There are 4 extra recordings of this on my Patreon ( www.patreon.com/lostmarbleruns ), using the same ruleset and colours (minor differences like bug fixes between recordings - the published one is the final version)
@@CaptainFirespitter oo that's actually a better idea for clerics - melee with a book animation instead of ranged. That would make them naturally countered by archers but good against melee, which expands the rock paper scissory
Blue, the instant they realized clerics exist now: "Oh, cool, can we convert all your clerics and champions, Red? thanks." But then they just stopped doing that, and I was very sad.
I feel like Specials or at least Clerics should be immune to Clerics. As it stands, that's too OP of a strat that decides games way early. Actually nevermind, looks like Red might be turning things around still.
@@ehx3419 Red only turned things around because of how powerful champions and catapults are, because Blue ONLY PUT OUT NORMAL SOLDIERS TO GET SLAUGHTERED
Some suggestions for units, maybe? 1. Healers! They heal nearby friendly units. They prioritize special units, and just like archers, they back away from enemy units. They also have similar health to archers. They can be normal units or special units. 2. Generals! These guys buff nearby units, giving them more health AND attack damage! They cannot be converted by clerics, but have a weak attack. They also have the same amount of health as a spearman. They are special units. 3. Traps! These aren't human, but they still hurt. They appear on their respective color's side of the battlefield, and will injure units that step on them. They don't damage catapults, and will self-destruct after activating 3 times. They are special units.
I have a concern with clerics. If clerics can convert other clerics, then 2 or more of them in both sides just results in an infinite loop of conversion. They really shouldn't, although it generates a comedic effect whenever an infinite loop occurs. Also, one more thing. The specials are kinda limited, so I'll suggest some that could fit: > Intern - A single-target healer, good for healing champions. Has a slow reload but massive heal, targets the lowest hp, has long range. Cannot heal catapults, towers, or castles. > Paramedic - A multi-target healer, good for healing groups. Has a fast reload but small heal, has medium range. Heals in an area (circle). Cannot heal catapults, towers, or castles. > Engineer - Fixes damaged towers ("heals" them) and the castle itself, rebuilds missing towers. Stays at spawn if no building is damaged or missing. Prioritizes rebuilding the castle over other tasks. > Sniper - Never moves, prioritizes high-hp targets. Deals gargantuan damage over incredibly slow reload. Full board range but is weak to close-ranged attacks.
Thanks for the suggestions! My plan for the specials is that whenever a special is taken, it gets replaced with another random special. So I'm going to add as many special ideas as I can.
Maybe the Intern should heal based on lowest health in regards to percentage instead of hitpoints since its designed to heal heavy units? For example, if Unit A has 5/100 hitpoints and Unit B has 20/1000, the Intern will heal Unit A even though healing Unit B would be more effective.
I really liked the Marble legions. I have a few ideas on how to improve Marble legions even more 1. Levels. When one warrior kills enough warriors, his level increases. Thanks to the level, his characteristics increase. Minimum level:1. Maximum level:5. 2. Mutations. Some warriors may have a mutation. Due to mutations, the war may decrease or acquire some characteristics. 3. 🏳️. Some wars can surrender and become wars of other kingdoms. That's all. Thank you for your attention. Good luck (sorry if there are errors in the text, I'm just writing this with a translation because I don't know English) (I'm Russian)
It was weird that red fighters seemed to prioritize the central blue building over the outer towers, but not vice versa. Maybe a tracking glitch? Might be worth checking
The way this works is if the enemy castle is in a unit's acquisition range, they will prioritise the castle instead of anything else. Different units have different acquisition ranges, which explains some variation in behaviour. I added this fairly late in development because I wanted catapults to focus buildings, but I should maybe rather have made this behaviour specific to catapults and not all units, or maybe give other units different priorities.
Cool video, some Ideas for impovments: 1. Units should prioritize the outer buildings more. It doesn't make much sense to ignore them and go straight for the castle 2. Clerics shouldn't be able to mind control special units 3. Catapults shouldn't friendly fire, or should have better aim That's it for now. Good luck
It already takes a long time, but that isn't the problem with them. the fact that they can steal a unit that can take out a hundred other units is. It's too much value@@Glopdemon
Mixing Marble Kingdoms and Space Fleet War is such a refreshing and creative idea but it might be interesting If you were to allow the marbles to spin like with Marble Kingdoms instead of forcing them to look in one direction. Maybe just as an experiment. Or maybe just ditch the column altogether and allow them to move freely. That way you can incorporate some of the features of Trench War but and maybe even heroes. (although Fleet War would feel less incorporated ) The column & row picker maybe be more like Fleet War to allow for larger numbers unlike the set ones. Anyways fun watch, if you were to upload more I'd still watch it.
I built this one the way I did more or less because of the problems marble kingdom has when it comes to large battles: they just become a chaotic brawl without battle lines. Allowing marbles to bounce around would remove that cohesion and it would be a chaotic brawl just like marble kingdoms. The reason for having animation based attacks instead of having marble spinning is also related to marble kingdoms - if you look at some of the really big battles where armies clash and pack tightly, nothing is actually dealing damage, because they don't have space to spin. I would like to try some middle ground though, if I can add a bit more cohesion to the marbles in marble kingdoms. That's sort of what I tried to do with the captains/kings but didn't spend much time on it. I'm hoping to make this series a regular :)
@@lostmarbles2d One Idea could be a sort of "Bannerman" for each squad. While the bannerman is up, the squad is cohesive. When the bannerman drops, the remaining marbles act on their own. It would provide a bit of the chaos and individuality that I like from kingdoms, but still provide a fun and more set battleground.
Hmm, I just thought of a couple new concepts for this. To expand the Units category, the Assassin. Assassin squads move quickly and hit hard, but are extremely fragile. These squads have a special AI that will ignore Spearmen, Shielders, Champions and structures, and will instead focus down Archers and Clerics. Assassins will only attack structures or enemy melee combatants if their intended targets are not currently on the battlefield. To expand on the Special category, an Upgrade Squad button. This would take the marble back up to the Units category with a + on it and a special barrier that prevents it from re-accessing the Special category. Upgrading a squad would do the following to each squad: -Spearmen become Pikemen, with their range extended up to approx. 1 tile, allowing for multiple rows of them to attack at once. -Archers become Crossbowmen, which have a much longer range and deal more damage, but don't quite fire as quickly -Shielders become Hoplites, with much more health and slightly longer range in exchange for some of their movement speed -Assassins become Berserkers, fast but fragile heavy-hitting melee units who now target everything rather than only targeting backline units What do you think?
small bug I think is worth noting, when the champion targets one marble and swings their sword when the marbles are touching, the marble doesn't get hit by the sword it happens here: 5:14 the red warrior on the top right
I like the idea, I think it would be way better with a few small changes. So is goes on the same lines as the better 3D space wars - Bigger map for starters, maybe 2-3x as large (or smaller marbles) Then the main change, rather than spawn individual units 1 at a time, like 3d space war, there would be an "army building phase" which would all then be released into the battlefield to fight. These units would only attack the base after all enemy units on the "battlefield" were killed. Towers would only activate after the battlefield phase was over (So they don't influence the battling armies) It would create larger scale battles with less charging the towers just to die. If you/anyone has thoughts for this would love to see them bellow as i reckon this mode has a lot of potential!
It's not bad, although some things need to be polished, the most important would be to ensure that the special units are not affected by the cleric. One of the ideas that I propose would be to make the units able to level up, in the case of the squads, they would have to kill twice as many troops that came from that squad and for the surviving troops to level up, and in the case of the champions it would be between 30-50, you decide which one would be better, and the champions who reach level 3 can evolve into one of these Warrior: Your attack speed is increased by half and your damage is increased by 20% Tank: Your attack speed is reduced by 90% and mobility by 40%, but you gain 30% health, a 30% damage reduction and 0.5 regeneration per second. good video and it keeps getting better
Somehow this comment ended up in spam, youtube bot what are you doing lol I was thinking of adding veterancy, but for now I've decided not to so that this video series is sufficiently different from marble kingdoms. Might still add it at a later stage.
@@lostmarbles2d Did you expect something more from RUclips? But speaking of the subject, you are right, they are different ideas and each one has its charm.
@@Cientif87 It's usually very good at removing spam and only spam, so I only check the autoremoved comments every few days/weeks to see if anything was blocked incorrectly
i was so focused on the clerics summoning that saved red I didn't even notice blue complete annihilation by the catapult division. "I was like, cool you survived now you can turn this around and win" then I looked over at blue's side, and there was nothing left. I had to rewatch the last two minutes just to see what happened
suggestion- "civilization, a huge map with a base of the war games, but technology progress is something that can be gotten, and advances their options- and have it be huge scale
Hey, I ABSOLUTELY LOVE this new concept! Building on the basics of Total War, with mobile units and formation and tactics, this is a great simple 1v1 game with emergent behaviour and strategies. My suggestions: 1. Add a skill for each unit, like shield barge for swordsmen, javelin throw for spears, longbow barrage for archers that has longer range and deal more damage, but each skill has a charging period before each use. 2. New unit like Horsemen that can charge into units flanks and rears and deal knockback and extra damage, and armored Lancers that are special units that can slice through lines of archers, but are weak to close ranged Pikes and slightly weak against spears. 3. LOVE the clerics and catapults and champions, keep them special and op. :) 4. Morale system, so that if an army suddenly loses a lot of troops (like from a lancer charge), they have a chance of shattering and fleeing. So a large army attacked in the back by a small force has a chance of breaking for dramatic twists. 5. Different army formations with strengths and weaknesses, with chaining and following other legions. Also, special units that can buff attack, defense, morale or speed or defend a particular vital unit like clerics or catapults or archers. 6. Assassin unit that prioritises enemy special units for surgical operations behind enemy lines that can turn the tide of a war.
The way red won at the end makes me think if you did this 100 times it would probably largely rest on which team builds up a critical mass of catapults. Makes me think one more unit in the mix to counter catapults would be useful. Maybe a fast moving cavalry unit that will always prioritise catapults (or any special units?) if there are any on screen. Maybe make the cavalry weak against buildings so that they can’t really play a decisive role in destroying the castles.
red really pulled off a qoute from one of my orcs in shadow of war completely unrelated lmao the qoute was "this fool is about to get a final lesson in siege tactics" anyway i love the legions idea if you could implement that combat into marble kingdoms
Love this and can't wait to see where it goes! Suggestions; catapults should get target leading but higher forced miss radius. That would make them more effective against moving armies while not being OP. Also, as others have mentioned, cavalry.
Oh how I yearned about creating a sandbox game almost exactly like this one, where you can just mess around and spawn units to watch them fight. Maybe also with a unit-editor where you can make custom units of different sizes/health/weapons/damage/movement speed/accuracy etc and just spawn them around and watch the mayhem. In the old days of Yoyogames, they had a lot of sandbox-themed games like that.
This is good. Just please don’t stop posting more marble kingdoms , I watch those religiously 😂 Also, it be awesome if you can make marble kingdoms a game that you can download.
Blue was doing an amazing job and could of Really fucken easily won at the beginning when they had 4 Clerks converting all the enemy team including their own clerics But..lost it when they they got pushed forward by the new units Since then they had no hope especially when Red kept pumping out nothing but catapults.
May I suggest factions, having differant units per kingdom? Could make for very interesting balance and nuances, something similar to how PaiNite is doing it.
Esses magos são realmente muito apelões, os azuis quase ganharam por causa da forte ofensiva dos magos no inicio, mas depois foi se equilibrando, e as catapultas do vermelho foram essências nessa vitória de virada
Hey are you thinking of adding clerics to marble kingdoms it would be so cool to see say a general turn and fallow another king or even a king get turned and fallow another king
I added it a while back during a recent build, but there were bugs associated with it that I haven't fixed yet which is why it isn't in yet. Having units change player breaks quite a few of the systems related to the battle.
if i had a nickel for every time the clerics played ping pong with a champion in this video, I'd have two nickels. which isn't a lot, but it's funny it happened twice.
There are 4 extra recordings of this on my Patreon ( www.patreon.com/lostmarbleruns ), using the same ruleset and colours (minor differences like bug fixes between recordings - the published one is the final version)
Ybo😮
6:00 The fight between the Clerics using convert on the Champion was hilarious!!
He was having a crisis of faith for sure!!! 😂
Just needed the clerics to be hitting each other with books and it’d be perfect!!! 🤣
@@CaptainFirespitter oo that's actually a better idea for clerics - melee with a book animation instead of ranged. That would make them naturally countered by archers but good against melee, which expands the rock paper scissory
@@lostmarbles2d should ass a woolooloo sound when the clerics convert felt like that was a miss
like, super agreed
it happens again at around the 11:30 mark
Blue, the instant they realized clerics exist now: "Oh, cool, can we convert all your clerics and champions, Red? thanks."
But then they just
stopped doing that, and I was very sad.
I feel like Specials or at least Clerics should be immune to Clerics. As it stands, that's too OP of a strat that decides games way early.
Actually nevermind, looks like Red might be turning things around still.
Red started catapulting after blue clericed
@@ehx3419 Red only turned things around because of how powerful champions and catapults are, because Blue ONLY PUT OUT NORMAL SOLDIERS TO GET SLAUGHTERED
@@aefadRed: convert this * sending rocks hurled from catapults*
Clerics can convert other clerics? I find their lack of faith... disturbing...
@@johnfehsenfeld3261 Fr
Hm i wonder where that quote came from
@@Markkader-p3y darth vader
@@rulerofeverything6294 yes
Gotta get the upgrade so converted monks, er, clerics die instead.
7:29 perfectly bqlanced marble
11:42 2 clerics playing ping pong with the champion.
With how the clerics work, it seems like they can be immensely powerful if there were enough of them.
they were weak against structures which is why blue lost, the catapults on the other hand were fantastic for red
Spoilers
The unexpected comeback from red with the catapults after nearly losing at the hands of the clerics
Did u read the guildelines for this channel?
@@hoangvu5128 how the hell does an channel have guidelines (pretty sure you meant guidelines lot guildelines
Me on my phone who got spoiled because it was top comment...
I recommend putting
Spoiler at first and then make like a
Space and put the spoiler
Some suggestions for units, maybe?
1. Healers! They heal nearby friendly units. They prioritize special units, and just like archers, they back away from enemy units. They also have similar health to archers. They can be normal units or special units.
2. Generals! These guys buff nearby units, giving them more health AND attack damage! They cannot be converted by clerics, but have a weak attack. They also have the same amount of health as a spearman. They are special units.
3. Traps! These aren't human, but they still hurt. They appear on their respective color's side of the battlefield, and will injure units that step on them. They don't damage catapults, and will self-destruct after activating 3 times. They are special units.
I have an idea for a type of unit! Horsemen: fast, and with a larger detection radius, so they'll attack undefended flanks.
6:20
It's very funny how the champion is converted back and forth several times 😆
the catapults are friends with red
I have a concern with clerics. If clerics can convert other clerics, then 2 or more of them in both sides just results in an infinite loop of conversion. They really shouldn't, although it generates a comedic effect whenever an infinite loop occurs.
Also, one more thing. The specials are kinda limited, so I'll suggest some that could fit:
> Intern - A single-target healer, good for healing champions. Has a slow reload but massive heal, targets the lowest hp, has long range. Cannot heal catapults, towers, or castles.
> Paramedic - A multi-target healer, good for healing groups. Has a fast reload but small heal, has medium range. Heals in an area (circle). Cannot heal catapults, towers, or castles.
> Engineer - Fixes damaged towers ("heals" them) and the castle itself, rebuilds missing towers. Stays at spawn if no building is damaged or missing. Prioritizes rebuilding the castle over other tasks.
> Sniper - Never moves, prioritizes high-hp targets. Deals gargantuan damage over incredibly slow reload. Full board range but is weak to close-ranged attacks.
Thanks for the suggestions!
My plan for the specials is that whenever a special is taken, it gets replaced with another random special. So I'm going to add as many special ideas as I can.
Maybe the Intern should heal based on lowest health in regards to percentage instead of hitpoints since its designed to heal heavy units?
For example, if Unit A has 5/100 hitpoints and Unit B has 20/1000, the Intern will heal Unit A even though healing Unit B would be more effective.
the "sniper" unit could be a ballista
There really is no chance for an infinite loop. There will always be more units arriving and clerics can't convert everyone, only closest at a time.
Wish there would be a fuse function to decide how the army will be organized, so we can have for example spears behind shields
Oh I love this idea! Thank you for commenting!
I'm already thinking about a couple of different ways it could be implemented
related to this, something to decide what shape the formation is? like a wedge or semicircle instead of all being rectangles
@@lostmarbles2d can u pls give the code
There should be something to stop clerics from converting each other
I really liked the Marble legions.
I have a few ideas on how to improve Marble legions even more
1. Levels. When one warrior kills enough warriors, his level increases. Thanks to the level, his characteristics increase. Minimum level:1. Maximum level:5.
2. Mutations. Some warriors may have a mutation. Due to mutations, the war may decrease or acquire some characteristics.
3. 🏳️. Some wars can surrender and become wars of other kingdoms.
That's all. Thank you for your attention. Good luck
(sorry if there are errors in the text, I'm just writing this with a translation because I don't know English) (I'm Russian)
Not quite understanding #3, do you mean that individual soldiers can "cleric themselves" on their own volition?
@@ehx3419I think it mistranslated warriors to wars
11:42 When you and your friend have been storing your Uno Reverse cards the whole game:
I very love marble war and kingdom. Good video❤🎉❤
The general rule of thumb is that is that if a team is getting stomped for the majority of the video, they will win through a bull comeback
A great new theme
It was weird that red fighters seemed to prioritize the central blue building over the outer towers, but not vice versa. Maybe a tracking glitch? Might be worth checking
The way this works is if the enemy castle is in a unit's acquisition range, they will prioritise the castle instead of anything else. Different units have different acquisition ranges, which explains some variation in behaviour.
I added this fairly late in development because I wanted catapults to focus buildings, but I should maybe rather have made this behaviour specific to catapults and not all units, or maybe give other units different priorities.
@lostmarbles2d That seems smart to me. Catapults prioritizing buildings, and Champions prioritizing enemy units perhaps?
Cool video, some Ideas for impovments:
1. Units should prioritize the outer buildings more. It doesn't make much sense to ignore them and go straight for the castle
2. Clerics shouldn't be able to mind control special units
3. Catapults shouldn't friendly fire, or should have better aim
That's it for now. Good luck
Clerics would be almost useless without the ability to control other special units
Then they should mind control basic units twice as fast. problem solved@@ewaldlatreider5127
Clerics should be able to convert special units, but they should have some resistance so it takes longer.
It already takes a long time, but that isn't the problem with them. the fact that they can steal a unit that can take out a hundred other units is. It's too much value@@Glopdemon
1. I agree. 2 and 3 are part of the fun lol.
GLORY TO RED!!! THIS DAY WAS LONG-COMING!!!
Spoiler warning dude
You spoiled the video :(
@@flowerthewindowcat I AM EVIL
Mixing Marble Kingdoms and Space Fleet War is such a refreshing and creative idea
but it might be interesting If you were to allow the marbles to spin like with Marble Kingdoms instead of forcing them to look in one direction. Maybe just as an experiment.
Or maybe just ditch the column altogether and allow them to move freely. That way you can incorporate some of the features of Trench War but and maybe even heroes. (although Fleet War would feel less incorporated )
The column & row picker maybe be more like Fleet War to allow for larger numbers unlike the set ones.
Anyways fun watch, if you were to upload more I'd still watch it.
I built this one the way I did more or less because of the problems marble kingdom has when it comes to large battles: they just become a chaotic brawl without battle lines.
Allowing marbles to bounce around would remove that cohesion and it would be a chaotic brawl just like marble kingdoms.
The reason for having animation based attacks instead of having marble spinning is also related to marble kingdoms - if you look at some of the really big battles where armies clash and pack tightly, nothing is actually dealing damage, because they don't have space to spin.
I would like to try some middle ground though, if I can add a bit more cohesion to the marbles in marble kingdoms. That's sort of what I tried to do with the captains/kings but didn't spend much time on it.
I'm hoping to make this series a regular :)
@@lostmarbles2d what if you put the animation-based attacks in marble kingdoms? just for one video?
@@lostmarbles2d One Idea could be a sort of "Bannerman" for each squad. While the bannerman is up, the squad is cohesive. When the bannerman drops, the remaining marbles act on their own. It would provide a bit of the chaos and individuality that I like from kingdoms, but still provide a fun and more set battleground.
@@lostmarbles2d I agree. This is so fun! :)
Hmm, I just thought of a couple new concepts for this.
To expand the Units category, the Assassin. Assassin squads move quickly and hit hard, but are extremely fragile. These squads have a special AI that will ignore Spearmen, Shielders, Champions and structures, and will instead focus down Archers and Clerics. Assassins will only attack structures or enemy melee combatants if their intended targets are not currently on the battlefield.
To expand on the Special category, an Upgrade Squad button. This would take the marble back up to the Units category with a + on it and a special barrier that prevents it from re-accessing the Special category. Upgrading a squad would do the following to each squad:
-Spearmen become Pikemen, with their range extended up to approx. 1 tile, allowing for multiple rows of them to attack at once.
-Archers become Crossbowmen, which have a much longer range and deal more damage, but don't quite fire as quickly
-Shielders become Hoplites, with much more health and slightly longer range in exchange for some of their movement speed
-Assassins become Berserkers, fast but fragile heavy-hitting melee units who now target everything rather than only targeting backline units
What do you think?
Love the ideas! Especially unit type specific avoidance seems like a simple way to achieve interesting behaviour.
small bug I think is worth noting, when the champion targets one marble and swings their sword when the marbles are touching, the marble doesn't get hit by the sword
it happens here: 5:14 the red warrior on the top right
This is a very cool concept, and of course i must ask, is this canon to the MKCU?
How do we fit this into the timeline?
I like the idea,
I think it would be way better with a few small changes.
So is goes on the same lines as the better 3D space wars - Bigger map for starters, maybe 2-3x as large (or smaller marbles)
Then the main change, rather than spawn individual units 1 at a time, like 3d space war, there would be an "army building phase" which would all then be released into the battlefield to fight. These units would only attack the base after all enemy units on the "battlefield" were killed.
Towers would only activate after the battlefield phase was over (So they don't influence the battling armies)
It would create larger scale battles with less charging the towers just to die.
If you/anyone has thoughts for this would love to see them bellow as i reckon this mode has a lot of potential!
Some great ideas, thank you for sharing!
I feel heroically charging the towers just to die so that your successors can finish the job is part of the fun! :)
It's not bad, although some things need to be polished, the most important would be to ensure that the special units are not affected by the cleric.
One of the ideas that I propose would be to make the units able to level up, in the case of the squads, they would have to kill twice as many troops that came from that squad and for the surviving troops to level up, and in the case of the champions it would be between 30-50, you decide which one would be better, and the champions who reach level 3 can evolve into one of these
Warrior: Your attack speed is increased by half and your damage is increased by 20%
Tank: Your attack speed is reduced by 90% and mobility by 40%, but you gain 30% health, a 30% damage reduction and 0.5 regeneration per second.
good video and it keeps getting better
Somehow this comment ended up in spam, youtube bot what are you doing lol
I was thinking of adding veterancy, but for now I've decided not to so that this video series is sufficiently different from marble kingdoms. Might still add it at a later stage.
@@lostmarbles2d Did you expect something more from RUclips?
But speaking of the subject, you are right, they are different ideas and each one has its charm.
@@Cientif87 It's usually very good at removing spam and only spam, so I only check the autoremoved comments every few days/weeks to see if anything was blocked incorrectly
Marble Kingdoms meets Space Fleet war. 2 of my favorite series. This will be good.
"Wolololo!" - Cleric
Ah yes. Classic AoE2 monks shouting wololo and converting everyone.
Your marble videos just keep getting better and better man KEEP IT UP!
i was so focused on the clerics summoning that saved red I didn't even notice blue complete annihilation by the catapult division. "I was like, cool you survived now you can turn this around and win" then I looked over at blue's side, and there was nothing left.
I had to rewatch the last two minutes just to see what happened
11:43 Here you can see how two clerics stubbornly convince the champion to be for them
2v2 or 1v1v1v1 or 1v1v1v1v1v1v1v1(8)
Interesting new concept. I enjoyed it. thank you lost marbles!
That one champion be like "guys, can i please go already?"
suggestion- "civilization, a huge map with a base of the war games, but technology progress is something that can be gotten, and advances their options- and have it be huge scale
WHAT IN THE WORLD
LOST MARBLES YOU MADE SOMETHING SO COOL ONCE AGAIN
You could say
'I've lost my marbles'
The cleric turning cleric moments😂😂😂
Hey, I ABSOLUTELY LOVE this new concept!
Building on the basics of Total War, with mobile units and formation and tactics, this is a great simple 1v1 game with emergent behaviour and strategies.
My suggestions:
1. Add a skill for each unit, like shield barge for swordsmen, javelin throw for spears, longbow barrage for archers that has longer range and deal more damage, but each skill has a charging period before each use.
2. New unit like Horsemen that can charge into units flanks and rears and deal knockback and extra damage, and armored Lancers that are special units that can slice through lines of archers, but are weak to close ranged Pikes and slightly weak against spears.
3. LOVE the clerics and catapults and champions, keep them special and op. :)
4. Morale system, so that if an army suddenly loses a lot of troops (like from a lancer charge), they have a chance of shattering and fleeing. So a large army attacked in the back by a small force has a chance of breaking for dramatic twists.
5. Different army formations with strengths and weaknesses, with chaining and following other legions. Also, special units that can buff attack, defense, morale or speed or defend a particular vital unit like clerics or catapults or archers.
6. Assassin unit that prioritises enemy special units for surgical operations behind enemy lines that can turn the tide of a war.
The way red won at the end makes me think if you did this 100 times it would probably largely rest on which team builds up a critical mass of catapults.
Makes me think one more unit in the mix to counter catapults would be useful. Maybe a fast moving cavalry unit that will always prioritise catapults (or any special units?) if there are any on screen.
Maybe make the cavalry weak against buildings so that they can’t really play a decisive role in destroying the castles.
This is really cool idea
It's an awesome video. I love it because it felt like watching a real war :)
Thanks! I'm looking forward to your next video :)
Cool stuff, I hope to be creating some cool YT marble games like yours soon. Keep up the awesome work. Fun to watch.
red did crazy with the catapult spam
You think you can use this type of attack for marble kingdoms?
loved the battle
red really pulled off a qoute from one of my orcs in shadow of war completely unrelated lmao the qoute was "this fool is about to get a final lesson in siege tactics" anyway i love the legions idea if you could implement that combat into marble kingdoms
this is perfect to watch, as my sanity slowly withers away
The twist is more superior than modern movies.
Love this and can't wait to see where it goes! Suggestions; catapults should get target leading but higher forced miss radius. That would make them more effective against moving armies while not being OP. Also, as others have mentioned, cavalry.
oh man that was a huge comeback.
I thought that celric doom stack was gonna make it a forgone conclusion.
Blue Team: Human wave tactics, largely quantity over quality
Red Team: MORRR DAKKA! *summons ALL THE CATAPULTS*
Oh how I yearned about creating a sandbox game almost exactly like this one, where you can just mess around and spawn units to watch them fight. Maybe also with a unit-editor where you can make custom units of different sizes/health/weapons/damage/movement speed/accuracy etc and just spawn them around and watch the mayhem.
In the old days of Yoyogames, they had a lot of sandbox-themed games like that.
Amazing concept
That was insane!
This is good. Just please don’t stop posting more marble kingdoms , I watch those religiously 😂
Also, it be awesome if you can make marble kingdoms a game that you can download.
I'm going to keep posting them for a long time :)
Thank you ❤
As a Fallout New Vegas player myself, this is strangely relatable.
Blue clerics really did red dirty with all the champions they took. Good thing red got the catapults though
Blue was doing an amazing job and could of Really fucken easily won at the beginning when they had 4 Clerks converting all the enemy team including their own clerics
But..lost it when they they got pushed forward by the new units
Since then they had no hope especially when Red kept pumping out nothing but catapults.
No matter the era, Artillery is the God of War.
More of these, this is awesome!
the cleric meta is super interesting
cool marble fight!
people who wanted blue to win
👇
Dang it blue, you had it in the BAG
May I suggest factions, having differant units per kingdom? Could make for very interesting balance and nuances, something similar to how PaiNite is doing it.
Wow, the Red Army was losing until they discovered the power of artillery and man they RAN with it
Red found the old trusty tactic, of '' I have bigger gun, so you come to me''
Красные проигрывали 3:0, но по какому-то чуду они стали сильнее и победили.) Как говорится, "Гейб, где баланс?" 😅
Clash of Clans vibes 😂
loved it
Esses magos são realmente muito apelões, os azuis quase ganharam por causa da forte ofensiva dos magos no inicio, mas depois foi se equilibrando, e as catapultas do vermelho foram essências nessa vitória de virada
Maybe start off with one marble selecting units for every building the team has and take them away as buildings get destroyed?
cleric is a no brainer and totally killing the purpose.
Bro the catapults are so op theres no way red comeback from that
Oh gosh its like Age of Empires 2 all over again! Wololo
ну что тут можно сказать... Артилерия - бог войны
Hey are you thinking of adding clerics to marble kingdoms it would be so cool to see say a general turn and fallow another king or even a king get turned and fallow another king
I added it a while back during a recent build, but there were bugs associated with it that I haven't fixed yet which is why it isn't in yet. Having units change player breaks quite a few of the systems related to the battle.
wooo i was rootin for red the whole game
Im lovin it
Marble kingdoms looks curs ed
13:55 Red Generals are like "Dynasty Warriors"...XD
the cleric ability to swith the soecial unit is INSANE, make special unit immune to cleric BUT make cleric retreat faster
idk I kinda enjoyed the conversion wars over the champions
Naah, that's part of the fun! :)
15:00 it looks so over for red, but they manage to come back! truly incredibly. i was expecting blue to win the whole time.
Nice video
Man, I was cheering for blue, I was hoping they would at least take down red with them in that final counterstrike.
if i had a nickel for every time the clerics played ping pong with a champion in this video, I'd have two nickels. which isn't a lot, but it's funny it happened twice.
That's awesome.
Clerics should be immune to conversion because they have strong faith
i wish they spin and bounce around. but this is good
I need more cleric war
in my head i could hear the WOLOLOO from good ol' age of empires
Blue was never going to overcome 24/32 specials.
Clerics converting Clerics should not be possible. Major power boost if this happens.
you finally added archer one of my ideas i wonther if you added the hores riders
Woah it's good
What if you made the cleric's cooldown proportional to the strength of the unit they convert?
clerics should probably be immune to conversion by other clerics in future
That's part of the fun! :)
Artillery is the God of war.