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Mtg creeping mold ACCEPTED

Posted: Thu Aug 24, 2017 2:29 am
by Alexander82
Image

This tech add a new effect to the ent demolishers.

Ent demolishers attacks cause mold to buildings and wooden units (it act like poison dealing damage over time).

Re: Mtg creeping mold

Posted: Thu Aug 24, 2017 2:34 am
by Puss_in_Boots
I would assume this would be a nonstacksble and less effiecient over-time killer than fire.

It could do 2 damage overtime considering it's going to have a splash range and that moss is really not that effective of a tree killer or building destroyer as fire is.

Re: Mtg creeping mold

Posted: Thu Aug 24, 2017 2:36 am
by Alexander82
The splash range might work. This way elves might use together fire archers and demolishers.

Re: Mtg creeping mold

Posted: Thu Aug 24, 2017 2:37 am
by Sunrise Samurai
Close to the rotting effect I proposed in fungi. Maybe make it spread to nearby buildings/wood units every turn, to distinguish it from merely another poison variant. It also seems like it could be an area spell for wizards or a single target spell for druids.

Re: Mtg creeping mold

Posted: Thu Aug 24, 2017 10:10 am
by Midonik
Sounds good. Btw idea of "posion for buldings" was proposed for scaledfolks,by Mighty guy I think.

Re: Mtg creeping mold

Posted: Thu Aug 24, 2017 11:54 am
by Alexander82
That was something acid-related right?

Re: Mtg creeping mold

Posted: Thu Aug 24, 2017 11:56 am
by Midonik
Yes.

Re: Mtg creeping mold

Posted: Thu Aug 24, 2017 6:07 pm
by Sunrise Samurai
Only problem I can really see is that ent demolishers operate on the idea of hurling big rocks. Fast growing moss isn't really part of that. I really do like the idea, but something tells me ents aren't the ideal candidate to use it.

Re: Mtg creeping mold

Posted: Thu Aug 24, 2017 6:09 pm
by Alexander82
It start throwing mossy rocks with a lot of mold on it XD

Re: Mtg creeping mold

Posted: Thu Aug 24, 2017 6:15 pm
by Sunrise Samurai
Where in the world did it find those kind of rocks and how is it not being covered by merely touching them?

Re: Mtg creeping mold

Posted: Thu Aug 24, 2017 6:23 pm
by Alexander82
Don't be fussy :lol:

Re: Mtg creeping mold

Posted: Thu Aug 24, 2017 6:50 pm
by LordOfAles
Just make a new unit:Vine planter,his ability would be to grow molds on adjacent buildings

Re: Mtg creeping mold ACCEPTED

Posted: Mon Oct 16, 2017 1:02 am
by Sunrise Samurai
To distinguish this from fire, and make it a far better building killer:

Each turn, mold does 4 damage and adds another instance of mold, so turn 2 the building takes 8 damage and gains 2 instances. Turn 3 it takes 16 damage, and so on until healed.

For advanced cases, maybe even make a worker only remove​ 3 instances at a time, requiring more attention if allowed to persist.

Re: Mtg creeping mold ACCEPTED

Posted: Mon Oct 16, 2017 3:01 am
by Alexander82
As far as I remember fire is already exceptional against buildings. Making a stronger effect would make a castle collapse instantly. Also mold should be slower than fire but able to propagate.

Re: Mtg creeping mold ACCEPTED

Posted: Mon Oct 16, 2017 11:02 am
by Sunrise Samurai
Hmm. Try 2 damage per instance, per turn. Each turn, every instance propogates to a random adjacent building or stacks on the same building. Slower at first than fire, but ultimately more dangerous, as it can spread through a whole base if packed too tightly, and requires more scrambling to remove.

Re: Mtg creeping mold ACCEPTED

Posted: Mon Oct 16, 2017 4:51 pm
by Alexander82
Remember that 2 damage per instance aren't really 2 cause bonus against buildings will multiply it.

Re: Mtg creeping mold ACCEPTED

Posted: Mon Oct 16, 2017 9:50 pm
by Sunrise Samurai
And that explains a lot of damage to my opponents I couldn't account for. Yeah, maybe we should have it as 1 damage, propogates every turn randomly between the same/adjacent targets. Multiplying 1 damage per instance, before bonus, slows it down hopefully to a level that a player can repair it, rather than losing a castle in 3 turns.

Re: Mtg creeping mold ACCEPTED

Posted: Mon Oct 16, 2017 11:24 pm
by Alexander82
Sorry I got lost xD

Re: Mtg creeping mold ACCEPTED

Posted: Mon Oct 16, 2017 11:40 pm
by Sunrise Samurai
Got lost?

Re: Mtg creeping mold ACCEPTED

Posted: Tue Oct 17, 2017 1:24 am
by Sunrise Samurai
By the way, I'm lichen this topic very moss :P

(I know. I'm very punny. You may now begin groaning over my bad jokes.)

Re: Mtg creeping mold ACCEPTED

Posted: Tue Oct 17, 2017 2:38 am
by Alexander82
I mean the multiply damage for instance part xD

Re: Mtg creeping mold ACCEPTED

Posted: Tue Oct 17, 2017 10:05 am
by Sunrise Samurai
Ahh. I think that is a recent change. I remember fire used to do only 4 damage didn't it?

Re: Mtg creeping mold ACCEPTED

Posted: Tue Oct 17, 2017 10:18 am
by Alexander82
Fire deal damage related to the bonus of the unit. (If you have a unit with 300% bonus against buildings its fire damage will also make 300% damage).

Re: Mtg creeping mold ACCEPTED

Posted: Tue Oct 17, 2017 2:43 pm
by Sunrise Samurai
Okay. So we have to consider it would deal 16x damage to mega buildings.

I'm thinking 1 damage base, lasts 5 turns. Every turn, each instance makes another instance, with an equal chance of being added to the current building or one adjacent building.

It keeps starting damage pretty low, but grows exponentially if allowed to continue unchecked. Tightly packed bases may be devastated by one shot, but that just means players will learn to keep some space between buildings, or else delete infected ones to stop the spread.

Re: Mtg creeping mold ACCEPTED

Posted: Sun Sep 09, 2018 10:04 am
by godOfKings
Sounds like a resident evil zombuilding Apocalypse :lol:

Re: Mtg creeping mold ACCEPTED

Posted: Wed Nov 04, 2020 7:43 pm
by Savra
Ah yes, here it is.

In some respects, it's slightly more dangerous then fire.

Re: Mtg creeping mold ACCEPTED

Posted: Thu Nov 05, 2020 6:20 am
by makazuwr32
For this effect we decided that each stack of creeping mpld will reduce mend rate of building and your workers will be able to remove only limited amount of stacks with each mend (3 for now). Thus this effect will become especially dangerous on mega buildings (ent demolisher will get aoe 1 with 1% damage specifically for even better spreading of this effect, alas no additional effects will be given by effect itself and it won't be able to spread further).