Search found 668 matches

by Endru1241
Fri Mar 27, 2020 7:35 pm
Forum: Units/techs/effects
Topic: Warship vs Fishing boats
Replies: 7
Views: 725

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: 308

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: 1043

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: 3226

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: 3226

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: 587

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: 710

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: 3226

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: 587

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: 710

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: 710

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: 12
Views: 567

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: 710

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: 4
Views: 388

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: 12
Views: 567

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: 12
Views: 567

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: 323

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: 4
Views: 388

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...
by Endru1241
Wed Mar 04, 2020 6:11 am
Forum: DEVELOPER version changes
Topic: version 1.116
Replies: 4
Views: 1487

Re: version 1.116

Loading time ~10s. Unfortunately I already installed and opened app before reading this. From what I recall previous loading time was around 20s, maybe few seconds longer. I think I measured it good few updates ago and it was 21s. If I may suggest something - maybe don't turn off cached preloading f...
by Endru1241
Tue Mar 03, 2020 11:03 pm
Forum: Structures
Topic: Monastery IMPLEMENTED
Replies: 69
Views: 3226

Re: Monastery IMPLEMENTED

Merged. Edited a little.
by Endru1241
Mon Mar 02, 2020 8:08 pm
Forum: Structures
Topic: Monastery IMPLEMENTED
Replies: 69
Views: 3226

Re: Monastery IMPLEMENTED

It doesn't really matter much - do what You think is better.
The images will need to be put in one .png, but I can merge them.
by Endru1241
Mon Mar 02, 2020 12:35 am
Forum: Graphics
Topic: Crusader Redesign IMPLEMENTED
Replies: 1
Views: 574

Re: Crusader Redesign

I put them as new units with different stats.
by Endru1241
Sun Mar 01, 2020 11:27 pm
Forum: Structures
Topic: Mines and related stuff IMPLEMENTED
Replies: 17
Views: 1294

Re: Mines and related stuff IMPLEMENTED

OK. Implemented. Finally I set it like that: Name / prod / merc / equivalent turns / chance / Effect Salt / - / +2 / 1 / 25% / no production speedup, only +2 to mercenary leaving time Mineral / - / - / 1 / 25% / no production speedup, has self sacrificing ability increasing Mend rate , can target wo...
by Endru1241
Sun Mar 01, 2020 11:00 pm
Forum: Unit balancing
Topic: Labourers as bridge builders?
Replies: 4
Views: 592

Re: Labourers as bridge builders?

OK. Laborers can now build rowboats - let's see how much it changes first.
by Endru1241
Sun Mar 01, 2020 10:56 pm
Forum: Structures
Topic: Monastery IMPLEMENTED
Replies: 69
Views: 3226

Re: Monastery IMPLEMENTED

OK. Implemented. Possibility to build on hills (mountains) will be added once other things capable of connection through such tiles are added. To make things nice it would be good to also make build progress images for both monastery and priory. Build progress images are mostly made of as many frame...
by Endru1241
Sun Mar 01, 2020 10:50 pm
Forum: Graphics
Topic: Genoese Crossbowman ReSkin IMPLEMENTED
Replies: 6
Views: 312

Re: Genoese Crossbowman ReSkin IMPLEMENTED

Is it classified info when next update will come :?: :lol: No. Honestly - I just don't know. I sent the pack to the dev already, but some finishing processing needs to be done (inserting strings, setting gem prices, packing into app, placing on server and probably others). It takes some time and we...
by Endru1241
Sun Mar 01, 2020 9:25 pm
Forum: Unit - mounted
Topic: mounted teutonic knight IMPLEMENTED
Replies: 25
Views: 5045

Re: mounted teutonic knight

OK. It's implemented.

I changed the images a little bit, as I was correcting all cavalry legs.
by Endru1241
Sun Mar 01, 2020 9:21 pm
Forum: Graphics
Topic: Genoese Crossbowman ReSkin IMPLEMENTED
Replies: 6
Views: 312

Re: Genoese Crossbowman ReSkin

I already replaced it. I was doing some corrections and accidentally (because I mostly focused on cavalry) did that too.
It will be in the next update.

If someone thinks mine is worse, I can replace.
by Endru1241
Wed Feb 26, 2020 5:47 pm
Forum: Others
Topic: Population depending on number of houses
Replies: 28
Views: 859

Re: Population depending on number of houses

I think starting limits should be declared in map setup - the best would be 4-6 options defined by constants. One of them could be 0. Unit limits boosts by buildings, including tcs could be too complex to be set in map setup (especially in case of many limits), but I think even 5-10 is ok, but base ...
by Endru1241
Mon Feb 24, 2020 5:21 pm
Forum: Unit - ranged (like archers)
Topic: grenediers
Replies: 38
Views: 5008

Re: grenediers

I'm gonna take a moment to agonize over how grenadier was misspelled 3 times in a row and as a repeated topic. AAAHHHHHH!!! These are the stats I'd use. Cost:3 Hp:16 Dmg:12 Armor:0/2 Action:1 Sight:4 Range:2 (1 AOE with 10% dmg). Speed:3 Bonus + 25% foot_melee + 100% vs siege_machine +50% vs fortif...

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