Post any comments or suggestions here:
Started by: CRAZY JAY | Replies: 2,627 | Views: 253,026 | Sticky
Nov 7, 2012 11:39 PM #781295
Maybe there could be some way to prevent players from blitzing at the start of the game as it really takes away the overall experience. Maybe there could be more options to reduce lag. I have a hard time finding players without lag and could you fix the way units re organized when on defense mode as I commonly experience my units endlessly running left and right.
Nov 8, 2012 1:54 AM #781389
Could let our people to climb up the miner wall to prevent being attack?
Nov 8, 2012 9:32 AM #781631
Hi I have a suggestion, I think it would be a good idea to put all the statues(from stick war examples:Spearton, Archidon, and Magikill statues) in the armory(purely for aesthetics and personally I think it would be nice to have the magikill statue;) from Buddy
Nov 8, 2012 1:13 PM #781710
Quote from BuddyLucky2Hi I have a suggestion, I think it would be a good idea to put all the statues(from stick war examples:Spearton, Archidon, and Magikill statues) in the armory(purely for aesthetics and personally I think it would be nice to have the magikill statue;) from Buddy
That would be pretty sweet to be honest.
Nov 8, 2012 9:52 PM #782005
Okay, based on the information you have given before CrazyJay (multiple viable tactics needed), I really think you need a large overhaul of your game mechanics. The easiest way of balancing the game for multiple tactics would be to reward rushing the same amount as teching. The problem you have with this game vs other RTS's is the fragility of one's economy. It is easy to kill miners and it is easy to prevent a player from accessing their second tier gold (which usually wraps up the game for good). If you increase both the strength of the castle archer significantly, and the income from the tower significantly (maybe have 3 towers spaced out evenly with exponential income--e.g. having one tower gives 5 gold per second, two gives 10 gold per second, 3 gives 20 gold per second, or something like that), you reward a rusher proportionally to the amount of aggression put into the rush, and yet have given the defender enough defensive power to tech against low-powered armies.
This could mean strategies for rushing and securing the first tower, strategies for rushing and securing 2 towers, or 3 towers, or turtle strategies which involve rushing miners and castle defenders.
This could mean strategies for rushing and securing the first tower, strategies for rushing and securing 2 towers, or 3 towers, or turtle strategies which involve rushing miners and castle defenders.
Nov 9, 2012 3:18 PM #782723
Quote from MiamiBigALOkay, based on the information you have given before CrazyJay (multiple viable tactics needed), I really think you need a large overhaul of your game mechanics. The easiest way of balancing the game for multiple tactics would be to reward rushing the same amount as teching. The problem you have with this game vs other RTS's is the fragility of one's economy. It is easy to kill miners and it is easy to prevent a player from accessing their second tier gold (which usually wraps up the game for good). If you increase both the strength of the castle archer significantly, and the income from the tower significantly (maybe have 3 towers spaced out evenly with exponential income--e.g. having one tower gives 5 gold per second, two gives 10 gold per second, 3 gives 20 gold per second, or something like that), you reward a rusher proportionally to the amount of aggression put into the rush, and yet have given the defender enough defensive power to tech against low-powered armies.
This could mean strategies for rushing and securing the first tower, strategies for rushing and securing 2 towers, or 3 towers, or turtle strategies which involve rushing miners and castle defenders.
+1
Nov 10, 2012 3:22 AM #783138
1 day trial on chaos empire for 500 empire coins? XD
And custom statues for empire coins? :D
(example: spearton, magikill, swordwrath etc)(saw this from the previous page)
And maybe skirmish mode:
If both players agree, there'll be a skirmish mode when 4 minutes have passed, People can't train anymore miners but the miners they currently have will work 2x faster(praying, walking and mining)
And custom statues for empire coins? :D
(example: spearton, magikill, swordwrath etc)(saw this from the previous page)
And maybe skirmish mode:
If both players agree, there'll be a skirmish mode when 4 minutes have passed, People can't train anymore miners but the miners they currently have will work 2x faster(praying, walking and mining)
Nov 10, 2012 6:42 AM #783250
GM could you put new method of paying ? Such as Molpoints coz i hate use paypal thou'
Hopefully you can add more method of buying coins and membership !
THanks
Hopefully you can add more method of buying coins and membership !
THanks
Nov 10, 2012 2:20 PM #783444
PLEASE action this request asap. Make the garrison command a COMMAND and NOT a toggle (which cannot be overriden by nearby enemies). I have lost so many games because i tell my archers to garrison and they end up jumping right back into battle because an enemy is nearby. This has ruined countless, countless games. This has got to be my biggest pet peeve at the moment.
Nov 10, 2012 4:51 PM #783547
Quote from MiamiBigALPLEASE action this request asap. Make the garrison command a COMMAND and NOT a toggle (which cannot be overriden by nearby enemies). I have lost so many games because i tell my archers to garrison and they end up jumping right back into battle because an enemy is nearby. This has ruined countless, countless games. This has got to be my biggest pet peeve at the moment.
It IS a command.
Nov 10, 2012 7:11 PM #783672
apparently it's a toggle. If you garrison, click off the unit, and then click the unit again and hover over the garrison key, it says "ungarrison", indicating it is a toggle. If it was a command it would always say "garrison", but it doesn't.
Whatever it is, it doesn't work properly anyway.
Whatever it is, it doesn't work properly anyway.
Nov 11, 2012 12:19 AM #783880
I have a question:
Do the armory and weapons affect there attacks, defends, speed, etc.?
Do the armory and weapons affect there attacks, defends, speed, etc.?
Nov 11, 2012 3:20 AM #784022
Nope
Nov 11, 2012 6:04 AM #784172
just for show lol ~
Nov 12, 2012 12:30 AM #785045
NEW MAP IDEA: so currently the maps goes like this: |= castle gates O=statue -= empty space := mineral patch += tower
| |O--:--:------+------:--:--O| |
i think if we move the statue INSIDE the castle like this
|O |--:--:--------+--------:--:--| O|
we could have more diverse defenses: CASTLE GATES now take 5 seconds to rise and lower (units can't pass through when lowered)!!! CASTLE GATES can also be destroyed same health as upgraded statue.
we could have different defenders instead of only having castle archers. we could have OIL (pouring boiling oil on to the ground, short range (in front of gates) INSANE damage. etc etc). this way we get to make decisions like do we want to have pure castle archers or pure oil or maybe a mixture of both!!
allowing enemies inside the castle walls also adds another aspect to the game: the enemy can now attack your structures (barracks, giant cave. etc) when they destroy a structure, rocks fall and block the entrance and to unblock u need to send a miner there to start digging away the rocks.
we can have defenses set inside the castle (stronger then defenses set outside)
think about what we could do with statues being inside the castle walls. we could have crawlers CLIMB OVER walls and bypassing the castle gates or flying units flying over the gate and attack the miners that are camping inside the gate!
right now there is no reason not to try to take middle: if we add tec's idea (i also had this idea but tec made a thread on this so il give the cred to tec)
and add 3 different towers |O |--:--:--+--+--+--:--:--| O| AND make it so the more units there are at the tower the faster they will capture. we could have the players making decisions like do i want to leave one unit on the tower closest to my gate while sending the rest to the middle or send all units to the middle and leave the one closest to the gate uncaptured! (the towers closest to the gate should take slightly longer to capture and give less rewords (closer to gate = easier to defend) less gold and weaker ghost spawns.).
| |O--:--:------+------:--:--O| |
i think if we move the statue INSIDE the castle like this
|O |--:--:--------+--------:--:--| O|
we could have more diverse defenses: CASTLE GATES now take 5 seconds to rise and lower (units can't pass through when lowered)!!! CASTLE GATES can also be destroyed same health as upgraded statue.
we could have different defenders instead of only having castle archers. we could have OIL (pouring boiling oil on to the ground, short range (in front of gates) INSANE damage. etc etc). this way we get to make decisions like do we want to have pure castle archers or pure oil or maybe a mixture of both!!
allowing enemies inside the castle walls also adds another aspect to the game: the enemy can now attack your structures (barracks, giant cave. etc) when they destroy a structure, rocks fall and block the entrance and to unblock u need to send a miner there to start digging away the rocks.
we can have defenses set inside the castle (stronger then defenses set outside)
think about what we could do with statues being inside the castle walls. we could have crawlers CLIMB OVER walls and bypassing the castle gates or flying units flying over the gate and attack the miners that are camping inside the gate!
right now there is no reason not to try to take middle: if we add tec's idea (i also had this idea but tec made a thread on this so il give the cred to tec)
and add 3 different towers |O |--:--:--+--+--+--:--:--| O| AND make it so the more units there are at the tower the faster they will capture. we could have the players making decisions like do i want to leave one unit on the tower closest to my gate while sending the rest to the middle or send all units to the middle and leave the one closest to the gate uncaptured! (the towers closest to the gate should take slightly longer to capture and give less rewords (closer to gate = easier to defend) less gold and weaker ghost spawns.).