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March 6th, 2010, 12:12 PM
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BANNED USER
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Join Date: Dec 2007
Location: Alberta, Canada
Posts: 518
Thanks: 26
Thanked 55 Times in 29 Posts
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Re: The Beavers
Hey Amonchakad,
But I'm doing SOO much better. No baiting, no name calling, no profanity. This one is just nice clean fun. And even pretty much SFW.
I'm practicing my Drinking and Posting skillzz.
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March 7th, 2010, 09:50 PM
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Second Lieutenant
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Join Date: Feb 2005
Location: Central Illinois
Posts: 434
Thanks: 7
Thanked 3 Times in 3 Posts
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Re: The Beavers
Quote:
Originally Posted by Squirrelloid
Someone buy BigDaddy a clue. And Gandalf.
The obvious next nation is puppies, anyone can see that. Preferably wrapped in warm garments.
Unfortunately, the first thing the beaver nation would do would be to tell us to stop playing computer games, and because they are totally OP (good call Sir D), we'd listen, and no more modding work would get done.
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Maybe I just realize that there are domesticated beavers... but, certainly, the feral ones -should- require a lot less scouting, and, it is likely, will let you continue to mod, even if they complain about it... If you really like modding, afterall, the beavers really should have no problem with that ultimately, and it is likely that they will learn to regret their feral nature, and thus scouting requirments should decrease greatly. You still have to be nice to them of course...
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March 8th, 2010, 01:28 PM
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Sergeant
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Join Date: Feb 2009
Posts: 282
Thanks: 8
Thanked 3 Times in 3 Posts
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Re: The Beavers
This nation should really get a national Cougar summon, with Seduction ability and a claw attack that does half damage against units with Old Age.
And it should also get an automatic domsummon that increases with Growth scales.
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March 8th, 2010, 07:30 PM
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Major General
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Join Date: Jun 2009
Posts: 2,157
Thanks: 69
Thanked 116 Times in 73 Posts
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Re: The Beavers
Quote:
Originally Posted by Gandalf Parker
Quote:
Originally Posted by Squirrelloid
Someone buy BigDaddy a clue. And Gandalf.
The obvious next nation is puppies, anyone can see that. Preferably wrapped in warm garments.
Unfortunately, the first thing the beaver nation would do would be to tell us to stop playing computer games, and because they are totally OP (good call Sir D), we'd listen, and no more modding work would get done.
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Puppies? What nation is represented by puppies? Vatican City? Gibraltar?
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I think I have a clue bat around here somewhere...
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March 9th, 2010, 02:41 AM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
Thanked 403 Times in 176 Posts
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Re: The Beavers
Quote:
Originally Posted by Squirrelloid
I think I have a clue bat around here somewhere...
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March 9th, 2010, 10:33 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: The Beavers
THAT might be an interesting unit to the game.
I wonder what features the Clue Bat could have (that the game actually supports). Fortune teller? Maybe an extended flight distance with high stealth and spy ability?
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March 9th, 2010, 12:13 PM
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Sergeant
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Join Date: Feb 2009
Posts: 282
Thanks: 8
Thanked 3 Times in 3 Posts
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Re: The Beavers
It could have an attack that does double damage against Feebleminded units. Is that supported?
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March 9th, 2010, 03:30 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: The Beavers
Quote:
Originally Posted by Belac
It could have an attack that does double damage against Feebleminded units. Is that supported?
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LLOL
I dont know. But I love the idea. Perfect addition to it.
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March 11th, 2010, 03:30 PM
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Major
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Join Date: Mar 2008
Location: Moscow, Russia
Posts: 1,045
Thanks: 177
Thanked 23 Times in 21 Posts
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Re: The Beavers
Quote:
Originally Posted by Gandalf Parker
THAT might be an interesting unit to the game.
I wonder what features the Clue Bat could have (that the game actually supports). Fortune teller? Maybe an extended flight distance with high stealth and spy ability?
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Fortune teller - surely. Awe, probably. As an effect of its usage on poor clueless one should be just that. Maybe fear - for those still clueless.
And then probably either patrol bonus or dowser... I don't know.
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March 12th, 2010, 08:19 AM
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Major
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Join Date: Mar 2008
Location: Moscow, Russia
Posts: 1,045
Thanks: 177
Thanked 23 Times in 21 Posts
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Re: The Beavers
Quote:
Originally Posted by Belac
It could have an attack that does double damage against Feebleminded units. Is that supported?
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Yes!!! How could i forgot??
It's not supported for now. But we can ask developers. And ask them again. And again...
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