Search found 26 matches
- Thu Jun 16, 2022 6:09 pm
- Forum: Balancing discussions
- Topic: Battleships should be considered as mega building
- Replies: 31
- Views: 4460
Re: Battleships should be considered as mega building
Yes the number of turns has increased but more importantly, if those couriers require a special building(not TC) the number of shipyards will decrease. So now let's say you have 10 factory capacity so you will have to choose between making 10 docks, 8 docks + 2 building etc. This results in a relati...
- Thu Jun 16, 2022 12:25 pm
- Forum: Balancing discussions
- Topic: Battleships should be considered as mega building
- Replies: 31
- Views: 4460
Re: Battleships should be considered as mega building
this is too complicated. i thought something like a BS cost is 10 turns + 5 money or something. Well yes, but as far as I know the game doesn't have any currency besides time right? This is why i suggested the truck system where each truck will reprent 1 unit of money and after x units are consumed...
- Thu Jun 16, 2022 7:15 am
- Forum: Balancing discussions
- Topic: Battleships should be considered as mega building
- Replies: 31
- Views: 4460
Re: Battleships should be considered as mega building
what is this cash idea? sounds intertesting, please tell me an example. Here is an idea. All "costly" ships i.e BS and AC will require "cash" to start operating. Where will this cash come from? From an industry that produces oil/gold/cash trucks. Basically after being constructe...
- Thu Jun 16, 2022 6:45 am
- Forum: Balancing discussions
- Topic: Small destroyer rebalance
- Replies: 3
- Views: 1707
Re: Small destroyer rebalance
I absolutely agree with changing the sight of mines to 0. Mines as scouts doesn't really make sense Regarding axis destroyers I also agree that changes are required. Currently players only build one type of destroyer. For example the two German subs are: Type 1934: HP:110 Attack:13 Speed: 6 Sight:4 ...
- Wed Jun 15, 2022 11:48 am
- Forum: Balancing discussions
- Topic: Battleships should be considered as mega building
- Replies: 31
- Views: 4460
Re: Battleships should be considered as mega building
One general problem is that most mega factory limit will now be focused on making them. Another is to draw the actual factory needed for all faction and the size. Yes players will have to find a balance between AC and big docks but imo that will add a more strategic component to the game. The probl...
- Wed Jun 15, 2022 8:38 am
- Forum: Balancing discussions
- Topic: Battleships should be considered as mega building
- Replies: 31
- Views: 4460
Re: Battleships should be considered as mega building
I don't think that locking behind tech will work. After the tech is completed, it will become the same situation as right now. If the big dock doesn't count as mega, it will just result players in replacing their normal docks with this one after mid game. Increasing the cost can work but if BS requi...
- Tue Jun 14, 2022 4:05 pm
- Forum: Balancing discussions
- Topic: Battleships should be considered as mega building
- Replies: 31
- Views: 4460
Re: Battleships should be considered as mega building
I agree that currently naval battles are dominated by BS and that a way to decrease the number of BS is required. How about following the big shipyard suggestion and making the big shipyard into a mega? A player will be able to build only a small amount of big docks as AC are megas too so the number...
- Wed Jun 08, 2022 9:52 am
- Forum: Archive
- Topic: Bomber planes IMPLEMENTED
- Replies: 3
- Views: 1525
Re: Bomber planes
more damage on moth is fine then
- Mon Jun 06, 2022 1:25 pm
- Forum: Archive
- Topic: Bomber planes IMPLEMENTED
- Replies: 3
- Views: 1525
Re: Bomber planes
if you are giving get bomber more speed, how about more hp/armor for reptiles and more damage for insects? It doesn't seem fair that only one race gets increased stats
- Tue May 24, 2022 5:48 pm
- Forum: Archive
- Topic: Attack instinct for pupas IMPLEMENTED
- Replies: 2
- Views: 1048
Attack instinct for pupas IMPLEMENTED
Right now pupa transforms into flying antman if we do not end it's turn. This becomes very annoying in larger games when you have 15+ pupas and all of them are in different places, some are out in the open some in buildings some in Roaches and you have to locate all of them. Missing even one can cau...
- Thu May 19, 2022 1:44 pm
- Forum: Balancing discussions
- Topic: elves vs shielded
- Replies: 6
- Views: 2747
Re: elves vs shielded
You can go melee route against shielded units (blade dancers with 3 actions deals a lot of DMG especially with swirl)
- Mon May 02, 2022 6:01 am
- Forum: Closed ones
- Topic: PR#3 Lack of effective anti-air for undead IMPLEMENTED
- Replies: 9
- Views: 2460
Re: PR#3 Lack of effective anti-air for undead
Hell of pain by sacrifice has another problem too, you cannot select the unit to sacrifice. Let's say you were counting on using skeleton wrym to deal 440 damage to the enemy but a skeleton soldier is sacrificed instead, you will will then need to figure out an alternate plan. Yes you can empty othe...
- Mon May 02, 2022 12:14 am
- Forum: Closed ones
- Topic: PR#3 Lack of effective anti-air for undead IMPLEMENTED
- Replies: 9
- Views: 2460
Re: PR#3 Lack of effective anti-air for undead
While gargoyles sound great and will be really helpful for undead, i still suggest adding anti-air for phantom archers because otherwise it will almost always be better to build crossbowmen instead. Here are the stats for phantom crossbowmen vs archers: Phantom crossbowmen: cost: 4 attack: 30 + 4 ra...
- Sun May 01, 2022 9:51 pm
- Forum: Closed ones
- Topic: PR#3 Lack of effective anti-air for undead IMPLEMENTED
- Replies: 9
- Views: 2460
PR#3 Lack of effective anti-air for undead IMPLEMENTED
Right now the only unit that has anti-air property for undead is plague knight ranged form which has 24 attack and 7 range. This translates into 36 damage before armor reduction on flying units which means it is better to use magical arrow that deals 30 damage and ignores armor in most cases. The ot...
- Sun May 01, 2022 9:37 pm
- Forum: Balancing discussions
- Topic: Too powerful an undead scout.
- Replies: 9
- Views: 2835
Re: Too powerful an undead scout.
orc scouts have 15*2 = 30 attack, however that being said i do agree that 40 damage is a bit too much for headless horseman. I think reducing it to 18*2 = 36 is fine especially since undead do not have any caster that can help scouts in early game
- Wed Apr 27, 2022 10:21 pm
- Forum: Multiplayer discussions
- Topic: Private message to a player
- Replies: 1
- Views: 1643
Private message to a player
Right now we cannot send private messages to players if they are not on our team. This makes it difficult to form alliances and coordinate as if in a 6 player free for all, you team up with someone everyone will be able to read your messages. Is there any way to implement the ability to send message...
- Mon Apr 18, 2022 12:32 pm
- Forum: Balancing discussions
- Topic: PRI#5 scaledfolk pelters too strong
- Replies: 14
- Views: 3475
Re: PRI#5 scaledfolk pelters too strong
Ud will get a spell later that buffs every single skeleton unit in wide aoe for good amount of attack — stronger than orc shaman's buff when maxed and combined with human blessing and dragon might. +40-60 attack to all skeleton units in aoe 3 around caster will make your skeleton army literally god...
- Mon Apr 18, 2022 11:55 am
- Forum: Balancing discussions
- Topic: PRI#5 scaledfolk pelters too strong
- Replies: 14
- Views: 3475
Re: PRI#5 scaledfolk pelters too strong
I must admit that for undeads slingers are just nice addition and not required unit to have against giants. Right now, for undead it is much better to use sacrifice kill 4 times on a giant than try and rely on monster defenders. However that is a cost of 12 turns total. Another thing to note is tha...
- Sun Apr 17, 2022 11:47 pm
- Forum: Balancing discussions
- Topic: PRI#5 scaledfolk pelters too strong
- Replies: 14
- Views: 3475
Re: PRI#5 scaledfolk pelters too strong
here are the slingers stats that i found from map editor: human veteran slinger: cost - 2 attack - 12 range - 5 actions - 1 grand dwarven bowslinger: cost - 3 attack - 14 range - 6 actions - 1 elf slinger: cost - 2 attack - 9(base attack affected by techs so i do not know max attack) range - 3 + 3(a...
- Sun Apr 17, 2022 9:28 pm
- Forum: Closed ones
- Topic: PRI#1: Orc tower spam - is it op? IMPLEMENTED
- Replies: 56
- Views: 16656
Re: Orc tower spam - is it op?
I disagree wholeheartedly with the removal of the x3 construction cost change. That needs to be done. That is SOLE best option to reduce the spam. I think it's important and needs to be done. Maybe take it down a bit if it's contested x2 or x2.5 but I think they need to be harder to construct becau...
- Sun Apr 17, 2022 8:03 pm
- Forum: Closed ones
- Topic: PRI#2 Hamletback Goblin Fall IMPLEMENTED
- Replies: 42
- Views: 8250
Re: PRI#2 Hamletback Goblin Fall
The only use of Hamletback right now is to summon those spikers. If we remove that attribute no one will train that unit. That being said, I do agree that the current bombing strategy is too OP. In my opinion, instead of removing spiker spawn ability, the number of spikers spawned can be reduced to ...
- Sun Apr 17, 2022 7:47 pm
- Forum: Balancing discussions
- Topic: PRI#5 scaledfolk pelters too strong
- Replies: 14
- Views: 3475
PRI#5 scaledfolk pelters too strong
Right now scaledfolk pelters are too strong relative to other races. After upgrades, they have 6 range and can shoot twice while only costing 3 turns. 2 pelters can easily kill any giant in turn under buffs. Compare this to undead which needs 7+ monster defenders to kill draconic heralds and the pro...
- Sat Apr 16, 2022 1:00 pm
- Forum: Closed ones
- Topic: Some balanced issues POST ON THE SEPARATE TOPICS
- Replies: 16
- Views: 3143
Re: Some balanced issues
Considering how cheap fire tower is, can we make it so that giant units cannot enter fire tower?
- Wed Apr 13, 2022 6:09 pm
- Forum: Closed ones
- Topic: Lack of effective sieges for elves, undead, and possibly lizards. CLOSED
- Replies: 15
- Views: 3982
Re: Lack of effective sieges for elves, undead, and possibly lizards.
As an undead player, I agree that there is a lack of good seige options. The bone catapult has only 7 range meaning that it is outranged by firetowers and has equal range to fortress. Considering how it cannot attack after moving, that leaves it very vulnerable and if you are against scaledfolks, yo...
- Sat Mar 26, 2022 9:46 am
- Forum: Reporting Issues
- Topic: "epic realm bug"
- Replies: 2
- Views: 2374
Re: "epic realm bug"
Hey I think that person was me(ign : oneaboveall). I sent this issue to the bug reporting channel in the discord but apparently it is an issue with all the ao ganes and not the map itself.
- Thu Mar 17, 2022 3:30 am
- Forum: Reporting Issues
- Topic: Summon and dismount bugs
- Replies: 4
- Views: 2513
Summon and dismount bugs
The first bug is with the lich summon abilities. If you press summon dragon, sacrifice units but do not confirm the place of summon, the summon does not happen but all your units are still sacrified. For the second I am not sure if it is a bug or an intended feature. When you use dismount as elf, th...