Search found 45 matches
- 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 ...
- 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.
- 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.
- 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...
- 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
- 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
- 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...
- 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.
- 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...
- 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...
- 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
- 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.
- 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.
- 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?
- 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
- 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...
- 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...
- 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...
- 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

And i'll crush you barehanded
And i'll crush you barehanded
- 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....
- 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...
- 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...
- 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...
- 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...
- 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.
- 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.
- 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...
- 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?
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?
- 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 ...
- 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
Class
Classy
Classroom
Classy
Classroom