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by makazuwr32
Mon Mar 30, 2020 10:57 pm
Forum: DEVELOPER version changes
Topic: version 1.116
Replies: 5
Views: 464

Re: version 1.116

Tried everything i could but still did not find the way how those multiplayer maps appeared.

Also sent to you new multiplayer map for 2 players.
by makazuwr32
Sun Mar 29, 2020 6:25 am
Forum: DEVELOPER version changes
Topic: version 1.116
Replies: 5
Views: 464

Re: version 1.116

Oh i see. That's strange.

I will try to figure that out.
by makazuwr32
Sat Mar 28, 2020 9:21 pm
Forum: DEVELOPER version changes
Topic: version 1.116
Replies: 5
Views: 464

Re: version 1.116

Seems like dev version lacks several maps and thus i can't join them.
Can you update dev version, @Stratego (dev) ?
by makazuwr32
Sat Mar 28, 2020 1:28 pm
Forum: Unit - mounted
Topic: Seleucid Cataphract Elephant
Replies: 6
Views: 163

Re: Seleucid Cataphract Elephant

in theory it is possible bit if it will be made or not that is up to endru. He will balance them. Also another thing i must admit: stats of ability - attack, bonuses - can't be changed. Thus if unit has ability that deals for example 13 melee damage and unit itself is affected by for example tech th...
by makazuwr32
Sat Mar 28, 2020 12:24 pm
Forum: Unit - mounted
Topic: Seleucid Cataphract Elephant
Replies: 6
Views: 163

Re: Seleucid Cataphract Elephant

Cooldown is separate for each of unit's abilities.

But you can make ability that costs 0 actions (so you can use both ability AND normal attack) and just has some cooldown.
by makazuwr32
Sat Mar 28, 2020 12:18 pm
Forum: Human Technologies
Topic: Warfell Crystal Tech.
Replies: 10
Views: 915

Re: Warfell Crystal Tech.

1. There won't be any "chances" in this case - no death revenants;
2. It will still require tons of coding from stratego (but at least that is accepted one).
by makazuwr32
Fri Mar 27, 2020 6:59 pm
Forum: Human Technologies
Topic: Warfell Crystal Tech.
Replies: 10
Views: 915

Re: Warfell Crystal Tech.

White crystal gives passive regen.

It is not possible to make unit "revived" to its former glory after death. Or do you mean undying for the unit who used it (aka second chance)?
by makazuwr32
Sat Mar 21, 2020 7:28 pm
Forum: New game types in the game (like capture the flag)
Topic: Full Chaos: new fun mode for random maps
Replies: 5
Views: 345

Re: Full Chaos: new fun mode for random maps

I think it will not possible. The main idea in it is to make randomly generated tcs at the map randomly captured by all players. All tcs will be randomly captured. And because this is random it will have rather low chance of the situation you've described (it is not 0% but for 20x20 map with 8-10 to...
by makazuwr32
Sat Mar 21, 2020 5:39 am
Forum: New game types in the game (like capture the flag)
Topic: Full Chaos: new fun mode for random maps
Replies: 5
Views: 345

Re: Full Chaos: new fun mode for random maps

Poor luck. Sorry.

This game mode is not for equial fair fights. It is for chaotic unbalanced fights.

As for me this also will make rather interesting experience for fights when you must act quickly first few turns and decide what is more important - troops or tcs, this tc or that...
by makazuwr32
Fri Mar 20, 2020 5:53 am
Forum: Unit - water (ships)
Topic: Illyrian Mercenaries
Replies: 4
Views: 83

Re: Illyrian Mercenaries

For 2 turns cost ship itself has too high stats. Especially attack and melee armor. I'd say lower attack down to 10 if you want to keep bonus or down to 16 if you will remove it. As for armor - change it to 2/6 (from current 4/3). As for marines - just remove bonuses at all - they are too high. Mayb...
by makazuwr32
Thu Mar 19, 2020 5:44 am
Forum: OFF Topics
Topic: Happy birthday, Ayush!
Replies: 16
Views: 2193

Re: Happy birthday, Ayush!

Happy 14th birthday, @Ayush Tiwari!
I wish you interesting fights and great victories!
by makazuwr32
Sun Mar 15, 2020 8:04 am
Forum: Races
Topic: Scalefolk rework
Replies: 332
Views: 17333

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 makazuwr32
Tue Mar 10, 2020 4:01 pm
Forum: Others
Topic: Custom limits for factories
Replies: 21
Views: 657

Re: Custom limits for factories

What about higher "factory" or "mega" count for 2x2 factories and 2x3 megas? Maybe 2 "factories"/"megas" per mentioned building.
by makazuwr32
Sun Mar 08, 2020 10:09 pm
Forum: Undead
Topic: The Phantom Update
Replies: 308
Views: 17030

Re: The Phantom Update

What about keeping its shield but decreasing range down to 1 and maybe decreasing anti-cav bonuses it has? Not complete removal of its anti-cav role but making it not that big. I like its image current and also removal of shield will mean that this phantom will loose its increased p.armor which i do...
by makazuwr32
Sun Mar 08, 2020 10:06 pm
Forum: Others
Topic: population limit depending on unit costs
Replies: 11
Views: 524

Re: population limit depending on unit costs

That default will also come with higher consumption of "food" resources.
If you will have for example 20 trebushets in current state you will need only 20 "food". In new state you will need 60 "food" (20x6/2) thus consumption of "food" will be increased greatly.
by makazuwr32
Sun Mar 08, 2020 5:52 pm
Forum: Reporting Issues
Topic: "Some Bugs"
Replies: 42
Views: 1947

Re: "Some Bugs"

desatixix wrote:
Sun Mar 08, 2020 7:50 am
... equestrian archer...
What?
Is this actually related to aof? I do not remember any "Equestrian archer" units.
by makazuwr32
Sun Mar 08, 2020 5:50 pm
Forum: Undead
Topic: The Phantom Update
Replies: 308
Views: 17030

Re: The Phantom Update

Actually i would prefer to keep shield for spearman.
by makazuwr32
Sun Mar 08, 2020 5:24 am
Forum: Others
Topic: population limit depending on unit costs
Replies: 11
Views: 524

Re: population limit depending on unit costs

With doubled base units limit 4 "food" is fine cost as for me for catapults.
by makazuwr32
Sun Mar 08, 2020 5:21 am
Forum: Units & Structures (See Races for accepted Unit Races)
Topic: Buidlings' images redesign request
Replies: 197
Views: 9597

Re: Buidlings' images redesign request

Slayers will look like current berserker (but better):
Small or no armor, big weapons or dual wielding weapons.
by makazuwr32
Sat Mar 07, 2020 7:49 pm
Forum: Dwarf
Topic: Gnome Fire Arrow Launcher
Replies: 7
Views: 398

Re: Gnome Fire Arrow Launcher

I know about hwacha, i do not need your history lessons. What i mean is that "rocket" word is modern and was created only in the end of 19th century and combination of "rocket launcher" words usually is associated with modern warfare, not with chinese inventions (which even have their own names). An...
by makazuwr32
Sat Mar 07, 2020 7:44 pm
Forum: Others
Topic: Custom limits for factories
Replies: 21
Views: 657

Re: Custom limits for factories

Hm... I think that as additional choosable at start of the game option base factory limit and base mega limit is fine (similar to amount of tcs or units limit).
by makazuwr32
Sat Mar 07, 2020 4:24 pm
Forum: Undead
Topic: The fallen king
Replies: 20
Views: 980

Re: The fallen king

I think that unholy knights must not be a "sub".
They should be for undeads same as for humans their special mounts like pegasus riders, drake knights and gryphon knights.
by makazuwr32
Sat Mar 07, 2020 4:21 pm
Forum: Dwarf
Topic: Gnome Fire Arrow Launcher
Replies: 7
Views: 398

Re: Gnome Mobile Rocket Launcher

That sounds even worse and even more modern. It is not 21st century game.
by makazuwr32
Sat Mar 07, 2020 5:22 am
Forum: Dwarf
Topic: Gnome Fire Arrow Launcher
Replies: 7
Views: 398

Re: Gnome Rocket Tank

Alex does not like "tank" name. Try to fine different one.

Also it has too high speed and too low cost for such good stats.
by makazuwr32
Sat Mar 07, 2020 5:19 am
Forum: Dwarf
Topic: Gnome Battle Suit
Replies: 1
Views: 265

Re: Gnome Battle Suit

We already planned that but as melee unit with much better stats and higher cost.
by makazuwr32
Sat Mar 07, 2020 5:18 am
Forum: Others
Topic: Custom limits for factories
Replies: 21
Views: 657

Re: Custom limits for factories

Alex meant that
1. Capital tc is at base availible without tech; initial spawn of player.
2. Capital tc has no techs because it will have 2 production lines at the same time.

If we will implement "capitals" i think it is fine for them to keep their special "capital" status.
by makazuwr32
Sat Mar 07, 2020 5:15 am
Forum: Others
Topic: population limit depending on unit costs
Replies: 11
Views: 524

Re: population limit depending on unit costs

Agreed.
by makazuwr32
Fri Mar 06, 2020 3:11 pm
Forum: Others
Topic: population limit depending on unit costs
Replies: 11
Views: 524

Re: population limit depending on unit costs

i actually want both doubling pop limit + half from turn cost pop cost for unit. it is fine if pop cost will be rounded up.
by makazuwr32
Fri Mar 06, 2020 12:38 pm
Forum: Reporting Issues
Topic: "Some Bugs"
Replies: 42
Views: 1947

Re: "Some Bugs"

Yes it is.
It was planned to be that way.
by makazuwr32
Fri Mar 06, 2020 8:57 am
Forum: Reporting Issues
Topic: "Some Bugs"
Replies: 42
Views: 1947

Re: "Some Bugs"

sorry from the quoted text i dont undestand what is the problem what was the expected working. please tell me what is the bug and what should happen in what case. thanks! daniel 2 ) Yes. For example, i decided to make a graveyard tower, but something went wrong, so what appeared was a blood fountai...

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