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I quite like the idea (especially since it's a cool way to give insectoids physical damaging artillery - something we discussed on Discord earlier), but I have one big problem with it, and that's the appearance - can you describe/use a reference picture for how it's supposed to look? I would also ke...
We have a whole bunch of ideas for queens - as for the spawns, I think we are going to make them spawn eggs that would that after a few turns would turn into infantry - unless they are destroyed earlier. I'd say if she was rather expensive, had 2 actions, 2 such abilities with 2 cooldown, and after ...
- Sat May 09, 2020 2:59 pm
- Forum: Planetary
- Topic: Hercules war Beetle heavy tank
- Replies: 5
- Views: 25
Isn't this awfully similar to this one: http://www.androidutils.com/forum/viewtopic.php?f=169&t=6847&sid=1ea8dbe2044f4d78000c57e2e0959d6e? Well, given this was the first topic on the top before you started posting I guess you read it. So this is supposed to be a heavier version of it maybe? Trading ...
Hmm. Well doesn't sound bad as an idea, however - I do not like it for the humans - they have a lot of very powerful ranged siege weapons and this simply wouldn't work for them well. Also slow vehicles aren't exactly their thing. I think either a reptilans (problem here is that their giga laser is k...
I do and I don't not as well... Ok, my thoughts: Medium sized monsters for myconids - if you mean something like the brutes that are in game (they seem to fit your description, do you have the Dev version btw?) then I would in fact love some of those for them. The higher speed on forests - I do like...
I think that if the upper ones were aiming up (which would make sense since it's supposed to have AA capabilities) you could draw them better - could be a bit bigger as well.
- Wed May 06, 2020 6:24 pm
- Forum: Human Technologies
- Topic: Warfell Crystal Tech.
- Replies: 15
- Views: 1644
Those topics should be merged: https://www.androidutils.com/forum/view ... 391fb38f6e
- Fri Apr 24, 2020 12:17 pm
- Forum: Map & campaign designs
- Topic: Eastern front (1939-1945)
- Replies: 9
- Views: 168
I believe you can just sent them - but you need to mention if you want the maps to be a part of your campaign (suggest a name), also if you're sending multiple mention the order they should be in the campaign.
- Tue Apr 21, 2020 7:26 am
- Forum: New variant ideas
- Topic: Age of Modern Warfare
- Replies: 25
- Views: 3696
Not everything besides the ships is melee - artillery, AA artillery, some of AT artillery are ranged as well. For missiles, I feel like 6 range (the same I'm using for ballistic missile launchers in AoG) outclasses most of other range enough to represent missiles' range advantage over conventional a...
Well the special worker idea sounds cool, but why bother giving the basic worker an option to shoot? It will probably be much better using his action to mend/build stuff and if you suggesting he should have a transform for shooting then it would definitely be completely useless.
Glanced over the JSON musketeer JSON, noticed a few things - first of all, you might wanna use "_" between every word in the unit type, I'm most sure if it changes something but that's how it's usually done. About that ID number, there should be an ID folder in the assets. Try to use next numbers to...
If you want to code an "damaging spell" then you should use for example an torpedo effect from AoG/AoWw. Under the effects category you can find it's JSON and there you can edit range, cooldown and chances, and there also will be another JSON file it will be referencing in units folder and you can e...
- Sun Apr 05, 2020 8:17 pm
- Forum: Issues
- Topic: Map editor requires land in each corner?
- Replies: 10
- Views: 148
Hm, there might be not enough land where tcs can spawn around them. Have in mind that terrain with forests and mountains can't host tcs. I don't know what's the exact amount you need to not get that error tho. I suggest you take the gok's advice - instead of making a random map, make a skirmish map ...