Search found 2213 matches

by godOfKings
Fri Nov 08, 2019 8:02 am
Forum: Gameplay & UI
Topic: New Default Unit Set
Replies: 8
Views: 236

Re: New Default Unit Set

what about dock? (having docks will allow making triremes more easily if there is no tc near water)

either a dock, or some anti ship ground unit (castle can work but it also takes long time to make)
by godOfKings
Fri Nov 08, 2019 5:09 am
Forum: Unit - infantry
Topic: Peasantry (Auxiliary-like Production) IMPLEMENTED
Replies: 21
Views: 351

Re: Peasantry (Auxiliary-like Production)

can donkeys even carry a man? wat about a donkey driven chariot :lol:
by godOfKings
Fri Nov 08, 2019 5:03 am
Forum: Unit - mounted
Topic: Jinete - ACCEPTED
Replies: 69
Views: 4670

Re: Jinete - ACCEPTED

i can collect everything from stratego directly by emails but right now i m working on something else and i am pretty sure endru would have easier time jsonizing this, so i will leave it until either he does or i complete the other thing i am working on
by godOfKings
Fri Nov 08, 2019 4:56 am
Forum: Gameplay & UI
Topic: New Default Unit Set
Replies: 8
Views: 236

Re: New Default Unit Set

does fire archer still have that insane bonus against ships? then we have a cheap anti ship default unit
by godOfKings
Thu Nov 07, 2019 6:24 pm
Forum: Needs, priorities - Which way would you like the roadmap?
Topic: Gameplay related
Replies: 41
Views: 1853

Re: Gameplay related

the only default unit is trireme and it is too expensive especially if no tc is situated near bank
by godOfKings
Thu Nov 07, 2019 2:38 pm
Forum: Unit - mounted
Topic: Jinete - ACCEPTED
Replies: 69
Views: 4670

Re: Jinete - ACCEPTED

Puss_in_Boots wrote:
Thu Nov 07, 2019 2:36 pm
I think you need dev version of the app in order to open it as a .zip to view all json files.
cant stratego separately send the asset file in emails like before?
by godOfKings
Thu Nov 07, 2019 2:28 pm
Forum: Unit - mounted
Topic: Jinete - ACCEPTED
Replies: 69
Views: 4670

Re: Jinete - ACCEPTED

well, firsly i need to collect the latest asset packs and see wat new changes are there in the json structure, and some practise on effect jsons (although i can copy pilum effect), so i dont know... :roll: right now i feel like a man from stone age has time travelled to the future, too many changes ...
by godOfKings
Thu Nov 07, 2019 2:25 pm
Forum: Needs, priorities - Which way would you like the roadmap?
Topic: Gameplay related
Replies: 41
Views: 1853

Re: Gameplay related

but if restricting ai buildlist is too difficult, then one other thing we can do is expand player's default unit list to effectively counter some of the units current default list cannot counter, but that will also require much research, time, effort and experimentation to identify the main imbalances
by godOfKings
Thu Nov 07, 2019 2:14 pm
Forum: Needs, priorities - Which way would you like the roadmap?
Topic: Gameplay related
Replies: 41
Views: 1853

Re: Gameplay related

main problem with ai having upgrades is that ai can research second and third tier units, and new players who have absolutely NO IDEA how stats and bonus works will give up simply because he uses basic swordsman while ai man_at_arms looks much cooler and stronger another thing there are not enough a...
by godOfKings
Thu Nov 07, 2019 2:08 pm
Forum: Unit - mounted
Topic: Heavy Knight to Cataphract IMPLEMENTED
Replies: 65
Views: 5920

Re: Heavy Knight to Cataphract IMPLEMENTED

can byzantine empire be considered 'late roman' ? then we could group it with rome after some age advancing tech or roman garrison upgrade, or should we make it stand-alone like hussars? what other notable units were there in byzantine?
by godOfKings
Wed Nov 06, 2019 4:56 pm
Forum: Needs, priorities - Which way would you like the roadmap?
Topic: Gameplay related
Replies: 41
Views: 1853

Re: Gameplay related

I don't want to nerf current ai logic, but whether ai uses upgrade units or not being chosen by players themselves by selecting new difficulty or the current easy/hard difficulty is the best solution My suggestion is not a nerf, just like how player can choose to play default or upgrade or spell inc...
by godOfKings
Wed Nov 06, 2019 3:14 pm
Forum: Needs, priorities - Which way would you like the roadmap?
Topic: Gameplay related
Replies: 41
Views: 1853

Re: Gameplay related

Stratego (dev) After reading through the many negative reviews in Google play, I have come to the conclusion that this should b the top most priority right now: A new AI-beginner difficulty where ai has access to only default units and no upgrade units, this difficulty is chosen by players during s...
by godOfKings
Wed Nov 06, 2019 3:03 pm
Forum: Maps, campaigns
Topic: Analyze in maps.
Replies: 10
Views: 343

Re: Analyze in maps.

IMHO most of the negative reviews in Google play right now are that ai uses gem units that new players can't counter and many quit because of it So I think that making an ai mode with only default units should b high priority right now (selecting this mode will b after all up to the player in skirmi...
by godOfKings
Wed Nov 06, 2019 1:57 pm
Forum: Maps, campaigns
Topic: Analyze in maps.
Replies: 10
Views: 343

Re: Analyze in maps.

Seriously? Then I got nothing
by godOfKings
Wed Nov 06, 2019 5:16 am
Forum: Needs, priorities - Which way would you like the roadmap?
Topic: Mapeditor related
Replies: 34
Views: 2899

Re: Mapeditor related

in triggers where we select object type, there should b an option to type in the name and the game automatically searches for and shows the names of units matching the name i typed (if it is kept empty then game show all names like it is now)
by godOfKings
Wed Nov 06, 2019 5:09 am
Forum: Maps, campaigns
Topic: Analyze in maps.
Replies: 10
Views: 343

Re: Analyze in maps.

the only way i know is to use triggers to directly make ai only have access to default units, in which case it would b upto map creator to fix the difficulty himself, and most new map creators dont even know which triggers to use to make it work
by godOfKings
Wed Nov 06, 2019 5:04 am
Forum: Campaign map discussions
Topic: New Campaign Series - Power Creep
Replies: 26
Views: 1293

Re: New Campaign Series - Power Creep

quite challenging, i dont even know how i beat map 2, just got lucky that they target watch tower instead of skirmisher, if ai becomes smarter in the future then it might as well become unplayable
by godOfKings
Wed Nov 06, 2019 4:56 am
Forum: Unit - infantry
Topic: Guardian (tier 3 shielder)
Replies: 24
Views: 1000

Re: Guardian (tier 3 shielder)

so final stats:
hp 26
armor 3/7
power 10

and defender nerf:
hp 22
armor 2/6
power 8
by godOfKings
Tue Nov 05, 2019 3:19 pm
Forum: Gameplay & UI
Topic: Ease of managing the many units - idea collection
Replies: 16
Views: 349

Re: Ease of managing the many units - idea collection

How about grouping an entire block of army to move all at once instead of one at a time? Could be useful for maps of large homogeneous blocks of armies. Ya one problem with way point selecting multiple units is that at end of turn, each unit moves one by one and sometimes blocks path of behind unit...
by godOfKings
Tue Nov 05, 2019 3:15 pm
Forum: Maps, campaigns
Topic: Analyze in maps.
Replies: 10
Views: 343

Re: Analyze in maps.

We really need an ai difficulty with default units only
by godOfKings
Tue Nov 05, 2019 2:53 pm
Forum: Main menu
Topic: Unit encyclopedia
Replies: 9
Views: 575

Re: Unit encyclopedia repost(godofkings)

https://www.androidutils.com/forum/view ... cac#p86848

@Endru1241 I leave it to u to merge these
by godOfKings
Tue Nov 05, 2019 2:52 pm
Forum: Main menu
Topic: Unit encyclopedia
Replies: 9
Views: 575

Re: Unit encyclopedia repost(godofkings)

U could instead reply on my original post mentioning @Stratego (dev) instead of reposting like this, but thanks for supporting me
by godOfKings
Tue Nov 05, 2019 10:12 am
Forum: Unit - infantry
Topic: Guardian (tier 3 shielder)
Replies: 24
Views: 1000

Re: Guardian (tier 3 shielder)

Alright, now wat about image, same as man at arms with orange helm?
by godOfKings
Tue Nov 05, 2019 10:09 am
Forum: Unit - infantry
Topic: Senator IMPLEMENTED
Replies: 11
Views: 717

Re: Senator

Ah with so many familiar faces welcoming me, I better return quickly :D sorry for the long hiatus everyone (also sorry for going off topic but can't help it)
by godOfKings
Tue Nov 05, 2019 10:04 am
Forum: Unit - siege
Topic: Elephant Balista
Replies: 20
Views: 1842

Re: Elephant Balista

Its your choice, the game only progresses by the majority vote after all, its not a necessity
by godOfKings
Mon Nov 04, 2019 4:18 am
Forum: Unit - siege
Topic: Elephant Balista
Replies: 20
Views: 1842

Re: Elephant Balista

Khmer elephant ballista Description: The Khmer empire used a unique strategy combining war elephants with repeating crossbows to destroy their enemies from above cost: 7 turns hp: 120 atk: 6 armor: 1 p.armor:2 speed: 2 range: 5 action: 2 spell resist: 0 gets basic blacksmith upgrades same as elepha...
by godOfKings
Mon Nov 04, 2019 4:08 am
Forum: Unit - infantry
Topic: Guardian (tier 3 shielder)
Replies: 24
Views: 1000

Re: Guardian (tier 3 shielder)

we can nerf defender stats

hp 22 (+4 from 18)
armor 2/6

then guardian would b

hp 26
armor 3/7
atk 12

(physical armor remains same, but p.armor and hp increases a bit along with damage)

we could also make swordsman upgrade increase +4 damage instead of 3, then basic 8 ->12 ->16 power
by godOfKings
Sun Nov 03, 2019 6:20 pm
Forum: Unit - infantry
Topic: Senator IMPLEMENTED
Replies: 11
Views: 717

Re: Senator

Good kind of the reverse of Japanese counter part, it has debuff and conversion while the Japanese has heal and buff
by godOfKings
Sun Nov 03, 2019 6:10 pm
Forum: Unit - infantry
Topic: Guardian (tier 3 shielder)
Replies: 24
Views: 1000

Re: Defender -> Tower/ Vanguard

Actually I planned to keep the knight vanguard name for heavy shield knight upgrade, but defender can also keep vanguard name, or heavy defender can work I guess vanguard name can also work as the first line of soldiers in formation defending against charging enemies so vanguard for footman, while k...
by godOfKings
Sun Nov 03, 2019 5:07 pm
Forum: Unit - siege
Topic: Elephant Balista
Replies: 20
Views: 1842

Re: Elephant Balista

Could b a 7 turn stand alone ballista unit with lower damage and range than ballista

HP 120
Armor 1/1
Range 5
Atk 8
Action 2
Power range 1
Power penalty 50%
Pierce damage
Speed 2
Made in siege workshop not archery range
Can b upgraded by heavy ballista tech to have

130 HP
Armor 2/2
Range 5
Atk 10

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