Search found 45 matches

by Inbreak
Thu Nov 23, 2023 6:17 pm
Forum: Unit balancing
Topic: Advancement center and its utilization
Replies: 10
Views: 7334

Re: Advancement center and its utilization

This theme looks dead. But once again: what should person do when all needed (or all available) researches are done, but there's no opportunity to build production building instead of adv. center? The proposals were: espionage units, workers, some kind of siege engineer. Or some kind of consumables ...
by Inbreak
Sun Mar 21, 2021 11:00 am
Forum: Unit balancing
Topic: Advancement center and its utilization
Replies: 10
Views: 7334

Re: Advancement center and its utilization

Siege engineer. Sounds cool. New bunch of abilities (maybe not only damage, but range). But is somehow connected with unique abilities of Coolguy and is contraversial since from one hand it could repair one-sided Coolguy abilities and in the other hand kill the idea of unique legendary units.
by Inbreak
Sat Mar 13, 2021 11:42 am
Forum: Unit - melee infantry
Topic: Helm slasher
Replies: 29
Views: 3385

Re: Helm slasher

In that case i dont see the difference between a maceman with bonuses against heavy armoured footmen and structures.
by Inbreak
Sat Mar 13, 2021 10:37 am
Forum: Unit - melee infantry
Topic: Helm slasher
Replies: 29
Views: 3385

Re: Helm slasher

I understand this hammer as a tool of a worker or catapult team. But as a weapon of a warrior it seems strange. 3 meters long hammer with heavy head? Imagine what a momentum you need to rise it from the ground after releasing. It seems that even the strongest men need some time to pull it closer whi...
by Inbreak
Sat Mar 13, 2021 10:20 am
Forum: Unit balancing
Topic: Advancement center and its utilization
Replies: 10
Views: 7334

Re: Advancement center and its utilization

Or new workers/laborers. Like a representation of the university with higher education
by Inbreak
Sun Mar 07, 2021 1:45 pm
Forum: Unit balancing
Topic: Advancement center and its utilization
Replies: 10
Views: 7334

Re: Advancement center and its utilization

I know and do it also. But sometimes you can lose your tc and deleting adv.center is not really meaningful and additional option to produce something (like blacksmith in the blacksmith) can be cool
by Inbreak
Sat Mar 06, 2021 8:13 pm
Forum: Unit balancing
Topic: Advancement center and its utilization
Replies: 10
Views: 7334

Advancement center and its utilization

What about giving adv. center an additional option to produce espionage units (spies, assasins, maybe something else) to make it more useful in lategame when all needed researches are done (or all possible researches) and you for example lost an opportunity to build more production instead of adv.ce...
by Inbreak
Thu Feb 18, 2021 12:07 pm
Forum: Units/techs/effects
Topic: Priests can heal mine carts FIXED
Replies: 2
Views: 2396

Priests can heal mine carts FIXED

That's it. Healed damaged cart with salt with my missioner.
by Inbreak
Fri Jan 29, 2021 5:56 am
Forum: Unit balancing
Topic: Berserker Rebalance RE-OPENED
Replies: 47
Views: 10474

Re: Ok, I'll say it.. Berserker is an issue.

Not sure if they are currently niche, but I want medium infantry to have some more reason to be on battlefield. As for bard - I was thinking of splitting +3 power as another ability (lasting 2 or 3 turn) and maybe making +1 action song cost both bard actions, but I don't have idea for icon/idicator...
by Inbreak
Thu Jan 21, 2021 8:29 pm
Forum: Unit balancing
Topic: Elite Cannoneer Buff
Replies: 3
Views: 1195

Re: Elite Cannoneer Buff

the cannons/towers can stand the one and only effective counters to rams and siege towers Cannon is not even near to the most effective weapon against any siege machine. But i'll let it for your personal investigation. I'm even thinking to slightly fix that thing. In my opinion there's no need to b...
by Inbreak
Fri Jan 15, 2021 3:22 pm
Forum: Unit - melee infantry
Topic: Shaman
Replies: 11
Views: 2526

Re: Shaman

Should have. If not its senseless to create another healer with the different skin
by Inbreak
Wed Jan 13, 2021 8:47 pm
Forum: Units/techs/effects
Topic: Simultaneous application of slowing and weakening poison IMPLEMENTED
Replies: 9
Views: 1989

Re: Simultaneous application of slowing and weakening poison IMPLEMENTED

Summing up both poisons will work after the next update? Speaking about realism i can imagine that herbalist is mixing poisons together so both effects could be added to a missile.
by Inbreak
Fri Jan 08, 2021 9:34 pm
Forum: Units/techs/effects
Topic: Simultaneous application of slowing and weakening poison IMPLEMENTED
Replies: 9
Views: 1989

Re: Simultaneous application of slowing and weakening poison

Didn't test it on melee units. Maybe the same problem is with regular herbalist poison also.
by Inbreak
Fri Jan 08, 2021 9:21 pm
Forum: Units/techs/effects
Topic: Simultaneous application of slowing and weakening poison IMPLEMENTED
Replies: 9
Views: 1989

Simultaneous application of slowing and weakening poison IMPLEMENTED

I tried to apply both poisons on my archer and shoot. The target suffer only from weakening poison. Does it work correctly and archer can cause only one poison and order of them matters? Or it is bug and opponent should suffer both of them simultaneously?
by Inbreak
Wed Dec 16, 2020 8:09 am
Forum: Unit - melee infantry
Topic: Shaman
Replies: 11
Views: 2526

Re: Shaman

The key ability is connected with vision for me. But to be more versatile healing is also included
by Inbreak
Tue Dec 15, 2020 8:58 am
Forum: Unit balancing
Topic: CoolGuy Balancing IMPLEMENTED
Replies: 63
Views: 8384

Re: coolguy must be banned in normal game

I'll join the discussion and support digimon point of view. Some of you say that their opponents can't beat them even with Coolguy. But we have some conventionalities: we don't know skill level of each others opponent and map features. I consider myself as a descent mp opponent knowing a lot of tric...
by Inbreak
Sun Dec 13, 2020 8:33 pm
Forum: Unit - melee infantry
Topic: Shaman
Replies: 11
Views: 2526

Shaman

I know it's already an AoF unit. BUT! It's just a matter of belief so if long time ago people had a creed that shamans could rule the weather, fate etc. it was real for them. concept is: another primal "wizard" for primitive hut but not as priest, more herbalist stuff. The most important a...
by Inbreak
Tue Dec 08, 2020 10:18 am
Forum: Introduction
Topic: What happened to tournaments
Replies: 10
Views: 9458

Re: What happened to tournaments

If we really wanted blitz matches we would need 30 min timers to enforce it. It would be enough time for a turn and could be finished within a day in a 1v110x10. I mean that in-game limits of 30 minutes are not enough. Because decision making even on small map can take more than 5 minutes (that's m...
by Inbreak
Sun Dec 06, 2020 9:52 am
Forum: OFF Topics
Topic: This is a Poll
Replies: 39
Views: 13191

Re: This is a Poll

Guys, in any historical age just give me this small item
Image
And i'll crush you barehanded
by Inbreak
Sun Dec 06, 2020 8:52 am
Forum: OFF Topics
Topic: What music did you listen?
Replies: 27
Views: 18117

Re: What music did you listen?

Cool, who do you like from the prog side of things? I too love Floyd, The Wall is one of my favourite movies ever. Also into Velvet Underground, big time! Do you know Krautrock, the experimental music scene of 60s and 70s Germanies, Tangerine Dream, Faust, Amon Duul and Neu are my favourites there....
by Inbreak
Sun Dec 06, 2020 8:12 am
Forum: Dev asks for Help
Topic: Hints during loading screen
Replies: 7
Views: 6014

Re: Hints during loading screen

Noticed that newbies don't pay much attention to this. Maybe it will be good to mention something like: <string name="HINT_END_TURN">Remember you can end the turn for your unit clicking the shield button on top of the screen if you don't want to automatically attack adjacent enemy or build...
by Inbreak
Sun Dec 06, 2020 7:57 am
Forum: Introduction
Topic: What happened to tournaments
Replies: 10
Views: 9458

Re: What happened to tournaments

:idea: Maybe tournamnets should be held on a small maps, only 10x10 or 15x15. With overall time for the game for about an hour or two max. Like blitz chess but blitz AoS. We just need something to control overall timer. Maybe it can be done through the other platform with timer so players after maki...
by Inbreak
Sat Dec 05, 2020 8:14 am
Forum: Unit - mounted
Topic: The war pig
Replies: 9
Views: 5351

Re: The war pig

Agree with Quadrupole. Hog riders seem to me more AoF unit. Stats and ability is the most interesting thing that i cannot figure out still. Maybe it can be something like petardier? But not with a big explosion, just setting on fire adjacent units. But there's still no mechanic to set on fire living...
by Inbreak
Fri Dec 04, 2020 8:51 pm
Forum: Unit - mounted
Topic: The war pig
Replies: 9
Views: 5351

Re: The war pig

What about reviving this theme? I also remembered the fact that long time ago romans used pigs in fights generally against elephants in Pyrrhic war and other cases. Pigs were able to frighten elephants so they opened friendly fire :twisted: and trampled its own allies. And there was also a feature w...
by Inbreak
Fri Dec 04, 2020 8:29 pm
Forum: Structures
Topic: Celtic Veterans Roundhouse IMPLEMENTED
Replies: 27
Views: 6004

Re: Building for the Celts

From the other side pending headhurlers can suit that role.
QuadrupoleStrat wrote: Fri Sep 11, 2020 1:37 pm They should also have a debuffer unit. A warcry related thing.
by Inbreak
Tue Dec 01, 2020 8:19 am
Forum: Techs
Topic: New tech - Bar-shot/Chain-shot
Replies: 3
Views: 3014

Re: New tech - Bar-shot/Chain-shot

Battleships have cannon shot? Whoops, i've missed some upgrades :? Still think it does make sense cause battleships were able to do all this stuff with different type of missiles and you can decide how to use your action.
by Inbreak
Mon Nov 30, 2020 9:10 pm
Forum: Techs
Topic: New tech - Bar-shot/Chain-shot
Replies: 3
Views: 3014

New tech - Bar-shot/Chain-shot

Fantasizing seabattle stuff. What if battleships and galleons had an ability to make chain-shots? You know that things to break masts and tear sails apart. https://i2.wp.com/novate.ru/files/u36693/gun-07.jpg http://www.vokrugsveta.ru/img/cmn/2008/12/15/018.jpg Positions № 3 (upper), 4 and 5 The idea...
by Inbreak
Mon Nov 30, 2020 8:39 pm
Forum: Techs
Topic: New tech - Grapeshot/Shrapnel
Replies: 1
Views: 2687

New tech - Grapeshot/Shrapnel

An ability for cannoneers to load their cannons with small metallic stuff to defend themselves and their artillery in close combat.
Costs an action.
Range is 1 to 4.
12 damage with 100% bonus to foot melee units.
5-6 turns on invention in advancement center.
Is this legit?
by Inbreak
Mon Nov 30, 2020 8:33 pm
Forum: Unit - siege engines / machines
Topic: New unit - Culverin.
Replies: 5
Views: 2612

Re: New unit - Culverin.

About grapeshot. Maybe it should be a tech for cannoneers for close combat against infantry. Currently there is range restriction for them so there could be an ability of shooting some sort of shrapnel which is effective against foot melee units. Of course it costs action but could be used on short ...
by Inbreak
Mon Nov 30, 2020 8:15 pm
Forum: Other discussions about the game
Topic: Aos chat restricts so many words
Replies: 33
Views: 12615

Re: Aos chat restricts so many words

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