I dont know why, but units can still summon under protection of the diplomat.
Also, the grafic is to much 3d for zatikon. lol
I talked to Gabe about the diplomat graphic when it first came out. He was telling me that many reviewers are complaining that the graphics are bad.
When I first started playing Zatikon, I will also admit that I thought the graphics were cheesy. But now that I am used to them, I love the look of the game.
I think the most important graphical thing to keep in mind is that all units should be consistent. It doesn't look good to have a mix of styles.
If the Zatikon developers are looking to improve the graphics, it would be nice if they overhauled all the units at one time, instead of only changing the look of new units. If they do modernize all the units, it would be nice to have the option of switching back to the old graphics for people who prefer the old-school look.
*claps*
The diplomat's art is temporary. The artists have been busy, so I've been generating some placeholders to keep up with the unit/week schedule.
speaking of the Commander units, weren't you gonna add a few changes to the Tactician?
Changes to tactician? Maybe increase power to one. lol
Hopefully everyone understands this unit is the current biggest problem child. As much as I like the idea of Armistice, it's not fair. There are many different aveues to approach a feasable solution, but please don't give up on the idea of a truce system.
Some suggested solutions:
(1) Player who casts Armistice, can not capture opponent's base for turn of casting +2.
(2) No damage dealing units can take place under armistice. Additionally, no units would be able to be killed. Spells & effects can still work.
What about you cant cast armistice when you allready moved with a unit? That would make it fair. My opine.
armatice can be a problem wen the oposition has 1 warrior and 7 diplomats, still I didn't loose against that combo since my oponeny (won't mention names) where nice enough to walk into the caste square guarded by my snake with only 1 hp :P and no armatice cast
I cant understand nothing over "armistice can be a problem when opposition has 1 warrior and 7 diplomats"
Try Golem, 4 diplo, 1 gate guard. Please give me an answer how 98% of all decks are going to lose to this. Diplomat needs to be tweeked.
True. The only way to beat it is a mason. One single mason is enoght to make golem loose time.
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.
Ooh, idea! How about, rather than making units immune, it functions like a reverse chieftain. Prevent all movement towards the diplomat for a turn.
I still think the new version of Armistice is too good.
I would prefer it lasted until the END of your next turn so there was actually a turn that you could not attack the enemy as well.
Or you had to use it at the beginning of your own turn...must be FIRST action. That way you can use it to manuever for one turn while you cant attack and then be immune for one enemy turn.
Wak
Quote from: Jezebeau on 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.
I really like this idea!
I love the new armistice, but at $200, I'm not sure too many people will use it. Perhaps $150? I also extremely enjoy the fact having a unit prevent/stall my opponent from attacking fast. I currently feel the game is too fast as is.
About the armistice:
I dont like the fact i can attack before casting it. I would like it would only helping in movement or help creating a defense, or help summoning units. Then i would see no problem is making it applye to allyes. I think something that only applyes to "your" units and not to all allied means that this ability is weak in balancement. The fact is: Armistice is a attack ability. I say that not cuz it is an attack, but cuz it works as something that increase power of rush and most times cant be defended. I think this will still cause problems like the Very-old-sergeant did (Army move for free one). The only usefull way to use it is attacking and using. Who would use it to get an extra turn to create a defense, improve units? Thats what the term armistice is intented to.
please take back what I last said about diplomat. It's insanely powerful. In a random game, it's devestating and way too powerful. When my opponent gets to advance all their units up 3, then I can't do anything about it, that is called broken.
Armistice needs to state, units that used any actions will not be affected by Armistice, otherwise, diplomat's armistice needs to be revised to something else. It's just way too powerful. Also, A diplomat should not be able to make something immune from 6 squares away. That is rediculous. Range 5, maybe even 4 sounds more reasonable.