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Sep 20, 2010
Avatar wolfsoul 2 post(s)

Topic: Card Suggestions

Werewolf
cost: 2 wood, 1 mana
Attack: 1 (slow)
Movement: 1 (Slow)
Health 10
Arrival: late

Transform: pay two population to increase health to 20

Plains wolf
cost: 2 wood
attack: 5
Movement: 1 (normal)
Health: 5
Arrival: (normal

(As you can probably see, I’m a bit obsessed with wolves. Here are some that aren’t so wolf related.)

Spy
cost: 1 iron, 1 wood.
attack: 0
movement: 1 (slow)
health: 1
arrival: (Normal)

Glimpse: reveal enemies hand. (30 sec recharge.)

Hunting hounds.
cost: 2 wood
attack: 2 (Normal)
movement: 1 (normal)
health: 5

8 attack against animal units.

undead hunter.
cost: 2 mana
attack: 2 (Normal)
movement: 1 (normal)
health: 5

8 attack against undead units.

mercenary.
cost: 2 stone
attack: 2 (Normal)
movement: 1 (normal)
health: 5

8 attack against human units.

 
Sep 14, 2010
Avatar Ferguson 1 post(s)

Topic: Card Suggestions

mana-strider
is paid for with two mana and comes in with
attack 1
health 3
instant arrival

or pay 10 mana instead and it comes in as a
attack 10
health 10
fast arrival
and pay a mana and move 3 spaces instead of one

I like the idea of haaving a choice on the payment of the creature

 
Aug 19, 2010
Avatar furon 179 post(s)

Topic: Card Suggestions

inferno hammer
2 mana 2 iron 1 gold

target weaponwielder gains 2 attack and + 5 damave vs buildings, and +5 vs forests

 
Jul 14, 2010
Avatar camper546 2 post(s)

Topic: Card Suggestions

elven cleric

cast cost:2 wood

attack:1(very fast attack)
health:6
move:1 space horizontally or vertically(fast movement)
instant arrival
cannot attack pop

effect 1: for 1 mana, heal one organic target for half of the the targets current health(30 seconds)

OR …

effect 2: for 3 mana, heal all friendly organic creatures by 2 health(1 minute)

 
Jul 12, 2010
Avatar Humility 154 post(s)

Topic: Card Suggestions

Greatsword/Zweihander/Claymore

Equipment, use on 1 weapon user.

Increase attack by 1, gives unit option to attack three spaces at once in front. 36 second refresh.

 
Jul 12, 2010
Avatar Humility 154 post(s)

Topic: Card Suggestions

Need both more equipment, mechanical and stone based cards.

Ballista

1 wood, three iron

Deal five damage to any unit within range. Slow Attack. Normal move.

Cost 1 iron to attack.

Attack:5
Range:4
HP:6

 
Jun 29, 2010
Avatar furon 179 post(s)

Topic: Card Suggestions

Nova bursts
1 stone 1 wood
Deal 3 damage to target unit gain 3 mana, 5 if it killed the unit. (this may be hard to code so it could just be 4 the whole time)
art at http://i250.photobucket.com/albums/gg262/furon1…
The art I made feels kinda soft compared to the hard lines of most spells in this game except mana wipe and mana drain

 
Feb 5, 2010
Avatar furon 179 post(s)

Topic: Card Suggestions

life bolt
1 population
deals damage to target creature equal to half your pop rounded down

Goblin warrior
2 iron
3 attack, 7 health
normal attack
normal movement
early arrival

blackpowder musket
2 iron 1 gold
target weaponwielder gains 4 attack and their attacks ignore 1 armor

seige catapault
2 wood 1 stone
0 attack 10 health
40s deal 5 damage to target building

 
Jan 17, 2010
Avatar Per 2 post(s)

Topic: Card Suggestions

Nullify Armor (Spell)
2 iron, 2 mana (not really sure about the cost)

Reduces the targeted unit or building’s armor to 0.

 
Dec 8, 2009
Avatar Psyclone 56 post(s)

Topic: Card Suggestions

DRUID’S GROVE (Event)
3 wood

Transforms your castle into Druid’s Grove.

5 armor
80 health

+1 Wood Storage

Draw – 24 sec: draw a card.
Expand – 60 sec, pay 1 resource: increase storage of that resource by 1.
Heal – 18 sec, 1 wood: heal any animal by 3 health.

 
Dec 8, 2009
Avatar Psyclone 56 post(s)

Topic: Card Suggestions

FORTRESS (Event)
2 wood, 2 stone

Transforms your castle into a Fortress.

5 attack
6 armor
100 health

+ 5 Max Population

Draw – 24 sec: draw a card.
Expand – 60 sec, pay 1 resource: increase storage of that resource by 1.

Increases current and max population by 5 and adds attack capabilities to Castle.

 
Dec 8, 2009
Avatar Psyclone 56 post(s)

Topic: Card Suggestions

ELVEN TOWER (Event)
2 wood, 2 iron

Transforms your castle into a Elven Palace.

4 armor
80 health

+1 Iron Storage
+1 Wood Storage

Draw – 24 sec: draw a card.
Expand – 48 sec, 1 wood, 1 iron, or 1 gold: increase wood, iron, or gold storage by 1.

This would immediately increase iron and wood storage but not allow expansion future of stone storage, at least via this method. Expansion of all other resources occurs at a slightly faster rate.

 
Dec 8, 2009
Avatar Psyclone 56 post(s)

Topic: Card Suggestions

NECROMANCER’S TOWER (Spell)
3 mana, 2 stone

Transforms your castle into Necromancers Tower.

3 armor
60 health

Draw – 24 sec: draw a card.
Expand – 36 sec, 1 stone or 1 gold: increase stone or gold storage by 1.
Mana Tap – 18 sec, 1 population: gain 1 mana.

This would make stone and gold expansion quicker, but not allow expansion of other resources. The castle becomes slightly weaker, but also has the bonus ability to generate mana.

 
Dec 8, 2009
Avatar Psyclone 56 post(s)

Topic: Card Suggestions

I like the possibility of different towers too, but think allowing people to START with a resource cap of 2, especially wood, iron or stone, would be extremely overpowered.

Maybe a card that transforms your castle into another building with slightly different abilities would be a way to go. For example…

 
Dec 7, 2009
Avatar darkrune 262 post(s)

Topic: Card Suggestions

@vlad: Alternate castles is a cool idea. It would take, however, some effort – I add it to my (very long) todo-List.

PS: sorry I missed you in the chat – was not on my computer

 
Dec 7, 2009
Avatar darkrune 262 post(s)

Topic: Card Suggestions

Here is the speeds table

Attack
12 very fast attack
18 fast attack
24 (normal attack)
36 slow attack
48 very slow attack

Movement
3 very fast
6 fast
12 (normal)
24 slow
48 very slow

Construction (play on buildings)
3 very short build time
6 short build time
12 (normal)
24 long build time
48 very long build time

Arrival (play on Units)
0 instant arrival
3 early arrival
9 (normal)
18 late arrival
36 very late arrival

Artefact Play: 5
Spells Play: 0

Production: 12, 18, 24, 36, 48

Production Speed is not explicitly named on the card, and there are exceptions.

 
Dec 6, 2009
Avatar vlad 17 post(s)

Topic: Card Suggestions

Would it be possible to make alternate castles, e.g.

  1. Elven Palace- stores two wood, 1 iron, no stone
  2. Mages Guild stores nothing, but generates mana at a fast rate
    It would help to make decks more flavorful.
 
Dec 6, 2009
Avatar darkrune 262 post(s)

Topic: Card Suggestions

Is it possible to have cards that produce a certain effect while they’re in play?

It is planned, but not possible yet :(

I like your idea of unique cards very much. The feature to have your own collection, however, should come first – so rarity becomes important too.

Another idea is to give a card a specific power value and have a limit on this value per deck. Say a standard card have a power value of 10 and there are very powerful cards with a value of 20, so you have to but several low powered cards in your deck to afford the powerful one. Power ratings could even adjust automatically.

The speed times are fixed. I will post the table here…

 
Dec 5, 2009
Avatar Psyclone 56 post(s)

Topic: Card Suggestions

Fortify
2 stone
Increase friendly building armor by 2.

 
Dec 5, 2009
Avatar Psyclone 56 post(s)

Topic: Card Suggestions

Are there specific times for attacks and movement?

For example…

Very Fast = 5 seconds
Fast = 10 seconds
Normal = 15 seconds
Slow = 20 seconds
Very Slow = 30 seconds

…or is it a range?

Very Fast = 5-9 seconds
Fast = 10-14 seconds
Normal = 15-19 seconds
Slow = 20-24 seconds
Very Slow = 25+ seconds

I just made up the numbers of course. Is there a list anywhere of what these times specifically mean though?

Also, is it possibly to alter these times? Such as…

Slow
2 mana
Targeted enemy unit’s attack and movement speed reduced to slow.

or

Slow
2 mana
Targeted enemy unit’s attack and movement speed reduced 2 levels (with a maximum amount).

or

Slow
2 mana
Targeted enemy unit’s attack and movement speed increased by 10 seconds (with a maximum amount).

Blizzard
5 mana
All enemy units attack and movement speed increased by X.

 
Dec 5, 2009
Avatar Psyclone 56 post(s)

Topic: Card Suggestions

UNIQUE CARDS

I’m not sure if you have plans or not to limit the number of certain cards allowed in a deck. Some cards are very powerful and usually very expensive to get into play. You might want to make these cards Unique, meaning that only one of these cards is allowed per deck.

Cards like LIGHTNING STRIKE are very powerful, especially considering it only costs 2 resources. Allowing 4 of these in a deck seems a little too powerful to me. This is just one example.

Also, some cards have specific names, such as…

Arina, the Psychic
Lexa Quickblade
Matus, the Ancient Sage

These cards aren’t exactly strong, but they are given unique names. You might want to consider making them Unique as well. I’m not sure whether you are planning for players to have access to all cards. If not, then these could be Unique cards. You could make another silimar card and make the current named cards a slightly better variation at relatively the same cost. For example…

Psychic
1 gold, 1 mana
2 attack
4 defense
Transcend – 24 sec: gain 1 mana

Arina, the Psychic (Unique)
1 gold, 1 mana
3 attack
5 defense
Transcend – 18 sec: gain 1 mana

or slightly more expensive

Arina, the Psychic (Unique)
1 gold, 2 mana
3 attack
5 defense
Transcend – 18 sec: gain 1 mana

 
Dec 5, 2009
Avatar Psyclone 56 post(s)

Topic: Card Suggestions

Is it possible to have cards that produce a certain effect while they’re in play?

For example…

WEAPONS MASTER (can’t think of a good name)
6 attack
8 health
While in play, all units gain +2 attack.

I don’t know much about coding, but I would think this would be fairly easy to implement, at least on the front end. When the card is activated, just add +2 attack to all units. The trick might be the coding for when the card is destroyed. When the card is destroyed or disbanded, it will have to subtract -2 attack from all units.

If this is something that you are able to code, there are countless possibilities. Such as…

FORTRESS

6 attack
3 armor
30 health
While in play, increases the current and max population by +5.

For example, a players population is at 28/30 when the card is played. Population increases to 33/35. If the defender is destroyed with a population of 31/35 then the population is either reduced to 26/30 or 30/30 (depending how you want to handle the mechanics of the card). Current population can not exceed max population.

I’m not sure whether or not you have plans to limit the amount of specific cards in each deck. Right now there is a limit of 4 of each card per deck. This might be a card that should be limited to 1. This of course is a whole different suggestion. See following post.

 
Oct 14, 2009
Avatar fartybrando 8 post(s)

Topic: Card Suggestions

moral boost looks kinda OP lol

are there any lightning bolts or boomerangs? I saw there was a bolt for players but not units.

 
Sep 15, 2009
Avatar furon 179 post(s)

Topic: Card Suggestions

a good sized list coming

demon forged platemail
1 gold, 1 pop, 2 iron
target human/humanoid gains 2 armor and looses 1 health

Forest power
1 wood 2 mana
all buildings and units with a wood cost gain 2 health

life force
sacrafice a creature, gain mana equal to its health

spiked wall
2 stone 1 iron
30 health
any unit that attack it loses 1 health

rejeuvenation
1 iron 1 mana
drain all your mana, gain pop equal to half the drained mana

Dark Rune (exclusive)
2 stone 2 mana 1 gold
1 health artifact
no enemy creatures can move while this is in play

spiked shield
2 iron
target human/humanoid deals 1 damage to any unit that attacks it

cursed tomb
2 stone
10 health
pay 2 pop create a skeleton

momentum
1 mana
add 1 to all your units charge abilitys(up to max)

siphon life
3 mana 1 iron 1 wood
drain all your mana, deal damage equal to 1/4 of the drained mana to opponents population and increase your population by the same amount

russian roulette
2 mana 1 iron
flip a coin if heads deal 3 damage to opponentsunits, if tails deal 3 damage to your units

morale boost
1 gold
all your units can act imediately

 
Sep 14, 2009
Avatar furon 179 post(s)

Topic: Card Suggestions

momentum crush

1 mana

reset all units charge abilitys to 0

 
Sep 14, 2009
Avatar furon 179 post(s)

Topic: Card Suggestions

Fire drake
cost 2 mana 3 gold
3 attack
5 health
flying
Fire breath: pay 2 mana, deal 2 damage to target (unit or building)

Comes with hand drawn art (sorry its on lined paper only thing i had at the time)
http://s250.photobucket.com/albums/gg262/furon1…

 
Sep 13, 2009
Avatar darkrune 262 post(s)

Topic: Card Suggestions

I think cripple is a little weak. How about decreasing by 3 or have an additional “draw a card”

 
Sep 13, 2009
Avatar furon 179 post(s)

Topic: Card Suggestions

Shieldstone
(building)

3 mana
2 stone
1 iron

20 health

as long as this building is standing your population cannot be attacked

 
Sep 13, 2009
Avatar furon 179 post(s)

Topic: Card Suggestions

cripple
1 mana 1 iron

decrease 1 units attack by one
this effect cannot decrease an attack to zero

 
Sep 8, 2009
Avatar darkrune 262 post(s)

Topic: Card Suggestions

Hey deadwolf,

great idea with the storage-reduction. I will definitively build the Lumbermill (or a similar card). I also agree there should be more options for resource management. The only thing I dislike, are the random effects. I dont want to have additional randomness, there is already the card draw.
But I can easily do the Lumbermill like +1 wood storage, -1 stone storage (without random effect).
Anyway, you have to wait some time for the new cards. My cards-TODO-list is veeery long.