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Messages - Jezebeau

#31
I'm not so sure.  Even at 750 points it's still leagues better than, say, two warlocks, for 50 points more.  Spawns have three actions, immunities, and return-to-castle?  Turns into a 300-400 point unit when it dies?

I know it's just a concept, but it would have to be nerfed significantly to ever see the light of game, and there's no guarantee you'd even consider it playable once it was balanced.
#32
How about: if no units have been deployed, a redraw is free and passes the turn to the other player.  If the other player has deployed units, -50 pts and turn is not passed.
#33
Units / Re: Diplomat
June 03, 2009, 05:19:36 PM
Ooh, idea!  How about, rather than making units immune, it functions like a reverse chieftain.  Prevent all movement towards the diplomat for a turn.
#34
Units / Re: Diplomat
June 03, 2009, 05:16:10 PM
Couldn't it just be made to last until the end of your next turn?  To properly function as an "armistice", your units should be unable to attack on at least one of the two turns.
#35
Zatikon Discussion / Re: Towers Deployment
June 03, 2009, 04:59:30 PM
Quote from: mongolian on June 02, 2009, 08:30:14 PM
no one would play 1 tower then..

At 100 points, max 1?  Why not?  It's not a poor defense for mages/clergy/etc.
#36
Units / Re: New Units Ideas
June 01, 2009, 08:38:12 PM
@glunkr: It should absolutely show the targeted square whether or not it's occupied.  Otherwise, it means "move every unit within 6 of the trebuchet each turn or one dies".  It doesn't need to be a mage/siege killer because, beyond that, it has other uses.  Target the obvious arrival point of a cavalry, or that corner where an archer might move down, horizontally outside a mage's range, and get a shot off.  If there's an opening you don't want your opponent to exploit, you can pretty much declare that it's raining golems if they take advantage of it.  I think it would be a great unit at range 5.
#37
Units / Re: Reajustments of classical units
June 01, 2009, 08:22:43 PM
No more unit screens? Booooo.
#38
Units / Re: New Units Ideas
June 01, 2009, 09:25:21 AM
What do "don't trigger at range 1" and "entire army can perform the second attack for no cost of actions" mean?
#39
Units / Re: New Units Ideas
June 01, 2009, 09:22:34 AM
But the disciple isn't really like the old sergeant.  It's more expensive, can only move a unit two spaces every three turns, has to compromise its relative positioning to do so, and is in no way a viable combat unit.
#40
Units / Re: New Units Ideas
June 01, 2009, 05:46:17 AM
I like bog skeleton and disciple, but trebuchet is a "haha no mage/siege engine for you" button, particularly in the case of the siege weapon where if you keep firing at a catapult or ballista, it has no alternative but to keep moving or trade kills because no ally can move inorgs.  Perhaps if it was cheaper, but both targeting and the triggered firing cost an action, so it could only be used every other turn and couldn't totally shut down a unit that can't move and act in the same turn at 6 range?
#41
Units / Re: Archangel
June 01, 2009, 05:35:09 AM
Potentially, but it depends on you having useful units, which gets less likely, the bigger the units you have, and 200 of those points are always eaten up in a general and a gate guard.
#42
Zatikon Discussion / Re: Triggers
June 01, 2009, 05:25:32 AM
We have non-explicit trigger combinations.  Wouldn't preventing non-explicit cancellations add to RPS?  Army design would be significantly less interesting if everyone needed to have a rider, a shield-bearer, a catapult, a fanatic, et cetera to provide explicit counters to all the problem RPS units.
#43
Zatikon Discussion / Re: Triggers
June 01, 2009, 05:12:51 AM
Quote from: glunkr on June 01, 2009, 02:41:11 AM
Quote from: Jezebeau on June 01, 2009, 01:34:09 AM
For further clarification, each time a new effect is triggered, it is added to the stack immediately after the trigger resolves, effectively at the level of the trigger.  This may prompt further triggers that would add to that stack.

This didn't clarify anything for me. Can you maybe give an example of what you mean?

The most explicit example I can think of would be:
>Warrior with 1 life attached to longbowman attacks heretic.
-->Warrior attack triggers longbowman attack.
-->Longbowman attack resolves, damaging heretic.
-->Heretic triggers, reducing life of all opposing organics by 1.
-->Warrior dies.
>Warrior is dead, attack is cancelled, heretic survives with 1 life.
#44
Zatikon Discussion / Re: Triggers
June 01, 2009, 02:24:32 AM
Yes, it could cause cancellations, but that's important since setting the triggers up right is the only tool we have to cancel them.  Trigger costs should be paid at trigger-time to increase tactical options.  At the very least, they need to be committed at trigger-time so you don't get defenses going off more than once in a stack.
#45
Units / Re: Archangel
June 01, 2009, 01:45:03 AM
Even if it's inorganic, it returns to castle when it dies because its return to castle effect isn't a spell or a skill, so it's not immune to it.  It provides a once-per-turn immunity to every organic unit on your side (note that my inorganic angel didn't have the halo it provided to my three organic units).  All four of the units you mentioned will work on it, so long as it's already been targeted that turn.  Throw some other attack at it, then possess/frog/rock/stun it.  You'd be less confused if you: a) read the unit, and b) read what the colours of abilities mean, which you can find in the change log.

I don't understand what you mean by "those extra 250 pts".  It's a 550 point unit and you pay for that.  Like every other 550 point unit, it's potentially a liability in random because you end up with such a small main force.  I'll remind you that you won because you had a well-rounded army and I couldn't take down your units with one 4-power recurring unit.

When when you have an angel with an artificer, you have 900 points tied up and are pretty much screwed.