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by Midonik
Sun Mar 24, 2019 9:14 am
Forum: Feedback about this forum
Topic: Hall of fames update
Replies: 3
Views: 52

Re: Hall of fames update

AoF Hall of Fames: @Midonik 1. Made 30 campain/skirmish maps 2. Made 1000 posts x3 3. Made 1 year on forum x2 About posts, I'm not sure if we should count in general or only AoF, if AoF only then ×1 About years, I was completely inactive for like half a year or something, so maybe it should be lowe...
by Midonik
Sat Mar 23, 2019 11:39 am
Forum: Planetary
Topic: Death Cap
Replies: 7
Views: 278

Re: Death Cap

Grafic: For death cap: https://pin.it/kdvsd7loyjlmrm (don't like the staff tho) https://pin.it/buylgfqsnnmwsc (maybe like the one at the back?) https://pin.it/rivnni3p4zcxyl (not colour, it must be something more exotic) And some sporangiums to spread spores. Generally like the shroomies but they mu...
by Midonik
Sat Mar 23, 2019 11:26 am
Forum: Planetary
Topic: Shroomies
Replies: 3
Views: 132

Re: Shroomies

Grafic inspirations:
https://pin.it/jftszc7s73bkox
https://pin.it/tyyxhbqazcsz4r
Some sort of mix of those - the horrible, rotten, posioned aspect of one and "alien", odd, unique of other.
by Midonik
Fri Mar 22, 2019 1:49 pm
Forum: OFF Topics
Topic: Happy birthday Daniel/Stratego (dev)
Replies: 8
Views: 70

Re: Happy birthday Daniel/Stratego (dev)

Happy birthday!
by Midonik
Thu Mar 21, 2019 3:43 pm
Forum: Others
Topic: Dodge revamp
Replies: 13
Views: 131

Re: Dodge revamp

1- I see, so can be eighter, flying units owns a special damage formula or there is variables missing on this formula. Or perhaps the game might calculate how damage is made in a total different way... Hmm, from JSON point of view you add a special action so maybe it just changes it to 1 automatica...
by Midonik
Thu Mar 21, 2019 2:28 pm
Forum: Planetary
Topic: Water patrol speeder
Replies: 0
Views: 4

Water patrol speeder

A small speeder equiped with a small heavy laser gun. It has stats like the normal speed + bonus to the small, non-combat vehicles (scout car, speeder, also transports without any heavy armor) and perhaps transport ships and also can't capture tcs and 2 cost as well. Sounds useless? Don't think so, ...
by Midonik
Thu Mar 21, 2019 1:45 pm
Forum: Reptilians
Topic: Human stealable of all races upgrades paths - Improved energy weapons and armor WAITING IMAGE
Replies: 0
Views: 5

Human stealable of all races upgrades paths - Improved energy weapons and armor WAITING IMAGE

Those techs will be reserched in mega building and will be stealable for every race. First upgrade path: Improved energy weapons 1 Cost: 4 Effect: +2 attack to energy damage dealers Improved energy weaponss 2 Cost: 5 Effect: +2 attack energy damage dealers Improved energy weapons 3 Cost: 6 Effect: +...
by Midonik
Thu Mar 21, 2019 1:43 pm
Forum: Reptilians
Topic: Webs and crocodile modification
Replies: 0
Views: 2

Webs and crocodile modification

First tech allows all reptilian infantry (or some part of) to waterwalk with 1 speed - they have webs between fingers so are better swimmers. Second unlocks the crocodile alphas, generaly same as alphas but maybe 3 cost and waterwalk 4. I must think of tech costs. I think you get how tech system of ...
by Midonik
Thu Mar 21, 2019 1:33 pm
Forum: Planetary
Topic: Big crocks
Replies: 0
Views: 4

Big crocks

Idea by samuelch Big crockodiles, mutated by greys. They are good swimmers (4 speed), have a nice hp and some decent physical armor because of strong scales, they can move on land too (2 speed) so they can just hit and run ground units. Maybe bonus to infantry. They counts as big units, not as ships...
by Midonik
Tue Mar 19, 2019 2:22 pm
Forum: Reptilians
Topic: Thicker scales and shells
Replies: 0
Views: 8

Thicker scales and shells

Cost 3, +1 to physical armor. Unlocks next tech, mutated shells, cost 3 unlocks tortoise unit, more physical armor and hp than basic alphas, 2 speed, slightly lower attack... well maybe that's not the best idea, it sounds so weak.
by Midonik
Tue Mar 19, 2019 2:15 pm
Forum: Reptilians
Topic: Serpent bodies
Replies: 0
Views: 5

Serpent bodies

Requires the venom glads, cost 4 and let's you train the snakemen unit - cost 3, 3 actions, 100% dodge counter and 20% melee and ranged, no armor and attack, medium hp and bonus to infantry.
by Midonik
Tue Mar 19, 2019 2:10 pm
Forum: Reptilians
Topic: Venom glands
Replies: 1
Views: 7

Re: Venom glands

Hmm, should the brutes be effected too? I didn't consider that orginally. Maybe cost 4 then...
by Midonik
Tue Mar 19, 2019 6:50 am
Forum: OFF Topics
Topic: Happy birthday, Ayush!
Replies: 4
Views: 104

Re: Hapoy birthday, Ayush!

Happy birthday!
by Midonik
Mon Mar 18, 2019 3:15 pm
Forum: Others
Topic: New Parameters: Mana/MP.
Replies: 20
Views: 212

Re: New Parameters: Mana/MP.

I'm not sure if it reached everyone - every effect can be set in JSON to ignore spell resistance, as well as to be effected by armor (well the last one naturaly for the damaging spells). At least in AoWw/AoG but I'm pretty sure it's same for AoF. If you want to get an idea what can be done and what ...
by Midonik
Mon Mar 18, 2019 3:02 pm
Forum: Reptilians
Topic: Changing Colors
Replies: 10
Views: 821

Re: Changing Colors

What... What's acctualy on the image cause I don't get it?
by Midonik
Mon Mar 18, 2019 2:45 pm
Forum: Reptilians
Topic: Plasma weapons WAITING IMAGE
Replies: 3
Views: 500

Re: Demolition grenades WAITING IMAGE

Rethinked the concept - those are plasma grenades now, and the tech is called plasma weapos. That tech will unlock the plasma mines too (energy damage and also higer cause it needs this). The greys found out how to make plasma and even how to trigger it with pressure it seems, but they can't shoot i...
by Midonik
Mon Mar 18, 2019 2:41 pm
Forum: Reptilians
Topic: Venom glands
Replies: 1
Views: 7

Venom glands

Gives the posion weapon (like myconid one) passive (or as self buff if unlockable by tech passive is impossible with jsons) to melee units - not sure if for the other infantry too, it won't make much sense tho, as I'm thinking of biting. Cost I think 3, 5 if all infantry is effected.
by Midonik
Mon Mar 18, 2019 2:36 pm
Forum: Reptilians
Topic: Heat isolation
Replies: 0
Views: 7

Heat isolation

Special body modification of every reptilan unit that increases their capabilty of keeping heat so they can move during winter without that many problems - +1 speed on snow (from 1 to 2), cost 6. May need better name. Well tbh the terrain drawbacks are a bit hard to make fair - if the reptialns have...
by Midonik
Mon Mar 18, 2019 2:24 pm
Forum: Others
Topic: corpses similar to aof
Replies: 4
Views: 71

Re: corpses similar to aof

Hmm if you make the image then ok.
Btw I would prior that as I will need to add this manualy to json of almost every unit and I wouldn't like to add myself even more work.
by Midonik
Sat Mar 16, 2019 3:13 pm
Forum: Planetary
Topic: Myconid sporulates
Replies: 3
Views: 131

Re: Myconid sporulates

Oh those mashrooms are called fuzz-balls in English? Then it's "fuzz-balled", change my mind.
by Midonik
Sat Mar 16, 2019 8:18 am
Forum: Planetary
Topic: Assimilated armor
Replies: 0
Views: 22

Assimilated armor

That's what you get when you rise the wreck of a flesh and blood creatures controled vehicle. The operators gets turned into a small fungual terror that attaches the armor of vehicle to itself. It makes it slower and makes it harder to attack but it has more armor. Drops normal corpuse for a bit of ...
by Midonik
Sat Mar 16, 2019 8:10 am
Forum: Others
Topic: corpses similar to aof
Replies: 4
Views: 71

Re: corpses similar to aof

1. I would prefer the flesh and blood with three types of weapons - physical, chemical, energy, to allow more options. I wanted to make bodies instead of corpuses but that would be to hard. 2. Vehicle that were controled by flesh and blood creatures and robot/drone wrecks separated. For image make t...
by Midonik
Sat Mar 16, 2019 8:05 am
Forum: Planetary
Topic: Death Cap
Replies: 7
Views: 278

Re: Death Cap

Cost 6 Hp 10 Power 5 (chemical, poisoned weapon) Range 3 Armor 0/0/0 Speed 3 Psychic resistance 70% Spells: spore germination: raise dead for myconids (same changes as mentioned in myconid sporulates), radius 5 Insidious parasite: range 4, convert, but gives a form of vanishing 5. When that vanishin...
by Midonik
Sat Mar 16, 2019 7:51 am
Forum: Planetary
Topic: Assimilator
Replies: 5
Views: 396

Re: Assimilator

Not sure if to make that one producable, maybe only risable, and I can easily see the physical weapon version too.
Well give the shroomies decent arm and a gun for image.
by Midonik
Sat Mar 16, 2019 7:49 am
Forum: Planetary
Topic: Digester
Replies: 2
Views: 120

Re: Digester

I think that's good idea but someone must come out with image concept.
by Midonik
Sat Mar 16, 2019 7:48 am
Forum: Planetary
Topic: Metal moss
Replies: 4
Views: 164

Re: Metal moss

Hmm, anyone has an idea how this is supposed to work? Eventualy we can replaced that with acid splitters of sort.
by Midonik
Sat Mar 16, 2019 7:45 am
Forum: Planetary
Topic: Myconid sporulates
Replies: 3
Views: 131

Re: Myconid sporulates

Myconid sporulates: Cost:2 Hp:12 Atk:4 chemical weapon (posion effect too) Rng:1 Sight:3 Spd:2 Arm:0 E.arm:0 C.arm:1 Res:0% Abilities: Sorulate- rng:3-raises puffshrooms (25% change for shroomies) from nearby corpses, but loses 12 hp Decresed the cost, but it dies if rises units. Also, it normaly ri...
by Midonik
Sat Mar 16, 2019 6:38 am
Forum: Others
Topic: New Parameters: Mana/MP.
Replies: 20
Views: 212

Re: New Parameters: Mana/MP.

Not magic skills can and I think are not effected by the spell resistance, and they can even be reduced by armor. Heck, all damaging (magic arrow, area effects, hell of pain by sacrafience) stuff is not effected by spell resistance as far as I know.
by Midonik
Fri Mar 15, 2019 6:52 pm
Forum: Planetary
Topic: Shroomies
Replies: 3
Views: 132

Re: Shroomies

The effect will be different form the toxin effect - those are for powerful chemical weapons. This will be weaker posion, less attack per turn and in total, longer duration. Bio armor should be 1. Otherwise it's good. For image... Try to make them look like the humanoid mashrooms, but not Earth mash...
by Midonik
Fri Mar 15, 2019 6:27 pm
Forum: Planetary
Topic: Puffies
Replies: 6
Views: 521

Re: Puffies

Heh, checked on Wikipedia, the mashrooms have to breathe, so no water walk (tho there are mashrooms living in water, not sure if multi celled but whatever, so we could allow some special type water walk, also really big monsters could possibly). Not sure about the anit artillery (they still 2 shoot ...

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