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Topics - Kran

#21
Units / Top 20 of balanced units
June 07, 2009, 02:00:14 AM
Hello everyone! Decided to create a topic to see what people think that are the 20 most balanced units in zatikon. I created my list. Feedback apreciated.

#01 - Geomancer
#02 - Witch
#03 - Golem
#04 - Axeman
#05 - Rogue
#06 - Warlock
#07 - Magus
#08 - Diabolist
#09 - Acolyte
#10 - Templar
#11 - Crossbowman
#12 - Footman
#13 - Channeler
#14 - Abjurer
#15 - Dragon
#16 - Command Post
#17 - Skinwalker
#18 - Barracks
#19 - Lycanthrope
#20 - Druid
#22
Units / Purge and Sequence ID
June 05, 2009, 01:41:28 AM
Do purge affect sequence ID?
#23
Units / Reajustments of classical units
June 01, 2009, 06:47:22 PM
I think this unit is some of the oldest units in the game, maybe released in first version of leopold. But actually, the gold value of units has decreased. I mean that armyes are more powerfull than in times of leopold. Thats why some old units had reajustments to make it more powerfull, like the old cavalry, that received the overpower skill. Lets faced, the cavalry was quite balanced some years ago. Now it needed another skill. Allmost all units received a change or a update in the last years, but the tactician still like it was designed at first time. Tactician cost to much to simply give army +1 command. Sure we cant low it price, cuz its 50$, but we could maybe add it a diferent skill, not a powerfull one. Maybe 2 power in this unit would be nice, maybe could add +1 command in turn after its death. Maybe he could send enemyes in 1 range to its castle, costing 2 actions. Dont know, looks like people are usually prefering 6 or 7 commands, hardly i can see an army with 2 tactician anymore. Units like sergeants are far stronger than the tactician. Maybe 2 power in it is good. It would can kill at least a rider, and help damaging low-armoured units when they are close. The pikeman is also a bit undepowered. Not enought to people get frustated when they get it in random, but enought to make it very rare in Top-level contructed. I would suggest it 2 armour. Actually people dont use it cuz it is absolutaly easy shut down by archers. Another unit is the general. Quartermaster have -50 cost, +1 power and -1 actions. Also dont give commands, but its ability of healing are far stronger. Quartermaster + tactician is better than a general. The general can be used in combat, and is hard to kill, ok. But also have no strategical use in combat and people like killing it cuz will make enemy -1 commands.  Also footmans are not very strong, else than rushing a bit, countering elephants, it have only 2 actions, low power. Sure it have good life and power but a fanatic allways more usefull in tactics, as to shot down enemyes, as do a axeman. Strong enemyes will kill the footman and leave. Compare them to rogues with stun and block, scouts with poison and block, also return to castle. Maybe adding the footman -1 life and +1 power would be more fun to play. The summoner also could damn at range 3, and this unit also never got changes, exect when the demons become -1 power. Even with the longbowman, that makes imps a bit more usefull, summoner are a bit underpowered when compared with other mages. Other possible solution is to cancel stats over units when damn. Poisoned units still poisoned demons, same applyes to other things like no-armour. Even demons can be turned into imps again by a druid. :P

Kran
#24
Units / Diplomat
May 28, 2009, 12:57:42 PM
I dont know why, but units can still summon under protection of the diplomat.
Also, the grafic is to much 3d for zatikon. lol
#25
Zatikon Discussion / Archangel's Aegis
May 27, 2009, 05:19:08 PM
Quote from: Kran on May 26, 2009, 10:35:20 PM
Allready discovered that was considered a bug and was "fixed". I dont know how people posted the game images, so, i will write carefully the aegis description:

Aegis:
At the end of turn, all allies gain a protection that cancels the next attack, spell or skill directed at them. The enemy unit still pays all cost for attempting the action.

I hope that means that the attack, spell or skill will only be canceled if directed to an ally unit.
I dont think  this should cancel enchanter dazzles, when the stunned unit is not in center.
I dont think also this should cancel fireballs, when ally is not in center,  warlock lightinings, when the unit is not in the end (place where you click)
I dont think too that this should even cancel assassin stun, cuz the assassin do not direct nothing to no one, just stun surrounding units. Even lancer attacks, i would say. Nothing should be blocked exept things you click exactly in the place where the enemy is. Other things, surrounding damage, heretic reckoning (not tested it), chieftain goad, nothing should cancel it. Also think aegis should be considered a spell, but thats the best topic to mine post sugestions.

This may increase a bit the complexity of the archangel aegis, well, thinking about it, developers can simply update the aegis description. But that make archangel aegis impossible to counter, make the archangel overpowered, make it VERY MUCH overpowered in 2v2 and coop, and sure, will make it simple, for people that dont exactly reads all descriptions. Thats not needed, for sure, but i like to. Well, thats up to you, game developers, but i'm sure aegis can't stay like it is.

I would like to know what people think about it. Also explosions that are directed to one unit, should be cancelled to everyone and only the center unit should spend the aegis thing.
#26
Zatikon Discussion / Towers Deployment
May 22, 2009, 04:03:04 PM
I have lots to say about this army. First i dont like it. Second its not balanced. Third its not fun.
Four its almost a rock-paper-scissors and there are no much armyes can beat it.
I dont think offense towers are good for the game. That mess every army based in spells.
Towers are used for defense, then, lets make a game that force players to use towers in DEFENSE.
Towers are almost non-used in defensive. Just in geomancer armyes and now i hope it will be used soon with conjurers gates.
#27
Units / The Conjurer
May 22, 2009, 03:42:34 PM
I loved this new unit. I'm impressed no one even created a topic about him. But i honestly have a suggest. The Gate ability to deploy a unit. I'm a bit scared about deploying towers, i honestly dont like towers out of its normal range. Thats why i hate contructed armyes based in geomancers moving the castle / deploying towers. I hope the gate ability to deploy could be purple.

I agree that the summoned portal unit should be stunned. But thats not clear. At truely i did not saw that the summoned unit stay loyal to its castle. I thought the summoned unit was converted... lol ^^.
And i thought the summoned unit was going to stay in its place, and i new unit is summoned by your control. ^^

Thanks for the new unit
Enjoy

Kran
#28
Units / Lancer and Shield Bearer
May 22, 2009, 03:35:09 PM
I have no idea about what was expected to happen, now i know that the lancer attack is not made before or during the move, but AFTER it. I discovered that when i lost a game becouse the shield bearer blocked my lancer attack. And it was exactly 1 range of the shield bearer. I simply moved it to another place, and the attack was blocked. I think the attack is made after the move to cause the attack to do not happen when an tower/pikeman/bowman/serpent kills it automatically. But i'm still not sure if the shield bearer is expected to block the lancer that way.
#29
Units / Questions About Existing Units
May 16, 2009, 07:06:01 PM
I will start this topic asking if someone know what happens if two shield maidens protect the same unit, and what happens when one shield maiden protects another one.

Why the the enchanter cant give armour back to units that has lost their armour in fight againt axemans?

Do the dopleganger twin receive the murder status if the original killed someone?

What happens if i banish a possessed unit? (Not the possessed itself)

What happens if i a scout kill a possessed?

Risen Mourners give life to opponent. Its a bug. Do risen strategists give you commands next turn when YOU attack the ENEMY? or give commands to your enemyes? And generals, and tacticians, everything?

Why traded units sometimes get marked by an ally bounty hunter and sometimes an enemy acolyte protects you after trade. Should not it protect only allyes, mark only enemyes? Same with shield maiden. I think that should be updated to: Cancel when loose control of ally. Same when you trade acolytes or shield maidens etc.

What happens with flying masons and their climb a wall skill.

What happens if you kill an acolyte and the protected unit with a fireball.

Stunned units cant dodge or parry. Do an stunned acolyte still protect the unit? Do the Shield bearer still block the range attacks?

Do the lancer attack a pikeman/serpent/guard bowman/tower if he dies in same turn?

Lots of questions, i know. I hope some players still have questions and do not want to open new topics ^^.
#30
Units / Murderers
May 14, 2009, 09:08:22 PM
I think the game need to show the units are marked as murderers. Short message, i know.

Kran
#31
Hello everybody. I just created this poll, i`m not sure yet if it will be usefull for something. Anyway, here it is. If you can vote in it, thank you. ^^
Kran
#32
Zatikon Discussion / New game modes ideas
April 30, 2009, 01:38:19 AM
I heard once in this forum about an game style like "King of the Hill" I liked it, would be a good update.
But i have a special idea for game modes:

Name: Realms
You start with your normal army. Also get 25 gold per turn to purchase new units during the game.

What about?
#33
Units / Lancer
April 27, 2009, 09:09:29 AM
i liked the unit. but i was playing againt one and it has only 1 life. then i placed a snake to defend. but i come and killed everything, attacking before the snake. that means it will attack towers , pikemans and bowmans before them. Should not the defensive units attack first? or its intended to be the way it is?
#34
Units / New Units Ideas
April 23, 2009, 12:41:18 AM
I was thinking and i had lots of ideas for new units... open to modification 8)

Class = Archer
Name = Skirmisher
Cost = 100$

Live = 3
Armour = 1
Power = 3
Actions = 3
Deploy = 3


Move = 1 Range, costs 1 action

Attack enemy, inflicting damage equal to this units power. Anywhere within 3, costs 2 actions.

Spirit of battle: Increase self power by 1 in the next turn. Cost 2 actions.





Class = Siege
Name = Burning Mirror
Life = 4
Armour = 0
Power = 2
Actions = 1
Deploy = 3
Cost = 100$

Inorganic. Immune to skills and spells.

Move. 1 range. Cost one action.

Sunray: Cause 1 damage, ignore armour. Anywhere within 4. Cant attack units in range 1.

Burn: Destroy unit. Tiggers on attacked innorganic enemyes.

Stun: Tiggers on attacked enemyes




Class = Structures
Name = Healing Fountain
Deploy = 3
Cost = 100$

Indestructible: Immune to everything.

Manancial: Can be deployed 4 range from the castle.

Capture: If there are enemy units near the fountain, but no allied units, it change to the enemy.

Healing waters: Heal all allies at range 1. Also removes all warmfull effects from it. Tiggers at end of turn.




Class = Nature
Name = Nemean Lion

Life = 5
Armour = 2
Power = 5
Actions = 2
Deploy = 4
Cost = 150$

Move: 1 range. Can be done 2/2 times per turn.

Feline claws: Attack enemy, causing damage equal to unit's power. 1 range. Cost one action.

Mystic Roar: Stun all enemyes 2 range from the nemean lion. Cost 2 actions





Class = Black Mage
Name = Hypnotist

Life = 2
Armour = 0
Power = 3
Action = 2
Deploy = 3
Cost = 350$

Move to target location. 1 range. Cost 1 action.

Attack target location. Anywhere within 3. Cost 1 action.

Perturbation: Unit cant attack, cast spells or use skills. Lasts 1 turn. Tiggers in attacked units.

Gain control over enemy until the end of the turn. Do not stun the enemy. Anywhere within 3. Cost 1 action. Hypnotised unit do not recharge it's action points in the start of it's turn.


Enjoy :)

Kran