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Zatikon is back and free to play! https://www.chroniclogic.com/zatikon.htm

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Messages - Kran

#61
Zatikon Discussion / Re: First mover advantage
September 12, 2009, 01:22:45 AM
I'm sure there are things more importants to implement, but i think it is there going to have a handicap, make it with any kind of control. 1 more points mean i start first. I'm fun of 4 commands only
#62
Zatikon Support / Rating System
September 12, 2009, 01:20:14 AM
About the rating system, it is going to be changed? Such a changes doesnt sound much hard to implement.
#63
Zatikon Support / Re: balancing random
September 12, 2009, 01:17:15 AM
This could be tested. Doesnt sound much hard to implement.
#64
Bug List / Re: Possessed units and banning
September 12, 2009, 01:15:46 AM
Possession is only a state, removed when back to the castle like with a druid's purge.
#65
Units / Re: New Units Ideas
September 04, 2009, 10:46:46 PM
A tower would make a good combo, agreed. But that doeesnt make it as much unbalanced as you say.
#66
Units / Re: Warrior
September 04, 2009, 10:45:28 PM
Sycophants are very strategical. But and abount the warrior?
#67
Units / Re: Zatikon Guide
September 04, 2009, 10:43:45 PM
Yeah
#68
Zatikon Discussion / Terrain
September 04, 2009, 10:37:10 PM
As a future improvement, what do people think about Terrains? I mean, different tiles, such as mountains, etc. Maybe could be a new Game Type, not sure. Maybe not exactly terrains, but some blocked tiles from with you cant pass with your units. What about?
#69
Zatikon Discussion / Re: Ping the map in Coop idea
September 04, 2009, 10:28:11 PM
Yeah, have my aproove to. ( Sorry if aproove is not a word, i'm still unsure )
#70
Zatikon Discussion / Re: Towers Deployment
September 04, 2009, 10:26:17 PM
Brute power is not the problem with towers. They have lack of strategical options. But one more action is considerable too, really.
#71
Zatikon Discussion / Re: Title screen music
September 04, 2009, 10:22:40 PM
Lol. This is played in knowing in the movie called Knowing too. =D This is a very famous music.
#72
Units / Re: The Spirit
September 03, 2009, 03:26:04 AM
If one team cant use force an attack when enemy have 350 less $, i think it really deserve to loose. Sure that can be made lots of cheap armyes made esclusively to support such a pressure in defense.
#73
Units / Re: Warrior
September 03, 2009, 03:23:45 AM
Making combos based in opponent combos may cause your death if opponent do not follow your plans... Carefull.
#74
Units / Re: New Unit Clutist Branch
September 03, 2009, 03:22:24 AM
Passed damage do not trigger healers heal... I think it needs to have a range.
#75
Units / Re: New Units Ideas
September 03, 2009, 03:19:55 AM
Yeah, sure of that. That was not what i undestood. I understood that after 6 reckonings sequeler would make elephant die. After all, WHY you all think it is so powerfull? It affect all enemyes but at true games hardly there are more than 3 hurt units. Allways remenber that after using infection / fracture the maximum HP lowers to HP, making it not hurt and not affected by next times sequeler uses its spelss. Also remenber that when enemy have a sequeler, the player will make all its possible to avoit hurt units.