Search found 10 matches
- Tue Nov 14, 2017 5:40 am
- Forum: Others
- Topic: Trigger (effects)
- Replies: 4
- Views: 1899
Re: Trigger (effects)
Yes , not just priority but a target for AI units.This would make a historical map more realistic.
- Sun Nov 12, 2017 4:32 pm
- Forum: Unit - melee infantry
- Topic: Zulu Swaardbegter
- Replies: 29
- Views: 6519
Re: Zulu Swaardbegter
i advised a ranged attack along with a melee attack since hardly any tribesmen existed just as swordsman(or any melee unit) and mostly had a mid-range throwing weapon(like the cudgel used by zulus). Most importantly the units normal armour must not exceed 1 and pierce armour not more than 2 (they ar...
- Fri Nov 10, 2017 7:15 pm
- Forum: Unit - melee infantry
- Topic: Zulu Swaardbegter
- Replies: 29
- Views: 6519
Re: Zulu Swaardbegter
Speed 5 is illogical and moreover, zulu's are tribesmen afterall and cannot be armoured that to so heavily.Ofcourse, one thing which can be done is that give them a ranged attack as well as a non ranged attack(i.e. range 1) and 2 or 3 action turns.
- Fri Nov 10, 2017 6:24 am
- Forum: Others
- Topic: Trigger (effects)
- Replies: 4
- Views: 1899
Trigger (effects)
Is there any 'effect' which can direct unint/s to do a specific job ? For eg.-when condition 'object destroyed' has taken place then a group of units(already present on map) get directed 'to reach a specific place' or to kill a specific unit on map.
- Thu Nov 09, 2017 6:13 am
- Forum: Unit - melee infantry
- Topic: General
- Replies: 20
- Views: 3375
Re: General
Instead, there must be generals for specific fields like infantry,cavalry or ranged who provide buffs to units of their respective fields.
Eg.-a cavalry general giving an attack bonus to all cavalries within their aura radius.
This will game much more realistic.
Eg.-a cavalry general giving an attack bonus to all cavalries within their aura radius.
This will game much more realistic.
- Wed Nov 08, 2017 12:42 pm
- Forum: Unit - melee infantry
- Topic: Rajputs
- Replies: 0
- Views: 1549
Rajputs
I saw people on forum were discussing about 'warriors of east' and i have a unit in my mind - RAJPUTS. They use ' aara '(long and flexible blade). I have not thought about the final name but stats would be: Cost-3 Attack-6 Range-1 Armour/P.Armour-1/3 HP-25 Speed-3 Turns-3 Passive effect- area damage...
- Wed Nov 08, 2017 12:04 pm
- Forum: Unit balancing
- Topic: Elephant Speed Boost CLOSED
- Replies: 16
- Views: 7972
Re: Elephant Speed Boost
Elephants armoured or unarmoured are anyway faster than humans. So, there's no point for upgrading elephant speed to 3 but it should be 3 or 4 initially.
- Sun Nov 05, 2017 5:56 pm
- Forum: FAQ
- Topic: Name of Pixel Art apps
- Replies: 7
- Views: 4347
Name of Pixel Art apps
Please suggest me which pixel art app should i use.
- Fri Nov 03, 2017 7:30 pm
- Forum: ARCHIVED - Answered suggestions
- Topic: Crossbowman Upgrade - ANSWERED
- Replies: 14
- Views: 6023
Re: Crossbowman Upgrade DISCUSSING
Crossbows had lesser range than bows but much higher damage rating and due to this lesser range crossbowmen were usually armoured.
So the stats can be :
Hp-15
Attack-10
Range-4 or 5
Armour-1 & Pierce armour-2
Speed-3
So the stats can be :
Hp-15
Attack-10
Range-4 or 5
Armour-1 & Pierce armour-2
Speed-3
- Fri Nov 03, 2017 11:27 am
- Forum: Unit balancing
- Topic: Elephant Speed Boost CLOSED
- Replies: 16
- Views: 7972
Re: Elephant Speed Boost
Elephants are faster than human so they must be having speed 3 initially and if it gives them an extra edge ,pikemen are always there to take them down.Stratego (dev) wrote:i agree the need someting.
speed 3 with a "lephant training" tech sounds fine, coolguy?