Search found 3699 matches

by Midonik
Mon Mar 16, 2020 3:13 pm
Forum: Planetary
Topic: Shromite tank
Replies: 0
Views: 117

Shromite tank

DoomsdayDragonfire 's idea we discussed on Discord, according to him a levitating blind legless tarantula like fungus who shoots poisoned needles and vomits acid. My stats suggestions: Cost: 4 Hp: 38 Power: 12 (chemical, poisned weapons) Range: 1 Actions: 1 Armor 2/2/4 Speed 4, hovering Psychic res...
by Midonik
Mon Mar 16, 2020 12:04 pm
Forum: Planetary
Topic: Abomination
Replies: 5
Views: 862

Re: Abomination

First form, Acid spitter abomination: Cost: 5 (I guess) Hp 40 Power 8 (chemical, spits acid from some sort of fungi pipes or smt) Range: 3 Actions: 2 Armor 0/0/3 Speed 3, can waterwalk at speed 1 Psychic resistance 0% Bonus to mechanical units and buildings: 50% Passive weapons effect: acid (-4 hp, ...
by Midonik
Mon Mar 16, 2020 8:01 am
Forum: Planetary
Topic: Metal moss
Replies: 5
Views: 890

Re: Metal moss

I guess if we make it so this doesn't actually use EMP but instead some moss like fungus to stop mechanics part from moving (which is the orginl concept I guess) that would be EMP substitute then it totally makes sense. Cost 2 (if we decide to rise cost of other EMP units then 3) Hp: 24 Power 1 (che...
by Midonik
Mon Mar 16, 2020 7:49 am
Forum: Planetary
Topic: Giant sporulate
Replies: 1
Views: 659

Re: Giant sporulate

Hp: 40 Power: 0 Range: 1 Armors: 2/2/4 (chemical) Sight: 4 Speed: 1 Bonus mend: 0.5 (so 3 × 2 cost workers with 6 base mend can complete it in 5 turns what is the same time 2 × 3 cost grey engineers complete the standard turrent - had some problems with this but I believe this way it's fair) Abiliti...
by Midonik
Mon Mar 16, 2020 7:34 am
Forum: Planetary
Topic: Assimilated armor
Replies: 1
Views: 537

Re: Assimilated armor

Changed resistance to 0 (I have no idea why I wanted it 100%) and also gave it a bonus against mechanical and big units, bonuses are the same as, for example, railgun tanks'.
by Midonik
Sun Mar 15, 2020 8:11 pm
Forum: Planetary
Topic: Mashroom outpost
Replies: 4
Views: 275

Re: Mashroom outpost

Hp: 60 Power: 4 (chemical, toxic weapons) Range: 1 Armors: 3/3/5 (chemical) Sight: 4 Heal rate: 5 Carry capacity: 1 Bonus mend: 0.7 (so 3 × 2 cost workers with 6 base mend can complete it in 5 turns what is the same time 2 × 3 cost grey engineers complete the turrent - had some problems with this bu...
by Midonik
Sun Mar 15, 2020 8:01 pm
Forum: Planetary
Topic: Myconid defiler: worker
Replies: 4
Views: 564

Re: Myconid defiler: worker

I don't like the name, I think it's kinda too dark for a worker xD Maybe... Gardener? I switched the mood around to funny/sweet. But fungi gardener is not a bad idea imo. As for stats: Cost:2 Hp: 15 Atk: 0 Sight:3 Spd:3 Mend: 6 Arm:0 E.arm:0 C.arm: 1 Res:0% Well 2 cost so lower mend rate. It's balan...
by Midonik
Sun Mar 15, 2020 7:11 pm
Forum: Planetary
Topic: Myconid sporulates
Replies: 4
Views: 721

Re: Myconid sporulates

That rising dead spell will work slightly different (different chances and I came to conclusion that puffshroomies shouldn't leave corpses) and the hp of this unit should be like 21 or smt, and actually maybe not die on rise dead, just take some damage and the ability would get cooldown (the puffbal...
by Midonik
Sun Mar 15, 2020 7:04 pm
Forum: Planetary
Topic: Assimilator
Replies: 6
Views: 1114

Re: Assimilator

Assimilated
Cost: 2 (I think this should be a unit solely raised from corpses with right weapon types - but it's more of a cost 2 tier unit)
Hp: 26
Power: 10 (energy/physical, it's higher cause this unit has no on hit effect)
Range 1
Armor 0/0/1
Speed 3
Psychic resistance 0%
by Midonik
Sun Mar 15, 2020 7:00 pm
Forum: Planetary
Topic: Death Cap
Replies: 25
Views: 3045

Re: Death Cap

I think the hp must be more like 18, might change some stuff about abilities but I'm not sure.
by Midonik
Sun Mar 15, 2020 6:03 pm
Forum: Planetary
Topic: Digester
Replies: 9
Views: 1084

Re: Digester

Slight change of hp go make it better than the basic:
Cost 3
Hp 28
Power 10 (chemical)
Range 1
Armor: 5 physical, 0 energy, 0 chemical
Speed 3
Psychic resistance 30%
Lifelink
by Midonik
Sun Mar 15, 2020 6:01 pm
Forum: Planetary
Topic: Basidiobyte
Replies: 4
Views: 639

Re: Basidiobyte

I think we should increase the cost to 4 and make the bonus 100%, maybe attack down to 10 and hp down to 38 and it will be quite on pair with other units.
by Midonik
Sun Mar 15, 2020 5:16 pm
Forum: Planetary
Topic: Shroomies
Replies: 4
Views: 694

Re: Shroomies

More up to date stats:
Cost: 2
Hp: 26
Attack: 7 (chemical, poisoned weapons)
Range 1
Armor: 0/0/1 (bio)
Speed and sight: 3
Psychic resistance 0%
by Midonik
Sun Mar 15, 2020 3:56 pm
Forum: Planetary
Topic: Myconid sporulates
Replies: 4
Views: 721

Re: Myconid sporulates

https://en.m.wikipedia.org/wiki/Puffball
Those are the mashrooms I meant, I mistook the name but I still insist on the name concept: "puffballed" or "puffballs".
by Midonik
Sun Mar 15, 2020 11:47 am
Forum: Humans
Topic: Hover vehicles READY
Replies: 0
Views: 162

Hover vehicles READY

We were thinking of making a tech to unlock human units like hovercraft, hover tank, and hover rocket artillery (will be in next), that would make units like APC and mobile rocket artillery more useful and also would make hover less common. I think it doesn't have to be expensive (4 turns?) and rese...
by Midonik
Sun Mar 15, 2020 11:42 am
Forum: Planetary
Topic: Underground fortress IMPLEMENTED
Replies: 19
Views: 2009

Re: Underground fortress READY

Will be in next
by Midonik
Sun Mar 15, 2020 11:41 am
Forum: Planetary
Topic: Salamanders READY
Replies: 1
Views: 454

Re: Salamanders

Cost: 3 Hp: 34 (2 less than base) Attack: 18 (3 more than base) Armors: 0/0/0 Sight: 3 Speed: 3 Bonus: 25% infantry (18 damage total), 50% buildings (23 damage total) Weapons passive: Burning effect Buildable in base I would like to use the idea of fireball gun Shyrik gave in human flamethrower topi...
by Midonik
Sun Mar 15, 2020 11:26 am
Forum: Planetary
Topic: Hazmat squad
Replies: 2
Views: 669

Re: Hazmat squad

Cost: 3
Hp: 28
Attack: 8 (bio)
Armor: 0/0/3 (bio)
Speed and sight: 3
Buildable in barracks
Passive weapons: toxins
by Midonik
Sun Mar 15, 2020 11:16 am
Forum: Planetary
Topic: Troop clawer
Replies: 3
Views: 546

Re: Troop clawer

We have a new image by D.D.D, in next (coming soon) as APC, stats:
Cost: 4
Hp: 24
Armor: 2/2/2
Speed and sight: 5
Carry capacity: 2 (can carry infantry and artillery)
Standard wheeled vehicle terrain drawbacks and buildable in tc and tank factory
by Midonik
Sun Mar 15, 2020 11:02 am
Forum: Humans
Topic: Flamethrower
Replies: 11
Views: 1248

Re: Flamethrower

Cost: 3 Hp: 30 (2 less than base) Attack: 15 (3 more than base) Armors: 0/0/0 Sight: 3 Speed: 3 Bonus: 25% infantry (18 damage total), 50% buildings (23 damage total) Weapons passive: Burning effect - current lasts 5 turns, is removed by mending, deals 5 damage per turns and has 200% bonus to buildi...
by Midonik
Sat Mar 14, 2020 8:33 pm
Forum: Humans
Topic: Flamethrower
Replies: 11
Views: 1248

Re: Flamethrower

We should probably get this an image I guess
by Midonik
Sat Mar 14, 2020 8:30 pm
Forum: Planetary
Topic: Grey Interceptor
Replies: 9
Views: 725

Re: Grey Interceptor

Actually green light even for the convert
by Midonik
Sat Mar 14, 2020 8:27 pm
Forum: Planetary
Topic: Grey technicans WATING ABILITY IMAGES
Replies: 6
Views: 609

Re: Grey technicans

Maybe we should split the "technicans" and "hackers" into two different units? Vehicle convert is rather powerful.
by Midonik
Sat Mar 14, 2020 8:25 pm
Forum: Planetary
Topic: Grey ACP Suits
Replies: 8
Views: 638

Re: Grey ACP Suits

Maybe they could trade some attack for armor and hp?
by Midonik
Sat Mar 14, 2020 8:24 pm
Forum: Planetary
Topic: Raider Speeders
Replies: 4
Views: 433

Re: Raider Speeders

I give green light for 1, 3 and 4
by Midonik
Sat Mar 14, 2020 8:20 pm
Forum: Planetary
Topic: Grey Drone silo
Replies: 1
Views: 699

Re: Grey Drone silo

As longs as the drones are not high flying and weak this is a fine idea
by Midonik
Sat Mar 14, 2020 11:29 am
Forum: OFF Topics
Topic: Corona virus
Replies: 8
Views: 448

Re: Corona virus

Don't they, like, do jackshit?
by Midonik
Thu Mar 12, 2020 9:14 am
Forum: Scaledfolk
Topic: Kobold short piker - ANSWERED
Replies: 4
Views: 325

Re: Kobold short piker

I don't think 1 cost units should have any bonuses. I believe Alex will prefer to remove them, maybe increase the base damage by 1-2 instead. The idea is fine, would be cool to give it a name that wouldn't be like the dwarven one.
by Midonik
Thu Mar 12, 2020 8:15 am
Forum: OFF Topics
Topic: Corona virus
Replies: 8
Views: 448

Re: Corona virus

In Poland, even tho there ain't that many infected, the schools got closed, we are gonna be getting lessons through the net. The situation in shops is the same actually. I'm living in the eastern part of the country, so it's far from the western border when it started and it's also less populated, t...
by Midonik
Wed Mar 11, 2020 3:05 pm
Forum: New variant ideas
Topic: Virus vs humanity or Virus vs Human Body
Replies: 3
Views: 472

Re: Virus vs humanity or Virus vs Human Body

Well this seems interesting but might be hard to make.

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