Myconids, The Mushroom Humanoids
- Puss_in_Boots
- Posts: 3209
- Joined: Fri Apr 21, 2017 1:23 am
- Location: New Jersey
- Puss_in_Boots
- Posts: 3209
- Joined: Fri Apr 21, 2017 1:23 am
- Location: New Jersey
Re: Fungi - As an Individual Race
Maybe we can use something else that resembles fungus, like it's spore.
OLÉ
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: Fungi - As an Individual Race
The only shield that has much real complexity is the elf shield. Now give me a good spore picture and that might work great.
The glorious sun rises again
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: Fungi - As an Individual Race
Spore mortar
Cost 8
20 life
15 power (inflicts rotting on hit, bonus damage against buildings and wood based units.)
8 range
1 movement
Can be built by workers as well as buildings.
Cost 8
20 life
15 power (inflicts rotting on hit, bonus damage against buildings and wood based units.)
8 range
1 movement
Can be built by workers as well as buildings.
The glorious sun rises again
- Puss_in_Boots
- Posts: 3209
- Joined: Fri Apr 21, 2017 1:23 am
- Location: New Jersey
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: Fungi - As an Individual Race
That was the idea. Here's a useful scout.
Spore
Cost 1
1 life
0 power
4 movement, flying
6 sight range
Invisible
Can transform into a growing mushroom.
It's relatively high movement, coupled with flight and invisibility means it can spy on enemies anywhere, probably never even being noticed for the whole game. Add to that the ability to transform into a growing mushroom, which will become a fighting unit if allowed to grow, this can actually work for flanking maneuvers if given time and a place out of sight to grow.
Spore
Cost 1
1 life
0 power
4 movement, flying
6 sight range
Invisible
Can transform into a growing mushroom.
It's relatively high movement, coupled with flight and invisibility means it can spy on enemies anywhere, probably never even being noticed for the whole game. Add to that the ability to transform into a growing mushroom, which will become a fighting unit if allowed to grow, this can actually work for flanking maneuvers if given time and a place out of sight to grow.
The glorious sun rises again
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Fungi - As an Individual Race
I don't really like the whole fungi idea xD
Age of Fantasy design leader
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: Fungi - As an Individual Race
Lol it's fun to play with, and fits in a fantasy setting without being one of the same things already used so much. But some people just can't bring themselves to like mushrooms
The glorious sun rises again
- LordOfAles
- Posts: 3694
- Joined: Tue Jul 18, 2017 12:27 pm
- Location: Balkans, Montenegro
Re: Fungi - As an Individual Race
This is a pretty original idea u know
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Fungi - As an Individual Race
Yeah it might be original but still don't like it xD
Age of Fantasy design leader
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: Fungi - As an Individual Race
Okay, no stuffed shrooms or cream of mushroom soup for Alexander guess we'll have to change the menu for our AoF dinner party.
The glorious sun rises again
Re: Fungi - As an Individual Race
I like the idea of fungi. Anyway the fungi looks like truffle from terraria.
Re: Fungi - As an Individual Race
A spell for fungal caster:
Climate change= apply to self. Effect=all fungal units adjacent to it regenerate health every turn (like the elf soccerer) and all adjacent growing mushroom only need one turn to grow. Effect duration=2 turns. Cooldown=6 turns.
Description= the fungal caster can create a dome to create a perfect climate for fungi to grow.
Humid Cave
Digable by fungal worker
Hp=10
Capacity=4 units
Heal units inside and train basic fungal combat units maybe
Sight=4
Cheap to build
Climate change= apply to self. Effect=all fungal units adjacent to it regenerate health every turn (like the elf soccerer) and all adjacent growing mushroom only need one turn to grow. Effect duration=2 turns. Cooldown=6 turns.
Description= the fungal caster can create a dome to create a perfect climate for fungi to grow.
Humid Cave
Digable by fungal worker
Hp=10
Capacity=4 units
Heal units inside and train basic fungal combat units maybe
Sight=4
Cheap to build
Last edited by samuelch on Sun Aug 13, 2017 3:58 pm, edited 1 time in total.
Re: Fungi - As an Individual Race
Mushroom wall=
Buildable by fungal worker
20 hp
0 power
5 sight range
Grow +5 maxHp every 2 turn. Grow +5 hp every turn.
A wall that start weaker than other races but become stronger overtime and regenerate itselves.
Weakness= can be poisoned and burn.
Buildable by fungal worker
20 hp
0 power
5 sight range
Grow +5 maxHp every 2 turn. Grow +5 hp every turn.
A wall that start weaker than other races but become stronger overtime and regenerate itselves.
Weakness= can be poisoned and burn.
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: Fungi - As an Individual Race
Climate change: awesome idea. I really don't see why it needs a cooldown though. Might just have it be a permanent aura.
Humid cave: so it's basically a church/barracks that can hold more inside it. Since it's a cave, we could have a carved version, like the orc cave. Alternatively, make it a tower, and it can't produce units, just heal and protect, but still able to be built in mountain.
Mushroom wall: slow growth to 1 life per turn, but starts at 30 life. Regenerates 3 life per turn.
Humid cave: so it's basically a church/barracks that can hold more inside it. Since it's a cave, we could have a carved version, like the orc cave. Alternatively, make it a tower, and it can't produce units, just heal and protect, but still able to be built in mountain.
Mushroom wall: slow growth to 1 life per turn, but starts at 30 life. Regenerates 3 life per turn.
The glorious sun rises again
- Puss_in_Boots
- Posts: 3209
- Joined: Fri Apr 21, 2017 1:23 am
- Location: New Jersey
Re: Fungi - As an Individual Race
I think it needs to start at 40 health points and grow 2 hp per turns, and heal 4 back, makes it more useful in small maps.
OLÉ
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
- Puss_in_Boots
- Posts: 3209
- Joined: Fri Apr 21, 2017 1:23 am
- Location: New Jersey
Re: Fungi - As an Individual Race
I finally figured out how to put more than three image on a single post.
OLÉ
- Puss_in_Boots
- Posts: 3209
- Joined: Fri Apr 21, 2017 1:23 am
- Location: New Jersey
Re: Fungi - As an Individual Race
We might need more of the basics,
Mushroom Warrior
Hp:14/14
Attack:5
Cost:1
Sight:4
Movement:1
Actions:1
Armor: none
Mushroom Warrior
Hp:14/14
Attack:5
Cost:1
Sight:4
Movement:1
Actions:1
Armor: none
OLÉ
- Puss_in_Boots
- Posts: 3209
- Joined: Fri Apr 21, 2017 1:23 am
- Location: New Jersey
Re: Fungi - As an Individual Race
We could also change the name of race to Myconids just like in D&D. What would you think about that?
OLÉ
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: Fungi - As an Individual Race
Myconids, fungalites, mushroom kingdom.......okay, no Mario references lol
The glorious sun rises again
- Puss_in_Boots
- Posts: 3209
- Joined: Fri Apr 21, 2017 1:23 am
- Location: New Jersey
Re: Fungi - As an Individual Race
I'm just saying because most of the original races and units were supposed to be inspired by D&D, and Daniel's friend who is wise about the fantasy world according to the task list. Fungi was also mentioned there too as a part of the elven race.
OLÉ
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: Fungi - As an Individual Race
I know. I was joking. It actually sounds like a good idea to give a better name than fungi to the race. Myconids seems as good a name as any, so unless anyone has any other ideas, I say go with it.
The glorious sun rises again
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: Myconids, The Mushroom Humanoids
And so you have given them a name. Myconids. We still need a shield design sadly.
The glorious sun rises again
Re: Myconids, The Mushroom Humanoids
I this going to be a new race?
[edit] Ignore this, I thought I was browsing in units?
[edit] Ignore this, I thought I was browsing in units?
Random guy: "Lets use goblins."
Me: "GOBLINS? THIS IS LAWRENCIAAAAA!"
Me: "GOBLINS? THIS IS LAWRENCIAAAAA!"