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Messages - Kran

#331
Units / Re: Mason?
May 08, 2009, 03:52:26 PM
Mason attack would be great. Maybe bricks be 3 power and stun enemyes? But only in walls, please ^^
#332
Maybe but i hope it should take two turns. Example

Mark structure. 1 range. Cost 2 actions.

Marked structure change location to range 1. Cost 2 action. Transported structure get 0 actions.

But i agree the geomancer is balanced. Do not change it is a good idea.
#333
Units / Re: Archangel
May 08, 2009, 03:44:09 PM
I liked the idea of "die when control is lost" and 2x 2range jumps. I hope decrease the price to 500$ is not much fun. I prefer the idea of a Clergy "Wyrm", costing 550. I think it need a non-much-powerfull skill to make the archangel values its price. I would suggest ally return to castle, 1 range, Cost 1 action. Thats not much powerfull hope I.
#334
Units / Changeling
May 08, 2009, 03:38:22 PM
Quote from: mongolian on May 08, 2009, 01:49:46 PM
Changeling is one of very pieces that can actually defeat a level 300+ AI in CO-OP or SINGLE.  It is underprcied for it's $150 pricetag, but it isn't overpowerful.  A range of 5 vs 6 would make it exactly what it is worth.

But, I agree with you Wakrob.  I'm not a fan of this type of unit at all conceptually.   Strategically, it makes sense.  But again, 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.

Mongolian, i know the changeling is not much sense. But this unit really make the game very less boring and more strategical. I like the fantasy behind such units like the changeling, its not medieval, but whats the problem? I like the changeling, i really do. This is some of the fun-more units in this game. I hope the big problem is behind the indestructibility in the turn it is traded. I think it should be only immune to everything the traded unit does, instead of everything at all.
#335
Very nice idea ^^. I think this would decrease the amount of newcomers that just play sometimes and then leave... this is seen by the ranks. From 250 to 3200. That meanst that aproximately 91% of newbies never played an rated game.
#336
Zatikon Discussion / Re: New game modes ideas
May 06, 2009, 10:53:18 PM
Good ideas! I loved this one of the 4 castles ^^ Looks very fun.
That would give the diplomacy to the game. :-)
The idea of the king of the hill is very nice. That would make you fight for pressure.
The chess idea is nice cuz is completely fair. But like in chess games beetwen people of same-level would much often finish in a draw.
About the "same as contructed but..." games, i loved the last idea.
The one of 800 (+50) gold game, i hope should have something like that to make games finish: After 40 moves for both sides wins the player that have more expensive army in game + not-used gold. In case of draw the game is draw.

About the 4 way free to all, i have a suggest to it: Make you win a undeployed armed peasant each time you kill an non-peasant enemy. That would encourage the players to attack.

Class: None
Name: Armed Peasant
Cost: N/A
Life: 2
Power: 3
Actions: 2

Attack enemy: 1 range, 1 action
Move to location: 1 range, 1 action
Cost no commands to use.

^^
#337
Units / Re: Archangel
May 06, 2009, 05:53:00 PM
I think it just need a more funny skill. Now with some games i see its a bit underpowered. Nice josiah. ^^
#338
Units / Re: Archangel
May 05, 2009, 08:38:32 PM
I have a completely diferent opine about it. I think it worth its 550 pricetag.The archangel great deficience is againt spells, expecially the geomancer / witch, what is not good. Againt any army without these things its pretty good. I agree that it cant make much pressure, but if combinated with other units that can impeace the enemy advance, its very playable. It can simple make a suicide attack againt 2 units, for example, try do defend with the other troops againt the enemy rush... then deploy it again. If you have at least 8 commands per turn, for sure. Or a strategist. I hope change the deploy cost is not needed. Its immortal, at least let it be hard to re-deploy. I would suggest it to have an extra spell. Thanks to lumen for the name inspiration.

Divine Ward: Protect self from spells and skills. Lasts 1 turn. Cost 1 action.

I like the idea of moving to ally location... ^^.
Thanks for the new units... The lancer is very fun...

Kran
#339
Units / Re: New Units Ideas
May 03, 2009, 01:22:59 AM
Thinking well that changes nothing, and the overrange still exists. That just make an unit to do not move more times than its action points allow. I have some suggests to it. Follows:

#1 The ally can't use the extra attack if the action points get zero.
#2 The ally attack all enemyes in range instead of getting one more times of attack.

Else, the extra attack do not generate communion to the intercessor. It was allready edited in the main post. And I choosed the first suggest to add to it too.

I gave to the intecessor a new ability too. Check it out. ^^

Kran
#340
Units / Re: Serpent
May 03, 2009, 01:09:03 AM
Lunaraia, i think 1 less actions is better in the wyvern ^^.
#341
Units / Re: Serpent
May 02, 2009, 08:51:25 PM
Making it just defend in diagonals will make the defense of the snakes a bit better.
#342
Units / Re: minime's units
May 02, 2009, 03:57:21 PM
Very nice the guardian angel... the first move-blocking ones i do not liked much, liked the abilites, but such hitpoints are not nice... i think they should have a limited times they block the movement, the one with 4 range. About the one with 10 power, it sucks with an chieftain, with the chieftain in one side of the map and many of this ones in the other side. Even with a witch making enemy range units in frogs. About the names, i will think about and maybe i can help you. ^^

Kran
#343
Units / Re: New Units Ideas
May 01, 2009, 01:22:49 AM
I think it should only add one extra attack instead of movement to melee units only, what i hope should include units such as pikeman and fanatic. But i see no why to make it only 1 range, but i think i can make it 4. He is too much weak to go to the frontline.
Then i think better to let the actions still 1 per now. I'm thinking about changing the way to get communion from "Tiggers when enemy attack" to "Tiggers when any ally attack". I'm bored of defensive units that make the things when "The enemy" make something. Thats the why i loved the barbarian.

Its edited now.
#344
Units / Re: New Units Ideas
April 30, 2009, 12:56:09 PM
I updated the intercessor, now it starts without communion. It was overpowered before.
#345
Units / Re: Wizard
April 30, 2009, 12:52:01 PM
Removing the flight of ranged units would be a very good solution. Maybe the best one. The wizard attack is almost useless for now. +1 range would be apreciated too.