Search found 650 matches

by Endru1241
Fri Mar 27, 2020 10:51 pm
Forum: Unit - mounted
Topic: Seleucid Cataphract Elephant
Replies: 3
Views: 129

Re: Seleucid Cataphract Elephant

I am not 100% sure, but I seem to recall, that cooldown is global for unit, so it could only use one ability.
by Endru1241
Fri Mar 27, 2020 9:55 pm
Forum: Unit - ranged (like archers)
Topic: Roman Plumbata Thrower
Replies: 2
Views: 90

Re: Roman Plumbata Thrower

Hybrid is meant to have weaknesses of both, strengths of both. Depending on balance - the second attribute can be weakened. Your stats says something else - strengths of both (even a little better), weaknesses of none. 18 damage to melees with resilience to get 2 attacks and still be standing , 10 d...
by Endru1241
Fri Mar 27, 2020 9:39 pm
Forum: Unit - infantry
Topic: NEW UNIT Queen
Replies: 4
Views: 612

Re: NEW UNIT Queen

Well, it could be Lady.
For effect we could use Fervour without research - who said only religious fervour were happening among armies.

But the issue about image remains.
by Endru1241
Fri Mar 27, 2020 9:29 pm
Forum: Unit - water (ships)
Topic: Illyrian Mercenaries
Replies: 4
Views: 68

Re: Illyrian Mercenaries

Actually - I would just decrease marine overall stats. They could be good for regular mercenary, but if he's supposed to be summonable and serve the pupose of conversion - it's too high. I'd say - 15hp, 8-10 power, no armor, no conversion resistance, lower bonuses vs ships by half, remove vs melee a...
by Endru1241
Fri Mar 27, 2020 9:19 pm
Forum: Unit - mounted
Topic: New Mercenarie: African Battle Elephant
Replies: 6
Views: 60

Re: New Mercenarie: African Battle Elephant

Sure - image can be used there too.
Tower can be placed, but it really depends on the final look if it's acceptable.

Also - I just now found out proposed stats have 2 actions - it's obviously too OP.
Should be 1.
by Endru1241
Fri Mar 27, 2020 9:17 pm
Forum: Unit - mounted
Topic: Seleucid Cataphract Elephant
Replies: 3
Views: 129

Re: Seleucid Cataphract Elephant

Looking at the image- armor should rather be 4/2 in the stats or even 4/1 as it gets a little more hp. The weakest point, vulnerable to arrows are actually humans on top and elephant face - both hard to reach from ground, but pretty easy using arrows. There is also no reason for archer attack to hav...
by Endru1241
Fri Mar 27, 2020 8:54 pm
Forum: Unit - infantry
Topic: Roman legionary mod, variant and upgrade
Replies: 24
Views: 268

Re: Roman legionary mod, variant and upgrade

Total rebalance is not a good idea. Neither is an upgrade - especially that strong. Legionaries were made with a purpose - they are weak by themselves (comparing to cost), but strong in group with proper leadership. Eagle legionary should rather be foot centurion. On the other hand Aquilifer would b...
by Endru1241
Fri Mar 27, 2020 8:31 pm
Forum: Unit - mounted
Topic: New Mercenarie: African Battle Elephant
Replies: 6
Views: 60

Re: New Mercenarie: African Battle Elephant

Once I had some idea abut changing elephants - maybe my image would prove useful for it.
by Endru1241
Fri Mar 27, 2020 8:16 pm
Forum: Unit - infantry
Topic: Heavy/Armored Maceman
Replies: 1
Views: 39

Re: Heavy/Armored Maceman

I think it's good idea to make him an upgrade.

Maceman, even though usable even on endgame, is balanced around the start.

His upgrade could be another one unique to nordic hall.
by Endru1241
Fri Mar 27, 2020 7:54 pm
Forum: Techs
Topic: Tech coronavirus
Replies: 1
Views: 170

Re: Tech coronavirus

First of all - disease is not a poison. It cannot be contained so easily and user would have a risk too. Especially with viruses. Additionally - bacteria was proved in the second half of 17th century, but research was widely recognized only in 19th. Virus was even later. And most importantly - when ...
by Endru1241
Fri Mar 27, 2020 7:43 pm
Forum: Unit - infantry
Topic: NEW UNIT Queen
Replies: 4
Views: 612

Re: NEW UNIT Queen

Possible Abilities: Gives extra health to nearby units Gives extra damage to nearby units Gives less damage taken/resistance to nearby units. In the comments you can decide what abilities it can have. Where is it produced?: In the castle Too unique. We shouldn't have kings or queens as producible u...
by Endru1241
Fri Mar 27, 2020 7:40 pm
Forum: Unit - infantry
Topic: Swandian footman
Replies: 6
Views: 281

Re: Swandian footman

Isn't swabian the same as swiss?
There is already topic for that.

As for swadian - let's keep AoS without such things as references or tributes (at least not globally).
If You want to reference something - create a map with such unit - triggers allow to change most stats and name.
by Endru1241
Fri Mar 27, 2020 7:35 pm
Forum: Units/techs/effects
Topic: Warship vs Fishing boats
Replies: 6
Views: 620

Re: Warship vs Fishing boats

Puss_in_Boots wrote:
Mon Mar 09, 2020 11:08 pm
Will this be changed?
I am changing it "Fishing Ship HP 20->10, Armor 2/5->0/2." - can You prepare the map accordingly?
by Endru1241
Fri Mar 27, 2020 7:33 pm
Forum: Unit balancing
Topic: Monastery Balancing
Replies: 6
Views: 263

Re: Monastery Balancing

Also 1) Komtur seems unable to convert, even though he has the 'ability' button 2) does his divine right aura improve conversion chance? 3)Is conversion worth it, except in specific circumstances? You trade an attack for a chance to convert a unit, which seems to be quite low. i understand priests ...
by Endru1241
Mon Mar 16, 2020 8:03 pm
Forum: Maps
Topic: Bug Heir to the throne (The fall) Campaign ANSWERED
Replies: 3
Views: 953

Re: Bug Kingdom Come (The fall) Campaign

Sorry to reply so late, but I was out. Posted campaign name is wrong. The fall map is in "Heir to the throne" campaign, so I am changing the topic name. I actually checked thoroughly and found no bug in said map. There is a trigger with auto-win, when You reach upper right tile (the stairs) with her...
by Endru1241
Sun Mar 08, 2020 10:46 am
Forum: Structures
Topic: Monastery IMPLEMENTED
Replies: 69
Views: 3047

Re: Monastery IMPLEMENTED

L4cus wrote:
Fri Mar 06, 2020 5:21 pm
Monks could have an ability just like gregorian chant or something like that.
by Endru1241
Sun Mar 08, 2020 8:54 am
Forum: Structures
Topic: Monastery IMPLEMENTED
Replies: 69
Views: 3047

Re: Monastery IMPLEMENTED

I only disagree with exchanging their roles or names.
So what about the chants? What could it do?
by Endru1241
Sun Mar 08, 2020 8:51 am
Forum: Others
Topic: population limit depending on unit costs
Replies: 11
Views: 520

Re: population limit depending on unit costs

For catapults - surely, but I think trebuchet should have at least the same requirement - even with current limits. And what about e.g. mouted templars, legionaries, hoplites? I think they should have lower costs probably. Generaly - units that are longer to train, because of initial higher stats or...
by Endru1241
Sat Mar 07, 2020 8:31 pm
Forum: Others
Topic: Custom limits for factories
Replies: 21
Views: 654

Re: Custom limits for factories

That's fine. It wouldn't affect existing maps, as default would be as it is.
by Endru1241
Sat Mar 07, 2020 8:28 pm
Forum: Structures
Topic: Monastery IMPLEMENTED
Replies: 69
Views: 3047

Re: Monastery IMPLEMENTED

Actually - monastery is more widely spread term - it's a short for monastic order place.
What we call monastery right now would probably be strictly speaking - abbey - a place ruled by abbot.
Priory was a place ruled by prior, so by definition lower, less significant.
by Endru1241
Sat Mar 07, 2020 7:45 pm
Forum: Others
Topic: population limit depending on unit costs
Replies: 11
Views: 520

Re: population limit depending on unit costs

I still think unit cost (how much of limit it takes) should be balanced unit by unit.
Especially for AoS.
Units with longer training time would be at disadvantage if they took that much of limit.
by Endru1241
Sat Mar 07, 2020 7:17 pm
Forum: Others
Topic: Custom limits for factories
Replies: 21
Views: 654

Re: Custom limits for factories

I am against making default production boost. Maybe as a game mode, but not default, that would affect campaigns. With capital being defined at the start there is also a problem with selecting. Which should be designed as one, when player starts with 2 or more tc. Maybe it'll be better to move any l...
by Endru1241
Thu Mar 05, 2020 11:52 pm
Forum: Others
Topic: Custom limits for factories
Replies: 21
Views: 654

Re: Custom limits for factories

Base limit for factories could be activated upon condition of having at least one tc.
Or in other words - settings could be:
factory limit base = 0
factory limit for first tc
factory limit for 2nd and next tc
mega limit base
mega limit for first tc
mega limit for 2nd and next tc
by Endru1241
Thu Mar 05, 2020 11:29 pm
Forum: Other discussions about the game
Topic: Country-Specific Units
Replies: 6
Views: 406

Re: Country-Specific Units

Squirrel5555 wrote:
Thu Mar 05, 2020 10:53 pm
Wow, are countries in the plans? :D

If thats the case, let me get to work on some concepts :P
More like nations, cultures or cultural groups.
My current ideas are cultural categories, so roman, nordic, celtic, slavic, steppe etc.
by Endru1241
Thu Mar 05, 2020 11:10 pm
Forum: Others
Topic: Custom limits for factories
Replies: 21
Views: 654

Re: Custom limits for factories

AoS 5 factories plus 4 for every tc you mean if player has 4 TC-s than he could build 5+4*4 = 21 factories? It just an example probably. I wrote about using floating point values - exactly 1.2 for regular factories and 0.8 for megas. If it would round properly it makes difference for 3 tcs at minim...
by Endru1241
Thu Mar 05, 2020 10:55 pm
Forum: New upgrades (unit, structure, technology, effect)
Topic: Some ideas
Replies: 3
Views: 331

Re: Some ideas

makazuwr32 wrote:
Thu Mar 05, 2020 10:46 pm
Make play by email and ip.

Here we have another problem:
Game is made on specific engine that is usable normally only on android. For porting onto other platforms it will require millions of coding. Mostly from scrap. So it is impossible, unless something unimaginable happens.
Fixed.
by Endru1241
Thu Mar 05, 2020 10:50 pm
Forum: Other discussions about the game
Topic: Country-Specific Units
Replies: 6
Views: 406

Re: Country-Specific Units

But we dont have nations in this game yet. we should learn from age of empires, theres many different nations but they share most of the units and each nation has a couple unique units. Because that's the only logical concept. Any two forces of similar technological advancements and wealth would be...
by Endru1241
Thu Mar 05, 2020 9:26 pm
Forum: Other discussions about the game
Topic: Country-Specific Units
Replies: 6
Views: 406

Re: Country-Specific Units

Unique look - not enough. But I believe we can always change some stats to make them a little different.
So pretty much any cultural-specific unit is welcomed, but historically famous would probably be faster and more likely implemented.
by Endru1241
Thu Mar 05, 2020 9:11 pm
Forum: Units/techs/effects
Topic: Ship speed not upgrading IMPLEMENTED
Replies: 2
Views: 298

Re: Ship speed not upgrading

Already fixed in version 1.116
by Endru1241
Thu Mar 05, 2020 9:06 pm
Forum: New upgrades (unit, structure, technology, effect)
Topic: Some ideas
Replies: 3
Views: 331

Re: Some ideas

Dude - that's some huge input. And according to the start of the post: Some ideas: 1. - it's only the first point! I am scared about the length of the whole idea pack. But seriously - split it some more! At the very least - into new things (although each category has a subforum of it's own), balanci...

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