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Re: Insects

Posted: Thu Aug 16, 2018 4:19 pm
by Savra
Typhoon wrote: Sun Apr 09, 2017 5:28 pm Race of insects

Buildings:
-Colony(need image)
-Hive(need image)
-Spider nest(need image)
-Great Colony(need image)
Planned building:

Image ready:

-Ant Worker(colony)

-Fire Ant (colony)

-Beetle (city)

-Spitting Beetle (city)

-Acid (effect of Spitting Beetle)

-Mantis (city)

-Centipede (colony)

Need image:

-Ant warrior(colony)

-Tarantula(Spider Nest)

-Scorpion (Great Colony)

-Bark Darwin spider (spider nest)

-Bee worker(hive)

-Queen bee(hive)

-Hornet(hive)

-Mosquito(hive)
We have some of these units for stats.

Re: Insects

Posted: Thu Aug 16, 2018 4:19 pm
by Savra
Savra wrote: Mon Aug 06, 2018 6:49 am My thoughts would be to take most those units (if not all) and add them to something like this
Buildings:
Mega:Hive
Colony
Burrow
Monastary
Nest
Spider den
Dock: pestilent pool
Wall: Web
Towers:
Swarm nest
Sentry post
Acid tower

Units:
Infantry:
Ant warrior
Hive soldier
Hive lancer
Hive Lord ( basically the Hive prince)
Hive queen (must be stronger then hive lord)
Scarab ripper
Scarab Spiker
Scarab guard
Brood guard
Wasp guard pursurer
Cavalry:
Scorpian
Hard claw scorpion
Centipede
Black scorpion
Ranged:
Hive archer
Hive acid archer
Scarab Stinger
Wasp guard striker
Siege:
Giant spider
Bael
Siege spider
Death walker
Casters:
Hive conjurer
Hive medicine doctor
Hive Defiler
Hive mystic watcher
Naval:
Leeches
giant crab
Leviathen
Transport crab
Crustle abomination
And these for stats.

Re: Insects

Posted: Thu Aug 16, 2018 4:34 pm
by General Brave
Now we need stats for the units we have currently, perhaps let's start with the workers.

Re: Insects

Posted: Thu Aug 16, 2018 4:44 pm
by Savra
Alright and here's the angles for the walls btw.

Re: Insects

Posted: Thu Aug 16, 2018 4:46 pm
by Lynx Shafir
Conected version too 2tile

Re: Insects

Posted: Thu Aug 16, 2018 4:50 pm
by General Brave
Did you try to put them together to see if they do fit.

Re: Insects

Posted: Thu Aug 16, 2018 4:50 pm
by Savra
As for stats for worker ant folk or colony worker here's an idea.
Cost:2-3
Hp:8
Atk:4
Spd:4
Rng:1
Sight:4
Actions:2
Mend:5
Arm:0
P.arm:0
Abilities:
Hive mind researchable
Aura rng:1 +2 to mend rate to any ally worker nearby.

Re: Insects

Posted: Thu Aug 16, 2018 4:51 pm
by Savra
General Brave wrote: Thu Aug 16, 2018 4:50 pm Did you try to put them together to see if they do fit.
Do you need to have them in the game to do that or no. I'll try it on pixly.

Re: Insects

Posted: Thu Aug 16, 2018 4:54 pm
by General Brave
Check on that and I will look at the stats.

Re: Insects

Posted: Thu Aug 16, 2018 5:07 pm
by General Brave
Should we just give them a 3 action. The worker.

Re: Insects

Posted: Thu Aug 16, 2018 5:07 pm
by Savra
Here's the last parts of the web.

Re: Insects

Posted: Thu Aug 16, 2018 5:09 pm
by Savra
General Brave wrote: Thu Aug 16, 2018 5:07 pm Should we just give them a 3 action. The worker.
Would that be too much of would it still be fine?

Re: Insects

Posted: Thu Aug 16, 2018 6:01 pm
by General Brave
I think the wall is complete, if it all fits together.

Re: Insects

Posted: Thu Aug 16, 2018 6:20 pm
by Tankhead
Savra wrote: Thu Aug 16, 2018 5:09 pm
General Brave wrote: Thu Aug 16, 2018 5:07 pm Should we just give them a 3 action. The worker.
Would that be too much of would it still be fine?
Why not have them start off as 1 then have a tech that gets them to 2 and 3 actions

Re: Insects

Posted: Thu Aug 16, 2018 6:24 pm
by General Brave
Maybe, depending what everyone agrees on.

Re: Insects

Posted: Thu Aug 16, 2018 6:56 pm
by makazuwr32
I don't want to see any race aside from dwarves and creations where basic workers have 2 or more actions/turn.

Re: Insects

Posted: Thu Aug 16, 2018 7:05 pm
by General Brave
Then I think we can give them more mend rate.

Re: Insects

Posted: Thu Aug 16, 2018 7:17 pm
by makazuwr32
Ofc. Why not. I think they can get through upgrades at most 12 mend rate — higher than any other race has exept of dwarves and humans: these 2 must have higher total mend rate (after upgrades and such)

Re: Insects

Posted: Thu Aug 16, 2018 7:53 pm
by LordOfAles
I don't want to see any new race now at all. Dwarves and Scaledfolks need to be balanced. Dwarves are destructive in small maps and scaledfolks are just too op in everything.

Re: Insects

Posted: Thu Aug 16, 2018 7:57 pm
by makazuwr32
LordOfAles wrote: Thu Aug 16, 2018 7:53 pm I don't want to see any new race now at all. Dwarves and Scaledfolks need to be balanced. Dwarves are destructive in small maps and scaledfolks are just too op in everything.
Dwarves are destructive because many other races are currently underpowered. Especially elves but also humans and (a bit less because of their casters) undeads. Orcs have not so hard time of dealing with dwarves as other races.
I don't count scaledfolks for now.

Also this is work on future races. On their concepts.

Re: Insects

Posted: Thu Aug 16, 2018 8:03 pm
by General Brave
Maybe about that.

Re: Insects

Posted: Thu Aug 16, 2018 9:41 pm
by Savra
Would this work for the walls?

Re: Insects

Posted: Thu Aug 16, 2018 9:49 pm
by Tankhead
Just a wonder but do you happen to have a gate?

Re: Insects

Posted: Thu Aug 16, 2018 10:07 pm
by General Brave
It looks like all of it is the gate.

Re: Insects

Posted: Fri Aug 17, 2018 5:14 pm
by General Brave
Why is my topic missing and also some of these Post?

Re: Insects

Posted: Fri Aug 17, 2018 5:57 pm
by Savra
On your way experiencing this problem to huh?

Re: Insects

Posted: Fri Aug 17, 2018 6:03 pm
by General Brave
Hopefully there is a way to recover the posts, Let try to remember what we have discuss.

Re: Insects

Posted: Fri Aug 17, 2018 6:11 pm
by Tankhead
General Brave wrote: Fri Aug 17, 2018 6:03 pm Hopefully there is a way to recover the posts, Let try to remember what we have discuss.
My Cockroach/ roach idea that's gone :evil:
And making elites for every species along with finishing images

Re: Insects

Posted: Fri Aug 17, 2018 6:18 pm
by General Brave
Well we haven't forgot about that, so let's continue it.

Re: Insects

Posted: Fri Aug 17, 2018 6:38 pm
by Tankhead
Ok well I forgot some stats I had originally put up for Roaches / Cockroaches so imma put everything right here
Roaches
Health points: 15
Attack: 7
Speed: 5
Cost: 2
Armor: 0/2
Armor penetration: 0
Spell resistance: 75%
Dodge chance: 20%

Cockroaches
Health points: 25
Attack: 10
Speed: 8
Cost: 3
Armor: 1/3
Armor penetration: 0
Spell resistance: 85%
Dodge chance: 30%

Techs:
Multiply( Cockroaches/roaches can make a copy of them self) Cool down 4
Resilient ( Cockroaches/roaches have increase spell resistance to 100% and Armor +2 )

Buliding: Trash Scraps ( that's what I'm naming they're building ) and TCs
I decided these won't have multiple unit types. Just two types as I just posted. Their big usage in future is for mobility and numbers.

Anyone like the idea?

Oh and when they multiply the new units have no armor