Search found 28 matches
- Sun Nov 24, 2019 11:58 am
- Forum: Unit - melee infantry
- Topic: Professional
- Replies: 9
- Views: 2348
Re: Professional
Armor stat in game doesn't correspond fully with physical, real armor. Armor stat sometimes means ability to dodge attacks, e.g. Celt, Ninja. In this unit, I believe, its his ability to dodge and parry incoming melee attacks. So 4/0 seems acceptable. Maybe make it 3/0 for balance reasons, but it's ...
- Sun Nov 24, 2019 11:56 am
- Forum: Unit - melee infantry
- Topic: Maulman
- Replies: 23
- Views: 4036
Re: Maulman
Hi, tryed some shading but it looks maybe too much different thenthe other units in the game? patroid I love the second shaded one. It may look different, but I like the intimidating design choice, and intimidation played a role on the medieval battlefield, so that's cool. Hope it gets implemented ...
- Sun Nov 24, 2019 11:53 am
- Forum: Techs
- Topic: Slave-keeping
- Replies: 4
- Views: 2126
Re: Slave-keeping
I tried, but we might need to remake the sprite down the line
- Sat Nov 23, 2019 9:56 am
- Forum: Unit - melee infantry
- Topic: Canis Pugnax
- Replies: 17
- Views: 5926
Re: Canis Pugnax
it looks too dead about give it Eyes that we can see and make smaller they weren't as big as humans right? No, I made it just slightly bigger than a wardog, because a wardog looks like a greyhound to me, but the Canis Pugnax was bred specifically to perform demanding tasks, and is therefore somewha...
- Sat Nov 23, 2019 9:45 am
- Forum: Unit - melee infantry
- Topic: Maulman
- Replies: 23
- Views: 4036
Re: Maulman
I tried my bestGral.Sturnn wrote: ↑Sat Nov 23, 2019 12:37 am Very cool sprite Rotholz! now try and give him a black outline to his body and maul and make his proportions more similar to those in game
- Fri Nov 22, 2019 6:26 pm
- Forum: Techs
- Topic: Slave-keeping
- Replies: 4
- Views: 2126
Slave-keeping
Slave-keeping: Allows capturing slaves. Cost: 7 It was suggested before at the start of this year, but it wasn't really all that fleshed out, and I have some ideas for this unit. Slave HP: 4 Power: 0 Speed: 2 Sight: 3 Gets converted 100% of the time. 25% chance to turn enemy into a slave instead of ...
- Fri Nov 22, 2019 6:07 pm
- Forum: Techs
- Topic: Some Suggestions
- Replies: 16
- Views: 3697
Re: Some Suggestions
I have an idea - Aenator could have second researchable in roman garrison buff similar to fervor - good communication in legion could provide better attacks and make conversion harder. Latin chanting doesn't fit imho. Latin sounds much softer to my ears than e.g. german. Opposite for me, German sou...
- Fri Nov 22, 2019 5:14 pm
- Forum: Techs
- Topic: Some Suggestions
- Replies: 16
- Views: 3697
Re: Some Suggestions
Well, we didn't talk about a moralising unit or effect for the romans at all
- Fri Nov 22, 2019 4:18 pm
- Forum: Techs
- Topic: Some Suggestions
- Replies: 16
- Views: 3697
Re: Some Suggestions
Just like makazuwr said I ment Aenator (really aēneātor) - I always somehow misspell their name. They are represented in the game by the buccinator image - long curved brass truphet. They are drummer counterpart specific to roman armies - so they have aura with +1 speed for roman units. Oh, I never...
- Fri Nov 22, 2019 3:26 pm
- Forum: Techs
- Topic: Some Suggestions
- Replies: 16
- Views: 3697
Re: Some Suggestions
That's right. It's great idea too. Only two things about it - which building could research it and what counterpart ability could be given to roman aeanator. Aeanators were responsible for various sound based communications, marching coordination was only one of them. About telescope - archers alre...
- Fri Nov 22, 2019 1:29 pm
- Forum: Unit - melee infantry
- Topic: Canis Pugnax
- Replies: 17
- Views: 5926
Re: Canis Pugnax
Oh, forgot the image
- Fri Nov 22, 2019 1:28 pm
- Forum: Unit - melee infantry
- Topic: Canis Pugnax
- Replies: 17
- Views: 5926
Canis Pugnax
Description: A roman war dog breed so ferocious that it was pitted against lions in arenas, as well as used as soldiers in the army. They chase down fleeing enemies, fledglings, and scout the area. Their bite can easily disembowel both horses and people. Cost: 2 HP: 10 Power: 6 Range: 1 Armor: 1 Arm...
- Fri Nov 22, 2019 12:51 pm
- Forum: Techs
- Topic: Some Suggestions
- Replies: 16
- Views: 3697
Re: Some Suggestions
Cavalry charge - something similar is already planned by me. I want to add strategist something building, which will have researchable auras applicable to various unit types - archers salvo (+power) - big shields infantry shield wall (+both armors) - small shield infantry shield over head (+pierce ...
- Thu Nov 21, 2019 5:38 pm
- Forum: Techs
- Topic: Some Suggestions
- Replies: 16
- Views: 3697
Re: Some Suggestions
That's great to hear! Will any of these ideas get into the game and are they balanced? I'd gladly do the textures for all of themStratego (dev) wrote: ↑Thu Nov 21, 2019 4:45 pm as i see non of these needs any coding. it is configurable already in unit datasheets.
- Thu Nov 21, 2019 4:20 pm
- Forum: Structures
- Topic: Executioner's Chopping Block
- Replies: 3
- Views: 2761
Executioner's Chopping Block
A building that needs to have a garrisoned peasant at all times for the effect to work.
The effect is that all units that lose their loyalty while within the range of the block die.
Cost: 1
HP: 15
Range: 9
Carry capacity: 2
Mend bonus +50%
Constr. bonus - 20%
Spell resistance 100%
Burnable
The effect is that all units that lose their loyalty while within the range of the block die.
Cost: 1
HP: 15
Range: 9
Carry capacity: 2
Mend bonus +50%
Constr. bonus - 20%
Spell resistance 100%
Burnable
- Thu Nov 21, 2019 3:58 pm
- Forum: Techs
- Topic: Some Suggestions
- Replies: 16
- Views: 3697
Some Suggestions
-Cavalry Charge Cavalry units get +1 power for each ally cavalry unit next to them. Cost: 6 -Wolfsbane Scouts get an additional ability that uses up an action to poison an enemy, stopping healing for 2 turns. Cost: 4 -Tyranny Can send a soldier to a mercenary to intimidate them into staying loyal, b...
- Thu Nov 21, 2019 3:03 pm
- Forum: Others
- Topic: Many suggestions
- Replies: 1
- Views: 1499
Many suggestions
I have a lot of different ideas for the game that I want to share, but I realize that the engine is so terrible most of the ideas probably won't get through at all. Should I pit all of my ideas in a single thread, or should I split them up?
- Thu Nov 21, 2019 2:31 pm
- Forum: Unit - melee infantry
- Topic: Maulman
- Replies: 23
- Views: 4036
- Wed Nov 20, 2019 11:29 pm
- Forum: Unit - melee infantry
- Topic: Professional
- Replies: 9
- Views: 2348
Re: Professional
Well, it's not like it changes much - there is much less use of mercenary units near the enemy fortifications, though he will be missing 6 additional damage vs siege. How do You see the image? Maybe a sketch in 32x32 pixels? It's very important part of unit. Just to have an overview of how I envisi...
- Wed Nov 20, 2019 10:33 pm
- Forum: Unit - melee infantry
- Topic: Professional
- Replies: 9
- Views: 2348
Re: Professional
With how bonuses work right now giving bonus vs everything is pure waste of CPU. It just makes it 12 power, but with unnecessary calculations. So it's actually heavy infantry with 30hp, 12x2 attack, 4/0 armor and no bonuses. I'm such an idiot, I didn't even realize that I could've just upped the at...
- Wed Nov 20, 2019 10:22 pm
- Forum: Unit - melee infantry
- Topic: Maulman
- Replies: 23
- Views: 4036
Re: Maulman
When exactly Maceman was supposed to have high damage? Original topic shows nothing about it - Maceman . I haven't found any topic on forum talking about higher damage on maceman - on the contrary - there was few mentions about nerfing it's damage. Besides 14 power is plenty strong - it's barely le...
- Wed Nov 20, 2019 9:28 pm
- Forum: Unit - melee infantry
- Topic: Maulman
- Replies: 23
- Views: 4036
Re: Maulman
I based the attack damage off of the Maceman, who's premise it was to have high attack damage, but low defence, which was kinda what I was hoping to achieve. The effect nullifying healing was supposed to represent a serious wound, but if that is too overpowered, or unfitting, then the AoE with sligh...
- Wed Nov 20, 2019 9:17 pm
- Forum: Unit - melee infantry
- Topic: Professional
- Replies: 9
- Views: 2348
Professional
Description: An experienced sellsword that seems to get an edge over any enemy he fights against. Cost: 2 HP: 30 Attack: 9 Range: 1 Armor: 4 Pierce Armor: 0 Speed: 3 Sight: 5 Action/Turn: 2/1 Spell Resistance: 0% Size: 1x1 Builders: Town Center, Castle Requires a money courier every 4 turns to stay ...
- Wed Nov 20, 2019 8:26 pm
- Forum: Unit - melee infantry
- Topic: Maulman
- Replies: 23
- Views: 4036
Re: Maulman
I must admit that actually healing prevention can be done via reducing healing rate on unit by -100% (so all healing it receives is reduced to 0). That's great. If you can make the healing prevention, but not the damage then I'm fully satisfied. Perhaps the balance needs working on and I wouldn't m...
- Wed Nov 20, 2019 7:50 pm
- Forum: Unit - melee infantry
- Topic: Maulman
- Replies: 23
- Views: 4036
Re: Maulman
Units one-shoting pricy, quite slow heavy infantry units just makes players not use them at all. Cavalry have their counters, but at least they also got manuverability in exchange (or huge hp in case of elephants). Cost: 4 HP: 20 Attack: 17 Range: 1 Armor: 1 Pierce Armor: 3 Speed: 3 Sight: 4 Action...
- Wed Nov 20, 2019 7:19 pm
- Forum: Unit balancing
- Topic: Make all types of Lancers be affected by reach
- Replies: 8
- Views: 1973
Make all types of Lancers be affected by reach
I think that the Lancer units needs to be affected by the reach upgrade. Especially the Gendarme looks like he'd have very good reach, and since they have polearms it fits in my opinion. Also, the Lancers are quite weak with their low HP and damage, so an upgrade like that would be just what they ne...
- Wed Nov 20, 2019 6:41 pm
- Forum: Unit - melee infantry
- Topic: Maulman
- Replies: 23
- Views: 4036
Maulman
Cost: 3(or 4 depending on option) HP: 17 Attack: 21 Range: 1 Armor: 0 Pierce Armor: 3 Speed: 0 Sight: 0 Action/Turn: 1/1 Spell Resistance: 0% Size: 1x1 Builders: Town Center, Barracks Bonuses: 75% against all buildings, siege weapons, and most infantry. +100% bonus against heavily armored and shield...
- Wed Nov 20, 2019 10:58 am
- Forum: Main menu
- Topic: Upgrade Structure Overhaul
- Replies: 3
- Views: 2613
Upgrade Structure Overhaul
I think the current upgrade columns are quite badly designed, and there's a couple reasons for it. I think the worst aspect is that the upgrades aren't revealed, and although it gives the player a sense of mystery, it also leaves him quite confused. With the "roman" upgrade columns as an e...