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Zatikon is back and free to play! https://www.chroniclogic.com/zatikon.htm

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Messages - Tek777

#1
Units / Re: Units that make Zatikon not Fun
August 25, 2009, 07:14:31 PM
to make game less complicated You can add 'hints' - for example if unit A is targetting unit B - it could display damage that will be dealt (3 or 1 etc, so players will not have to count all thos armors, effects etc)
#2
Units / Re: The Spirit
August 19, 2009, 08:03:12 PM
even if no changes will be made i post mine poposal =)
what about making spirit unable to kill?? let spirit damage unit unit 1 hp left, but not kill it then...?
#3
Units / Re: Units that make Zatikon not Fun
August 19, 2009, 07:55:21 PM
what do You thing about huge change in range damage?
for example damage lower with range
for example range 5 damage 5 means that in range 1 (near) unit will do 5 damage, in range 2 - 4 damage, in range 3 = 3 damage, in range 4 =2 damage, in range 5 = 1 damage?
or weaker change - damage lower every 2 squares of range => in range 1 and 2 = 5 damage, in range 3 or 4 = 4 damage, in range 5 = 3 damage ??

this will make this game less range... but will do every range unit weaker
#4
Zatikon Support / Re: BUGS
May 14, 2009, 09:26:56 AM
when warrior attacks 2 possessed, kills only one, and become possessed.
IMHO should attack ALL targets in range... =)
#5
Units / Re: Heretic
May 13, 2009, 11:45:12 AM
but then all those units above will trigger damage? now there are ways to kill it without damage to self....
#6
would be nice with it.
and with power/armor/hp/actions on icon =) 4 numbers in 4 corners
#7
verym very! important change =) please Zatikon do it =)
#8
400 gold - in 1 next fight (against computer only!) 1 Your unit gets bonus (like cloakwork, guardian, mighty, resiliant etc)
#9
Units / Re: Desert shaman - proposal
April 26, 2009, 07:53:18 PM
so mayby desert storm should lower ranged attacks range to half? becouse of low visibility and wind ?
then archer range =2, catapult 2, balista 3, warlock 2/3 (in diagonal) ??
#10
Units / Ninja
April 26, 2009, 07:50:29 PM
cost 300
life 4
armor 0
power 3
actions 3
deploy 2

Cost no commands to move. Move to target location. 1 range. Cost 1 action.

Attack enemy. 2 range. Cost 1 action. Poison enemy.
1 range. Kill organic enemy with armor lower than 1. Attack others (inorganic and armored) with 3 power.

Dodge attacks 1/1.
Shadow= If this unit doesnt attack this round, cant be targetted by ranged attacks (magical too)
#11
Units / Re: New Undead Units and Class
April 26, 2009, 07:23:41 PM
some of them looks too powerfull =) but nice ideas there
and mayby 1 more structure:

cementary
life 5
armor 0
deploy 5
cost 300
deploy last killed unit (own or enemy). this unit cant be 'resurected' again.
#12
google.com "turn based strategy"
#13
Units / Desert shaman - proposal
April 19, 2009, 03:44:29 PM
cost: ? 200 ?
action 3
life 3
armor 1
deploy 3


skills:
1 action = move 1
2 action = call a camel
3 action+ sacrifice himself = call desert storm

camel =
actions 2
life 5
power 3
armor 1
skills:
1 action = move 1
1 action = attack 1 range
immune to desert storm (premament)

desert storm =
for next X rounds (10 for example) each unit can move only 1 square
including flying/jumping units (excluding camels)
#14
Units / Swordsman
April 19, 2009, 02:49:41 PM
just small problem... how human can PARRY catapult or balista? =)
i can understand dodge (like orc's general in film Return of the King ;) )
but parry? even parrying bow or crossbow looks like masterpiece =)
mayby parry should work only for melee attacks?
#15
- $10,000: gain 100 exp. (or something feasable according to rank)

i dont like this =) rest is very nice