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Re: Fungi - As an Individual Race

Posted: Wed Aug 09, 2017 11:48 pm
by Puss_in_Boots
I think it might be too simple..

Re: Fungi - As an Individual Race

Posted: Wed Aug 09, 2017 11:53 pm
by Puss_in_Boots
Maybe we can use something else that resembles fungus, like it's spore.

Re: Fungi - As an Individual Race

Posted: Wed Aug 09, 2017 11:55 pm
by Sunrise Samurai
The only shield that has much real complexity is the elf shield. Now give me a good spore picture and that might work great.

Re: Fungi - As an Individual Race

Posted: Fri Aug 11, 2017 5:16 pm
by Sunrise Samurai
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.

Re: Fungi - As an Individual Race

Posted: Fri Aug 11, 2017 5:35 pm
by Puss_in_Boots
I guess that's their siege weapon. :)

Re: Fungi - As an Individual Race

Posted: Sat Aug 12, 2017 12:24 am
by Sunrise Samurai
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.

Re: Fungi - As an Individual Race

Posted: Sun Aug 13, 2017 10:20 am
by Alexander82
I don't really like the whole fungi idea xD

Re: Fungi - As an Individual Race

Posted: Sun Aug 13, 2017 10:54 am
by Sunrise Samurai
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 :lol:

Re: Fungi - As an Individual Race

Posted: Sun Aug 13, 2017 11:20 am
by LordOfAles
This is a pretty original idea u know

Re: Fungi - As an Individual Race

Posted: Sun Aug 13, 2017 12:23 pm
by Alexander82
Yeah it might be original but still don't like it xD

Re: Fungi - As an Individual Race

Posted: Sun Aug 13, 2017 1:05 pm
by Sunrise Samurai
Okay, no stuffed shrooms or cream of mushroom soup for Alexander :D guess we'll have to change the menu for our AoF dinner party​.

Re: Fungi - As an Individual Race

Posted: Sun Aug 13, 2017 1:42 pm
by samuelch
I like the idea of fungi. Anyway the fungi looks like truffle from terraria.

Re: Fungi - As an Individual Race

Posted: Sun Aug 13, 2017 3:44 pm
by samuelch
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

Re: Fungi - As an Individual Race

Posted: Sun Aug 13, 2017 3:50 pm
by samuelch
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.

Re: Fungi - As an Individual Race

Posted: Sun Aug 13, 2017 8:22 pm
by Sunrise Samurai
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.

Re: Fungi - As an Individual Race

Posted: Sun Aug 13, 2017 8:32 pm
by Puss_in_Boots
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.

Re: Fungi - As an Individual Race

Posted: Mon Aug 14, 2017 1:07 am
by Sunrise Samurai
Sounds good.

Re: Fungi - As an Individual Race

Posted: Fri Aug 18, 2017 9:10 pm
by Puss_in_Boots
I finally figured out how to put more than three image on a single post. :)

Re: Fungi - As an Individual Race

Posted: Fri Aug 18, 2017 9:13 pm
by Puss_in_Boots
We might need more of the basics,

Mushroom Warrior
Hp:14/14
Attack:5
Cost:1
Sight:4
Movement:1
Actions:1
Armor: none

Re: Fungi - As an Individual Race

Posted: Fri Aug 18, 2017 9:14 pm
by Puss_in_Boots
We could also change the name of race to Myconids just like in D&D. What would you think about that?

Re: Fungi - As an Individual Race

Posted: Fri Aug 18, 2017 9:18 pm
by Sunrise Samurai
Myconids, fungalites, mushroom kingdom.......okay, no Mario references lol

Re: Fungi - As an Individual Race

Posted: Fri Aug 18, 2017 9:23 pm
by Puss_in_Boots
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.

Re: Fungi - As an Individual Race

Posted: Sat Aug 19, 2017 12:35 am
by Sunrise Samurai
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.

Re: Myconids, The Mushroom Humanoids

Posted: Sat Aug 19, 2017 3:03 am
by Sunrise Samurai
And so you have given them a name. Myconids. We still need a shield design sadly.

Re: Myconids, The Mushroom Humanoids

Posted: Sun Nov 19, 2017 9:08 am
by Lawrence
I this going to be a new race?

[edit] Ignore this, I thought I was browsing in units? :?