Search found 77 matches
- Thu Jan 05, 2023 1:40 am
- Forum: Gameplay & UI
- Topic: Showing Waypoint target location
- Replies: 16
- Views: 1153
Re: Showing Waypoint target location
Nevermind, I have posted on the AoS discord server.
- Thu Jan 05, 2023 1:00 am
- Forum: Gameplay & UI
- Topic: Showing Waypoint target location
- Replies: 16
- Views: 1153
Re: Showing Waypoint target location
Have further related thoughts on rally to leader tupe function. Will articulate point by point when have time tomorrow.
- Wed Jan 04, 2023 6:31 pm
- Forum: Gameplay & UI
- Topic: Showing Waypoint target location
- Replies: 16
- Views: 1153
Re: Showing Waypoint target location
Yes please.
- Sun Jan 01, 2023 3:33 am
- Forum: Issues
- Topic: Honey antman speed bonus not working for warpincer
- Replies: 8
- Views: 582
Re: Honey antman speed bonus not working for warpincer
Meca mantis is too slow and expensive to be of any use. Hercules is only good for home defense because its too slow at speed 2. Could never counter goliaths or acp because they can literally run around it. Like it or not, the war pincer is the only unit that can meet the operational requirements in ...
- Sat Dec 31, 2022 6:55 pm
- Forum: Issues
- Topic: Honey antman speed bonus not working for warpincer
- Replies: 8
- Views: 582
Re: Honey antman speed bonus not working for warpincer
Smile I always imagined it like a bio analogue of a battletech mech. In practice, it comes closer in use to a goliath. Not sure what others think. I dont see many bug players.
- Sat Dec 31, 2022 3:55 pm
- Forum: Issues
- Topic: Honey antman speed bonus not working for warpincer
- Replies: 8
- Views: 582
Re: Honey antman speed bonus not working for warpincer
Midonik, I understand what you are saying. I must disagree with you tegardong the warpincer role. It is a mainstay unit on land, as the only unit that can stand against human artillery and reptilian armour. All other insectoid bio units lack endurance. Insectois armour is not cost effective and gets...
- Sat Dec 31, 2022 7:11 am
- Forum: Balancing
- Topic: Increase meca scarab shield range.and strength
- Replies: 6
- Views: 481
Re: Increase meca scarab shield range.and strength
Coming back to yor previous point. I have tried spamming elite infantry using larvae, spamming queens with grubs from TC and recycling crap units. It was never eanough. The resource investment for queens is too deep. Now, maybe it is just me. Or maybe something is off. That being said, returning to ...
- Sat Dec 31, 2022 7:05 am
- Forum: Balancing
- Topic: Increase meca scarab shield range.and strength
- Replies: 6
- Views: 481
Re: Increase meca scarab shield range.and strength
I agree something needs doing for the meca spider. Too slow and no punch. Reducing cost of scorpion also makes sense. For the battle meca, increading speed would help. It can also be left as is if the devs see it as a defensive unit first.
- Fri Dec 30, 2022 6:36 pm
- Forum: Balancing
- Topic: Increase meca scarab shield range.and strength
- Replies: 6
- Views: 481
Re: Increase meca scarab shield range.and strength
Please elaborate. What other areas? When a 2 cost base infantry has more firepower than most light tanks, I fail to see your point.
- Fri Dec 30, 2022 6:12 pm
- Forum: Issues
- Topic: Honey antman speed bonus not working for warpincer
- Replies: 8
- Views: 582
Honey antman speed bonus not working for warpincer
I noticed this both in game and via a map editor check. On plain terrain, warpincer has speed 3 and moves 2 squares. After honey injection, unit stats list speed as 3+1 but movement remains limited to two tiles. Am I missing something?
- Fri Dec 30, 2022 6:04 pm
- Forum: Balancing
- Topic: Healing skill for Honey Antmen
- Replies: 3
- Views: 183
Re: Healing skill for Honey Antmen
I agree with sombrar. Insectoids are far more reliant on organics.
- Tue Dec 20, 2022 6:54 pm
- Forum: Balancing
- Topic: Increase meca scarab shield range.and strength
- Replies: 6
- Views: 481
Increase meca scarab shield range.and strength
In late game insectoids have little protection against enhanced reptilian energy weapons. Increasing range, and strenght of meca acarab shield would sllow for a balance. This could tequire the player invest in some tech.
- Sun Dec 04, 2022 6:48 pm
- Forum: Issues
- Topic: Passengers not killed when transport destroyed over toxic lake
- Replies: 1
- Views: 235
Passengers not killed when transport destroyed over toxic lake
Leafy and I are in a match over the sea of poison
I destroyed a transport over the toxic lake. The rocket arty piece was left. It cannot move but is still in the game.
I destroyed a transport over the toxic lake. The rocket arty piece was left. It cannot move but is still in the game.
- Sat Dec 03, 2022 2:51 pm
- Forum: Archive
- Topic: Insectoid Swarm ground units need a tweak ANSWERED
- Replies: 11
- Views: 400
Re: Insectoid Swarm ground units need a tweak
Ok. I checked again. You are right, it works like it's supposed to. Apologies for wasting everyone's tome on this.
- Sat Dec 03, 2022 12:52 am
- Forum: Archive
- Topic: Insectoid Swarm ground units need a tweak ANSWERED
- Replies: 11
- Views: 400
Re: Insectoid Swarm ground units need a tweak
I will check again on the corpse thing.
- Fri Dec 02, 2022 1:44 pm
- Forum: Archive
- Topic: Insectoid Swarm ground units need a tweak ANSWERED
- Replies: 11
- Views: 400
Re: Insectoid Swarm ground units need a tweak
In relation to the incubator, these structures take too long to build to be effective at the front. Coupling them to a group of queens, in order to harvest useless units that can be hatched takes too long to make a difference in a MP game.
- Fri Dec 02, 2022 1:25 pm
- Forum: Archive
- Topic: Insectoid Swarm ground units need a tweak ANSWERED
- Replies: 11
- Views: 400
Re: Insectoid Swarm ground units need a tweak
To be clear, i am concerned about the spiked larvae emitted from the nydus worm. It seems to me that they dont get generated unless there is a corpse. I tried cross checking using the map editor, but failed because i cant get it to recognize the techd even if i set the map with all techs.
- Thu Dec 01, 2022 6:33 pm
- Forum: Issues
- Topic: Insectoid swarm frigate emits spores at end of turn
- Replies: 8
- Views: 270
Insectoid swarm frigate emits spores at end of turn
It looks like the Swarm frigate emits unused spores at the end of each turn. This does not happen if the spore
was used
was used
- Thu Dec 01, 2022 2:58 pm
- Forum: Archive
- Topic: Insectoid Swarm ground units need a tweak ANSWERED
- Replies: 11
- Views: 400
Insectoid Swarm ground units need a tweak ANSWERED
The offensive flies locusts etc need a minor tweak to make the Nidus worm operationally effective. It takes too long to build eanough locusts to launch any kind of attack. Also, were the larvae supposed to need a corpse to be cteated? If so then the nidus needs to be in contact with the ennemy befor...
- Thu Dec 01, 2022 2:52 pm
- Forum: Archive
- Topic: Insectoid infantry missing in some attacks ANSWERED
- Replies: 4
- Views: 296
Re: Insectoid infantry missing in some attacks
I think it's thw woods. Did not know this offered any cover. I think you can close this.
- Tue Nov 29, 2022 4:08 am
- Forum: Balancing
- Topic: Bombardier beetle needs tweak
- Replies: 0
- Views: 231
Bombardier beetle needs tweak
This unit does not seem combat effective, even against AI. The range should be incremented, or it should be given an additional action per turn.
- Mon Nov 28, 2022 9:14 pm
- Forum: Archive
- Topic: Insectoid infantry missing in some attacks ANSWERED
- Replies: 4
- Views: 296
Re: Insectoid infantry missing in some attacks
I will try to kerp notes or something. It seems an intermittent problem. Would terrain have an impact?
- Mon Nov 28, 2022 3:26 pm
- Forum: Balancing
- Topic: Increase hive control and biocomms aura ranges from 2 to 3
- Replies: 5
- Views: 309
Increase hive control and biocomms aura ranges from 2 to 3
Ranges needs a minor boost to make the minder lords
effective in the field.
effective in the field.
- Sun Nov 27, 2022 11:45 pm
- Forum: Archive
- Topic: Insectoid infantry missing in some attacks ANSWERED
- Replies: 4
- Views: 296
Insectoid infantry missing in some attacks ANSWERED
In both MP and skirmish games, I have noticed instances where an insectoid unit attacks an opponent and deals not damage at all. The circumstances did not suggest shielding, armour, or buffs are at play. This was noted with both energy and physical attack units. In one case, a mantis. In the other, ...
- Sun Nov 27, 2022 11:39 pm
- Forum: Issues
- Topic: Pyrotics Not eating corpses
- Replies: 2
- Views: 171
Pyrotics Not eating corpses
Working with pyrotics in a skirmish game vs AI. Noticed that they cannot eat corpses to heal up. Please check.
- Fri Nov 11, 2022 1:16 pm
- Forum: Balancing
- Topic: Nerf alpha berserker
- Replies: 3
- Views: 291
Re: Nerf alpha berserker
Good point midonik. I did not consider armour effects.
- Thu Nov 10, 2022 2:31 am
- Forum: Balancing
- Topic: Nerf alpha berserker
- Replies: 3
- Views: 291
Nerf alpha berserker
Cost 3 unit with potential damage of 40 pts per turn? Plus, each atrack will benefit ftom the energy upgrades. This is much more than even the heaviest tanks. Reptilians' infantry is already very strong. I suggest this be nerfed by reducing actions from 5 to 3.
- Thu Feb 10, 2022 5:47 pm
- Forum: Issues
- Topic: Cannot take a TC with ground forces FIXED
- Replies: 2
- Views: 482
Cannot take a TC with ground forces FIXED
In a skirmish game on planet d msp with random tc distribution. All defenses are down but my ground units cannot occupy the tc. It seems empty.
- Wed Feb 02, 2022 6:05 pm
- Forum: Archive
- Topic: Giant snail IMPLEMENTED
- Replies: 9
- Views: 1170
Re: Giant snail
I love the idea of giant snails, but the use case can already be fulfilled using the big red lobsters, or the bug swarms. I will think on this.
- Thu Jan 20, 2022 12:36 am
- Forum: Archive
- Topic: AI does not replace structures inherited from a different faction ANSWERED
- Replies: 2
- Views: 498
Re: AI does not replace structures inherited from a different faction
I suspect the programming for this lies near the core of the overall engine. Somewhat tangentially, it would be nice to have a function to take MP games that have devolved to 1 player vs AI off the MP server and convert to a skirmish game. It would declutter the server as well as a player's MP game ...