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Messages - mongolian

#61
Units / Re: return an invincible Templar back to normal
September 13, 2009, 03:18:45 PM
I would love to see a weaker $100 version of the templar too.  Maybe power 2, 2 actions, 2 hp kinda thing.
#62
Zatikon Support / Re: balancing random
September 13, 2009, 03:17:25 PM
I've always wanted mirror armies.  How about create a new mode with those random armies?  Name it what you will, maybe chess mode?  Otherwise, I've written entire threads on chess-like modes..
#63
Zatikon Support / Re: Rating System
September 13, 2009, 03:16:09 PM
Please please please please implement ANY kind of system that takes into consideration another player's rating.   Playing the #10 and the #1000 guy isn't fair for both parties.  Whether or not you want to keep a hidden system is fine, but something needs to be done that doesn't just reward who plays the most vs who is the best.
#64
Zatikon Discussion / Re: First mover advantage
September 13, 2009, 03:13:58 PM
I'm definately far more interested to see tuns of others impemented too, but I  agree that 1 less action seems fair to going frist.  The only game mode that it really affects going first is constructed.  It's probablly best to see units tweeked above anything else (sergeant is the big one currently). 
#65
Zatikon Discussion / Re: NUDGE BUTTON!!
August 28, 2009, 06:03:55 PM
Well, they never fixed the bug that pops back those chat window boxes so I tend to keep mine minimized.  Would be nice to have this option. heh.
#66
Quoteif you have a Artificer for your inorganic units you can easily up their armor to two before the Spirit

This is so wrong in many ways.  Let's think about random a bit more here.  Not like we get a choice of what we get.  2ndly, an artficer is generally a terrable unit to draw in random (waste of 350 in most scenarios).  Lastly and most importantly, let's say I do draw an artficer vs your spirit.  Let me guess which side of the coin you want to be on??? spirit.  And this is the your best counter answer?  Why is this bad, I can run all the way up to your artficer (With 2 armor).  It will die soon enough and you will never have enough to clear your lines, unless an all out offense present's it self.  That's not logical at all. 

Options for Spirit:
(1) 1 action but power 4, 5 or 6.
(2) 2 actions but can only attack once. (maybe change power to 4).
(3) In X amount of turns (maybe 10) Spirit will revert back to Magus form and will be tapped.


#67
Units / Re: Artficer
August 19, 2009, 10:12:27 PM
The main thing about why this is crucial again is so we can see artficer being seen in more armies.  This will also help for more balance in random games when you get it, where as it it makes games more unwinable currently.
#68
Units / Artficer
August 19, 2009, 10:10:12 PM
ARTIFICER.  I propose revising the Artficer.  He is a truly a crucial unit needed in this game, but the problem is that he's too expensive to help balance the game.  As in, a $350 artficer doesn't help make the game more rock-scissor-paper.  It actually burdens it more. Even if Articer doesn't get changed, please add the following:

- does not affect shape shifters (aka the changeling)

ARTFICER (*REVISED*)
-------------------
Power: 4 Armor:0 Hp: 2 Cost: $200 Actions: 1

- The only ability it has is to make a unit inorganic!
- Remove the units gain armor ability!
- Artficer can not affect shape shifters!
#69
Units / Re: The Spirit
August 19, 2009, 10:02:59 PM
what is better is probablly the following and probablly may think too powerful:

Spirit - 2 actions
- TOUCH(range 1):1 action, spirit touches enemy and loses -1 max HP.  Spirit can not bring units below 1 hp.  Can only be used once per turn.
#70
Zatikon Discussion / Re: Towers Deployment
August 13, 2009, 03:47:54 PM
How about towers back to $100 but with 1 less hp?
#71
Changeling needs 5 range swap vs 6.  This makes him more reasonable as it can fall within 5 ranged units.  6 range is just too much.

Barracks. I could see Barracks as a 100 pt unit, but 2 summons a turn is a bit too much, but a 100 pt barracks seems too cheap. A 100 pt barracks, needs to have soldiers with 1 less hp or armor then.

Channeler is fine as is.  It costs alot of actions and takes a while to get working.  It's a feasable unit that only gets exploited when someone doesn't what they are doing or used in extreme conditions.

Shield Maiden Is perfect as is.  No need to redirect poison from an assassin.

General would be nice to see +1 power and 1 less action.  Maybe just +1 or +2 hp would be a better solution though.

Magus's Spirit is yes a crazy unit.  I don't mind it's 2 actions, but maybe it should only be able to attack once per turn. Or give it +1 power and only one action.

Longbowman Just feels too expensive to me..idk Maybe $50 less.
#72
Wyvern - Movement needs to be modifed.  It's currently way too weak for $550.

Changeling - Need to be swap within 5 not 6.

Doppleganger - whenever a dopple is hurt, it's max HP is reduced to whatever it was damaged for.  Aka, if the original gets hurt, then the clone will become that HP not the original.

Armory - Every 3 or 4 turns, can give 1 unit +1 power (casting within range 2)

Conjurer - Range of Casting to 3.  Both portals only have range 3.

Sergeant - Unit must be retargeted each turn.
#73
Units / Re: Wyvern
August 06, 2009, 03:40:44 PM
Yes, it costs 1 command to move the wyvern. That is the exact reason why something needs to be tweeked.  Jumping 2 for free would be neat, if it could only jump (2) not (3).   Or alternatively, let it be 1 command to move, but same like elephant, it can jump within (4).
#74
Units / Wyvern
August 05, 2009, 04:26:36 PM
I like the wyvern but I think it needs a crucial tweek:

- It doesn't cost an action to move/jump wyvern.

I don't even mind if you make it -1 power or -1 armor, but this is an essential change.  Wyvern is just too expensive and with all the other goodies out on the board he is never going to make the cut for any coop or constructed army where it's currently at.
#75
Bug List / Opening/Closing Application
July 17, 2009, 06:36:48 PM
This has been a problem for a long time, I guess I just never bugged it cause it was low priority.  I'm running Windows XP.

If Zatikon is not finished loading up and I close the Zatikon application, I will not be able to reopen Zatikon.  The reason for this is the "javaw.exe" is still be running, despite I closed the application early.  The only way to resolve this problem is Ctrl+Alt+Delete and terminate the "javaw.exe".