMENTED v0.9993
Replies: 2
Views: 1528

Multiplayer quitters - IMPLEMENTED v0.9993

In games where there are no teams it would be good if an AI took over players who get booted for missing 2 turns. In games where there are teams it would be nice when a player who gets booted, all troops towns etc are given to another player on his team - maybe a team captain is assigned based on 1s...
by Storgar
Tue Aug 05, 2014 4:26 pm
Forum: Implementeds
Topic: Multiplayer setup IMPLEMENTED
Replies: 3
Views: 2019

Multiplayer setup IMPLEMENTED

I would like a bit more control on what you can set up in multiplayer games. I would like an option to turn on and off effects (potions) - these offer quite a different aspect to the game which I would like the option of playing without so the game is a bit more themed on just combat and strategy wi...
by Storgar
Thu Jul 31, 2014 9:53 am
Forum: IMPLEMENTED - Mounted
Topic: Unit - chariot - IMPLEMENTED v0.991
Replies: 79
Views: 33790

Re: Unit - chariot

Here is a chariot I sketched and coloured, what you think? Do you want me to do an archer one as well or would you prefer someone a bit more skilled to do one :p
by Storgar
Fri Jul 25, 2014 8:28 am
Forum: Solved/Answered
Topic: Multiplayer Error - IMPLMENETED v0.9993
Replies: 5
Views: 3597

Re: Multiplayer Error

I think I may have found the game ID

355715975797243x-2014-07-0*15:17:39.000:55/49
by Storgar
Thu Jul 24, 2014 12:05 pm
Forum: Solved/Answered
Topic: Multiplayer Error - IMPLMENETED v0.9993
Replies: 5
Views: 3597

Re: Multiplayer Error

Cant find the game id but the name of the game when it was in the multiplayer section waiting for joiners is Epic 2 on a 40x40 Mediterranean map. One of the players had been kicked during those 4 turns and is now back in the game. I am wondering if it could be that he had not updated the game when i...
by Storgar
Thu Jul 24, 2014 5:29 am
Forum: Solved/Answered
Topic: Multiplayer Error - IMPLMENETED v0.9993
Replies: 5
Views: 3597

Multiplayer Error - IMPLMENETED v0.9993

I am currently in a multiplayer game and 4 turns went missing and it just seemed to carry on from a point 4 turns earlier in the game.
by Storgar
Wed Jul 09, 2014 7:00 am
Forum: Solved/Answered
Topic: Campaign Fail? - ANSWERED
Replies: 3
Views: 2389

Re: Campaign Fail?

That would be the problem then :)

I used him and the Templars to charge down and massacre half the invading army lol

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