Death Cap IMPLEMENTED
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Death Cap IMPLEMENTED
Cost 6
Hp 10
Power 5 (chemical, poisoned weapon)
Range 3
Armor 0/0/0
Speed 3
Psychic resistance 70%
Spells: spore germination: raise dead for myconids, radius 5
Insidious parasite: range 4, convert, but gives a form of vanishing 5. When that vanishing ends, infected unit spawns a fungal horror in their place.
Infection: range 4 target unit is inflicted with contagion. Acts as poison, but attempts to spread to all biological (except myconids) units in radius 3 at 30% chance each per turn. Does not stack, but will refresh if inflicted twice.
Siphon: range 4, deals 7 damage to target to heal self and adjacent allies for 7
-------------
Fungal horror
Hp 30
Power 12 (chemical)
Trample radius 2
Armor 3/3/3
Speed 3, can waterwalk at speed 2
Psychic resistance 100%
Lifelink
--------------
The first myconid caster. Absolutely horrifying, with the ability to raise fallen soldiers as myconids, and even plant deadly spores in live soldiers, including some that control the mind and grow into monsters. Were that not bad enough, it can use psychic powers to suck the life out of troops to heal itself and it's fellows.
Hp 10
Power 5 (chemical, poisoned weapon)
Range 3
Armor 0/0/0
Speed 3
Psychic resistance 70%
Spells: spore germination: raise dead for myconids, radius 5
Insidious parasite: range 4, convert, but gives a form of vanishing 5. When that vanishing ends, infected unit spawns a fungal horror in their place.
Infection: range 4 target unit is inflicted with contagion. Acts as poison, but attempts to spread to all biological (except myconids) units in radius 3 at 30% chance each per turn. Does not stack, but will refresh if inflicted twice.
Siphon: range 4, deals 7 damage to target to heal self and adjacent allies for 7
-------------
Fungal horror
Hp 30
Power 12 (chemical)
Trample radius 2
Armor 3/3/3
Speed 3, can waterwalk at speed 2
Psychic resistance 100%
Lifelink
--------------
The first myconid caster. Absolutely horrifying, with the ability to raise fallen soldiers as myconids, and even plant deadly spores in live soldiers, including some that control the mind and grow into monsters. Were that not bad enough, it can use psychic powers to suck the life out of troops to heal itself and it's fellows.
Last edited by Sunrise Samurai on Wed Nov 01, 2017 1:18 am, edited 2 times in total.
The glorious sun rises again
Re: Death Cap
Not too strong?
Support new AoS variant, Age of Galaxy: http://ageofstrategy.net/viewforum.php? ... 608408ebc8
All help will be welcome.
All help will be welcome.
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: Death Cap
Yeah, I might want to reduce hp to 9 or so. And I would be opposed to vanishing on the fungal horror. What do you think? I had some inspiration last night and wanted to get my ideas out there before I forgot them.
The glorious sun rises again
Re: Death Cap
I will decrease range of spore germination,at least decrease health for fungal terror or remove lifelink,mayby less demage for siphon,and what are the ranges of other spells?
Support new AoS variant, Age of Galaxy: http://ageofstrategy.net/viewforum.php? ... 608408ebc8
All help will be welcome.
All help will be welcome.
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: Death Cap
Right. I based range off lich and forgot about converting to AoWW ranges.
Adjusted stats. Look any better?
Adjusted stats. Look any better?
The glorious sun rises again
Re: Death Cap
Should work.
Support new AoS variant, Age of Galaxy: http://ageofstrategy.net/viewforum.php? ... 608408ebc8
All help will be welcome.
All help will be welcome.
Re: Death Cap
Cost 6
Hp 10
Power 5 (chemical, poisoned weapon)
Range 3
Armor 0/0/0
Speed 3
Psychic resistance 70%
Spells: spore germination: raise dead for myconids (same changes as mentioned in myconid sporulates), radius 5
Insidious parasite: range 4, convert, but gives a form of vanishing 5. When that vanishing ends, infected unit spawns a fungal horror in their place
Well I don't think that's possible, my alternative is delayed conversion - after 3 turns, the spores grow big enough to control the brain of converted unit. The special thing is that it ignores the spell resistance, only works on flesh and blood units, miss chance : 50%
Infection: range 4 target unit is inflicted with contagion. Acts as poison, but attempts to spread to all biological (except myconids) units in radius 3 at 30% chance each per turn. Does not stack, but will refresh if inflicted twice.
Not possible, but we can make this inflict the toxin effect in range 4
Siphon: range 4, deals 7 damage to target to heal self and adjacent allies for 7
I think we will completly remove it, I need to decide if myconids acctualy use the psionic, definetly some changes
Summon fungual terror: from three adjacent corpuses (I must mention I want all myconids, even puffshrooms, to drop corpuses, cooldown: 5
-------------
Fungal horror
Hp 38
Power 10 (chemical)
Actions: 2
Trample radius: 1
Armor 3/3/3
Speed 3, can waterwalk at speed 2
Psychic resistance 100%
None
My changes are bold, I'm also thinking about the special conversion, working like the insidious parasyte but higer miss chance and effects flesh and blood controled units, so stuff like tanks. So it gets Not sure if for this unit (maybe something like a anti tank cannon with "shells" with spores would be better?), and if I shouldn't resing from that tho.
Hp 10
Power 5 (chemical, poisoned weapon)
Range 3
Armor 0/0/0
Speed 3
Psychic resistance 70%
Spells: spore germination: raise dead for myconids (same changes as mentioned in myconid sporulates), radius 5
Insidious parasite: range 4, convert, but gives a form of vanishing 5. When that vanishing ends, infected unit spawns a fungal horror in their place
Well I don't think that's possible, my alternative is delayed conversion - after 3 turns, the spores grow big enough to control the brain of converted unit. The special thing is that it ignores the spell resistance, only works on flesh and blood units, miss chance : 50%
Infection: range 4 target unit is inflicted with contagion. Acts as poison, but attempts to spread to all biological (except myconids) units in radius 3 at 30% chance each per turn. Does not stack, but will refresh if inflicted twice.
Not possible, but we can make this inflict the toxin effect in range 4
Siphon: range 4, deals 7 damage to target to heal self and adjacent allies for 7
I think we will completly remove it, I need to decide if myconids acctualy use the psionic, definetly some changes
Summon fungual terror: from three adjacent corpuses (I must mention I want all myconids, even puffshrooms, to drop corpuses, cooldown: 5
-------------
Fungal horror
Hp 38
Power 10 (chemical)
Actions: 2
Trample radius: 1
Armor 3/3/3
Speed 3, can waterwalk at speed 2
Psychic resistance 100%
None
My changes are bold, I'm also thinking about the special conversion, working like the insidious parasyte but higer miss chance and effects flesh and blood controled units, so stuff like tanks. So it gets Not sure if for this unit (maybe something like a anti tank cannon with "shells" with spores would be better?), and if I shouldn't resing from that tho.
Last edited by Midonik on Sat Mar 23, 2019 11:46 am, edited 1 time in total.
Support new AoS variant, Age of Galaxy: http://ageofstrategy.net/viewforum.php? ... 608408ebc8
All help will be welcome.
All help will be welcome.
Re: Death Cap
Grafic:
For death cap:
https://pin.it/kdvsd7loyjlmrm (don't like the staff tho)
https://pin.it/buylgfqsnnmwsc (maybe like the one at the back?)
https://pin.it/rivnni3p4zcxyl (not colour, it must be something more exotic)
And some sporangiums to spread spores. Generally like the shroomies but they must be visibly different... Yeah, I know, sounds sensful.
Fungal terror:
https://pin.it/7tw7mcpfoaq7sq (try to capture that alien look, not exactly the shape maybe)
https://pin.it/vs3ysgan6mcyzh
https://pin.it/soq6w4vyydlwqy (some tentacles sounds wierd but ok and that's what we want)
https://pin.it/ogjsu5fimb7xdr (this for colour mainly)
Generally the standard horrible + alien but bigger and kinda "corputed" shapes
For death cap:
https://pin.it/kdvsd7loyjlmrm (don't like the staff tho)
https://pin.it/buylgfqsnnmwsc (maybe like the one at the back?)
https://pin.it/rivnni3p4zcxyl (not colour, it must be something more exotic)
And some sporangiums to spread spores. Generally like the shroomies but they must be visibly different... Yeah, I know, sounds sensful.
Fungal terror:
https://pin.it/7tw7mcpfoaq7sq (try to capture that alien look, not exactly the shape maybe)
https://pin.it/vs3ysgan6mcyzh
https://pin.it/soq6w4vyydlwqy (some tentacles sounds wierd but ok and that's what we want)
https://pin.it/ogjsu5fimb7xdr (this for colour mainly)
Generally the standard horrible + alien but bigger and kinda "corputed" shapes
Support new AoS variant, Age of Galaxy: http://ageofstrategy.net/viewforum.php? ... 608408ebc8
All help will be welcome.
All help will be welcome.
- Puss_in_Boots
- Posts: 3217
- Joined: Fri Apr 21, 2017 1:23 am
- Location: New Jersey
Re: Death Cap
Fungal terror idea. Purple looked a little bit like yogurt, so I used a tinge of red instead.
- Attachments
-
- 2019_05_31_102349.png (1.26 KiB) Viewed 11049 times
OLÉ
Re: Death Cap
I think it should be waay bigger. You can make it 128 high even.
Support new AoS variant, Age of Galaxy: http://ageofstrategy.net/viewforum.php? ... 608408ebc8
All help will be welcome.
All help will be welcome.
- Puss_in_Boots
- Posts: 3217
- Joined: Fri Apr 21, 2017 1:23 am
- Location: New Jersey
Re: Death Cap
If this gets implemented, it's going to be the biggest purely organic creature pixel image across all variants. Unless beaten by Great Dragon (64 high 96 across).
I ditched pink because it looked too fleshy, but I feel like previous image could be used on infected aggressive nuetrals.
I ditched pink because it looked too fleshy, but I feel like previous image could be used on infected aggressive nuetrals.
- Attachments
-
- rated_e_for_everyone.png (2.82 KiB) Viewed 11033 times
OLÉ
Re: Death Cap
Hehe. The myconids are finally taking shapes.
Support new AoS variant, Age of Galaxy: http://ageofstrategy.net/viewforum.php? ... 608408ebc8
All help will be welcome.
All help will be welcome.
Re: Death Cap
It gud but idk why i laugh in that rated E for Everyone..
Re: Death Cap
The only problem I could had avoid this is that I can't see a way for it to attack chemically. Maybe we should just change it to physical?
Also great dragon doesn't even get near this thing I'm terms of size - it's 96×64, so 6,144 pixels^2, while this is 128×64, so 8,192 pixels^2.
We still need the image for the death cap himself (genuinely - itself), and for spells.
Also great dragon doesn't even get near this thing I'm terms of size - it's 96×64, so 6,144 pixels^2, while this is 128×64, so 8,192 pixels^2.
We still need the image for the death cap himself (genuinely - itself), and for spells.
Support new AoS variant, Age of Galaxy: http://ageofstrategy.net/viewforum.php? ... 608408ebc8
All help will be welcome.
All help will be welcome.
Re: Death Cap
FUNGUUUUUUS
- Attachments
-
- fungus5.png (6.31 KiB) Viewed 9757 times
-
- fungus3.png (7.29 KiB) Viewed 9760 times
-
- fungus3.png (8.04 KiB) Viewed 9762 times
-
- fungus2.png (7.37 KiB) Viewed 9764 times
-
- fungus.png (1.93 KiB) Viewed 9764 times
- Puss_in_Boots
- Posts: 3217
- Joined: Fri Apr 21, 2017 1:23 am
- Location: New Jersey
Re: Death Cap
FUNGUSSSSS
- Attachments
-
- FUNGUSSSS.png (4.61 KiB) Viewed 9750 times
-
- FUNGUSSS.png (4.87 KiB) Viewed 9750 times
-
- fungus.png (1.93 KiB) Viewed 9750 times
- Puss_in_Boots
- Posts: 3217
- Joined: Fri Apr 21, 2017 1:23 am
- Location: New Jersey
Re: Death Cap
Yes, the fungussss will terrify all the children and all the top 10ers.
Last edited by Puss_in_Boots on Wed Apr 01, 2020 11:44 pm, edited 1 time in total.
OLÉ
Re: Death Cap
Could someone use the colours of Puss' image for patriod's creatures? I feel like that will be the perfect mix.
Support new AoS variant, Age of Galaxy: http://ageofstrategy.net/viewforum.php? ... 608408ebc8
All help will be welcome.
All help will be welcome.
Re: Death Cap
Great thanks
Support new AoS variant, Age of Galaxy: http://ageofstrategy.net/viewforum.php? ... 608408ebc8
All help will be welcome.
All help will be welcome.
Re: Death Cap
That looks nice, but what about giving the img of that smaller one to another unit? But edit it, they look bether without visible mouth on them.
Stay Awesome!
(ノಠ益ಠ)ノ彡┻━┻
(ノಠ益ಠ)ノ彡┻━┻
Re: Death Cap
viewtopic.php?f=175&t=6944&sid=e9a80cb0 ... a3eeea332e seems too similar to it
Support new AoS variant, Age of Galaxy: http://ageofstrategy.net/viewforum.php? ... 608408ebc8
All help will be welcome.
All help will be welcome.
- Puss_in_Boots
- Posts: 3217
- Joined: Fri Apr 21, 2017 1:23 am
- Location: New Jersey
Re: Death Cap
I think the hp must be more like 18, might change some stuff about abilities but I'm not sure.
Support new AoS variant, Age of Galaxy: http://ageofstrategy.net/viewforum.php? ... 608408ebc8
All help will be welcome.
All help will be welcome.
Cordydeceptor
Or Cordyseptor if a slightly shorter name is better.
Cost: 4
Hp: 10
Power: 1
Range: 2
Actions: 1
Armor 2/2/2
Speed 3, hovering
Psychic resistance 80%
Dominator Spore: Infest an enemy unit and seize control, (30% conversion chance) cooldown 1
I'm unsure if a conversion ability is more suited to the Myconoids or if there was an option to change a successfully "converted" unit into what it would be if it were defeated and then raised- (I'm not sure if that's mechanically possible or redundant, given other units.)
Based on the rather horrific real-life "mind-control" fungi cordyceps, which infect insects in terrifying and impressive ways.
Cost: 4
Hp: 10
Power: 1
Range: 2
Actions: 1
Armor 2/2/2
Speed 3, hovering
Psychic resistance 80%
Dominator Spore: Infest an enemy unit and seize control, (30% conversion chance) cooldown 1
I'm unsure if a conversion ability is more suited to the Myconoids or if there was an option to change a successfully "converted" unit into what it would be if it were defeated and then raised- (I'm not sure if that's mechanically possible or redundant, given other units.)
Based on the rather horrific real-life "mind-control" fungi cordyceps, which infect insects in terrifying and impressive ways.
"I assure you I will not kill you,"
"I know that," said Vimes. "But will you try?"
-Terry Pratchett, the fifth elephant
"I know that," said Vimes. "But will you try?"
-Terry Pratchett, the fifth elephant
Re: Cordydeceptor
We already have multiple conversion units for myconids (or maybe it's only one, the death cap, I can't remember). I'm not sure whether this can be unique enough.
I think plain conversion makes sense and we might embrace the simplicity on this one.
I was considering this, after consulting with the developer it even seems possible. I don't know if I could base it on what the corpse dropped by the unit would be rised into, we only considered a single unit type. Also we were thinking of making it delayed (as in the parasite fungi needs time to grow) but that's really stupid because the enemy can just delete the unit. Im not fully sure instant forced transform will work (mainly because I never made an effect like that) but it probably can?if there was an option to change a successfully "converted" unit into what it would be if it were defeated and then raised- (I'm not sure if that's mechanically possible or redundant, given other units.)
I think plain conversion makes sense and we might embrace the simplicity on this one.
Support new AoS variant, Age of Galaxy: http://ageofstrategy.net/viewforum.php? ... 608408ebc8
All help will be welcome.
All help will be welcome.
- godOfKings
- Posts: 3302
- Joined: Fri Sep 22, 2017 4:50 pm
Re: Cordydeceptor
U could do it like this, after conversion by parasite it transforms into a pseudo-zombie state, belonging to the myconid using player but it cannot move, it will have 0 attack and one action and can only use the action to transform into fully controlled zombie state which will have a few turns cooldown
The player whose unit was converted will have the chance to kill the zombified unit before it is fully converted and used by myconid race
By expanding this concept we could make more expensive techs with possibilities to convert bigger and more powerful monsters which also take longer time for full conversion as well as higher hp during pseudo zombie state
Enemy races could also have techs to reconvert pseudo zombie units back to the units of their own race, but such technologies and units will b much more expensive than myconid conversion playstyle, so it cannot b misused too many times and only to save the most important units
The player whose unit was converted will have the chance to kill the zombified unit before it is fully converted and used by myconid race
By expanding this concept we could make more expensive techs with possibilities to convert bigger and more powerful monsters which also take longer time for full conversion as well as higher hp during pseudo zombie state
Enemy races could also have techs to reconvert pseudo zombie units back to the units of their own race, but such technologies and units will b much more expensive than myconid conversion playstyle, so it cannot b misused too many times and only to save the most important units
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me
For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
- godOfKings
- Posts: 3302
- Joined: Fri Sep 22, 2017 4:50 pm
Re: Cordydeceptor
I dont know if u watch the expanse series, but there, some blue alien parasitic substance terraformed a whole satellite city along with the people living in it to use it for its own kind, so myconid can definitely have the option to expand in this playstyle, converting both living beings and machines alike, and even in the space battle, the planets they capture could b shown to b directly transformed into a terraformed myconid planet
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me
For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools