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 OTAK mod units list.

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Lord chris
ACE
Clay4141
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Clay4141

Clay4141


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OTAK mod units list. Empty
PostSubject: OTAK mod units list.   OTAK mod units list. EmptyWed Jul 15, 2009 2:20 pm

Anyone who has a well thought out idea to mod an original unit from 4.1bb should post their idea here. Please make sure that it will not over balance the unit in game. Please use this area to debate such topics. Critiscism is needed!!!!!!!

Some examples that are in the works include.
-Horseman, Tortoises, MindMages, able to transport 1 unit a piece.
-Krakens doing more damage to naval units.
-Weather witches able to hover over water and target ships with tornado.
-Cloaking Hunters
-Regenerating Trolls
-Goblins having more armor
-etc.
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ACE

ACE


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OTAK mod units list. Empty
PostSubject: Re: OTAK mod units list.   OTAK mod units list. EmptyWed Jul 15, 2009 7:05 pm

I'll just list down a few things

drakes need to be faster to be more useful, faster than skyknights
dark knight arrows sould do a bit more damage considering how much they cost
dark hands have a bonus against buildings, giving them a purpose
birds should have less experience bonus
trolls need to be distingushed from swamp beasts, regeneration seems like a good idea
rictus needs a longer range
acolyte should have some lag before it attacks to make it harder to aco drop
neo dragons should be slower
fire wagons/beast riders should not transportable, they are like stone giants, makes sense
amazon knights have a bonus against flying units
gods should take less time to build, dunno how much less

all i can think of right now
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Clay4141

Clay4141


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OTAK mod units list. Empty
PostSubject: A few responses   OTAK mod units list. EmptyWed Jul 15, 2009 10:24 pm

I'll just list down a few things.
[Ace have you played the mod yet?]

drakes need to be faster to be more useful, faster than skyknights
[this is a good idea, i believe many people agree with you]

dark knight arrows sould do a bit more damage considering how much they cost
[what is a dark knight? please use the correct name for the units because there are many new units being introduced.]

dark hands have a bonus against buildings, giving them a purpose
[so a multiplier similar to goblins? this has potential]

birds should have less experience bonus
[what do you think would be a comparable unit to lower their experience to?]

trolls need to be distingushed from swamp beasts, regeneration seems like a good idea
[good to know another person likes this idea, a few of us like this idea already too.]

rictus needs a longer range
[this is debatable, the rictus has shorter range because it can take down buildings quicker, has a quicker reload time, and can swim]

acolyte should have some lag before it attacks to make it harder to aco drop
[good suggestion, any other aco ideas? An idea i recently thought of was to add a hailstorm attack to each 3rd tier builder per race, that way Acos are not the only unit out there]

neo dragons should be slower
[with all the new variety of units, you may not want this]

fire wagons/beast riders should not transportable, they are like stone giants, makes sense
[I could see beast riders not being transportable.... or we could just make stone giants able to be transported. I think fire wagons are smaller and should be able to tho, dont you agree? Not all units that can transport, can transport all these units. A barnstormer cant transport a beast rider for example.]

amazon knights have a bonus against flying units
[they already cant be frozen, now you want them to be neo dragon killers? Our ideas should not cripple any race, but balance units that are struggling to compete]

gods should take less time to build, dunno how much less
[this is why I asked if you ever played sages mod. In this mod, 4tier builders can assist in building any unit, including gods, and dragons and elite units. Do you catch my drift? A god can be made in no time flat with the new mod, and making gods cost less or less time to build is prob not the best idea.... in retrospect, maybe they should cost more?]

[Also note, Monarchs will no longer explode. But Gods will, they are a deity after all, but it wont be the same explosion that Monarchs had. Much smaller radius, and won't hurt monarchs themselves for balancing reasons]

all i can think of right now
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Lord chris

Lord chris


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OTAK mod units list. Empty
PostSubject: Re: OTAK mod units list.   OTAK mod units list. EmptyThu Jul 11, 2013 10:12 pm

blank knight is not a new unit its been in otak since the beganing rictus should have longer rsnge i mean longer than demons like atleast 950 since fire demons is 900 and give them more health i mean 2900 for a unit that does dont get me wrong 900 dmg with high rate of fire is cool but they cost to dam much for the range and easy killable
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DeeKay
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DeeKay


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PostSubject: Re: OTAK mod units list.   OTAK mod units list. EmptyThu Jul 11, 2013 10:16 pm

2009
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http://alltakdownloads.6te.net/
Sage
Lead Designer of The New Era Expansion Project
Sage


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PostSubject: Re: OTAK mod units list.   OTAK mod units list. EmptyThu Jul 11, 2013 11:40 pm

It may bring Clay back Razz
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https://takuniverse.webs.com/
Bardan

Bardan


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PostSubject: Re: OTAK mod units list.   OTAK mod units list. EmptyFri Jul 12, 2013 6:08 am

Here's a thought. Have you ever made a comprehensive list of units and build trees and the modifications to each? I have not played the mod, mostly because I don't know all the changes from OTAK, and I am hesitant to take on an all new schema of things.
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$_ARTHAN

$_ARTHAN


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PostSubject: Re: OTAK mod units list.   OTAK mod units list. EmptyFri Jul 12, 2013 6:26 am

Bardan wrote:
Here's a thought. Have you ever made a comprehensive list of units and build trees and the modifications to each? I have not played the mod, mostly because I don't know all the changes from OTAK, and I am hesitant to take on an all new schema of things.

You know, you can always practice and improve versus the AI. You will find a single normal AI quite challenging on New Era, if you play New Era for the 1st or 2nd time. Wink
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Sage
Lead Designer of The New Era Expansion Project
Sage


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OTAK mod units list. Empty
PostSubject: Re: OTAK mod units list.   OTAK mod units list. EmptyFri Jul 12, 2013 4:09 pm

Bardan wrote:
Here's a thought. Have you ever made a comprehensive list of units and build trees and the modifications to each? I have not played the mod, mostly because I don't know all the changes from OTAK, and I am hesitant to take on an all new schema of things.


You can find it under the New Era structure section: https://kingdoms.catsboard.com/f14-the-new-era-structure
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OTAK mod units list. Empty
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