Search found 127 matches

by Duke Guillermo
February 10th, 2006, 5:45 am
Forum: Ideas
Topic: Support for multiple leaders?
Replies: 15
Views: 3027

If one were to design a scenario which had Konrad, and once Konrad AMLAed for the first time the designer intends for him to become a second leader...How would this be done? If one were to design a faction in which one offshoot of a unit (advancement option) is an inferior version of the previous un...
by Duke Guillermo
February 10th, 2006, 5:41 am
Forum: Ideas
Topic: Alternate attack workings
Replies: 36
Views: 5001

Part of the advantage of some weapons (notably the thunderstick) is the fact that they have only one attack. The entire point of the thunderstick is to shoot (no flame wars please) the target before a reply. If the 18 damage were divided 9 ways then the entire purpose is lost. I am not against this ...
by Duke Guillermo
February 9th, 2006, 12:00 am
Forum: Faction & Era Development
Topic: Halfling race
Replies: 52
Views: 12507

You can call them hobbits, though. Tolkien was the first to use a 'v' when spelling dwarves (formerly dwarfs) yet people are allowed to use this spelling. The current usage of the term Orc was also invented by Tolkien and numerous titles use the term. (Source: http://en.wikipedia.org/wiki/Orc) There...
by Duke Guillermo
February 5th, 2006, 10:51 pm
Forum: Ideas
Topic: The Cabalist
Replies: 10
Views: 2461

I think that this is a little too difficult both in terms of coding and using. Where would the automaton appear when the cabalist is recruited? Better, I think, would be to have two units, one cabalist, one automaton, that are both separately recruitable. The cabalist would have an ability Repair wh...
by Duke Guillermo
February 5th, 2006, 10:44 pm
Forum: Users’ Forum
Topic: AMLA Brainstorming Thread
Replies: 108
Views: 20713

Yeah, the AMLAs related to HP are too substantial.

EDIT: I've since decreased their effects.
by Duke Guillermo
February 5th, 2006, 10:15 pm
Forum: Users’ Forum
Topic: AMLA Brainstorming Thread
Replies: 108
Views: 20713

Lancer Accuracy: Gains marksman on his melee attacks Hit-and-Run Warfare: Gains a 12-1 attack that doesn't fully deplete the lancer's moves upon the killing of the enemy. Instead, 4 MPs are removed. Armourment I, II etc.: At the cost of 2 MPs the Lancer gains 22 HP Husbandry I, II etc.: Grants 2 add...
by Duke Guillermo
February 5th, 2006, 7:47 pm
Forum: Users’ Forum
Topic: AMLA Brainstorming Thread
Replies: 108
Views: 20713

Elvish Champion Glory: Every time Elvish Champion kills a unit it functions as the ability heal does at the beginning of turns. Inner Fire: Gains 30% resistance to blade, pierce, and fire. Takes 50% more damage from cold attacks. Pillager: Gains a fire attack that deals 2 less damage per strike than...
by Duke Guillermo
February 5th, 2006, 5:10 pm
Forum: Faction & Era Development
Topic: The hillsmen - some stats posted
Replies: 4
Views: 2163

What I meant was, it's an option for you to have the skirmisher be an advancement of the villager, not an advancement of the archer.
by Duke Guillermo
February 5th, 2006, 5:31 am
Forum: Ideas
Topic: Actually kind of good idea for Dwarf Scout
Replies: 31
Views: 4304

Yes!!! I've always hated (as have others) the idea of outlaws being allied to dwarves, but never posted because I never had an alternative. Kobolds are a great alternative. Question though, do you think that Warcraft 3 style Kobolds or the traditional German folklore Kobolds would work better? Perso...
by Duke Guillermo
February 5th, 2006, 4:26 am
Forum: Faction & Era Development
Topic: The hillsmen - some stats posted
Replies: 4
Views: 2163

One thing that makes the lavinians a fun faction to play (at least for me) is the vast number of advancement possibilities for its level 0 unit, the auxiliary. Choosing between the options is one of the key strategic choices that you make and it allows for a diverse number of units in the faction wi...
by Duke Guillermo
February 4th, 2006, 7:35 pm
Forum: Ideas
Topic: Engineer/caravan
Replies: 16
Views: 2634

I don't understand...would this ability alter the terrain around it temporarily or permanently? If permanently how can the effects be removed, if at all?
by Duke Guillermo
February 3rd, 2006, 4:36 pm
Forum: Faction & Era Development
Topic: Cleric Faction?
Replies: 31
Views: 7286

Welcome danjel. First, Turin can say what he wishes to say so long as he abides the rules of the forum. What he or what anyone else says doesn't prevent people from doing what they want to do, whether it be designing their own campaign, scenario or faction. If a person wants to make an all cleric fa...
by Duke Guillermo
February 2nd, 2006, 10:52 pm
Forum: Faction & Era Development
Topic: Animal era and factions (this thread has been renamed)
Replies: 48
Views: 10626

Good idea Turin. I never posted on forums regarding rat factions before or else I would be going against this rule in the idea forums, Stating that one does not like an idea, or making general criticisms of ideas (including subtle mocking by posting ridiculous extensions to the idea in an attempted ...
by Duke Guillermo
February 2nd, 2006, 11:57 am
Forum: Strategies & Tips
Topic: Every possible way to ZOC a single unit
Replies: 10
Views: 4017

To ZOC - To limit the movement of a unit so that even if it had infinite movement it wouldn't be able to use it. Obviously keep these within reason, suggestions that require 10 units to ZOC are a little excessive.
by Duke Guillermo
February 2nd, 2006, 11:54 am
Forum: Ideas
Topic: Actually kind of good idea for Dwarf Scout
Replies: 31
Views: 4304

Yeah, it just doesn't feel right. The Knalgans already have one group of units that some seem to think don't make any sense, the Outlaws. Making them allied to wolves would make even less sense, in my eyes, and is unnecessary with the way the Knalgan Alliance is currently structured.