Search found 7842 matches

by Stratego (dev)
Sun May 11, 2014 5:31 am
Forum: Implementeds
Topic: Invite function, the passworded version - IMPLEMENTED v0.97
Replies: 6
Views: 1806

Re: Invite function

i see the point, but i think password is faster to put in, so i guess that will be in first. maybe passwords should be shares via PM.
by Stratego (dev)
Sun May 11, 2014 5:28 am
Forum: IMPLEMENTED - Ranged
Topic: unit : poisoned arrow archer - IMPLEMENTED v0.968
Replies: 26
Views: 9971

Re: unit : poisoned arrow archer - IMPLEMENTED v0.968

yes, you must protect the missionary.

or you suggest missionary should have protection against poison?
by Stratego (dev)
Sun May 11, 2014 4:16 am
Forum: IMPLEMENTED - Ranged
Topic: unit : poisoned arrow archer - IMPLEMENTED v0.968
Replies: 26
Views: 9971

Re: unit : poisoned arrow archer - IMPLEMENTED v0.968

Yes, it works like this, did u experience other way?
by Stratego (dev)
Sat May 10, 2014 8:51 pm
Forum: Others
Topic: fix gem cost - IMPLEMENTED v9.7
Replies: 5
Views: 1478

Re: fix gem cost

I had a quick calculation: there are approx 70 maps that can give gems (very many). if all is completed with 2 star than that is 140 gems if all is completed with 3 star than that is 280 gems if half is completed with 2 star half is with 3 than that is 70+140=210 gems all the (non effect, non tie) u...
by Stratego (dev)
Sat May 10, 2014 8:18 pm
Forum: IMPLEMENTED - Infantry
Topic: Unit: Axe thrower - IMPLEMENTED v.97
Replies: 0
Views: 1691

Unit: Axe thrower - IMPLEMENTED v.97

I have pulled this out from the original list:
• Unit: axe thrower unit- that has less range than archers, but more damage. 2 turns to train.


and I have also implemented it.

please check the dev version if it is ok or not - thanks!
by Stratego (dev)
Sat May 10, 2014 8:18 pm
Forum: DEVELOPER version changes
Topic: version 0.97 - PUBLISHED to Google Play
Replies: 3
Views: 2252

version 0.97 - PUBLISHED to Google Play

New upgrade unit type: axe thrower man
by Stratego (dev)
Sat May 10, 2014 7:33 pm
Forum: Others
Topic: fix gem cost - IMPLEMENTED v9.7
Replies: 5
Views: 1478

Re: fix gem cost

which one you see too expensive.
(the reason for raising prices is the tons of maps in the game so it is easy to earn more money)

which is too much?
by Stratego (dev)
Sat May 10, 2014 6:24 pm
Forum: New game types in the game (like capture the flag)
Topic: SURVIVAL MODE
Replies: 16
Views: 6311

Re: SURVIVAL MODE

Players will start in the center of a really huge map with three workers, one swordsman, and an unoccupied city center
are the players in one team?
by Stratego (dev)
Sat May 10, 2014 4:13 pm
Forum: Implementeds
Topic: Invite function, the passworded version - IMPLEMENTED v0.97
Replies: 6
Views: 1806

Re: Invite function

I thought a simple password would be enough - wouldn't?
by Stratego (dev)
Sat May 10, 2014 10:38 am
Forum: Multiplayer discussions
Topic: 2014.05.09: New game for active players
Replies: 7
Views: 2096

Re: 2014.05.09: New game for active players

ok I create a game called "For Mairon+Balint+Kirk"

come join in.
by Stratego (dev)
Sat May 10, 2014 10:11 am
Forum: DEVELOPER version changes
Topic: version 0.969 - PUBLISHED to Google Play
Replies: 5
Views: 3225

Re: version 0.969

Brand new storyline from Hardeep! Thanks Hardeep!
storyline called: "Hornburghs Dominion" with 3 maps for start.
by Stratego (dev)
Sat May 10, 2014 10:04 am
Forum: Multiplayer discussions
Topic: 2014.05.09: New game for active players
Replies: 7
Views: 2096

Re: 2014.05.09: New game for active players

i WAIT here for 4 players to say ok.
and ... i plan to put in some kind of password or something.
by Stratego (dev)
Sat May 10, 2014 9:43 am
Forum: New game types in the game (like capture the flag)
Topic: SURVIVAL MODE
Replies: 16
Views: 6311

Re: SURVIVAL MODE

yes, these game modes(game types) are not like an individual campaign/mission map but this mode can be selected on any random (or multiplayer) map.
by Stratego (dev)
Sat May 10, 2014 5:06 am
Forum: DEVELOPER version changes
Topic: version 0.969 - PUBLISHED to Google Play
Replies: 5
Views: 3225

Re: version 0.969

All revolution storyline maps have their triggers.
by Stratego (dev)
Fri May 09, 2014 7:58 pm
Forum: Multiplayer discussions
Topic: 2014.05.09: New game for active players
Replies: 7
Views: 2096

2014.05.09: New game for active players

I would like to create one.

who would play with me?

thanks.
by Stratego (dev)
Fri May 09, 2014 6:33 pm
Forum: Maps, campaigns
Topic: Do you want to build a map?
Replies: 26
Views: 18363

Do you want to build a map?

Do you want to build a map?

go here to learn how:
viewtopic.php?f=17&t=2
by Stratego (dev)
Fri May 09, 2014 5:10 pm
Forum: Maps, campaigns
Topic: map idea request
Replies: 11
Views: 5281

Re: map

Dont forget the new triggering mechanisms!
by Stratego (dev)
Thu May 08, 2014 9:42 pm
Forum: DEVELOPER version changes
Topic: version 0.969 - PUBLISHED to Google Play
Replies: 5
Views: 3225

Re: version 0.969

New: A brand new tutorial map using almost all the triggers we have at the moment to make interesting campaign maps!
by Stratego (dev)
Thu May 08, 2014 5:09 pm
Forum: Implementeds
Topic: Multiplayer-Please wait- ANSWERED
Replies: 5
Views: 1388

Re: Multiplayer-Please wait-

I see in theory, but in practice i experience that pleayers wait (wait too much) for other pleayers many-many days.
So please anyone who get kicked write it here - thanks!
by Stratego (dev)
Thu May 08, 2014 4:30 pm
Forum: Implementeds
Topic: Multiplayer-Please wait- ANSWERED
Replies: 5
Views: 1388

Re: Multiplayer-Please wait-

Is it a real problem? I mean: Have you ever been kicked out for being slow in taking your turn?
by Stratego (dev)
Thu May 08, 2014 4:29 pm
Forum: Dev asks for Help
Topic: Translations
Replies: 107
Views: 27195

Re: Translations

snoockey: please contact me in email so i can send you the files - thanks!
by Stratego (dev)
Thu May 08, 2014 4:26 pm
Forum: Dev asks for Help
Topic: Translations
Replies: 107
Views: 27195

Re: Translations

Thanks everyone!
Here are the current running translations:
- English review - Lazi Levin
- Hebrew - Lazi Levin
- Spanish - Victor (contacted me in email)
- Czech - Mairon
by Stratego (dev)
Wed May 07, 2014 9:13 pm
Forum: DEVELOPER version changes
Topic: version 0.969 - PUBLISHED to Google Play
Replies: 5
Views: 3225

Re: version 0.969

New: A new triggering system is implemented, so more interesting campaigns are coming! Change: TC names can not be changed, so the unwanted keyboard will not appear Change: In-game free messages can be sent to enemies also! Change: Upgrades got a more expensive, since there are tons of maps to earn ...
by Stratego (dev)
Wed May 07, 2014 8:03 pm
Forum: FAQ
Topic: How AI works?
Replies: 0
Views: 2205

How AI works?

Currently it is a simple logic, based on this article: http://www.gamasutra.com/view/feature/1 ... hp?print=1
by Stratego (dev)
Wed May 07, 2014 7:07 pm
Forum: Dev asks for Help
Topic: Translations
Replies: 107
Views: 27195

Re: Translations

Mairon: cool! please send me email so i can send you the files - thanks!

daniel
by Stratego (dev)
Wed May 07, 2014 4:27 pm
Forum: Dev asks for Help
Topic: Translations
Replies: 107
Views: 27195

Re: Translations

Lazi:thanks, if you are good, than please email me so i can send you the fresh files.

Dgfad: the point is a good translation.
by Stratego (dev)
Wed May 07, 2014 2:55 pm
Forum: IMPLEMENTED - Ranged
Topic: unit : poisoned arrow archer - IMPLEMENTED v0.968
Replies: 26
Views: 9971

Re: unit : poisoned arrow archer - IMPLEMENTED v0.986

Also, I have tested it and I noticed that poison archers don't get poisoned when hit by another poison archer. Why?
it was intentional: they have antidote? :)
It destroys a worker in just 1 turn
yeah, they rock :)

please give exact ideas of changing (marion already did it, please others do so)
by Stratego (dev)
Wed May 07, 2014 2:43 pm
Forum: Solved/Answered
Topic: Keyboard pop-up - IMPLEMENTED v969
Replies: 2
Views: 1593

Re: Keyboard pop-up

weird, since the editfield is disabled.
needless to say that on my phone it does not pop up anythink.
ok, i will remove the editbox nad i put a static text instead.
i do not hink anyone would want to rename a TC.
by Stratego (dev)
Wed May 07, 2014 6:50 am
Forum: Structures
Topic: Structure: Moat
Replies: 34
Views: 17395

Re: Structure: Moat

I would think of it like a bridge.
exactly
so make both either passable or impassable
yes the "allies need passability" was already mentioned, and i plan to do that.
EDIT: Also 300 hp is too much.
what hp would you suggest?

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