Insects — ARCHIVED

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General Brave
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Re: Insects

Post by General Brave »

Do you mean upgrade versions of the workers or their bipedal counterparts?
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Savra
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Re: Insects

Post by Savra »

Upgrade since that's were we're going with this.
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Savra
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Re: Insects

Post by Savra »

Here's the ant spiderfolk trapper upgrade. And ant folk worker upgrade.
Last edited by Savra on Mon Oct 15, 2018 4:48 pm, edited 1 time in total.
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General Brave
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Re: Insects

Post by General Brave »

So what exactly the Trapper is, does it only build traps or can it be used as a regular worker.
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Re: Insects

Post by General Brave »

Also what do you think about mosquitoes, they can be like the vampires.
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Savra
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Re: Insects

Post by Savra »

Trapper is another builder, it just builds more trap based structures though, the web wall will give slowing on not or ensnare which either way spider type units (yes even beast folks arahnids) would get bonus damage on units with ensnare. Ensnare eliminates all movement and forces flyers to ground level so enemy infantry can hit them as normal. The mosquito can be a unit that is buildable from the hatchery pool.
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Tankhead
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Re: Insects

Post by Tankhead »

Loving the ideas coming together, if this continues This race will be balanced on its first time in.
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General Brave
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Re: Insects

Post by General Brave »

We still need more stats for the rest.
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Savra
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Re: Insects

Post by Savra »

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
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General Brave
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Re: Insects

Post by General Brave »

When I refer to Stats I mean units health and other things associated. Also we still need both queen ants images. Regular and Folk.
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Re: Insects

Post by General Brave »

unit_insectoid_warrior_ant.png
unit_insectoid_warrior_ant.png (721 Bytes) Viewed 3167 times
unit_insectoid_warrior_fire_ant.png
unit_insectoid_warrior_fire_ant.png (721 Bytes) Viewed 3165 times
unit_insectoid_warrior_snow_ant.png
unit_insectoid_warrior_snow_ant.png (758 Bytes) Viewed 3165 times
Perhaps it needs to have changes.
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Savra
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Re: Insects

Post by Savra »

I actually made that pg for were units are supposed to go.
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Tankhead
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Re: Insects

Post by Tankhead »

Big question is do they leave anything when dead ( can't leave a skeleton )
And a snow ant? For decoartion?
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General Brave
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Re: Insects

Post by General Brave »

That would require those things that insects leave behind when they die.
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Tankhead
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Re: Insects

Post by Tankhead »

General Brave wrote: Sat Aug 18, 2018 10:47 pm That would require those things that insects leave behind when they die.
They're shell, when dead they have a hollow look?
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Savra
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Re: Insects

Post by Savra »

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
Last edited by Savra on Sun Aug 19, 2018 1:52 pm, edited 2 times in total.
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General Brave
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Re: Insects

Post by General Brave »

We can make them slightly much better and raise the cost to 3.
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Savra
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Re: Insects

Post by Savra »

Here's insectoids adaptation tech.
Last edited by Savra on Mon Oct 15, 2018 4:48 pm, edited 1 time in total.
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Savra
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Re: Insects

Post by Savra »

Updated.
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General Brave
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Re: Insects

Post by General Brave »

I'm pretty sure Tech icons are 32 by 32. Also perhaps make it something else, I don't think that image will work.
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Re: Insects

Post by General Brave »

unit_insectoid_antfolk_colony_spiker.png
unit_insectoid_antfolk_colony_spiker.png (1.73 KiB) Viewed 3140 times
Does this look any better or a improvement.
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General Brave
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Re: Insects

Post by General Brave »

unit_insectoid_antfolk_colony_spiker.png
unit_insectoid_antfolk_colony_spiker.png (1.8 KiB) Viewed 3138 times
unit_insectoid_antfolk_elite_colony_spiker.png
unit_insectoid_antfolk_elite_colony_spiker.png (1.71 KiB) Viewed 3121 times
Last edited by General Brave on Sun Aug 19, 2018 6:36 am, edited 1 time in total.
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Savra
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Re: Insects

Post by Savra »

I like your first one. Here's the two ant queens :D
Last edited by Savra on Mon Oct 15, 2018 4:48 pm, edited 1 time in total.
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General Brave
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Re: Insects

Post by General Brave »

Yes thank you finally.
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General Brave
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Re: Insects

Post by General Brave »

Perhaps we should have a second upgrade for them, like the orc master units that are after Elites.
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Tankhead
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Re: Insects

Post by Tankhead »

General Brave wrote: Sun Aug 19, 2018 2:43 am Perhaps we should have a second upgrade for them, like the orc master units that are after Elites.
That's great and all but how many current techs in total for Insectoids?
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Savra
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Re: Insects

Post by Savra »

Btw does these units sound fine for mages:
Mages:
Shadow weaver
Mystic weaver
Arachnomancer
Defiler
Healers:
Nector bringer
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Savra
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Re: Insects

Post by Savra »

General Brave wrote: Sun Aug 19, 2018 2:43 am Perhaps we should have a second upgrade for them, like the orc master units that are after Elites.
Na, we have blacksmith upgrades too remember.
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General Brave
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Re: Insects

Post by General Brave »

we can use most of them with some slight changes. I'm guessing most of the magic users where come from the spiders and bees.
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Re: Insects

Post by General Brave »

Okay then but that idea can be used later.
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