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Messages - minime

#61
Units / Re: Heretic
May 12, 2009, 03:45:37 PM
some units that can handle it:
- abjurer
- necromancer
- diabolist
- witch
- catapult
- druid
- geomancer
- golem
- assasin
- axeman
- possessed
- priest
- summoner
- mourner
- and if there isn't a serpent all unit with power 4 or higher.
#62
I like it, I think this would help a lot :D
#63
Zatikon Support / Re: HOWTO run in Linux
May 09, 2009, 05:06:39 PM
OK, but why? ;) Why the native java is better, than the WINE?
#64
Units / Re: Changeling
May 08, 2009, 04:54:35 PM
Quote from: mongolian on May 08, 2009, 01:49:46 PM
I would prefer to be beating my opponent with a real "army" vs having some X-men army with super powers to whatever they want to make up.  There is a reason this is supposed to be set in medieval times not sci-fi.

i would prefer some more crazy environment. it would be cool if there were some modern things too. it would be fun to use tanks vs wizards or something like that ;D I think I'll make some modern units :P

I played against someone who didnt understand, why there are jumping elephants in zatikon :D why elephants jump big? it was funny  ;D
#65
Units / Re: Mason?
May 08, 2009, 04:45:49 PM
I think mason is a great unit as it is now. I think only units that too strong, or too weak, or very boring should be changed. there is more than enough change in the game already  ;D
#66
Zatikon Discussion / Re: Is Zatikon to complex?
May 08, 2009, 04:41:39 PM
here is an other thing i can t figure without trying: if i have a strategist, do i get an extra command if an inorganic unit of the opponent attacks? and if my inorganic unit is attacked?
i think this whole inorganic thing is messy.
if i attack an inorganic with a scout the scouts wont go back to the castle.
however if a golem attacks a scout the scout will dodge the destroy effect. both ability are the scout's but one of them works and the other one doesnt work.
#67
i dont play enough constructed to answer this question, but i don think that rock-paper-scissor is a problem. the similar game is not chess but again magic the gathering ;D in mtg constructed is played as a tournament format.
#68
Units / Re: Changeling
May 08, 2009, 08:38:09 AM
i love the changeling, it is a unit that isn't that easy to use vs other players. it is tricky. I dont think it is too strong in random. and i'm not that good in constructed to judge it  :'( and yeah, vs the AI it is vital.
#69
Zatikon Support / Re: HOWTO run in Linux
May 07, 2009, 07:17:32 PM
What's wrong with WINE? It runs flawlessly under WINE  ;D
#70
great idea! I still keep overlooking the range of the catapults :D
#71
Zatikon Discussion / Re: Is Zatikon to complex?
May 05, 2009, 04:41:30 AM
Quote from: glunkr on May 04, 2009, 08:59:44 PM
But I think that will come with time, just like how Magic the Gathering's rules eventually stabilized to be quite clear.

This is the same thing I wanted to write. Mtg had all these kind of problems, but a good rule team solved them(though you cant solve it perfectly ever ;D). I think Zatikon just needs a good basic framework for the unit interactions (and its rules should be public). So, I'm not really worried because of this, I think that this can be solved sooner or later. I don't think this is the problem of the number of the units, or their complexity (just check the number of cards in mtg and the complexity of the single cards). I think the real problem what comes from the number of the units and their complexity is to know all the units, not to overlook any of their abilities and so on :D I win and lose lots of games because one of us forget some trivial things(like the power or range of a unit).
The rules framework would be some kind of hierarchy of the effects. How they are stacked, and how they are resolved. What triggers what, and so on. I think programmers are good in this :D
#72
Units / Re: minime's units
May 02, 2009, 05:06:59 PM
I made the first 2 ability more clear. the first is the shaman's and the second is the footman's ability. They have high defense, but they cant attack almost at all. they are just to hold back the enemy. maybe they should cost 100  :D The name of this two could be similar, like x defender and y defender. but more creative  ;)

i think 10/1 guy should be some crazy, raged monster.

btw i think that there should be zero power instead of no power in zatikon. (for example the geomancer has no power at all, so it cant get the +1 power from armory.
#73
Zatikon Support / Re: new updates?
May 02, 2009, 03:14:16 PM
I think there should be some balancing of the play first thing in constructed. Make it random who play first and give the player who play first less commands. (this would be similar to magic the gathering, where the player who play first doesn't draw a card)

an other thing from mtg: the redraw(get an other army) in random could be similar to the mulligan in mtg. you can have an other army, but you will get units for less gold. you can redraw as many times, you want(unit zero gold).
#74
Units / Re: minime's units
May 02, 2009, 02:43:45 PM
I made some new units. I think some of them are a bit too strong, but had no idea how the balance them. I need some help with the names again ???
to keep it simple: stats:power/life(armor). I don't write the move ability if it is normal.


50
1/7(2)
actions:1
1/1 times: cancels enemy movement 4 range (the shaman's ability)
1 action: heal self.


50
1/10(2)
actions:2
cancels enemy movement 1 range (the footman's ability)
1 action: heal self


guardian angel
50
action:3
1/2
range 3, 2 actions: return target unit you control to your castle.
once in a turn: return self to the castle


50
10/1
3 actions


like the old sergeant
150
4/4(1)
action:2
2 actions:every non-range unit gain an extra action this turn
1 action:reload the first ability
You can deploy only one of this unit (story: an army can have only one top commander ;) )
#75
Units / Re: Super Unit Abilities
May 01, 2009, 10:33:34 PM
now I think that the main problem with the clockwork units is that they get some extra life and armor, above the inorganic ability. so you cant handle them with any ability AND it is very hard to kill them in combat too. I think if they wouldn't get the life and the armor they would be more balanced. (only in single player. coop is fine as it is now.)