Search found 56 matches

by Ragnar
Sun Mar 15, 2020 1:13 pm
Forum: Races
Topic: Scalefolk rework
Replies: 347
Views: 18003

Re: Scalefolk rework

That sounds good. Anyway, here's the new look for the draconians, at least some of them. Also some others. as I understand it, the gnomes are almost complete and you are engaged in undead, but can we hope that a new balance of lizards will be introduced before the end of summer? probably no, sorry....
by Ragnar
Sun Mar 15, 2020 5:34 am
Forum: Races
Topic: Scalefolk rework
Replies: 347
Views: 18003

Re: Scalefolk rework

Savra wrote:
Sun Mar 15, 2020 3:51 am
That sounds good.

Anyway, here's the new look for the draconians, at least some of them.

Also some others.
as I understand it, the gnomes are almost complete and you are engaged in undead, but can we hope that a new balance of lizards will be introduced before the end of summer?
by Ragnar
Fri Feb 21, 2020 6:17 pm
Forum: Others
Topic: Archers do not shoot through walls
Replies: 26
Views: 744

Re: Archers are wrong!

@Stratego (dev) was generally against that while I liked more the idea of a more strategical use of walls I think we should be able to have both internal walls, mountains and towers/megas (that in maps that are underground or inside a building makes impossible to see/shoot through), normal walls (t...
by Ragnar
Wed Feb 12, 2020 5:34 am
Forum: Human
Topic: Walking knight
Replies: 3
Views: 341

Re: Walking knight

Alexander82 wrote:
Wed Feb 12, 2020 1:10 am
so the image should be like current knights but on foot?
almost like a dismounted knight with a slightly modified shield and sword (I'm sorry that I myself can’t make an image because my hands are growing out of the wrong place)
by Ragnar
Tue Feb 11, 2020 4:35 pm
Forum: Human
Topic: Walking knight
Replies: 3
Views: 341

Walking knight

Walking knight
Cost: 3
Trainable
Hp:40
Attack:12
Range:1
Armor:2
Speed:3
Sight:
dismounted knights cost much less than horsemen, but surpass the simple infantry of humans
by Ragnar
Mon Feb 10, 2020 2:16 pm
Forum: Units & Structures (See Races for accepted Unit Races)
Topic: Peasants in this game/Peons
Replies: 34
Views: 1247

Re: Peasants in this game/Peons

Alexander82 wrote:
Mon Feb 10, 2020 12:58 pm
we already have a 1 turn militia for humans
oh you want to add a militia whether it will be of a different type as a spearman a swordsman an archer
by Ragnar
Thu Feb 06, 2020 1:43 pm
Forum: Elf
Topic: Grove Keeper
Replies: 1
Views: 223

Grove Keeper

Grove Keeper Cost: 5 Trainable Hp:40 Attack:10 Range:6 Armor:0 Speed:4 Sight:6 is this powerful elf druid has great advantages in the forest and forest-related spells on the druid’s tim but more powerful (read that I didn’t write all the statistics and spells since I’m a teapot), is it just that elv...
by Ragnar
Thu Feb 06, 2020 1:36 pm
Forum: Elf
Topic: Glade Skykeeper
Replies: 19
Views: 843

Re: Glade Skykeeper

Savra wrote:
Sat Jan 18, 2020 9:00 pm
Alex did say glade wardens could have an eagle rider, here it is basically but the birds a bit different but still works because they both reside in the same environment.
when will these elf units be introduced
by Ragnar
Wed Feb 05, 2020 1:15 pm
Forum: Others
Topic: Only Heroes
Replies: 54
Views: 3990

Re: Only Heroes

SirLuciano wrote:
Wed Feb 05, 2020 12:07 pm
I really didn't wanna say this but....does my character qualify for this?😐
your character is just perfect for the themes of the undead and the army of darkness
by Ragnar
Mon Jan 27, 2020 4:27 pm
Forum: Units & Structures (See Races for accepted Unit Races)
Topic: Shallow water
Replies: 3
Views: 262

Shallow water

Shallow water operates on the principle of ice. The speed of all units also decreases, but graphically differs. How do you like the idea? I think it would be great for some campaigns and maps.
by Ragnar
Sun Jan 26, 2020 9:07 am
Forum: Races
Topic: Scalefolk rework
Replies: 347
Views: 18003

Re: Scalefolk rework

General Brave wrote:
Sun Jan 26, 2020 7:16 am
The nagas and snakes buildings would need to be egyptian in nature, also might be a good idea to separate the lizardfolks and the kobolds into different buildings.
yes it wasn’t bad if the lizard and the kobold were separate because it’s like two different races
by Ragnar
Thu Jan 23, 2020 8:15 pm
Forum: Units & Structures (See Races for accepted Unit Races)
Topic: golems and elementals - ANSWERED
Replies: 2
Views: 260

golems and elementals - ANSWERED

Is it possible to implement elementals or golems in the game, at least in the map editor?
by Ragnar
Thu Jan 23, 2020 2:53 pm
Forum: Races
Topic: Scalefolk rework
Replies: 347
Views: 18003

Re: Scalefolk rework

It's an interesting idea, I would like the idea of more shift shifters. I would think about it as them shedding their formed. Probably as a different unit. One question is whether there will soon be lizards at least at the test level (yes, I understand that there are still gnomes and undead and the...
by Ragnar
Sat Jan 18, 2020 6:02 pm
Forum: Undead
Topic: The Phantom Update
Replies: 308
Views: 17348

Re: The Phantom Update

Phantom Overseer: http://www.ageofstrategy.net/download/file.php?id=12679 Cost:8 Hp:65 Atk:20 Rng:1 Sight:4 Spd:3 Arm:4 P.arm:4 Res:100% Abilities: Phantoms curse: rng:4, cool:3, aoe:1, effects allies only, causes effected units to explode on death.* Auras: Corpse guardian aura: delay vanishing for...
by Ragnar
Mon Dec 30, 2019 3:47 pm
Forum: DEVELOPER version changes
Topic: version 1.109
Replies: 13
Views: 792

Re: version 1.109

Stratego (dev) wrote:
Sun Dec 22, 2019 8:14 am
new update from Alexander!

New tehcs: Faith 1 and 2

also some other changes i hope Alex will list here- thanks!

uos 20
the question will seem stupid but when is the update and whether it will be extensive
by Ragnar
Sun Nov 10, 2019 6:36 am
Forum: Undead
Topic: Werewolf
Replies: 9
Views: 433

Re: Werewolf

General Brave wrote:
Sat Nov 09, 2019 7:53 pm
Images are done, no one have decided to go onward.
that is, no one wanted to do statistics or json
by Ragnar
Fri Nov 08, 2019 6:38 pm
Forum: Undead
Topic: Werewolf
Replies: 9
Views: 433

Werewolf

somewhere there were already these topics about werewolves and lycans, is it time to add something from the werewolf theme
by Ragnar
Tue Nov 05, 2019 11:50 am
Forum: Units & Structures (See Nations for accepted Unit nations)
Topic: horse units
Replies: 0
Views: 581

horse units

mounted troops were in demand and during the Second World War, different countries had their own special horse units in the USSR, for example, Cossack divisions in the UK, for example, in Africa there were local North African militias mainly consisting of horse units, their bonus of course lies in s...
by Ragnar
Mon Oct 28, 2019 11:58 am
Forum: Human
Topic: horse-thrower
Replies: 8
Views: 458

Re: horse-thrower

makazuwr32 wrote:
Mon Oct 28, 2019 10:27 am
Maybe as unit for desert (egyptian) sub. But definately not as for main army.
and if you just put it in the map editor and that's it
by Ragnar
Sun Oct 27, 2019 5:22 pm
Forum: Human
Topic: horse-thrower
Replies: 8
Views: 458

Re: horse-thrower

Savra wrote:
Sun Oct 27, 2019 4:11 pm
Are you referring to a mounted skirmisher?
yes about the horse skirmisher
by Ragnar
Sun Oct 27, 2019 3:18 pm
Forum: Human
Topic: horse-thrower
Replies: 8
Views: 458

horse-thrower

a javelin thrower on a horse it seems to me that a good idea is like the same jar digger only on horseback (accordingly, it has high speed but weaker damage)
by Ragnar
Tue Oct 22, 2019 12:14 pm
Forum: Units & Structures (See Races for accepted Unit Races)
Topic: Gandalf the White
Replies: 4
Views: 456

Re: Gandalf the White

The God of fire wrote:
Tue Oct 22, 2019 10:51 am
Hi! I want to ask what this unit was never implement ?
1571740205616.png
there is gendalf gray and no white
by Ragnar
Sun Oct 13, 2019 4:33 pm
Forum: DEVELOPER version changes
Topic: version 1.105
Replies: 31
Views: 1194

Re: version 1.104

Stratego (dev) wrote:
Sat Oct 12, 2019 8:24 am
good! (i mean good you can reproduce)
what if u press the player names, after that the skip button works?
as soon as possible, update, otherwise without an editor it’s very hard to ask you
by Ragnar
Fri Oct 11, 2019 4:20 pm
Forum: DEVELOPER version changes
Topic: version 1.105
Replies: 31
Views: 1194

Re: version 1.104

Stratego (dev) wrote:
Fri Oct 11, 2019 3:39 pm
ok dodges i think i have fixed
others please report to alex.
Sorry to write this here, but after downloading the latest version of dev, the game crashes when you enter the unit block in the editor
by Ragnar
Mon Oct 07, 2019 2:37 pm
Forum: Elf
Topic: satyr
Replies: 2
Views: 330

Re: satyr

makazuwr32 wrote:
Mon Oct 07, 2019 5:13 am
They will be but later.
I hope when it is introduced it will have a unique ability related to the forest
by Ragnar
Sun Oct 06, 2019 4:17 pm
Forum: Elf
Topic: satyr
Replies: 2
Views: 330

satyr

I remember that some topic was about them. But in general, I thought, after all, satyrs are helpers of elves in the forest, why not offer them
by Ragnar
Thu Oct 03, 2019 3:18 am
Forum: Units & Structures (See Races for accepted Unit Races)
Topic: Snakeman can't swim - ANSWERED
Replies: 21
Views: 773

Re: Snakeman can't swim

They already have 50% extra movement on sand tiles. They will be useful on that kind of maps All snakes swim perfectly. And anaconda in general spend most of their lives in water. Already hunts fish and frogs. ... One of the snakes that cannot swim is the Angolan cobra, it is simply physically inca...
by Ragnar
Thu Oct 03, 2019 3:16 am
Forum: Units & Structures (See Races for accepted Unit Races)
Topic: Snakeman can't swim - ANSWERED
Replies: 21
Views: 773

Re: Snakeman can't swim

Alexander82 wrote:
Wed Oct 02, 2019 9:42 pm
They already have 50% extra movement on sand tiles.

They will be useful on that kind of maps
but give them at least a small radius of movement on the water because they are snakes and they can swim
by Ragnar
Wed Oct 02, 2019 5:33 pm
Forum: Units & Structures (See Races for accepted Unit Races)
Topic: Snakeman can't swim - ANSWERED
Replies: 21
Views: 773

Re: Snakeman can't swim

We don't even know what scalefolks in general would be, what stats would they have and such. And you ask about making them useful for campains? Campains are considered secondary in this game (at least in terms of balancing and such) especially because they always can be modified and updated. Main r...
by Ragnar
Wed Oct 02, 2019 3:42 pm
Forum: Units & Structures (See Races for accepted Unit Races)
Topic: Snakeman can't swim - ANSWERED
Replies: 21
Views: 773

Re: Snakeman can't swim

I think you can edit maps giving units waterwalking but when nagas will be in they will fill their specific role. if I could encode games ...... well, think about it because these units had more sense in water than on land, you can still return this ability to them anyway, much will not change from...

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