Insects

Here you can discuss what kind of races should be in the game.
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General Brave
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Re: Insects

Post by General Brave » Sun Aug 19, 2018 3:06 am

Pretty sure honey can be used to clean wounds or something, and since it's pure we can add some magical things to it.
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General Brave
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Re: Insects

Post by General Brave » Sun Aug 19, 2018 4:18 am

I wanted them to have a second upgrade since the humans, the undead, the orc has one. At least to keep them up with the basic units. We could add a few Tech if you want.
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Savra
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Re: Insects

Post by Savra » Sun Aug 19, 2018 5:52 am

Ok sure, we going with tech or upgrade though?

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Savra
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Re: Insects

Post by Savra » Sun Aug 19, 2018 6:43 am

Savra wrote:
Sat Aug 18, 2018 8:39 pm
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
Conclave:
Turns to build:8
Hp:550
Atk:6- acid weopon
Rng:5
Sight:6
Action:3
Arm:5
P.arm:8
Cap:4
Heal:10

Colony:
Turns:3
Hp:50
Sight:3
Arm:3
P.arm:6
Heal:5
Cap:2

Hive:
Buildable on forests tiles
Turn:3
Hp:40
Atk:5 deals full damage on counter
Rng:0
Sight:3
Arm:3
P.arm:5
Heal:8
Cap:2

Nest:
Buildable on forests tiles
Turn:5
Hp:45
Atk:6 full damage on counter
Rng:0
Sight:3
Arm:4
P.arm:7
Heal:3
Cap:2

Burrow:
Buildable on forests tiles
Turn:3
Hp:30
Sight:3
Arm:3
P.arm:5
Heal:3
Cap:2

Arachnid den:
Buildable on mountains
Turn:5
Hp:50
Sight:2
Arm:5
P.arm:10
Heal:1
Cap:2

Hatchery pool:
Buildable on water tile only
Turn:3
Hp:35
Sight:3
Arm:3
P.arm:5
Heal:1
Cap:2

Ant tunnel:
Turn:5
Hp:20
Sight:2
Arm:3
P.arm:5
Cap:4
Abilities:
Passive allows access to units inside to all ant tunnels you own. Teleporter.

Web: wall
Buildable on forests tiles
Turn:3
Hp:60
Sight:2
Arm:6
P.arm:15
Abilities:
Ensnare: unit loses all movement and flying and becomes vulnerable to spider units. (Spiders,arahnids,spiderfolk, gain bonuses to units that have ensnared status)

Trapdoor: gate
Buildable on forests tiles
Turn:3
Hp:55
Sight:2
Arm:5
P.arm:15
Abilities:
Ensnare

Lookout:
Turn:3
Hp:25
Atk:6
Rng:5
Sight:6
Act:3
Arm:3
P.arm:6
Heal:2
Cap:1

Swarm nest:
Buildable on forests tiles
Turn:3
Hp:20
Atk:4
Sight:7
Rng:4
Arm:3
P.arm:5
Heal:4
Cap:1
Abilities:
Can see invisible

Acid tower:
Turn:5
Hp:40
Atk:8 passive acid weopon
Rng:6
Sight:7
Arm:4
P.arm:10
Heal:2
Cap:2

Shell wall: new!
Buildable only on water tiles
Turn:3
Hp:70
Atk:6 full damage on counter
Sight:2
Arm:8
P.arm:18

Shell tower: new!
Buildable only on water tiles
Turn:5
Hp:60
Atk:8 acid weopon
Rng:5
Sight:6
Arm:6
P.arm:8
Heal:2
Cap:2

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Savra
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Re: Insects

Post by Savra » Sun Aug 19, 2018 6:45 am

Looks like I have 7 buildings to make.

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General Brave
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Re: Insects

Post by General Brave » Sun Aug 19, 2018 6:57 am

Nice.
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Tankhead
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Re: Insects

Post by Tankhead » Sun Aug 19, 2018 7:03 am

Wow, this is great
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Savra
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Re: Insects

Post by Savra » Sun Aug 19, 2018 7:04 am

Let's see for units we have these, plus some of my suggestions. Sorry ahead of time of I missed some.
Colony spiker+upgrades
Colony stinger+upgrades
Colony pinner+upgrades
Warrior ant
Fire any
Snow ant
Queen ant
Worker ant
Colony worker
Colony queen
Colony spider trapper
Ant spider
Siege beetle
Roach
Cockroach
Maggie
Mosquitoes
Crab
Leviathen
Bee worker
Bee warrior
Hive guard+upgrades
Hive protector+upgrades
Hive sentry+upgrades
Hive queen
Hive worker
Nector bringer
mountain spider
Shadow weaver
Mystic weaver
Arachnomancer
Defiler
Centipede
Wurm
Behometh Dragonfly
Matriarch Spider- brood mother
Waspfolk fencer+upgrades
Waspfolk marksmen+upgrades
Waspfolk Stabber+upgrades
Waspfolk champion+upgrades
Shadow brood-summon
Shadow spider-summon
Spiderling
Scorpion
Scorpianid+upgrades
Black scorpions
Emperor scorpianid
Armored scorpion
Wrought spider
Leech
Transport crab
Transport beetle
Titan tarantula
Pseudo scorpianid
Last edited by Savra on Sun Aug 19, 2018 2:09 pm, edited 1 time in total.

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Savra
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Re: Insects

Post by Savra » Sun Aug 19, 2018 7:07 am

Savra wrote:
Sun Aug 19, 2018 6:45 am
Looks like I have 7 buildings to make.
Most of these are ready though with images.
Last edited by Savra on Mon Oct 15, 2018 4:47 pm, edited 1 time in total.

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General Brave
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Re: Insects

Post by General Brave » Sun Aug 19, 2018 7:10 am

I do like the list of units you made, but why do we have a crab?
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Savra
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Re: Insects

Post by Savra » Sun Aug 19, 2018 7:15 am

Sea unit, leviathen is a giant lobster. The reason I chose these two is because technically they're still apart of the big familly, if anything we could say that that mind control wasp (actually a real bug but it only works on insects) stung these things into working for the Insectoids.
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General Brave
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Re: Insects

Post by General Brave » Sun Aug 19, 2018 7:31 am

We should a different symbol.
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Lynx Shafir
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Re: Insects

Post by Lynx Shafir » Sun Aug 19, 2018 10:30 am

Tankhead wrote:
Sat Aug 18, 2018 10:41 pm
Big question is do they leave anything when dead ( can't leave a skeleton )
And a snow ant? For decoartion?

They should leave exoskeleton /kitin shell
Undeads can reanimate them as death bugs (flesh eater) and scarabs as tanky guardians.
The question is should be different tipe .
for dif. classes OrAll same. dif for bug,spider, flying...
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside

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Savra
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Re: Insects

Post by Savra » Sun Aug 19, 2018 1:41 pm

I think bug, spider and beetle chitins should be fine, don't think the flyers wings would work after dying.

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Savra
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Re: Insects

Post by Savra » Sun Aug 19, 2018 1:45 pm

According to my list of units there are 31 units who need images. Add that to the 7 buildings and we have 38 images to be built along with stats :D

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Savra
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Re: Insects

Post by Savra » Sun Aug 19, 2018 2:09 pm

Savra wrote:
Sat Aug 18, 2018 11:36 pm
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
Updated ant folk list to include the queen. Here's the new folk stats. Requires same biped research as the antfolk
Hive guard:
Flying
Cost:3
Hp:16-20
Atk:10-14
Act:2
Rng:1
Sight:6
Spd:5
Arm:0-1
P.arm:0-1
Res:20%-40%
Bonus to buildings

Hive protector:
Flying
Cost:3
Hp:13-15
Atk:7-11
Rng:1
Sight:6
Spd:5
Arm:0-1
P.arm:0-1
Res:20%-40%
Bonus to cav

Hive sentry:
Flying
Cost:3
Hp:8-10
Atk:4-8
Act:2
Sight:6
Rng:3-4
Spd:5
Arm:0-1
P.arm:0-1
Res:20%-40%
Bonus to Infantry

Hive queen:
Flying
Cost:8
Hp:40
Atk:15
Act:2
Rng:2
Sight:6
Spd:5
Arm:2
P.arm:2
Res:100%
Abilities:
Hive swarm:
All bees units and beefolk gain 20% to all evasion.
Has bonus to cav.
Last edited by Savra on Sun Aug 19, 2018 2:16 pm, edited 1 time in total.

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Savra
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Re: Insects

Post by Savra » Sun Aug 19, 2018 2:15 pm

Wasp folk stats: same research required.
Crimson Fencer:
Flying
Cost:4
Hp:30-36
Atk:10-14
Act:4
Rng:1
Sight:5
Spd:4
Arm:2-3
P.arm:2-3
Res:50%-70%
Abilities:
Whirlwind attack
Bonus to buildings

New to come!

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Tankhead
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Re: Insects

Post by Tankhead » Sun Aug 19, 2018 4:08 pm

Ok before you guys continue with anymore ideas can you guys check up Alex to see if he will allow this since others see it as more Scfi and don't want it in.
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General Brave
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Re: Insects

Post by General Brave » Sun Aug 19, 2018 4:48 pm

Well it seems you see it's as sci-fi.
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makazuwr32
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Re: Insects

Post by makazuwr32 » Sun Aug 19, 2018 4:54 pm

I don't see this as sci-fi.
I see this as mutants. Which must be not so organized and technically on pair with other races like humans, orcs and undeads. If they will be something like zergs from starcraft it is one thing and i can live with this but if they will be on pair with humans/elves/dwarves/undeads/scaledfolks/orcs in any other aspect than definately no and i will leave aof. No kidding.

Also i don't like this because it will be stupid for them to leave normal corpses as other races do.
And without this they can become too powerful against undeads.

And last thing is that i just don't like insects in general.

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Tankhead
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Re: Insects

Post by Tankhead » Sun Aug 19, 2018 5:00 pm

General Brave wrote:
Sun Aug 19, 2018 4:48 pm
Well it seems you see it's as sci-fi.
What? I got shut down about aliens a few hours ago and if they see it in the same category....
That's why I'm saying that and what does it matter if I see it as Scfi? I see it as both fantasy and Scfi

And I strongly suggest everyone chat it out
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Lynx Shafir
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Re: Insects

Post by Lynx Shafir » Sun Aug 19, 2018 6:02 pm

I told u this might be a problem.

But don't worry, if rejected, ur work is not in vain.
Whit images and race structure can help the insectoid race in Sci-fi version.

And giant bugs for Map editor only units here ;)
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside

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General Brave
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Re: Insects

Post by General Brave » Sun Aug 19, 2018 6:17 pm

We will be awaiting Alexander.
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Tankhead
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Re: Insects

Post by Tankhead » Sun Aug 19, 2018 7:02 pm

@Alexander82 btw does the dev have no say so in this?
As far as his opinion of the matter
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General Brave
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Re: Insects

Post by General Brave » Sun Aug 19, 2018 7:05 pm

Alexander is kind of in charge of the game development. But him being gone those other times kind of slightly mess things up I think.
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Tankhead
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Re: Insects

Post by Tankhead » Sun Aug 19, 2018 7:14 pm

General Brave wrote:
Sun Aug 19, 2018 7:05 pm
Alexander is kind of in charge of the game development. But him being gone those other times kind of slightly mess things up I think.
Yea ik Alex in charge but doesn't the dev play aos/aof?
Or does he strictly just work on the game development.
Either way we need more people's opinion on this
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Savra
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Re: Insects

Post by Savra » Sun Aug 19, 2018 8:13 pm

makazuwr32 wrote:
Sun Aug 19, 2018 4:54 pm
I don't see this as sci-fi.
I see this as mutants. Which must be not so organized and technically on pair with other races like humans, orcs and undeads. If they will be something like zergs from starcraft it is one thing and i can live with this but if they will be on pair with humans/elves/dwarves/undeads/scaledfolks/orcs in any other aspect than definately no and i will leave aof. No kidding.

Also i don't like this because it will be stupid for them to leave normal corpses as other races do.
And without this they can become too powerful against undeads.

And last thing is that i just don't like insects in general.
Don't worry they will leave corpses that undead reanimate into zombie bugs, (we'll probably give those bugs an infecting bits like the suggested zombie upgrade that can turn other bugs into zombie ones as well on death)
Spider Husk- death spider
Beetle chitin -death beetle
Insect husk- death bug

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makazuwr32
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Re: Insects

Post by makazuwr32 » Sun Aug 19, 2018 8:29 pm

that is even worse idea.

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Savra
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Re: Insects

Post by Savra » Sun Aug 19, 2018 8:39 pm

Lynx Shafir wrote:
Sun Aug 19, 2018 6:02 pm
I told u this might be a problem.

But don't worry, if rejected, ur work is not in vain.
Whit images and race structure can help the insectoid race in Sci-fi version.

And giant bugs for Map editor only units here ;)
Medieval fantasy insects aren't unheard of they are just rare and thereof unique, few games have them let alone mention them like warcraft, and the pandarins rivals who were insect people. Sci-fi is just the one that most commonly uses them like fantasy most commonly uses orcs. In other words you can have them as a generic race for space age like orcs are for medieval, and/or have them as a unique race in fantasy like certain ideas are for sci-fi. Personally I'd like to see them in fantasy, which is not taking away from your sci-fi game because with sci-fi bugs you can make them look however you like and call it a bug, fantasy bugfolk are modeled primarily from earth based bugs and range from savage to even religous. Besides, if you don't like bugs that's fine by me just don't make a big deal out of it, I don't like that demon race but you don't see me complainig about it do you?

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Savra
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Re: Insects

Post by Savra » Sun Aug 19, 2018 8:45 pm

makazuwr32 wrote:
Sun Aug 19, 2018 8:29 pm
that is even worse idea.
At least it's a start the undead would be getting alot of units from the bugs do to their swarm style tactics. Just think of how many zombie bugs they would be getting? Besides I think I forgot to mention the bugs weakness to ice based attacks with the exception of the snow ant. This race can't do much to a race who has heavy defences and their infantry that act as every other races infantry cost more then every other race. This race isn't going to be strong in a siege, they only are good at swarming and using flyers. It also gives other races a bigger use for aoe units like uruk axemen, mage, the such.

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