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Post by Bloodmancer on Mar 1, 2015 19:43:57 GMT
Looks fine.
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Post by deviantsword on Mar 1, 2015 22:52:28 GMT
Need approval for these things....
Blast berry greenhouse Type: building Defense: 0 Ability: creates 1 blast berry every day
Cost: 40 petals, 5 units of mat 20 days
Does it need to consume a unit of Mat for the blast berry?
Rock bomb greenhouse Type: building Defense:0 Ability creates 1 rock bomb per day
Cost: 40 petals 5 units of mats 20 days
Again, does it need to consume a mat for the rock bomb?
Time bomb Type: explosive (akin to c4) Ability: a charge that can be set to explode a a certain time, and causes a little more damage than just a rock bomb.
Cost: -1 rock bomb -1 blast berry -10petals 5 day per bomb.
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Post by Bloodmancer on Mar 1, 2015 23:17:10 GMT
Probably no materials for the raw items. My blast berry greenhouse will be producing 10 berries a day.
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Post by deviantsword on Mar 1, 2015 23:24:07 GMT
oh dang. ok then I will change mine to suit.
Could I also make a time bomb factory that combines 5 blast berrys and 5 rock bombs to create 5 time bombs?
Same 20 days, 40 petals, 5 resources for the building
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Post by Bloodmancer on Mar 1, 2015 23:25:33 GMT
Well, if it takes five days per bomb, then you could make a factory, but the production rate would still be the same...
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Post by Bloodmancer on Mar 1, 2015 23:26:09 GMT
Um... I have a question. Can our upgrades and weapons be used in the arena?
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Post by deviantsword on Mar 1, 2015 23:46:38 GMT
yeah, but that was before you said we could have 10 berries per day. the ratio is still the same for production time.
And for your arena question, what exactly do you mean? Are you referring to Mal's section of the arena where units fight with weapons or armor, or are you talking about the gladiators?
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Post by pendragon71037 on Mar 3, 2015 3:08:47 GMT
I don't intend to use this until next version, but would I be allowed to have a unit type that, while incredibly weak, has the advantage of having double the normal number recruited per day? Like, an Ordinary class unit, which would lose in just about any fight with even numbers, but instead of 10 per day I get 20?
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Malefio
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Posts: 1,395
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Post by Malefio on Mar 3, 2015 3:37:41 GMT
I don't intend to use this until next version, but would I be allowed to have a unit type that, while incredibly weak, has the advantage of having double the normal number recruited per day? Like, an Ordinary class unit, which would lose in just about any fight with even numbers, but instead of 10 per day I get 20? Suggestion: Your creature is in fact a swarm of really tiny creature.
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Post by pendragon71037 on Mar 3, 2015 4:07:57 GMT
That would almost work (in fact that's a nice idea in its own right; I might use that sometime), but not really what I'm going for here.
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Post by Bloodmancer on Mar 3, 2015 22:45:29 GMT
Actually, troop recruitment values have been doubled next version, so you don't have to worry about it, but no, you can't do that.
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Malefio
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Posts: 1,395
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Post by Malefio on Mar 3, 2015 22:52:14 GMT
Well, my V2 army will have a totem which generates 10 troops each cycle... Maybe you could do something like that?
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Post by Bloodmancer on Mar 3, 2015 23:04:08 GMT
Oh no, you can't do that either mal. Daily troop recriutment cannot go above 20 ords/2 specials. Unless you buy them from the Merc outpost.
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Malefio
Spec-ops
Boss Battle
Posts: 1,395
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Post by Malefio on Mar 3, 2015 23:47:12 GMT
Oh... I spent weeks trying to find what the totems would do and you just destroyed it xd
I really can't build a 30 day things that create 10 crabmins each cycles?
The concept was that the totem create crabmins made of the ressource the totem was made of... So a wooden totem creates wooden crabmins...
It's not even ok if it's like 1 per 4 days? xd
They would have been ordinaries by the way.
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Post by Bloodmancer on Mar 3, 2015 23:48:36 GMT
Not unless you are a hocotatian army. Only hocos can build mechanical versions of creatures.
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