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by godOfKings
Sat Feb 22, 2020 6:22 pm
Forum: Main menu
Topic: Daily gift IMPLEMENTED
Replies: 23
Views: 336

Re: Daily gift IMPLEMENTED

does daily gift mode get reset if players fail to play turn any single day, and wat will happen after he gets the last gift?
by godOfKings
Sat Feb 22, 2020 6:20 pm
Forum: Others
Topic: Archers do not shoot through walls
Replies: 26
Views: 277

Re: Archers are wrong!

in dungeon like map, we could use trigger to reduce sight of archer to same as infantry, wat about a new global stat changing effect that will affect all units of selected object type belonging to selected player (including new units produced later on in game by said player) may b its off topic thou...
by godOfKings
Fri Feb 21, 2020 6:28 am
Forum: Others
Topic: Population depending on number of houses
Replies: 26
Views: 162

Re: Population

map is usually too small, houses cant b built in forests, age of empires used to have thousands of tiles big maps
by godOfKings
Thu Feb 13, 2020 5:35 pm
Forum: Unit - infantry
Topic: Hoplite (not spartan)
Replies: 6
Views: 1075

Re: Hoplite (not spartan)

Make shield diagonal
by godOfKings
Thu Feb 13, 2020 12:39 am
Forum: Unit - siege
Topic: Ribault
Replies: 67
Views: 5821

Re: Ribault

Wat about
1 action
12 atk
2 tile Area damage
by godOfKings
Tue Feb 11, 2020 5:16 pm
Forum: Unit - ranged (like archers)
Topic: Mounted Crossbowmen
Replies: 61
Views: 12412

Re: Mounted Crossbowmen

So it will b like jinete?
by godOfKings
Tue Feb 11, 2020 12:01 pm
Forum: Unit - siege
Topic: Ribault
Replies: 67
Views: 5821

Re: Ribauldequin-organ cannon

by godOfKings
Tue Feb 11, 2020 12:00 pm
Forum: Unit - siege
Topic: Ribault
Replies: 67
Views: 5821

Re: Ribauldequin-organ cannon

Its a repost, there already exists same suggestion
by godOfKings
Mon Feb 10, 2020 1:49 pm
Forum: Unit - ranged (like archers)
Topic: New Unit - High Priest IMPLEMENTED
Replies: 16
Views: 1133

Re: New Unit - High Priest IMPLEMENTED

There is a female neutral priestess in game to satisfy whatever weird thoughts u r having

U must b spending this valentine single, no? Dont worry bro u aint alone
by godOfKings
Mon Feb 10, 2020 1:44 pm
Forum: Unit - ranged (like archers)
Topic: Mounted Crossbowmen
Replies: 61
Views: 12412

Re: Mounted Crossbowmen

I m pretty sure wen i first suggested a 4 turn stat i didnt expect it to have upgrade If u want it upgradeable either increase cost to 5 with a bit higher hp, or keep range at 4 or give miss chance as a drawback of riding unstable horse Or just make the upgraded unit the third upgrade of horse arche...
by godOfKings
Mon Feb 10, 2020 1:32 pm
Forum: Gameplay & UI
Topic: Resources
Replies: 7
Views: 81

Re: Resources

If u want gold, make another mod game with aos engine
by godOfKings
Mon Feb 10, 2020 1:26 pm
Forum: Unit - infantry
Topic: Warriors of the east - ACCEPTED
Replies: 79
Views: 10387

Re: Warriors of the east - ACCEPTED

Ah shogun guard is a dead idea, Samurai never used shields, this topic is mainly for concepts and ideas on nomadic units currently
by godOfKings
Sun Feb 09, 2020 3:31 pm
Forum: Unit balancing
Topic: every gunman ignore armor and tanegashima changes
Replies: 15
Views: 142

Re: every gunman ignore armor and tanegashima changes

Even if It can damage armor, its just a single hole, unless someone pierces that same hole again the armor will still bear some of the damage, rather lower hp itself means both injuries, wounds and damaged armors etc. Wat about matchlock pistols? Wen were they used? Didnt samurai carry firearms like...
by godOfKings
Sun Feb 09, 2020 2:21 pm
Forum: Unit balancing
Topic: every gunman ignore armor and tanegashima changes
Replies: 15
Views: 142

Re: every gunman ignore armor and tanegashima changes

actually i was thinking on-hit fear effect like poison that reduces speed and attack of target unit by -1, also miss chance should b same as slinger (slinger almost has 100% chance to hit 3 speed unit) while against horses, i was thinking a melee ability like using bayonet, as for tanegashima, it ne...
by godOfKings
Sun Feb 09, 2020 2:17 pm
Forum: Unit balancing
Topic: Sight balance
Replies: 9
Views: 86

Re: Sight balance

sounds good, also siege tower would now have a great use as a scout with high vision :D as for vision reducing wagon, its not really necessary since maximum sight of any wagon carry able unit is 7 while a castle/ tower already has 8 sight
by godOfKings
Sat Feb 08, 2020 6:45 pm
Forum: Unit - infantry
Topic: Macedonian Phalangite (pikeman)
Replies: 25
Views: 641

Re: Macedonian Phalangite (pikeman)

Since there is a roman garrison, i think we need a more ancient building, perhaps a barbarian camp signifying all existing barbarians in the times of the romans as well as units before roman era like celts, greeks and persians
by godOfKings
Sat Feb 08, 2020 6:40 pm
Forum: Unit - ranged (like archers)
Topic: New Unit - High Priest IMPLEMENTED
Replies: 16
Views: 1133

Re: New Unit - High Priest

If it is cathedral only it can b 3 turn cost, otherwise should b 5 turn cost (currently it is 3 turn cost and buildable everywhere)
by godOfKings
Sat Feb 08, 2020 2:03 pm
Forum: OFF Topics
Topic: How'r you guys?
Replies: 8
Views: 291

Re: How'r you guys?

Ur dream is fulfilled irl. Now u can raise ur army of dead from the ashes (i hope nobody actually died though)
by godOfKings
Sat Feb 08, 2020 5:09 am
Forum: Unit balancing
Topic: Sight balance
Replies: 9
Views: 86

Re: Sight balance

godOfKings wrote:
Fri Feb 07, 2020 3:29 pm
Since there were some talks of nerfing sight to promote use of scout like units
Will u stop repeating wat i say already.... just let the moderator come and give his verdict on the concept, dont speak unless u have anything new to add
by godOfKings
Fri Feb 07, 2020 7:25 pm
Forum: Unit balancing
Topic: Sight balance
Replies: 9
Views: 86

Re: Sight balance

Lol, wen i say foot archer, i mean ALL foot archers, including hospitaller, long bow etc. Only archers on top of horses and elephants will have 8 sight, every other land walking archer units cannot have more than 7 sight
by godOfKings
Fri Feb 07, 2020 7:19 pm
Forum: New upgrades (unit, structure, technology, effect)
Topic: XP for players
Replies: 12
Views: 108

Re: XP for players

If its possible with ranking list, its obviously possible with profile, also it would b nice to make it possible to link forum username with in-game account and allowing u to see the forum avatar
by godOfKings
Fri Feb 07, 2020 7:04 pm
Forum: Unit balancing
Topic: Sight balance
Replies: 9
Views: 86

Re: Sight balance

Sight depends on ur own ability to see and range depends on ur arm strength/ launching strength of machinery, and actually, u know wat, i just realised elephant riding archer really should have higher sight so let him have 8 sight too, edited first post
by godOfKings
Fri Feb 07, 2020 6:55 pm
Forum: Unit balancing
Topic: every gunman ignore armor and tanegashima changes
Replies: 15
Views: 142

Re: every gunman ignore armor and tanegashima changes

Rather than ignore armor, i would like to see a demoralising fear effect from loud noise (should b weapon effect similar to poison/burning) with may b some bonus on heavy armored infantry. And stop sprouting ignore armor all the time, ignoring armor itself from a bullet hitting iron is op and illogi...
by godOfKings
Fri Feb 07, 2020 6:49 pm
Forum: Unit balancing
Topic: Sight balance
Replies: 9
Views: 86

Re: Sight balance

Higher sight is simply another reason to make horse archer over foot archer, cuz foot archer is still more cost effective currently. And elephant's main role is tank, y would it need high sight? And current logic doesnt allow to see more than ur own unit's sight number so i dont think its possible t...
by godOfKings
Fri Feb 07, 2020 3:29 pm
Forum: Unit balancing
Topic: Sight balance
Replies: 9
Views: 86

Sight balance

Stratego (dev) Endru1241 Since there were some talks of nerfing sight to promote use of scout like units, i propose a drastic change in standard sight of aos. Maximum standard sight shall b 8 tiles and units that will have 8 sight are, light cavalry, raider, horse archer (because its looking on top...
by godOfKings
Fri Feb 07, 2020 2:39 pm
Forum: Unit - infantry
Topic: Fireswordman ANSWERED
Replies: 10
Views: 341

Re: Fireswordman ANSWERED

This is already answered, exactly how do u plan on lighting a sword on fire
by godOfKings
Fri Feb 07, 2020 11:42 am
Forum: New upgrades (unit, structure, technology, effect)
Topic: Different skin for your favourite unit (skin shop)
Replies: 22
Views: 598

Re: Different skin for your favourite unit (skin shop)

U can always implement ur hero as a neutral unit for making campaigns for example, but u have to make the image and json urself and send it to stratego to b added as neutral unit
by godOfKings
Wed Feb 05, 2020 8:30 pm
Forum: Unit - mounted
Topic: Cataphract as new unit
Replies: 10
Views: 85

Re: Cataphract as new unit

Just so u know, in this game there r few formations if any, u expose ur shock cavalry, a random halberd riding a wagon will cut off ur head from miles away, and a cavalry cant demoralize simply by standing, make this stronger than centurion but not much stronger than cavalier (as ancient era armor c...
by godOfKings
Wed Feb 05, 2020 2:02 pm
Forum: Unit - infantry
Topic: Falcata-Rhomphaia thracian
Replies: 38
Views: 341

Re: Falcata-Rhomphaia thracian

Looks like a peasant with a scimitar though
by godOfKings
Wed Feb 05, 2020 1:39 pm
Forum: New upgrades (unit, structure, technology, effect)
Topic: XP for players
Replies: 12
Views: 108

Re: XP for players

I disagree with this. Losing in multiplayer is like losing to AI. Most of my lose in multiplayer is because of withdrawal for them not turning. If you can reduce players xp by doing that then isn't that almost useless? Actually xp will still increase even for losin, only by lower amountt han winning

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