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Underground fortress IMPLEMENTED
Posted: Sun Dec 02, 2018 11:54 am
by Midonik
It's will be an mega for humans. I think 2×2 size would be the best, given we have a different scale here. About the stats:
Hp: 800
Armors: 5/5/5
Bonus mending when constructing: 2.6
Bonus mending: 3
Attack: 12 (same bonuses as rocket artillery)
Actions: 3
Range: 4
Carry capacity: 4 (can carry infantry and vehicles)
(For later)
Tech: Nuclear missile cost: 15 This tech will work like the upgrade of church to cathedral in AoS, so each single fortress needs to reaserch this individualy. It upgrades it to
Underground fortress (nuclear missile) units that is exactly the same as the normal fortress that has an big missile launcher at the middle, but it also has this albitly:
Nuclear missile: A fire ball like albitly that has 3 aoe, 25 range, 1000 attack and gives an effect radiation on all living units that survives that (well, there might be some...) that makes them lost 15 hp every turn for 5 turns. It's a ONE time spell so each fortress can shoot it only once and it needs 15 turn cost reaserch in it.
So basically fire that on the enemy's base and watch him suffer, but it will take a while. All the other races will have similar WMDs, so don't worry, it will be balanced.
Re: Underground fortress WAITING IMAGE
Posted: Sun Dec 02, 2018 2:48 pm
by godOfKings
depends on how far is range and who constructs fortress at wat rate and everything, r u planning to make wmd similar to red alerts? with grey getting mind control from yuri's revenge

Re: Underground fortress WAITING IMAGE
Posted: Sun Dec 02, 2018 3:02 pm
by Midonik
I don't know what are you referring to tbh. Reptilans will have a giga orbital laser cannon, mind control will be somewhat myconids' (spores).
Re: Underground fortress WAITING IMAGE
Posted: Sun Dec 02, 2018 6:12 pm
by godOfKings
ya same thing, different race getting different WMDs, red alerts was just a reference, there was also an aura in red alerts that made all allied units in a certain area completely invulnerable from all damage for some times, while they could still atk their enemies, could b a force field, or a space bending field around ally that sends all explosions and bullets to another dimension, or simply makes them disappear
mind control could b temporary for psionics like grey while myconids permanently get rid of brain and replace it with a parasite that they control (permanent control)
Re: Underground fortress WAITING IMAGE
Posted: Wed Dec 05, 2018 9:18 am
by Lynx Shafir
What colours/material human structures use.?
Re: Underground fortress WAITING IMAGE
Posted: Wed Dec 05, 2018 11:00 am
by Midonik
Well... For military buildings I would suggest camo colours (maybe the grey one same as other human units), about the materials I guess some stuff similar to concrete... Here are the ones in game atm:
Really different styles, few have wrong angles.
Re: Underground fortress WAITING IMAGE
Posted: Mon Feb 18, 2019 11:30 am
by Midonik
Now we have the D.D.D defensive units so I guess this should go along with their style... Dang we will needs image revision someday.
Re: Underground fortress WAITING IMAGE
Posted: Mon Feb 18, 2019 4:40 pm
by Dagravian
RA2 yr is a timeless game, i was playing it few months ago, and actually, would be nice to export some ideas from it, like prism based weapons from allieds for energy guns instead of lasers, so we could let lasers entirelly for aliens and humans can focus entirelly on the prismatic guns, that will just require rename on some units and their descriptions.
Re: Underground fortress WAITING IMAGE
Posted: Tue Feb 19, 2019 9:55 am
by Midonik
I would prefer to keep it simple.
Re: Underground fortress WAITING IMAGE
Posted: Tue Feb 19, 2019 10:34 am
by Stratego (dev)
nice turrets!
dotn forget that (if u have time) you can make a few frame animation for everything now.
eg. the turret can swipe left to right a little waiting for enemy or something.
Re: Underground fortress WAITING IMAGE
Posted: Tue Feb 19, 2019 3:50 pm
by Dagravian
Midonik wrote: ↑Tue Feb 19, 2019 9:55 am
I would prefer to keep it simple.
More simple than just a rename? What you mean by that?
Stratego (dev) wrote: ↑Tue Feb 19, 2019 10:34 am
nice turrets!
dotn forget that (if u have time) you can make a few frame animation for everything now.
eg. the turret can swipe left to right a little waiting for enemy or something.
You mean the standard animations or that you can add more animations for a single unit than the idle stance now?
Re: Underground fortress WAITING IMAGE
Posted: Tue Feb 19, 2019 3:53 pm
by Stratego (dev)
You mean the standard animations or that you can add more animations for a single unit than the idle stance now?
i ment the idle animations (as it stand, but not frozen but something moved on it - like the "fire archer", "cannoneer" in AOS game)
however we can put in some other too if u have specific idea of one.
Re: Underground fortress WAITING IMAGE
Posted: Tue Feb 19, 2019 4:25 pm
by Midonik
By "simple" I mean as few weapon types as possible to have various gameplay... What is the purpose of that other than "taste"?
Hmm
From what I read it's in shorts like a better gunpowder? So basically you want all the human units (including the infantry that was supposed to use mostly laser weapons for now, as well as all the tanks) to use the physical weapons? Well that is not just a cosmetic change. While restricting the number of human units using the lasers is something I would want, then having them have completely no wouldn't be good (since they won't benefit in anyway form the reptilan tech for laser weapons that would be stealable while reptilians would benefit just a little bit from human ballistic techs). I thought that having railgun and missiles would be good enough. Maybe not tho.
What exactly you suggest and also make a new topic for it.
Re: Underground fortress WAITING IMAGE
Posted: Tue Feb 19, 2019 5:04 pm
by Dagravian
No, i just meant to simply rename the current humans energy weapons based on laser to prismatic based (Prismatic is energy, not physical)... So humans can keep their energy guns but on the same time, having a different one from reptilians.
Stratego (dev) wrote: ↑Tue Feb 19, 2019 3:53 pm
i ment the idle animations (as it stand, but not frozen but something moved on it - like the "fire archer", "cannoneer" in AOS game)
however we can put in some other too if u have specific idea of one.
Oh cool, personally i think for aos/aof the current animations are fine since all units are mostly on a "facing" perspective... But for aow/aog, since all units do have the same perspective (pointing to the right), an effect to mirror the img to the oposite side when moving or attacking units would be really cool to have, the visual effect of conflicting forces will be much better if the imgs of the units are able to be pointing to each other and not to the back of one at right...
Re: Underground fortress WAITING IMAGE
Posted: Tue Feb 19, 2019 5:17 pm
by Midonik
Then it's only for taste so I see no point? Not everyone who plays it must necessarily know what such weapons are (for example I hadn't and seems I still don't) so I would rather keep them at minimum. I don't think that info dumping the players will give us anything? All it might not be much effort but I don't want to waste time on something that changes nothing.
Re: Underground fortress WAITING IMAGE
Posted: Tue Feb 19, 2019 5:43 pm
by Stratego (dev)
yes animations are only taste
Re: Underground fortress WAITING IMAGE
Posted: Tue Feb 19, 2019 5:52 pm
by Midonik
Oopsy, guess I wasn't really specific here, I meant the D.D.D suggestion. Animations... Well for now getting the image done is good enough as we kinda lack them. But they would be appreciated later on if they would look good.
Re: Underground fortress READY
Posted: Tue Feb 11, 2020 4:01 pm
by Midonik
D.D.D made us an image (using Puss's force field) so this little boi will soon get in probably.
Re: Underground fortress READY
Posted: Fri Mar 06, 2020 6:14 pm
by Midonik
Updated the stats
Re: Underground fortress READY
Posted: Sun Mar 15, 2020 11:42 am
by Midonik
Will be in next