Forest natives (neutrals)

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Anchar
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Re: Forest natives (neutrals)

Post by Anchar » Mon May 09, 2022 3:11 pm

Changed.

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Re: Forest natives (neutrals)

Post by Anchar » Tue Jul 12, 2022 7:00 pm

.
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Anchar
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Re: Forest natives (neutrals)

Post by Anchar » Tue Jul 12, 2022 7:08 pm

Networkers- apply the same effect as spider fur nets of insectoids in close combat.
Druid - summons squirrels, and I would also like him to have the ability according to which he imposes poisoning at a distance, as he releases crushed poisonous herbs in the wind towards enemies, it is also possible that he could summon rabid squirrels that impose rabies on the enemy.
Net local howitzer- shoots nets over a long distance (like spider fur insectoids), I think they can also do a stealth phase.

Midonik
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Re: Forest natives (neutrals)

Post by Midonik » Tue Jul 12, 2022 7:26 pm

I'd need a alone summon squirrel. Although I guess I can just erase the druid?
What do you suggest rabies would do? Also I can make the summoned squierls not player controlled (they will attack the enemy like an AI would), what do you think about that?
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Re: Forest natives (neutrals)

Post by Anchar » Tue Jul 12, 2022 9:01 pm

The squirrel is already there (and even with a different coloring and a slightly more frenzied look) I just want to find out whether to make them in the amount of 1 or 2 in the image?
In fact, I think you can come up with some other disease, but it would be nice if her attacks gave debuffs, perhaps a minus to the attack or to the speed.
The question of whether AI-controlled proteins will be useful? The lizards already have a more accessible analogue in the form of slime, although squirrels can be faster, I remember how it was with the orc dragons in the AoF, they just sat 4 slots in the center instead of going on the attack and irritated.

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Re: Forest natives (neutrals)

Post by Midonik » Tue Jul 12, 2022 9:09 pm

2 squirels seem like they would fit on an image nicely.
I can conjure some kind of debuff and a disease name. Would be nice to have an indicator for it.
Do dragons really do that? If the squirels are meant to be mad then I thought itd be fitting for such a mechanic, but it could hinder they usefullness, especially if their main purpose is to block and/or inflict debuffs. I could make it so the player only loses control of them after a few turns. I could even make them become hostile neutral, although that's likely to be pretty bad.
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Re: Forest natives (neutrals)

Post by Anchar » Tue Jul 12, 2022 9:36 pm

The AoF has long removed the dragons under AI control, but when I used them they were not very smart, now they are controlled manually, it was the only and unique such unit that I remember in Ao games.
Make them temporarily controlled? An interesting experience, maybe then, as I planned, we will make 2 types of squirrels, usually controlled always and rabid ones that would get out of control but would have a disease, and also possibly make a recharge for 2 for each type so that the player alternates them.
Indicator, depending on what kind of disease? Also, as for his ability to let poisonous spores through the air (or herbs), do you need something for them?

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Re: Forest natives (neutrals)

Post by Anchar » Tue Jul 12, 2022 9:52 pm

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Re: Forest natives (neutrals)

Post by Midonik » Wed Jul 13, 2022 5:53 am

2 different summons for one unit make me want to make them random, like the drone silo drones.
I will probably just make up some name for that disease. Like idk, squirel pox or something. It's probably ok if you just make an indicator that will bring disease in general to mind, we don't plan to use diseases elsewhere currently.
Oh yes, the ability to spread poisonous herbs (let's stick with that over spores, so they don't colide with myconids) needs a button 64×64 image.
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Re: Forest natives (neutrals)

Post by Anchar » Wed Jul 13, 2022 10:51 am

.
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Re: Forest natives (neutrals)

Post by Midonik » Wed Jul 13, 2022 11:12 am

Animated disease indicator. Cool.
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Re: Forest natives (neutrals)

Post by Anchar » Wed Jul 13, 2022 12:20 pm

Ahahahah no, it's just a few options.

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Re: Forest natives (neutrals)

Post by Anchar » Wed Jul 13, 2022 12:55 pm

Here are the animated options.
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Re: Forest natives (neutrals)

Post by Anchar » Sat Aug 20, 2022 9:22 am

Several buildings for decoration.
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Re: Forest natives (neutrals)

Post by Anchar » Sat Aug 20, 2022 9:25 am

+
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Re: Forest natives (neutrals)

Post by Midonik » Sat Aug 20, 2022 9:37 am

Cool
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Re: Forest natives (neutrals)

Post by Midonik » Sun Sep 25, 2022 9:09 pm

I made this produce the map editor only primates so you can get the AI to make them in a skimirsh map (not a random map though) as long as you set the race to reptilian.
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Re: Forest natives (neutrals)

Post by Anchar » Tue Sep 27, 2022 9:48 am

Not understood. That is, they will make primates without a special building along with lizards? Or just primates without reptiles? Or did they not make primates before, and now they are building a separate building and can make them?

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Re: Forest natives (neutrals)

Post by Anchar » Tue Sep 27, 2022 9:49 am

Or do they also make those in the editor (primitive)?

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Re: Forest natives (neutrals)

Post by Midonik » Tue Sep 27, 2022 10:30 am

These new buildings will be map editor only and they will make the map editor only primate units. So they can't be used in a normal game but you can have them make units in your campaign.
In aof, the gnoll buildings function like that.
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