News:

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

Main Menu
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - minime

#46
Zatikon Support / Re: BUGS
May 25, 2009, 01:46:30 AM
there were two pikemen with archangel protection. an enchanter made a stun, and one of the pikemen became stunned.

the archangel's protection doesnt work against the bounty hunter's marking skill.
#47
Units / Re: Archangel
May 25, 2009, 01:13:51 AM
I like the new angel a lot. it is a good unit to use in coop or 2 vs 2 with beginners. their army becomes much more useful with the protection.
#48
Zatikon Discussion / Re: Improving Zatikon
May 24, 2009, 11:27:06 PM
Quote from: Wakrob on May 23, 2009, 11:04:47 PM
I think Coop is more popular than colo because once you AI level is high enough from playing Coop you hardly can go back to solo.

I think the game should seperate your solo and coop levels at lvl 50 (or some number)


it is possible to beat the AI at any level, but it isn't too fun :) I think the best thing would be if you could choose what level you wanna play against.
#49
Zatikon Support / Re: BUGS
May 24, 2009, 07:53:28 PM
Scout: though I think that if we read the scout's ability it should go back to the castle, but I think that the unit is just fine as it is now. This inorganic immunity is good for the game play. It is more interesting this way. So the solution may be some more text to the comment section of the ability: It wont work on inorganics.
#50
Zatikon Discussion / Re: Improving Zatikon
May 23, 2009, 04:12:31 PM
I only write about random, I don't know the constructed enough.

I also think that the sergeant is problem. A 50 gold unit that has too much impact on the game, it can decide who will won the game in several games. And I don't like the wizard either. I could say that at least it is a 350 gold unit and it has the risk to get an other expensive unit(a chieftan, arti, possessed etc) and then it can be beaten easily, but this isnt too fun either.
And this leads to an other general problem. Expensive units make random a bit unbalanced. It isnt a problem when you get a generally useful unit (like a warlock, enchanter, witch etc), but there are other units that must be expensive because they may be strong with different other units. chieftain, possessed, draco, armory, arti and yes the wizard. The wizard can work with lots of other units(and when he gets them it is too strong) and has problems only with a few, while the others need very specific conditions to be useful(so usually they just make you lose). So I think exactly that what mongolian suggested: remove these units from random, or make them extremely rare. There is a third possible option: make them cheaper for random(not the wizard of course). But this could make the game even more complicated. So maybe the other two more simple option should be used. If you just make them more rare, then maybe you should add some other condition to make it impossible to get 2 of these units(an armory and the possessed or two arti is just an auto-lose with zero winning chance). As you will add more and more these kind of units(i think they are constructed or coop units.), they will cause bigger and bigger imbalacement in random.

commanders: as you add more commanders they will cause problems in random too. right now it isnt rare when you get 2 generals and a quartermaster, or a general, a quartermaster and a commandpost (and maybe strategists and tacticians). so they can take even 400-500 gold from your army. And yes tacticians are a bit too rare now. I think that it is interesting to play from only 6 action(it is challenging), so maybe this shouldnt be eliminated from the game completely. This should be balanced with some rules somehow. Here is a suggestion what should be reached(but I cant be too exact without testing):
- a gold maximum for commanders. maybe 300 gold.
- at least 6 or more actions. usually 7 (or 8 actions), 6 should be rare.
- two of the deployment reducers shouldnt be common(they don't have to be very rare, but not every second game). and there should not be 3 of them.

balance the playing first thing.(i have written about this in an other topic).

some kind of redraw(mulligan). here is two suggestion:
- one in a game(before the game starts)
- any number of redraw, but 50 (or 100) less gold units every time.

replayability. This would add a lot to the game. That's always an interesting question if I made a mistake in the game or not, or if i could have won the game playing first, etc. here is an idea to solve this: there would be a code for each random setup(army) and players could copy and paste them to use them. so they could replay the same game (with changed sides if they want that(if they use the eachother's codes)), or they could share interesting games in the forum too(if they share both code).

add a timebank. one or two minutes that could be used anywhere in the game. You would auto spend from it when your normal time in the turn is over(if you play poker you know what i mean). An other idea(from couldy15): you would start with zero seconds in your timebank and your unused time would add every turn(like the command post :)).

separate random rankings(there could be a composite too). My ranking is only from random. And i'm pretty unexperienced in constructed so I don't play ranked constructed, because i dont want to ruin my random ranking :D
#51
Zatikon Support / Re: BUGS
May 23, 2009, 02:34:36 PM
when a diabolist kills a knight with detonate, the knight just dies without becoming a dismounted knight.
#52
Zatikon Support / Re: BUGS
May 22, 2009, 05:11:06 PM
i think the scout's ability should trigger on the attack(and this is what the unit description says). if the attack is successful, move it back to the castle, if the attack is canceled then the ability doesn't triggers, so it wont move back to the castle. but i think that it shouldn't matter what it is attacking.
#53
Units / Re: Questions About Existing Units
May 18, 2009, 12:23:29 AM
3 more:
why doesn't a flying sergeant make the rallied ally move?

what happens if there is a poisoned unit with one life and a quartermaster? (and why. the answer to this question should be the order of effects at the end of the turn)

which unit will be the form of the skinwalker if multiple unit dies?
#54
Units / Re: Questions About Existing Units
May 16, 2009, 08:50:44 PM
I think the most important thing would be to understand the "why" behind the answers. This would help to understand and to elaborate the rules of the game better.
#55
Zatikon Discussion / Playing first
May 14, 2009, 10:05:15 PM
I really don't like the rule the player with the worse ranking starts EVERY game. It is a big advantage in constructed and also a deciding factor in several random games. Please make it random and/or give some less commands to the starting player.

I'm really thinking about playing with new accounts and when I reach a high rating, I'll abandon them :P Or I'll lose some games with my real account, if I wanna try out what it is like to play first with a constructed army. But this is just sounds silly  ;D
#56
Zatikon Support / Re: BUGS
May 13, 2009, 10:21:03 PM
mimic can't copy a doppelganger, if it has a twin.
#57
Units / Re: Favourite unit?
May 13, 2009, 01:41:08 PM
I like the shapeshifters, the mason and the possessed(tough maybe it is a bit overcosted).
#58
Quote from: zatikon on May 12, 2009, 10:41:17 PM
Any unit with a gold border has an upgrade.

the problem is that at high level all the AI units has gold border, so you have to read them all. and reread them a lot, because when there are for example 4 paladins, that isn't that easy to remember which one has which ability. maybe it would be great too, if each ability had an other color border(not gold).

btw I think the skinwalker and the mimic should have an aura like the possessed has, but with an other color.
#59
Zatikon Discussion / Re: Tournaments
May 12, 2009, 09:10:17 PM
I think that a league would be better. every player play against all the other players. you have to win 3 times in each round. and you can use your sideboard after the first game.
i think anyone can organize a league, here in the forum.
#60
Zatikon Discussion / Re: Ranking system
May 12, 2009, 08:59:45 PM
i think this is an advantage, you wont lose more point when you lose to rank 3000 player  ;D