Βρέθηκαν αποτελέσματα: 1428
Γραμμένο από Epixepiste, 13.05.2022 at 09:37

To honor this clan I will personally go out of my way to kick any person in this clan from any scen lobby I host.


so edgy
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It does nothing. It's just a unit that can't move.
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Maps: Vanilla Map, New World Order
Time Zone: East Coast
Why: To learn more strategies and get better
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Really nicely done map
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All hail Pavle

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Looks really good
Water tribes should be 1 player to help fill faster and balance
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Balance fix 1.2
- +1 attack to Tundra tanks
- Fortresses in northwestern Omashu were removed
- +2 corruption in Ba Sing Se turn 1
- +120 income to Raiders
- +5 reinf to Colonies
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Major update 1.1:
- Bending camps are removed from the map, player can build his units everywhere
- Benders moved to ground:main defence
- Fire Nation gets its main attack units from turn 1, Earth Kingdom from turn 13
- Fire Nation gets its air transports from turn 13, Earth Kingdom from turn 21
- FIre Nation gets its air:attack from turn 25, Earth Kingdom from turn 29
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Use iron fist and send 1 transport from London using the units there and boom u have Spain
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Someone revive silverlight
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Γραμμένο από Mobster, 12.08.2022 at 09:53

Most of the Russian-Ottoman wars happened around that time, it costed both sides bankruptcy, unpayable national debts etc. You could make countries like Romania, Wallachia, Serbia, and Caucasian Territories more valuable than they realistically were. And that can make Ottomans and Russia focus on fighting eachother for those territories just like they did in real life.



Definitely something to look more into. Thanks!
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Γραμμένο από Apocalypse, 28.07.2022 at 15:20

Since Eagle and lelouch failed to play together even with a big time extension and there is no evidence that one player tried harder to play than the other, I'm forced to disqualify both of them.

The deadline for the semi final is August 11.

PS: From now, if you have any problem with timezones differences, contact me and we will open a casual game to do the matches.


Update?
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Most of the Russian-Ottoman wars happened around that time, it costed both sides bankruptcy, unpayable national debts etc. You could make countries like Romania, Wallachia, Serbia, and Caucasian Territories more valuable than they realistically were. And that can make Ottomans and Russia focus on fighting eachother for those territories just like they did in real life.
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Γραμμένο από Sascha, 10.08.2022 at 14:43

Γραμμένο από Tokugawa, 10.08.2022 at 13:35

...

fixed the link

Yay
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Γραμμένο από SpicerIQ, 11.08.2022 at 17:17

I would be a fire bender of the highest order and bring my fire to all the chicks in the realm yo

Sean bringing fire to all the chicks in the realm:
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I would be a fire bender of the highest order and bring my fire to all the chicks in the realm yo
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First Serbian uprising was from 1804-1813, liberated area around Belgrade
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Imagine focusing on the era between 1800 and 1814 and focusing on the Anglos of all people, cringe

Really though just google "wars involving [X country]" and look at the relevant time period
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Best Avatar map I've ever seen
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Add Montezuma's revenge. Every 5 turns 50 brown diarrhea units spawn in Mexico with max crit.
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I was recently thinking of "Revolts" by adding in Neutrals units to a choke point on the map. To act, as a "Revolt", Mechanically its difficult
Overall idk, maybe cool ships with high HP
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Awesome, Pavle!
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Γραμμένο από Tokugawa, 10.08.2022 at 13:35

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fixed the link
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Avatar: Hundred Year War
Showcase




Synopsis
This scenario is first of the planned series of scenarios based on Avatar lore.

The Hundred Year War was a major global military conflict that began with the Air Nomad Genocide and lasted for a century, from 0 AG to 100 AG. The conflict was waged by the Fire Nation against the other three nations: the Earth Kingdom, the Water Tribes, and the Air Nomads. However, over the course of the escalating conflict, several smaller factions became involved in the fighting as well. The war was initiated by Fire Lord Sozin, who wished to expand the Fire Nation into a worldwide empire and spread what he saw as his nation's prosperity to the rest of the world.



The scenario itself represents the last 5 years of the war (95 AG to 100 AG). In 95 AG, Fire Nation attempted to siege the city of Ba Sing Se, but failed. Fire Nation troops withdrew to the western part of the continent. The conquered western shore of the Earth Kingdom was put under tighter control, with Fire Nation building its colonies, exploiting resources and arresting any earthbenders in their territory, forcing them into slave labor on offshore factories and shipyards.
Every 5 turns represent a year.


Rules

- NO LEAVING BEFORE turn 15 (0 tolerance policy for leavers)
- Blitz and ins disabled
- No wf-ing, no trespassing turn 1 (except for Ba Sing Se to wall cities in Colonies territory t1), no Serbian walling, Wall glitching, rewalling - unfair play is prohibited
- 4 minutes per turn should be enough (or 5)


Game Mechanics

Main units in the game are benders. They are buildable in Camps, with each faction having its own benders. Benders are much stronger against non-benders (civilians and non-bending warriors), so every faction should priotize building benders in camps first, rather than building non-benders in normal provinces.
Each faction can only build naval transports in Camps which are ports (all factions have these ports, except Colonies).
Capitals of Camps are situated on northwestern part of the map, and can be ally-capped only by the faction of the same Nation (or taken, in case a faction loses)
No air units are available in the game until turn 21.


Fire Nation units (Fire Nation, Colonies and Southern Raiders)



Main unit of the Fire Nation army is Firebender. They are weak to Waterbenders (-1 defence bonus), and strong against Airbenders (+1 defence bonus). They are strong against Civilians, Water Warriors and Non-Bending Warrios (+1 defence bonus)


Southern Raiders are the only faction of the game with Naval:Main Attack unit (no special buffs, descriptions and stats are visible in the game).

As the most technologically advanced, factions of the Fire Nation are the first to get some advanced units:
Turn 1 (no special buffs, descriptions and stats are visible in the game):

Turn 13 (no special buffs, descriptions and stats are visible in the game):

Turn 25 (no special buffs, descriptions and stats are visible in the game):



Earth Kingdom units (Ba Sing Se and Omashu)


Main unit of the Earth Kingdom army is Earthbender. They are weak to Airbenders (-1 defence bonus), and strong against Waterbenders (+1 defence bonus). They are strong against Civilians, Water Warriors and Non-Bending Warrios (+1 defence bonus).


Ba Sing Se is the only nation to start with stealth units - Dai Li.

While the Earth Kingdom was slow to industrialize, its technology was still more developed than that of the nature-oriented Air Nomad civilization as well as the Water Tribe:
Turn 13 (no special buffs, descriptions and stats are visible in the game):

Turn 21 (no special buffs, descriptions and stats are visible in the game):

Turn 29 (no special buffs, descriptions and stats are visible in the game):



Water Tribes units (Northern Water Tribe and Southern Water Tribe)


Main unit of the Northern Water Tribe is Waterbender. They are weak against Earthbenders (-1 defence bonu), and strong against Firebenders (+1 defence bonus). They are strong against Civilians, Water Warriors and Non-Bending Warrios (+1 defence bonus).


Waterbending Healer is buildable in every Northern Water Tribe province and give +1 defence bonus.


Main unit of the Southern Water Tribe is Water Warrior. They are weak against Earthbenders, Firebenders and Waterbenders (-1 defence bonus). They are strong against Civilians and Non-Bending Warrios (+1 defence bonus).



Civilians are weak against all units (-2 defence bonus).


Non-Water Warriors are weak against Earthbenders, Firebenders and Waterbenders (-2 defence bonus).


Events

WIP



Fronts

WIP



Special thanks to my boys Mobster, Gilalad, Nedris and DireWarlord99 for helping me through this process.
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I'm looking to add more Events to my scenario set in the early 1800s. The primary year is 1802, but for the sake of balancing I've included things ranging from 1800-1814. Currently, I have more than enough period-relevant events for the French and British, but still need additional ideas for the Americans, Spanish, Protugesse, Russians, Chinese, Japanese, Persians, and Prussians. If anyone can think of a historical event that would lead to the creation of units (maybe even the introduction of a new general) for any of these nations during this time frame - please throw them at me!
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Des motivés pour la création d'une coalition francophone active ? Pour faire renaitre la communauté francophone de ce super jeu.
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Thanks!
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Map Type: Any, but I prefer scenarios that do not use airplanes/aeronautics
Time: Eastern Standard Time
Reason: Tips and teams
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