Hello! If you've played my map The Darkening Wars already, then you'll understand the relevant information I'm about to say. If not, go out and play it right now! It's a link in my signature, or find it here: The Darkening Wars
What this topic is about: The Darkening Wars 2.0
Why 2.0? Currently, I do small patches every few days, improving the game regularly. As this number builds up, I will inevitably reach 2.0. To commemorate that event, I will create a 3rd race. Here's where you guys come in. I'll try to keep the restrictions low so you can be creative about what the 3rd race will be.
Restrictions:
-3rd race should be relevant to post-apocalyptic/post-Cold War 2 type era
-3rd race should be somewhat realistic (aka, no space orcs, no dinosaur men)
-Details about 3rd race should be said: How they get resources, how they fight, how they build, etc... Elaborate as much as you can.
-3rd race should have a back story of some kind to explain their emergence
The best ideas will be compiled together and a new race will be made. Credits will be given to ideas I use.
__________________
Current Project:
Looking for something to do in your spare time? Try The Darkening Wars, a whole new RTS that features intense combat, (soon to be 3 races), weather, realistic accuracy, and more! Visit The Darkening Wars Map! You won't be disappointed. It is currently in beta phase, about 90% finished.
Like the game? Join The Darkening Wars group, where you can discuss strategies and ideas for the map.
Background: The Exploration Humans broke off the normal Human force because they were experimenting with illegal and/or unkown materials. They want to take revenge on the Humans for creating the aliens. The aliens are always unwanted in their eyes, so they also fight desperatly against them. In these times however, the Exploration force has been forced at war against the Humans because their governement has been forced to attack the Human force by the corps.
Basic Summary: The Exploration Humans have better achitechs, mechanics, structure; vehicle and unit designs, and are trained more as special troops, different then normal Human forces. Since all units are trained as special troops, they have a wide variety of abilities, most, if not all different from the normal Human force. Unfortunatly, with more defensive armour, the vehicles and armoured suits move slower, and in some cases, armour suits are unable to carry long ranged guns. They also have genious ways of extracting reasources.
Pros:
-better overall defence and Health then Humans
-more abilities and upgrades then Humans
-more and better defensive structures then the Humans
-can recieve resourses at a faster rate then Humans
-low build times
-more mana
Neutral:
-similar basic structures (different advanced) then Humans
-no nuclear weaponry (probably a con, but its not manditiory)
-uses artillary vehicles more, and some melee units, mixed with ranged
Cons:
-less offensive then the Humans
-slightly more expensive
-slow movement rate compared to Humans
-have very few average ranged vehicles that are effective against building
I might change some things later. Depends on what happens.
__________________
Name: Landmine
Use: Warzone havock and destruction of vehicles
Creator: Dr. Landimidion Lander
City of creation: Landminer City
Total kills in war: 2009
Current project(s): Map of Desterted Island and Single Tower Defence
Signature reality: [Error] [Memory corrosion detected]
Last edited by Landmine; 09-26-2008 at 08:38 PM..
Reason: *Fix-ups*
Notes: This Race is about a mix of weak mass units and few strong units. It will also be needed to research each unit before it can be built. However in when you start the game you can choose 2 basic tier 1 units which you will be able to built other wise this race would not stand a chance against early rushes.
I'm also sorry for my bad grammar and typos i may have in my text it's late and still learning English
Story Line
Story:
in the year 1443 a gifted child was born. This child grow fast and showed enormous skill in what ever he dose. He was brilliant and loved by all. As the Years passed this child became arrogant. Still all men and women loved him saying that only he could be their King. The current ruler could not ignore the threat this man posed to him and his dynasty. Royal Assassins where sent out to find and kill that man. However of the 10 Assassins only 3 came back alive and those where broken unable to speak a word the collapsed in front of their King. The Man however vanished from the earth and was never seen again together with hundreds of other gifted Men and Women.
After hundreds of years passed a terrible experiment, made by the followers of the Apocalyptic Church, succeeded the Man of ages past returned to the living. But his body was rotten to nothing but dust he was transfered into a machine. This Machine is the now the center of the Church.
The Church worships this machine as their GOD and Leader Malak'tan, which means God of Gods in their own language. Through their cunning abilities they have been able to built over the last hundreds of years massive underground bases. Researching devastating machines and creating psionic beings.
Believing only that power can bring the one truth they have created a massive army of all kinds of Machines. Their army is counted to be up to hundred of millions. How ever in the final moment of the dying sun a massive EMP shock hit a large portion of the world. Disabling and destroying 95% of their Machines.
Malak'tan told his fanatics that HE has done this, that it is the final test for his church. And once their destroyed all opposing forces he will rise the sun once more and true peach will begin. Marked with this words his followers have gone into a raging madness. Knowing no friend and showing no mercy they send their machines to kill every last sign of hostile life no matter if it is a harmless animal, tree, human or a Mutant.
Buildings
Buildings:
Church
This is their command center it dose only build workers and can't be upgraded.
Temple of Peace
Their basic barracks. Creates
Note of Essence
This Building uses Oil to generate Metal.
Blood Extractor
Same as the Oil rig The power of this building is influenced by the type of their main building.
Circle of Destruction
Research Building for their offensive abilities
Circle of Protection
This is a defensive hub it can create up to 4 cannons, rocket throwers or flame throwers. With each add on built the HP of the Hub increases by 150. If the hub is destroyed all his add ons are destroyed too. However if a add on is destroyed the hub looses 150 HP and begins to recreate it automatically. Once finished its hp are increased by 150 again.
Sanctuary of Ascension (limit of 3)
Creates automatically Builts the cults ascended this can either be a Mind Breaker, Machine Knight or a Techno Mage.
Cathedral of the Chosen
Once built the Church turns neutral passiv and starts to decay. This Building will be the new command center. Allowing to summon from it their next generation buildings.
Portal of the Chosen
Once built all Barracks turn neutral passiv and start to decay. This Building will train their advanced units.
Force of God. (Limit of 2)
Once built all Sanctuarys of Ascension will turn neutral passiv and start to decay. Automatically creates every 120 creates either one Psionic Mindslayer, Psionic Impostor or a Psionic devine Knight.
Apocalyptic Circle.
Once built every Circle of Destruction turns neutral passiv and starts to decay. All researches that were available in the the Circle of Destruction are available here to but this buildings finishes them 20% faster. This Building is also a tower hub.
Gods Will (limit 1)
This Building has 2 special abilities it can instantly destroy a target organic unit anywhere on the map or buffing a single friendly unit doubling their HP, damage, attack rate, move rate and Armor. However once the buff ends or is dispelled that unit dies.
Units
Tier 1 organic units
Tier 1 organic units (This units come in masses and are weak but cheap)
Shock Trooper (pack of 4)
Basic Footsoldier uses a weak melee attack..
Shock Templar (research will turn Troopers into Templars)
Stronger attack and slighty more Armor then the Trooper. This unit is also immune to slows.
Shock Gunner (pack of 4)
Basic ranged unit weak attack and defensive.
Shock Bomber. (Research will turn Gunners into Bombers)
Upgraded version of the Gunner a little bit stronger attack. This units are immune to slows.
Machinist (pack of 4)
Basic support unit has a weak spell to regenerate machines (restores 25 HP)
Machine Priest (research will turn Machinist into Machine Priests)
Has a Aura that increases Armor of nearby machines by 1 and has a spell to regenerate machines (restores 45 HP). Can also help to increase Building speed.
Tier 1 vehicles
Tier 1 machine units (This units come as a pack and are cheap but weak)
Messenger (pack of 3)
Basic scout and Hit and Run unit.
Word bringer (a research will turn Messengers into Word bringers this is the last time i write this line as for all following units exept the psionic ones the same rule applies it's always the basic unit and a upgraded unit)
Has increased speed and damage. Also has the ability to mark a place with a Banner of truth. This Banner will last 35 seconds and give sight of a small area as well as increasing the moral of nearby organic units.
Carrier (pack of 2)
Basic unarmed Transporter has high armor and defense.
Subterranean Fury
Has the same armor and defense however is equipped with a light flame thrower and the ability to dig itself underground to emerge from any point in a 2000 radius.
Beast (pack of 2)
Basic attack vehicle armed with a light anti tank cannon.
Hellhound
Upgraded armor and hp. Its attack will create a flame patch upon impact dealing damage over time.
Assassin (pack of 2)
Basic anti infantry vehicle armed with a light machine gun weak armored.
Executioner
Slighty more HP. This unit can fire while moving.
Tier 2 infantry
Tier 2 organic units
Disciple (pack of 4)
Short range anti tank attack. This is a very fast unit.
Faith
More Armor and More damage. Very fast and immune to slow.
Knight (pack of 4)
Strong Melee attack. Fast
Paladin
More Armor and HP. Fast immune to slow. And has a skill that sends out a blinding light at one organic target causing it to miss.
Dark Walker (pack of 3)
Medium ranged unit with a strong anti infantry weapon.
Shadow Walker
Greater range and with the ability to execute a single organic unit dealing high damage to it. Can also stealth while not moving.
Tier 2 vehicles
Tier 2 machine units (they are built one by one)
Crusader
Heavy attack Tank with a good armor and HP
Inquisitor
Heavy attack/siege Tank higher armor and damage
Spells:
incendiary bomb
- throw a bomb a targeted building creating a flame patch around the building dealing damage to all enemy units and buildings within.
Cleaner (I image this unit as a small flying disc)
Fast attack vehicle. Armed with the 3 medium machine guns this unit can fire while moving.
Purifier
Armed with 4 medium machine guns can also fire while moving.
Spells:
Burning Wall
- shoots out flames in all directions around the Purifer leaving a small burning patch that damages every unit inside.
Sky Sweeper
Heavy long range anti Air can not attack ground units.
Vanquisher
Very heavy long range anto air. Has a small machine gun to attack ground units.
Spell:
Sky Barrage
- Shoots a pack of missles in the sky dealing heavy AoE damage to that region.
Psionic units tier 1 + 2
Psionic Tier 1 units
(those units are immune to weather effects)
Mind Breaker
Strong anti infantry unit it has a chance of 15% to stun a attacked organic unit. Has also the Mind break ability causing a targeted unit to turn neutral hostile for 30 seconds. And the seal abilty which prevents using of any active or passive skill of a single organic enemy.
Machine Knight
Strong anti Tank melee Infantry has the ability to dodge attacks. Deal addition damage on each attack and is immune to slows and stuns. Has the active ability to paralyze a enemy with a EMP shock.
Techno Mage.
Supporting unit. Has a strong mid range attack. Increases damage of nearby infantry by 10% and armor of nearby machines by 2. (dose stack with the Machin Priests aura)
Psionic Tier 2 units
(Immune to weather effect)
Psionic Mindslayer
Very strong high range Anti Infantry and scout Unit. Is Immune to spells.
Spells:
Berserk
- turns a unit neutral hostile increasing their HP damage and attack rate by 50% for 30 seconds that unit will also use a taunt at the begging of this effect.
Mark
- Gives Vision of an enemy units within a range of 3500.
Sense the Blind
- Gives vision of every nearby enemy unit in a range of 2500 for 10 seconds.
Psi Shield
- Gives a shield to a target friendly unit that absorbes damage for each 12 points of damage absorbed the Mindslayer looses 1 mana
Psionic Impostor
Very heavy Support unit. Medium range attack. Immune to spells and detection abilities.
Spells:
Veil of Darkness
- The Imposter turns invisible and cannot be detected unless a high level abilty is used to do so (A Corpse Feeder should not be able to see this unit)
Trickery
- Creates 5 Illusion of a random enemy unit if the Illusions die the unleash a wave the burns 100 mana.
Weakening Pressence
- Decreases nearby enemies attack damage by 20% in a 550 range.
Great Show
- Once activate the Imposter can not be invisible and can no longer move until the spell is cancled or finished. The Imposter creates a mighty Aura that increases attack damage, Armor, HP and Life Regeneration of every friendly unit in a 1200 range.
Psionic divine Knight.
Very heavy melee unit. Immune to slow and stuns.
Divine Guard
- Increasing armor by 25 for 30 seconds and increasing life regeneration
Mighty strike
- each attack has a chance to deal AoE damage
Onslaught
- greatly increases move speed of the Knight and up to 5 friendly units nearby. The first attack will deal double damage.
Judgment
- The Knight will unleash several leather blows against each enemy around him stunning and damaging them.
I like the idea for the most part. I'm assuming you mean the underlying basics of their race is on the same theme as humans (using resource structures to harvest resources) while later techs are different.
When you say more defensive, do you say for units or for the whole race in general?
__________________
Current Project:
Looking for something to do in your spare time? Try The Darkening Wars, a whole new RTS that features intense combat, (soon to be 3 races), weather, realistic accuracy, and more! Visit The Darkening Wars Map! You won't be disappointed. It is currently in beta phase, about 90% finished.
Like the game? Join The Darkening Wars group, where you can discuss strategies and ideas for the map.
I mean that all unit and structure armour is upped. So yes, the entire race (doesn't matter by how much though).
For the most part, basic buildings would be like modified Human buildings.
Basic buildings would include:
-1st tier of the starting building
-all tiers of reasource buildings
-first few tiers of supply buildings
-first tier of primary infantry production facility
-first tier of primary vehicle production facility
-first tier of research facility
All would look similar and have similar stats (modified to the race (AKA lets say the original health and armour for the research building was 450/3, the Exploration Human research building would be 500/5 or somthing, with same model)), yet have different units that it builds, different researches/abilities and such.
__________________
Name: Landmine
Use: Warzone havock and destruction of vehicles
Creator: Dr. Landimidion Lander
City of creation: Landminer City
Total kills in war: 2009
Current project(s): Map of Desterted Island and Single Tower Defence
Signature reality: [Error] [Memory corrosion detected]
I like the idea! Reminds me a bunch of the Space Marines, especially with the machine-kept-alive-"Emperor/King." Thanks for even putting the time to write out units n' all. But perhaps they need a 3rd tier? Just having 2 tiers seems to be rather short, especially with the possibility for extended game time for this game. I believe your idea may be a very nice base to build up on. The lore feels workable and machine priests sound awesome.
And, your English is more than understandable. Definately moreso than some native English-speakers! :D
Quote:
Originally Posted by Landmine
I mean that all unit and structure armour is upped. So yes, the entire race (doesn't matter by how much though).
For the most part, basic buildings would be like modified Human buildings.
Basic buildings would include:
-1st tier of the starting building
-all tiers of reasource buildings
-first few tiers of supply buildings
-first tier of primary infantry production facility
-first tier of primary vehicle production facility
-first tier of research facility
All would look similar and have similar stats (modified to the race (AKA lets say the original health and armour for the research building was 450/3, the Exploration Human research building would be 500/5 or somthing, with same model)), yet have different units that it builds, different researches/abilities and such.
I thought of something along the lines of this, which was having "factions" instead of a 3rd race. Basically, I would "split" the original 2 races into 2 factions each, such that each faction would have certain unique units.
Would you have any particular units in mind?
__________________
Current Project:
Looking for something to do in your spare time? Try The Darkening Wars, a whole new RTS that features intense combat, (soon to be 3 races), weather, realistic accuracy, and more! Visit The Darkening Wars Map! You won't be disappointed. It is currently in beta phase, about 90% finished.
Like the game? Join The Darkening Wars group, where you can discuss strategies and ideas for the map.
About the 3rd tier i agree with you how ever i see the upgraded versions of the tier 2 units as tier 3 units as well as the Psionic tier 2 units which are more then a match for other tier 3 units. So in the Barracks you built tier 1 units and with the proper upgrade tier 2 units. While their Portal of the Chosen builts tier 2 units and with upgrades tier 3 units. Just to clarify this each tier 2 unit has a upgrade crusader ---> Inquisitor.
I thought of something along the lines of this, which was having "factions" instead of a 3rd race. Basically, I would "split" the original 2 races into 2 factions each, such that each faction would have certain unique units.
Would you have any particular units in mind?
Not very many in mind but a few:
>Asassin: Melee unit. Can go stealth. Has a 25% chance to get a critical hit. Uneffective against heavy vehicles.
>Scout (Medic): Has the heal ability, but no attack. In a chance of danger, the Scout has an ability to stun a targeted unit for 2 seconds, in addition to the ability to call a Bulk Tank
>Heavy Mobile Canon: Long ranged unit. Has a range of 1300 and a minimum range of 300. Has an upgrade that allows it to leave a circle of fire when it fires.
>Bulk Tank: Has a range of 700. Defence is hight, while attacks is low. Attack speed is average. Has the ability to carry 3 units at a time, and another to drop a stick with a camera on it.
All stats can be rearranged and fixed up if you wish. These are just some of the basis of what the force might look like (melee units, long ranged artillary, tanks that are used as transports...etc)
__________________
Name: Landmine
Use: Warzone havock and destruction of vehicles
Creator: Dr. Landimidion Lander
City of creation: Landminer City
Total kills in war: 2009
Current project(s): Map of Desterted Island and Single Tower Defence
Signature reality: [Error] [Memory corrosion detected]
About the 3rd tier i agree with you how ever i see the upgraded versions of the tier 2 units as tier 3 units as well as the Psionic tier 2 units which are more then a match for other tier 3 units. So in the Barracks you built tier 1 units and with the proper upgrade tier 2 units. While their Portal of the Chosen builts tier 2 units and with upgrades tier 3 units. Just to clarify this each tier 2 unit has a upgrade crusader ---> Inquisitor.
Ah, I see your point. So each tier has the potential to be bumped up one. However, couldn't the best of both be taken? Why not have 3 tiers as well as an "upgrade" tier for every tier?! There is no limitation on what you can do in terms of tech.
What would be the cost of each research for new types of units? (I'm assuming it'd cost iron and oil.)
Quote:
Originally Posted by Landmine
Not very many in mind but a few:
>Asassin: Melee unit. Can go stealth. Has a 25% chance to get a critical hit. Uneffective against heavy vehicles.
>Scout (Medic): Has the heal ability, but no attack. In a chance of danger, the Scout has an ability to stun a targeted unit for 2 seconds, in addition to the ability to call a Bulk Tank
>Heavy Mobile Canon: Long ranged unit. Has a range of 1300 and a minimum range of 300. Has an upgrade that allows it to leave a circle of fire when it fires.
>Bulk Tank: Has a range of 700. Defence is hight, while attacks is low. Attack speed is average. Has the ability to carry 3 units at a time, and another to drop a stick with a camera on it.
All stats can be rearranged and fixed up if you wish. These are just some of the basis of what the force might look like (melee units, long ranged artillary, tanks that are used as transports...etc)
Assassins would be a specialized attack troop. That would work as a simple unit. But what about their base "footmen/archer" type unit? Each race essentially has those, whether it be Corpse Feeders for mutants or Riflemen for Humans.
Because of how quickly units die (you've seen how quickly a force of humans/mutants is machine gunned down by a good defensive force?) I doubt most people can be quick enough with the 2 second stun to make a difference. And, why not just have it have an attack instead of giving it a reactive ability? The only units that can't attack in this game (generally) are transports and workers (though no one's saying you can't make something new and innovative). And... summoning a tank from him might/would not be fair unless it costs resources (and takes time for the tank to arrive, such as an air drop).
For the Heavy Mobile Cannon, 1300 range in this game isn't that far. The 3 longest ranged units in this game currently are:
1) MLRS - 4000 (Very Inaccurate)
2) Howitzer - 3500
3) Bile Launcher - 2400
A transport/tank is a neat idea, instead of having them separately. But dropping a camera from a tank? That's odd. It seems more suited as an infantry/scout's ability.
__________________
Current Project:
Looking for something to do in your spare time? Try The Darkening Wars, a whole new RTS that features intense combat, (soon to be 3 races), weather, realistic accuracy, and more! Visit The Darkening Wars Map! You won't be disappointed. It is currently in beta phase, about 90% finished.
Like the game? Join The Darkening Wars group, where you can discuss strategies and ideas for the map.
Oil would only be need to create metal out of it.
All units, Building and Upgrades cost Metal only. In Order to balance this the note of essence (Oil rig) needs to be limited (a research is required to increase this number)
Research would not be that expansive around 250 or something but would take time. As i see i haven't mentioned that you can only built 1 research facility.
I tried to every unit use able against a certain type of enemy. The Cleaner is a great weapon against massed melee mutants as he can easily run off while shooting. But since his lack of heavy cannons other tanks or ranged mutants will pwn it fairly easy. It's the same for the Purifier but at a higher level.
So in order to win with this race you have to just pick the best units for your situation or you will fail hard. This race needs good scouting for what early tier units like the Messanger and later the psionic units are.
Oil would only be need to create metal out of it.
All units, Building and Upgrades cost Metal only. In Order to balance this the note of essence (Oil rig) needs to be limited (a research is required to increase this number)
Research would not be that expansive around 250 or something but would take time. As i see i haven't mentioned that you can only built 1 research facility.
I tried to every unit use able against a certain type of enemy. The Cleaner is a great weapon against massed melee mutants as he can easily run off while shooting. But since his lack of heavy cannons other tanks or ranged mutants will pwn it fairly easy. It's the same for the Purifier but at a higher level.
So in order to win with this race you have to just pick the best units for your situation or you will fail hard. This race needs good scouting for what early tier units like the Messanger and later the psionic units are.
Ah, that helps clear it up. Perhaps, because oil will be limited for this race, make it so some of the later researches also require oil?
While I'd really love implementing firing while attacking, I'm not certain it can be easily done. (Yes, I know the thing with Phoenix Fire; however, with that, you can't specify a damage type without using a custom phoenix fire system. It also looks odd when the turrets don't turn to follow the direction they're supposed to be firing in.)
(Just a spelling thing: I believe you mean "Node" when you say "Note"; Node of Essence makes more sense than a Note of Essence.)
__________________
Current Project:
Looking for something to do in your spare time? Try The Darkening Wars, a whole new RTS that features intense combat, (soon to be 3 races), weather, realistic accuracy, and more! Visit The Darkening Wars Map! You won't be disappointed. It is currently in beta phase, about 90% finished.
Like the game? Join The Darkening Wars group, where you can discuss strategies and ideas for the map.
Redoe of the units:
Infantry
Trooper (Basic Melee Infantry): This unit has a low attack and low-average attack speed. Relativly cheap cost, yet is one of the weaker units of the force. Abilities include: Critical Hit.
Gunsman (Basic Ranged Infantry): Average ranged infantry. Higher damage then Trooper but at a higher cost. Low cooldown enforces reenforcements to be close. Abilities include: Grenades (researchable) and Long Shot (researchable).
Assasin (Specialized/Advanced Melee Infantry): Advanced melee unit. Short cooldown and high-average damage, at the cost of being expensive to train and fairly weak. Abilities include: Stealth, Critical Hit and self-heal (researchable).
Mech Trooper (Advanced Ranged Infantry): Duel weapon unit: enhansed Gunsman Machine Gun and heavy rocket. Machine gun is fast, yet only slightly stronger then the Gunsmans. The Anti-Vehicle Blaster (also known as the Rocket Launcher) has heavy damage, but quite slow for speed. This unit suffers from slow movement speed. Abilities include: Mines (researchable)
Scout (Multi-Purpose Infantry): Weak, yet very useful infantry unit. Weak attack, yet enough attack speed that he can protect himself. Abilities include: Heal, Stun Grenade and Call for Support.
Vehicles
Bulk Tank (Light Transport Tank): Basic tank for the force. Has 2 attacks. 1 is the machine gun. High speed and low-average damage. 2 is the main cannon. Heavy damage, yet low attack. Abilities include: Load, Unload and Cargo.
Heavy Mobile Cannon (Advanced Long Ranged Vehicle): Defensive and damaging, this vehicle is one of the vehicles you would find hidding in a forest. The vehicle, however, suffers from slow movement and long reload times. Range is 1800 and a minimum range of 300. Abilities include: Bombardment (researchable) and Fire Shells *researchable).
Abilities:
-Critical hit: 25% chance to do double the damage.
-Grenades: Allows the use of grenade. Range: 600.
-Long Shot: The unit fires a shot at far distances, doing little damage. Helps with retreating enemies. Range: 1400.
-Stealth: Allows the unit to move undetected. Lasts 45 seconds, or until the units mana is at 0. 1 mana/second.
-Self-Heal: Allows the unit to heal himself.
-Mines: Allows the unit to drop mines that explode if moved over, 10 seconds go by, or it is remotly detonated (clicking on it, then pressing the detonate button).
Heal: Allows the unit to heal other units, include the unit itself.
-Stun Grenade: Throws a stun grenade, stunning all targeted enemy units for 8 seconds.
-Call for Support: The unit calls a Bulk Tank to the location of the unit.
-Load/Unload: Allows the unit to pickup/drop other units.
-Cargo (Bulk Tank): Allows the Bulk Tank to carry an additional 3 units.
-Bombardment (Mobile Cannon/Heavy Mobile Cannon): Launches a wave of projectiles at a targeted location dealing heavy damage. Long cooldown. Range: 2400.
-Fire Shells: Covers the artillary shells in exremly flammable liquids. On impact, the ground around the impact site is left burning for 10 seconds, burning any unit moving within the area for 7 seconds.
More units to come. I think I've spent the longest time on a single post ever made (about an hour and a half, thinking, getting distracted... hey look, its raining!).
__________________
Name: Landmine
Use: Warzone havock and destruction of vehicles
Creator: Dr. Landimidion Lander
City of creation: Landminer City
Total kills in war: 2009
Current project(s): Map of Desterted Island and Single Tower Defence
Signature reality: [Error] [Memory corrosion detected]
You are right about the node thing thank you for clearing that up.
However since Oil is limited Metal will also be limited for the church. That is why i don't see a reason to add oil cost to research.
I didn't thing to use some kind of turret for the cleaner but some sort of saucer shooting it out of his border(?). In case of the cleaner it could also be changed to be some kind of flying chainsaw dealing damage to units around it. For this you could use some kind of Immolation. However I haven't found a use able model for this so we could replace it with this Walker type.
Pain-Pod
medium armored long range anti infantry unit. Small needle like rockets hit the infantry target if it kills the target a explosion will occur damaging all nearby troops (dose not happen if it kills a tank).
Gore-Pod
Same as Pain-Pod but with a higher armor.
Spells:
Ragefire
Shoots a special projectile at a target non-organic or high tier mutant unit. Upon impact the unit will suffer high damage and have its armor reduced by a high amount.
...
More units to come. I think I've spent the longest time on a single post ever made (about an hour and a half, thinking, getting distracted... hey look, its raining!).
Well, thanks for spending so much time on this topic, I appreciate it! It was raining where I was too.
But back on topic: Yeah, that gives me a basic idea of how the race plays out. But for the more advanced buildings, I still don't get exactly how that plays off. Is it, you just upgrade basic buildings into advanced buildings, or do you build them entirely separately?
Quote:
Originally Posted by Zinive
You are right about the node thing thank you for clearing that up.
However since Oil is limited Metal will also be limited for the church. That is why i don't see a reason to add oil cost to research.
I didn't thing to use some kind of turret for the cleaner but some sort of saucer shooting it out of his border(?). In case of the cleaner it could also be changed to be some kind of flying chainsaw dealing damage to units around it. For this you could use some kind of Immolation. However I haven't found a use able model for this so we could replace it with this Walker type.
Pain-Pod
medium armored long range anti infantry unit. Small needle like rockets hit the infantry target if it kills the target a explosion will occur damaging all nearby troops (dose not happen if it kills a tank).
Gore-Pod
Same as Pain-Pod but with a higher armor.
Spells:
Ragefire
Shoots a special projectile at a target non-organic or high tier mutant unit. Upon impact the unit will suffer high damage and have its armor reduced by a high amount.
Well, technically, neither oil nor iron are strictly "limited;" it's the income that is limited. You are limited to what oil you can produce, which subsequently controls how much iron you can make. And for the Nodes of Essences, are they exactly like oil derricks (meaning that they are just built upon oil-patches/blight)?
Well, in any case, I was just suggesting that research take oil because it is a less easily acquirable resource compared to iron. I'm assuming, though, that 1 oil > 1 iron. I don't know, and won't know till I try and put this into execution.
If only there was some easy way to make a unit fly around and around the cleaner... sorta like a locust swarm, except without hit point returns. That way, I could even control the damage type.
The pain pod is a pretty cool idea. By long range, do you mean