Search found 3529 matches

by Midonik
Mon Sep 09, 2019 2:09 pm
Forum: Planetary
Topic: Death Cap
Replies: 24
Views: 2264

Re: Death Cap

Could someone use the colours of Puss' image for patriod's creatures? I feel like that will be the perfect mix.
by Midonik
Sun Sep 08, 2019 3:09 pm
Forum: Others
Topic: Racial Selection Upon Pressing "Upgrades" IMPLEMENTED
Replies: 20
Views: 487

Re: Racial Selection Upon Pressing "Upgrades"

It's JSONable so I don't see a reason not to.
by Midonik
Sun Sep 08, 2019 12:35 pm
Forum: Planetary
Topic: Mashroom outpost
Replies: 2
Views: 63

Mashroom outpost

A tower sized mashroom, empty inside. Toxins can be thrown down from it and it can also store troops.
by Midonik
Sun Sep 08, 2019 12:18 pm
Forum: Planetary
Topic: Giant sporulate
Replies: 0
Views: 84

Giant sporulate

A defensive building. It would be capable of rising death and maybe even converting like death cap. We can also give it 1 speed. No carry capacity and quite fragile tho, with normal cost for a tower.
by Midonik
Sun Sep 08, 2019 12:14 pm
Forum: Myconids
Topic: Haven
Replies: 1
Views: 493

Re: Haven

Changing the name to: mycelium farm or something like that seems better for me.
by Midonik
Sun Sep 08, 2019 12:00 pm
Forum: Planetary
Topic: Myconid seekers
Replies: 2
Views: 325

Re: Myconid seekers

This looks like basic inf from stats. We can increase them and change them into elite one. I don't really like the name, doesn't seem mashroom related.
by Midonik
Sun Sep 08, 2019 11:43 am
Forum: Planetary
Topic: Abomination
Replies: 4
Views: 513

Re: Abomination

Ok so I was thinking and this can be another big monster sort of thing. I would like to give it ability to transform its body to get different capabilities. Like chemical attack in one, physical in other, different bonuses and a form with carry capacity (no attack tho).
by Midonik
Sun Sep 08, 2019 11:40 am
Forum: Planetary
Topic: Digester
Replies: 8
Views: 607

Re: Digester

Maybe I will attempt this
by Midonik
Sun Sep 08, 2019 11:39 am
Forum: Planetary
Topic: Death Cap
Replies: 24
Views: 2264

Re: Death Cap

The only problem I could had avoid this is that I can't see a way for it to attack chemically. Maybe we should just change it to physical? Also great dragon doesn't even get near this thing I'm terms of size - it's 96×64, so 6,144 pixels^2, while this is 128×64, so 8,192 pixels^2. We still need the ...
by Midonik
Sun Sep 08, 2019 11:31 am
Forum: Planetary
Topic: Basidiobyte
Replies: 2
Views: 294

Re: Basidiobyte

I like the concept. Guess that would count as big creatures? Or you prefer infantry? Maybe I would change the name?
by Midonik
Sun Sep 08, 2019 11:29 am
Forum: IMPLEMENTED
Topic: Human Knighthood issue ? - ANSWERED
Replies: 4
Views: 176

Re: Human Knighthood issue ? ANSWERED

I don't think the thing the knighthood should give would appear in the unit stats - it's supposed to give "first strike" what would mean that when it's attacked, it counter attacks first. So if it would kill and unit with counter attack, it would get the damage, but if it won't kill it doesn't avoid...
by Midonik
Sat Sep 07, 2019 3:36 pm
Forum: IMPLEMENTED
Topic: Undead Race Icon Redesign - IMPLEMENTED
Replies: 9
Views: 301

Re: Undead Race Icon Redesign

Not a necessary change, but a welcome one.
by Midonik
Sat Sep 07, 2019 2:10 pm
Forum: Reporting Issues
Topic: Cond: Obj Destroyed Is Bugged
Replies: 6
Views: 174

Re: Cond: Obj Destroyed Is Bugged

That would explain why I had so many wierd problems with triggers lately. And I did in fact use object destroyed triggers. Pls fix.
by Midonik
Sat Sep 07, 2019 2:09 pm
Forum: IMPLEMENTED
Topic: Human Race Icon Redesign - IMPLEMENTED
Replies: 38
Views: 813

Re: Human Race Icon Redesign

+1
by Midonik
Sat Sep 07, 2019 11:38 am
Forum: Dev asks for Help
Topic: AOF Unit, tech flavour texts
Replies: 40
Views: 2335

Re: AOF Unit, tech flavour texts

+1 The descriptions of the effects are very needed as even forumers are confused by them these days. Looking for them in that section in others is a pain in the ass, especially they often aren't there. I believe the post suggests to add effect descriptions to be visbale in the page with description ...
by Midonik
Mon Sep 02, 2019 6:27 pm
Forum: Unit - infantry
Topic: Highlander IMPLEMENTED
Replies: 17
Views: 341

Re: Highlander

We can't set limits to veteraning currently.
by Midonik
Mon Sep 02, 2019 2:50 pm
Forum: Races
Topic: Scalefolk rework
Replies: 232
Views: 7399

Re: Scalefolk rework

Well for main water subspiece the fishmen would fit even more - after all those are scaledfolks, not reptilans.
by Midonik
Thu Aug 29, 2019 6:28 pm
Forum: OFF Topics
Topic: Member Activity
Replies: 106
Views: 13746

Re: Member Activity

Inactive from tomorrow to Sunday.
You know the reason.
by Midonik
Thu Aug 29, 2019 8:44 am
Forum: Introduction
Topic: AOG assets collects
Replies: 9
Views: 585

Re: AOG assets collects

I think we just have AoWw's soundtrack but we obviously need to change it.
by Midonik
Tue Aug 27, 2019 4:38 pm
Forum: Issues
Topic: Japan infantry+officer (NOT healing) IMPLEMENTED
Replies: 3
Views: 137

Re: Japan units (NOT healing)

Perhaps someone forgot the bonus healing.
Also don't all those buildings have the heal rate for other nations? Why would Japan be diffirent there?
by Midonik
Sun Aug 25, 2019 5:08 pm
Forum: Dwarf Technologies
Topic: Dwarven blacksmith tech tree
Replies: 88
Views: 5108

Re: Dwarven blacksmith tech tree

Weren't there that whole overlapping thing added for that? So two different techs (with different names and images) share same cost and effect and when one is stolen it gives the same effects as if the other was reserched? Or did I have some hallucinations?
by Midonik
Sat Aug 24, 2019 7:14 pm
Forum: OFF Topics
Topic: Happy birthday, Midonik!
Replies: 12
Views: 1928

Re: Happy birthday, Midonik!

Thanks
by Midonik
Sat Aug 24, 2019 6:39 pm
Forum: OFF Topics
Topic: Happy Birthday Midonik
Replies: 1
Views: 299

Re: Happy Birthday Midonik

Thanks
by Midonik
Fri Aug 23, 2019 6:41 pm
Forum: Buildings
Topic: V2 Launch Site (Map editor only)
Replies: 26
Views: 693

Re: V2 Launch Site (Map editor only)

DoomsdayDragonfire wrote:
Fri Aug 23, 2019 6:32 pm
Is there such effect? If it is possible to remove or disable the attack of the unit afterwards without killing itself or disable movement... For like 4 to 6 turns... Would be perfect for these rockets.
Well you can always make the attack an ability an give cooldown, close enough. Otherwise not.
by Midonik
Fri Aug 23, 2019 7:21 am
Forum: Buildings
Topic: V2 Launch Site (Map editor only)
Replies: 26
Views: 693

Re: V2 Launch Site (Map editor only)

Yeah just do it. There is no excuse for an artillery piece to have no operators, but there is no. What would there be any in here?
by Midonik
Thu Aug 22, 2019 3:08 pm
Forum: Buildings
Topic: V2 Launch Site (Map editor only)
Replies: 26
Views: 693

Re: V2 Launch Site (Map editor only)

I propose no soldiers since when there is artillery etc there is no either.
by Midonik
Wed Aug 14, 2019 3:53 pm
Forum: OFF Topics
Topic: Member Activity
Replies: 106
Views: 13746

Re: Member Activity

Inactive again until Monday
by Midonik
Tue Aug 13, 2019 6:46 pm
Forum: Races
Topic: Sacred Ent - Kodama
Replies: 10
Views: 488

Re: Sacred Ent - Kodama

+1
An etn shaman can be interesting
by Midonik
Tue Aug 13, 2019 3:43 pm
Forum: Planetary
Topic: Vtols
Replies: 10
Views: 630

Re: Vtols

Acctualy now you said that... I need to check if that can be done easily. I think there is a way for a unit to turn neutral and maybe it could be hostile. That would be kinda cool.
by Midonik
Tue Aug 13, 2019 2:00 pm
Forum: Planetary
Topic: Vtols
Replies: 10
Views: 630

Re: Vtols

- Stats: Those i left open, so you can figure out what you think they can have to be balanced... I will do what I think will work then. - Flying: Only the multirole will be low flying, the rest don't need to land actually (just to change pilot or reload bombs/missiles on the jet... Stuff we don't m...

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