Search found 28 matches

by Rotholz
Sun Nov 24, 2019 11:58 am
Forum: Unit - infantry
Topic: Professional
Replies: 9
Views: 372

Re: Professional

Armor stat in game doesn't correspond fully with physical, real armor. Armor stat sometimes means ability to dodge attacks, e.g. Celt, Ninja. In this unit, I believe, its his ability to dodge and parry incoming melee attacks. So 4/0 seems acceptable. Maybe make it 3/0 for balance reasons, but it's ...
by Rotholz
Sun Nov 24, 2019 11:56 am
Forum: Unit - infantry
Topic: Maulman
Replies: 23
Views: 533

Re: Maulman

Hi, tryed some shading but it looks maybe too much different thenthe other units in the game? patroid I love the second shaded one. It may look different, but I like the intimidating design choice, and intimidation played a role on the medieval battlefield, so that's cool. Hope it gets implemented ...
by Rotholz
Sun Nov 24, 2019 11:53 am
Forum: Techs
Topic: Slave-keeping
Replies: 4
Views: 305

Re: Slave-keeping

I tried, but we might need to remake the sprite down the line
by Rotholz
Sat Nov 23, 2019 9:56 am
Forum: Unit - infantry
Topic: Canis Pugnax
Replies: 4
Views: 253

Re: Canis Pugnax

it looks too dead about give it Eyes that we can see and make smaller they weren't as big as humans right? No, I made it just slightly bigger than a wardog, because a wardog looks like a greyhound to me, but the Canis Pugnax was bred specifically to perform demanding tasks, and is therefore somewha...
by Rotholz
Sat Nov 23, 2019 9:45 am
Forum: Unit - infantry
Topic: Maulman
Replies: 23
Views: 533

Re: Maulman

Gral.Sturnn wrote:
Sat Nov 23, 2019 12:37 am
Very cool sprite Rotholz! now try and give him a black outline to his body and maul and make his proportions more similar to those in game
I tried my best :D But I didn't know how to make the shadow like the other troops in the game have, so I'd like someone else to be so kind and take care of it
by Rotholz
Fri Nov 22, 2019 6:26 pm
Forum: Techs
Topic: Slave-keeping
Replies: 4
Views: 305

Slave-keeping

Slave-keeping: Allows capturing slaves. Cost: 7 It was suggested before at the start of this year, but it wasn't really all that fleshed out, and I have some ideas for this unit. Slave HP: 4 Power: 0 Speed: 2 Sight: 3 Gets converted 100% of the time. 25% chance to turn enemy into a slave instead of ...
by Rotholz
Fri Nov 22, 2019 6:07 pm
Forum: Techs
Topic: Some Suggestions
Replies: 16
Views: 495

Re: Some Suggestions

I have an idea - Aenator could have second researchable in roman garrison buff similar to fervor - good communication in legion could provide better attacks and make conversion harder. Latin chanting doesn't fit imho. Latin sounds much softer to my ears than e.g. german. Opposite for me, German sou...
by Rotholz
Fri Nov 22, 2019 5:14 pm
Forum: Techs
Topic: Some Suggestions
Replies: 16
Views: 495

Re: Some Suggestions

makazuwr32 wrote:
Fri Nov 22, 2019 4:22 pm
For moralising romans have centurions.
Well, we didn't talk about a moralising unit or effect for the romans at all
by Rotholz
Fri Nov 22, 2019 4:18 pm
Forum: Techs
Topic: Some Suggestions
Replies: 16
Views: 495

Re: Some Suggestions

Just like makazuwr said I ment Aenator (really aēneātor) - I always somehow misspell their name. They are represented in the game by the buccinator image - long curved brass truphet. They are drummer counterpart specific to roman armies - so they have aura with +1 speed for roman units. Oh, I never...
by Rotholz
Fri Nov 22, 2019 3:26 pm
Forum: Techs
Topic: Some Suggestions
Replies: 16
Views: 495

Re: Some Suggestions

That's right. It's great idea too. Only two things about it - which building could research it and what counterpart ability could be given to roman aeanator. Aeanators were responsible for various sound based communications, marching coordination was only one of them. About telescope - archers alre...
by Rotholz
Fri Nov 22, 2019 1:29 pm
Forum: Unit - infantry
Topic: Canis Pugnax
Replies: 4
Views: 253

Re: Canis Pugnax

Oh, forgot the image
by Rotholz
Fri Nov 22, 2019 1:28 pm
Forum: Unit - infantry
Topic: Canis Pugnax
Replies: 4
Views: 253

Canis Pugnax

Description: A roman war dog breed so ferocious that it was pitted against lions in arenas, as well as used as soldiers in the army. They chase down fleeing enemies, fledglings, and scout the area. Their bite can easily disembowel both horses and people. Cost: 2 HP: 10 Power: 6 Range: 1 Armor: 1 Arm...
by Rotholz
Fri Nov 22, 2019 12:51 pm
Forum: Techs
Topic: Some Suggestions
Replies: 16
Views: 495

Re: Some Suggestions

Cavalry charge - something similar is already planned by me. I want to add strategist something building, which will have researchable auras applicable to various unit types - archers salvo (+power) - big shields infantry shield wall (+both armors) - small shield infantry shield over head (+pierce ...
by Rotholz
Thu Nov 21, 2019 5:38 pm
Forum: Techs
Topic: Some Suggestions
Replies: 16
Views: 495

Re: Some Suggestions

Stratego (dev) wrote:
Thu Nov 21, 2019 4:45 pm
as i see non of these needs any coding. it is configurable already in unit datasheets.
That's great to hear! Will any of these ideas get into the game and are they balanced? I'd gladly do the textures for all of them :)
by Rotholz
Thu Nov 21, 2019 4:20 pm
Forum: Structures
Topic: Executioner's Chopping Block
Replies: 3
Views: 186

Executioner's Chopping Block

A building that needs to have a garrisoned peasant at all times for the effect to work.
The effect is that all units that lose their loyalty while within the range of the block die.

Cost: 1
HP: 15
Range: 9
Carry capacity: 2
Mend bonus +50%
Constr. bonus - 20%
Spell resistance 100%

Burnable
by Rotholz
Thu Nov 21, 2019 3:58 pm
Forum: Techs
Topic: Some Suggestions
Replies: 16
Views: 495

Some Suggestions

-Cavalry Charge Cavalry units get +1 power for each ally cavalry unit next to them. Cost: 6 -Wolfsbane Scouts get an additional ability that uses up an action to poison an enemy, stopping healing for 2 turns. Cost: 4 -Tyranny Can send a soldier to a mercenary to intimidate them into staying loyal, b...
by Rotholz
Thu Nov 21, 2019 3:03 pm
Forum: FAQ
Topic: Many suggestions
Replies: 1
Views: 223

Many suggestions

I have a lot of different ideas for the game that I want to share, but I realize that the engine is so terrible most of the ideas probably won't get through at all. Should I pit all of my ideas in a single thread, or should I split them up?
by Rotholz
Thu Nov 21, 2019 2:31 pm
Forum: Unit - infantry
Topic: Maulman
Replies: 23
Views: 533

Re: Maulman

Gral.Sturnn wrote:
Thu Nov 21, 2019 1:44 am
any visuals?
by Rotholz
Wed Nov 20, 2019 11:29 pm
Forum: Unit - infantry
Topic: Professional
Replies: 9
Views: 372

Re: Professional

Well, it's not like it changes much - there is much less use of mercenary units near the enemy fortifications, though he will be missing 6 additional damage vs siege. How do You see the image? Maybe a sketch in 32x32 pixels? It's very important part of unit. Just to have an overview of how I envisi...
by Rotholz
Wed Nov 20, 2019 10:33 pm
Forum: Unit - infantry
Topic: Professional
Replies: 9
Views: 372

Re: Professional

With how bonuses work right now giving bonus vs everything is pure waste of CPU. It just makes it 12 power, but with unnecessary calculations. So it's actually heavy infantry with 30hp, 12x2 attack, 4/0 armor and no bonuses. I'm such an idiot, I didn't even realize that I could've just upped the at...
by Rotholz
Wed Nov 20, 2019 10:22 pm
Forum: Unit - infantry
Topic: Maulman
Replies: 23
Views: 533

Re: Maulman

When exactly Maceman was supposed to have high damage? Original topic shows nothing about it - Maceman . I haven't found any topic on forum talking about higher damage on maceman - on the contrary - there was few mentions about nerfing it's damage. Besides 14 power is plenty strong - it's barely le...
by Rotholz
Wed Nov 20, 2019 9:28 pm
Forum: Unit - infantry
Topic: Maulman
Replies: 23
Views: 533

Re: Maulman

I based the attack damage off of the Maceman, who's premise it was to have high attack damage, but low defence, which was kinda what I was hoping to achieve. The effect nullifying healing was supposed to represent a serious wound, but if that is too overpowered, or unfitting, then the AoE with sligh...
by Rotholz
Wed Nov 20, 2019 9:17 pm
Forum: Unit - infantry
Topic: Professional
Replies: 9
Views: 372

Professional

Description: An experienced sellsword that seems to get an edge over any enemy he fights against. Cost: 2 HP: 30 Attack: 9 Range: 1 Armor: 4 Pierce Armor: 0 Speed: 3 Sight: 5 Action/Turn: 2/1 Spell Resistance: 0% Size: 1x1 Builders: Town Center, Castle Requires a money courier every 4 turns to stay ...
by Rotholz
Wed Nov 20, 2019 8:26 pm
Forum: Unit - infantry
Topic: Maulman
Replies: 23
Views: 533

Re: Maulman

I must admit that actually healing prevention can be done via reducing healing rate on unit by -100% (so all healing it receives is reduced to 0). That's great. If you can make the healing prevention, but not the damage then I'm fully satisfied. Perhaps the balance needs working on and I wouldn't m...
by Rotholz
Wed Nov 20, 2019 7:50 pm
Forum: Unit - infantry
Topic: Maulman
Replies: 23
Views: 533

Re: Maulman

Units one-shoting pricy, quite slow heavy infantry units just makes players not use them at all. Cavalry have their counters, but at least they also got manuverability in exchange (or huge hp in case of elephants). Cost: 4 HP: 20 Attack: 17 Range: 1 Armor: 1 Pierce Armor: 3 Speed: 3 Sight: 4 Action...
by Rotholz
Wed Nov 20, 2019 7:19 pm
Forum: Unit balancing
Topic: Make all types of Lancers be affected by reach
Replies: 8
Views: 401

Make all types of Lancers be affected by reach

I think that the Lancer units needs to be affected by the reach upgrade. Especially the Gendarme looks like he'd have very good reach, and since they have polearms it fits in my opinion. Also, the Lancers are quite weak with their low HP and damage, so an upgrade like that would be just what they ne...
by Rotholz
Wed Nov 20, 2019 6:41 pm
Forum: Unit - infantry
Topic: Maulman
Replies: 23
Views: 533

Maulman

Cost: 3(or 4 depending on option) HP: 17 Attack: 21 Range: 1 Armor: 0 Pierce Armor: 3 Speed: 0 Sight: 0 Action/Turn: 1/1 Spell Resistance: 0% Size: 1x1 Builders: Town Center, Barracks Bonuses: 75% against all buildings, siege weapons, and most infantry. +100% bonus against heavily armored and shield...
by Rotholz
Wed Nov 20, 2019 10:58 am
Forum: Main menu
Topic: Upgrade Structure Overhaul
Replies: 3
Views: 249

Upgrade Structure Overhaul

I think the current upgrade columns are quite badly designed, and there's a couple reasons for it. I think the worst aspect is that the upgrades aren't revealed, and although it gives the player a sense of mystery, it also leaves him quite confused. With the "roman" upgrade columns as an example the...

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