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Messages - Kran

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16
Zatikon Discussion / Re: Reason for Lack of Players (Downfall of Zatikon)
« on: December 08, 2011, 01:56:40 PM »
I think AI should have few types of units in the beggining, and somehow the AI would "unlock units" after some levels., perhaps starting with footman / pikeman / bowman, it is not cool for begginers to see 20 types of new units in a single game.
It also needs more incentive to p2p, certain units unlocked, something like that.
Playing first rated game: +300 gold
Winning first rated game: +500 gold
Something like that, or maybe unlock units. A campaign would be very very good, maybe a some "hero", immune to spells, that cannot die and advance thru levels with his soldiers. Scenarios would be very good also, easy things, mountains, water, this could be added to the actual single player too.

17
Zatikon Discussion / Re: Zatikon on Facebook
« on: December 08, 2011, 01:41:29 PM »
actually i cannot log in with my normal account in facebook. it creates a new account with my name
it would be cool if i could someway link my zatikon "Kran" with my facebook account.

18
Zatikon Discussion / Re: Zatikon Ratings - 11-18-11
« on: December 08, 2011, 01:39:17 PM »
It would be nice if people with 1000 points that never played a rated game could not be counted in the ranks.
Now if you get 999 points your rank is #9600

19
Zatikon Discussion / Re: New Rating Formula + Rating Reset
« on: September 25, 2011, 08:07:49 PM »
We are all missing the lack of a good rating system. All is needed is to get the formulas from wikipedia. So many things MUCH harder to program than that...

20
Bug List / Re: stunned units still using global effects - CONFIRMED
« on: February 04, 2010, 02:54:35 PM »
lunaraia, the Skill part of the Bounty hunter is the part where he sets the target. The resistance to the marked enemy is not considered a skill, so, it works as intended. Same if someone mechanize the target, the resistance continues.

21
Bug List / Re: Supplicant
« on: February 04, 2010, 02:52:26 PM »
The supplicant work as intended. It become the first ally slain by the enemy, not the first ally dead.

22
Bug List / Re: stunned units still using global effects - CONFIRMED
« on: January 16, 2010, 03:53:03 PM »
Please dont change that... it works well. Think about it: If i stun a possessed, i will be able to kill her without getting my unit possessed? That makes no sence. At least make a pool and let the users vote about it.

23
Bug List / Re: Healer and stunned units - CLOSED
« on: January 16, 2010, 08:57:59 AM »
Arg! The Healers effect of healing first damaged ally is not an action! Allright, aegis doesnt matter, as it is unstunned before it triggers, but see other spells, for example, the heretic. The Reckoning still trigger when stunned, becouse it is a spell. It works as intended, the healer doesnt. Same about mourner. Its lament still work when he is stunned. The possessed still passes the possession when she is stunned. Shaman still cancel movements when he is stunned. Skinwalker still tranform to the last unit killen when he is stunned.
Enemy still ressurect in your side when you have a stunned dracolich. Allies still return to the castle and have their damages reduced by one when you have a stunned feathered serpent. Maybe i allready game enought examples... Spells that are not actions MUST work when stunned. The healer thing is a bug

24
Bug List / Re: Mimic as Possessed bug
« on: January 16, 2010, 08:46:48 AM »
The possessed is just an effect. The unit is still a scout. Should return as a scout, free of possession, to the owner. ( The one who possessed it ). The mimic is dead. It should never return as a mimic. Its for sure a bug, but someone else confirmed it?

25
Units / Re: Zatikon Guide
« on: January 09, 2010, 11:49:16 AM »
yes, renamed!  :D

26
Units / Re: Channeler
« on: January 09, 2010, 11:45:11 AM »
What about this:

Channeler
Cost: 200$
Life: 2
Energy: 0
Actions: 2

Move to target location. 1 Range. Cost 1 Action.
Gain 2 energy per turn. Maximum 7 energy.
Energy bolt. Enemy is damaged by 3. Anywhere within 3. Cost 1 energy, no actions.
Energy blast. Enemy dies. Anywhere within 3. Cost 7 energy, 1 action.

27
Units / Re: Units that make Zatikon not Fun
« on: January 09, 2010, 11:38:12 AM »
Zatikon will be a bad game when the units start to have lots of exceptions. This would unbalance even more the angel.

28
Units / Re: Wyvern
« on: January 09, 2010, 11:36:24 AM »
I would prefer to break the trademark than to have a wyrm that noone uses. May find another class.
Maybe there could be a new class called Beasts. Lots of units could be in this new class.

29
Units / Kran New Units
« on: January 09, 2010, 11:33:20 AM »
Name: Halberdier
Class: Soldier

Cost: 50$
Life: 4
Armour: 1
Actions: 2
Power: 4

Move: Range 1. Cost 1 Action.
Attack all enemy units in range. Anywhere within 2. Cost 1 Action.
Block: Cannot attack anyone when one or more enemies are at range 1.


Name: Gnome
Class: Scout

Cost: 50$
Life: 3
Armour: 1
Power: 3
Actions: 3

Move: Range 1. Cost 1 Action.
Attack enemy unit. Range 2. Cost 1 Action.
Hiding: Become invisible, cannot attack and is immune to everything. Cost 1 Action.
Reveal: Become visible, regain attack ability. Cost no actions, triggers automatically by enemy at range 1. Stuns self.


Name: Ankou
Class: Cultist

Cost: 50$
Power: 2
Actions: 2

Move: Range 1. Cost 1 Action.
Attack target enemy. Range 2. Cost 1 Action.
Immune to attacks, spells and skills.
Move away from enemy. Trigger when enemy move to 1 range. If the space is not available, the ankou vanishes.

30
Units / Re: Inorganics
« on: January 09, 2010, 10:03:30 AM »
I would prefer it summoning innorgs than making normal units innorganic.

I`m not sure if i really agree with you. The name is not the problem of the artificer. Changing units into  innorganit mess up the entire strategy of the game. I havent checked your artificer summons, but i think it would make it perfect. But then please do not make another unit to make units into innorganic. Thats really boring. My armyes usually arent very affected, but anyway.

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