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Re: Insects
Posted: Sat Aug 18, 2018 5:54 pm
by General Brave
Do you mean upgrade versions of the workers or their bipedal counterparts?
Re: Insects
Posted: Sat Aug 18, 2018 5:57 pm
by Savra
Upgrade since that's were we're going with this.
Re: Insects
Posted: Sat Aug 18, 2018 6:00 pm
by Savra
Here's the ant spiderfolk trapper upgrade. And ant folk worker upgrade.
Re: Insects
Posted: Sat Aug 18, 2018 6:04 pm
by General Brave
So what exactly the Trapper is, does it only build traps or can it be used as a regular worker.
Re: Insects
Posted: Sat Aug 18, 2018 6:26 pm
by General Brave
Also what do you think about mosquitoes, they can be like the vampires.
Re: Insects
Posted: Sat Aug 18, 2018 6:53 pm
by Savra
Trapper is another builder, it just builds more trap based structures though, the web wall will give slowing on not or ensnare which either way spider type units (yes even beast folks arahnids) would get bonus damage on units with ensnare. Ensnare eliminates all movement and forces flyers to ground level so enemy infantry can hit them as normal. The mosquito can be a unit that is buildable from the hatchery pool.
Re: Insects
Posted: Sat Aug 18, 2018 7:06 pm
by Tankhead
Loving the ideas coming together, if this continues This race will be balanced on its first time in.
Re: Insects
Posted: Sat Aug 18, 2018 7:25 pm
by General Brave
We still need more stats for the rest.
Re: Insects
Posted: Sat Aug 18, 2018 8:39 pm
by Savra
For factorys we have this.
Conclave (mega):
Siege beetle
Ant spider trapper
Waspfolk (all)
Ant queen
Bee queen
Colony:
All ants
All Ant spiders
All Ant related units
Hive:
All bees
All bees related units
Nest:
All wasps and related
Burrow:
Other bugs
Arachnid den:
All spiders except ant spiders
All scorpions
Hatchery pool:
All crustations
Mosquitoes
Leeches
Dragonfly
Aquatic bugs
Re: Insects
Posted: Sat Aug 18, 2018 8:46 pm
by General Brave
When I refer to Stats I mean units health and other things associated. Also we still need both queen ants images. Regular and Folk.
Re: Insects
Posted: Sat Aug 18, 2018 8:48 pm
by General Brave
Re: Insects
Posted: Sat Aug 18, 2018 9:41 pm
by Savra
I actually made that pg for were units are supposed to go.
Re: Insects
Posted: Sat Aug 18, 2018 10:41 pm
by Tankhead
Big question is do they leave anything when dead ( can't leave a skeleton )
And a snow ant? For decoartion?
Re: Insects
Posted: Sat Aug 18, 2018 10:47 pm
by General Brave
That would require those things that insects leave behind when they die.
Re: Insects
Posted: Sat Aug 18, 2018 11:14 pm
by Tankhead
General Brave wrote: ↑Sat Aug 18, 2018 10:47 pm
That would require those things that insects leave behind when they die.
They're shell, when dead they have a hollow look?
Re: Insects
Posted: Sat Aug 18, 2018 11:36 pm
by Savra
Here's some ant folk stats
Buildable at Colony and tc.
Colony spiker+upgrade:
All colony units Requires Insectoid adaptation tech
Cost:3
Hp:18-22
Atk:12-16
Spd:4
Rng:1
Act:2
Sight:4
Arm:1-2
P.arm:1-2
Res:20%-40%
Bonus to buildings
Colony stinger+upgrades:
Cost:3
Hp:15-19
Atk:9-13
Spd:4
Rng:1
Sight:4
Act:2
Arm:0-1
P.arm:0-1
Res:20%-40%upgrades
Bonus to cav
Colony pinner+upgrades:
Cost: 3
Hp:10-14
Atk:5-9
Spd:4
Rng:3-4
Sight:4-5
Act:3
Arm:0-1
P.arm:0-1
Res:20%-40%
Miss chance:40%-30%upgrades
Bonus to infantry
Colony queen:
Flying
Cost:8
Hp:60
Atk:18
Rng:1
Sight:5
Spd:4
Act:2
Res:100%
Arm:3
P.arm:3
Abilities:
Hive power:
Gives all ant units and Colony units +1 to attack
Bonus to buildings
Re: Insects
Posted: Sat Aug 18, 2018 11:39 pm
by General Brave
We can make them slightly much better and raise the cost to 3.
Re: Insects
Posted: Sat Aug 18, 2018 11:51 pm
by Savra
Here's insectoids adaptation tech.
Re: Insects
Posted: Sat Aug 18, 2018 11:54 pm
by Savra
Updated.
Re: Insects
Posted: Sun Aug 19, 2018 12:14 am
by General Brave
I'm pretty sure Tech icons are 32 by 32. Also perhaps make it something else, I don't think that image will work.
Re: Insects
Posted: Sun Aug 19, 2018 12:39 am
by General Brave

- unit_insectoid_antfolk_colony_spiker.png (1.73 KiB) Viewed 6036 times
Does this look any better or a improvement.
Re: Insects
Posted: Sun Aug 19, 2018 12:53 am
by General Brave

- unit_insectoid_antfolk_colony_spiker.png (1.8 KiB) Viewed 6034 times

- unit_insectoid_antfolk_elite_colony_spiker.png (1.71 KiB) Viewed 6017 times
Re: Insects
Posted: Sun Aug 19, 2018 2:07 am
by Savra
I like your first one. Here's the two ant queens

Re: Insects
Posted: Sun Aug 19, 2018 2:21 am
by General Brave
Yes thank you finally.
Re: Insects
Posted: Sun Aug 19, 2018 2:43 am
by General Brave
Perhaps we should have a second upgrade for them, like the orc master units that are after Elites.
Re: Insects
Posted: Sun Aug 19, 2018 2:53 am
by Tankhead
General Brave wrote: ↑Sun Aug 19, 2018 2:43 am
Perhaps we should have a second upgrade for them, like the orc master units that are after Elites.
That's great and all but how many current techs in total for Insectoids?
Re: Insects
Posted: Sun Aug 19, 2018 3:01 am
by Savra
Btw does these units sound fine for mages:
Mages:
Shadow weaver
Mystic weaver
Arachnomancer
Defiler
Healers:
Nector bringer
Re: Insects
Posted: Sun Aug 19, 2018 3:02 am
by Savra
General Brave wrote: ↑Sun Aug 19, 2018 2:43 am
Perhaps we should have a second upgrade for them, like the orc master units that are after Elites.
Na, we have blacksmith upgrades too remember.
Re: Insects
Posted: Sun Aug 19, 2018 3:03 am
by General Brave
we can use most of them with some slight changes. I'm guessing most of the magic users where come from the spiders and bees.
Re: Insects
Posted: Sun Aug 19, 2018 3:04 am
by General Brave
Okay then but that idea can be used later.