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This race is apparently able to see in more dimenisons than 3. They like to move an a patterned manner, hence their name. I imagine they will be a suitable replacement for enyalios if we cant find the creator.
Units:
Subordinate
Nothing special. Moves after attack
Tracer:
Bombing unit
Boomerang:
An aerial unit that serves its purpose as anti-infantry
Pumper:
A unit that pushes other units ( finally, a push mechanic!)
Prime:
An extremely powerful g.l unit.
Alt for prime: Armed train
CHUHGA CHUGGA CHU CHU!
Sea Dragon
An air unit buildable in ports
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Subordinate
Cost 100 credits.
Type ground light
Mobility 9
Moves per turn 1
surface 9
underground 0
after attack 9
Vision (FoW) 3
Repair points 1
Defense strength 4
Attack range 1
Attack strength
VS ground light 3
VS ground heavy 4
VS aerial 4
VS aquatic 4
Attack after move YES
Burst Fire NO
Jump NO
Teleport NO
Overshield: NO
Intelligent design: YES
Special force intelligent design
EMP radius N/A
UV radius N/A
I bet you thought this was humanoid. The members of this species look like organic balls, and roll around like wheels. This particular soldier wears armor made of gears that looks steampunkish
This unit is useful for patterns with its mobility and strength on forests. Mobility after attack is especially useful for patterns and chain attacks.
All units with intelligent design can participate in formations and patterns.
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LkASr
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LkASr
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I find this race to be a new archenemy of Convergence (dem chess clocks :D) and maybe for Phasers, probably like feudalism wars
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Never surrender when you still have the chance.
"I have achieved navel superiority" -myself 2017
All the good stuff [WoT Generals Beta Tester, Uniwar Beta Tester, Vainglory Hero Suggestions List Contributor]
Come look at my profile for more info |
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Apercent
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In order to make patterns, go to the unit menu and click patterns. How patterns work is, you have to establish a pattern with a tracer ( why its called a tracer). In the pattern menu, click trace. With trace, highlight every square you want to highlight as either a landing space or a pattern space, and that will be your new pattern. Although landing tiles count as pattern tiles, pattern tiles are not landing tiles. You can make as many patterns as you want, but you cannot edit them once they are created (but you can delete them). I imagine they will all be in different colors. Patterns can overlap.
ALL of the below patterns follow these rules: In order to be in the pattern, a unit must land on landing tiles (the other pattern tile does not count) to be part of the pattern. Once a unit is in a pattern, it can decide to go clockwise or counter clockwise, but it cannot change direction after deciding. Pattern tiles do not replace the geography of pre-existing tiles, they only indicate that there is a pattern on that tile.
If the # of landing tiles allowed for a pattern comes out to be a decimal, always round down. Units must constantly move to be part of a pattern.
Patterns have three types of highlighters: Passable landing tile, landing tile, and normal pattern tile. You can only land on landing tile or passable landing tile. You can pass passable landing tile, but if there is a landing tile without a unit on it in front of you (depending on your direction)you must land on it. If a unit is on a landing tile of any sort, than the tile behind it (depending on the units direction) becomes a landing tile until the unit leaves the original landing tile.
Units not following these rules do not get the benefits of the pattern. Each pattern takes two turns to get in
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Apercent
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LkASr wrote:I find this race to be a new archenemy of Convergence (dem chess clocks :D) and maybe for Phasers, probably like feudalism wars
This race is a pretty nice fill in the blanks, because it can fit in the story as anything.
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Patterns:
Quadrilateral: Pattern must have at least 8 pattern tiles, and can only have 1/3 +1 of pattern tiles be landing tiles. Out of all landing tiles, all but 4 can be passable. This pattern must consist of 4 straight lines, and make a polygon. All units in this pattern get +2 defense.
Parallelogram: This pattern must form a parallelogram. The pattern must have at least 12 pattern tiles, and only 1/3+1 can be landing tiles. Out of all landing tiles, all but 4 can be passable. All units in this pattern get +1 defense, +1 mobility and +1 attack
Figure 8(pattern only): This pattern must form an 8 ( as best as possible, it isnt too specific) that has one landing tile in the center. This pattern must have at least 16 pattern tiles and only 1/2 can be landing tiles. Out of all landing tiles, all but 3 can be passable, and the landing tile in the center cannot be passable. All units get +8 mobility in this pattern
Square: This pattern must form a square, in the fact that all of its corners are 90 degrees adjacent. There must be at least 16 pattern tiles. Only 1/4 of pattern tiles can be landing tiles. All but 4 can be passable. All units get +1 defense +2 attack and +1 mobility in this pattern.
Acute triangle: This pattern must form an acute triangle. This pattern must have at least 12 pattern tiles and only 1/3 can be landing tiles. Out of all landing tiles, all but three can be passable. All units get +2 attack, +2 defense and +2 defense.
Obtuse triangle: This pattern must form an obtuse triangle. This pattern must have at least 16 pattern tiles and only 1/3 can be landing tiles. Out of landing tiles, all but three can be passable. All units get +4 attack
Right triangle: This pattern must form a right triangle. This pattern must have at least 16 pattern tiles and only 1/3 can be landing tiles. Out of landing tiles, all but three can be passable. All units get +5 defense.
Line: This pattern must form a line. This pattern must have at least 5 pattern tiles and all of them can be landing tiles. Out of landing tiles, the 2 end tiles must be unmissable. All units get a defense of +(line length/5).
hourglass: This pattern must be made of 2 parrellel lines and 2 transversal lines. The edges of the parrellel lines must be connected to at least one transversal line, and the transversals must intersect each other. This pattern must have at least 13 pattern tiles and all of them must be landing tiles.
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(Hourglass continued): The unit in the center of the hourglass is given 1-4 range. If this is used as a formation, the unit in the center doesn't have to be the same unit as the others. If this is a pattern, the unit in the center doesn't have to move if he doesn't want to
Irregular (pattern only): Patten must have at least 6 tiles, and must be a polygon. 100% of pattern tiles must impassible tiles for this to work. All units in this pattern get 2 turns instead of 1.
Hexagon: Pattern must form a hexagon, and have at least 6 pattern tiles. 3 nonadjacent tiles must be impassible tiles (but you can have as many as you want). All units in this pattern get +2 range.
Generators circle( pattern only): create a hexagon pattern, but use all spaces as impassible tiles. This creates a gap tile in the hollow space in the hexagon. All units that fall in a gap tile, enemy or ally, instantly die. Gap tiles cannot be destroyed enless all of the original units that created the hexagon are killed.
X: pattern must have at least 2 lines, and they must intersect. There must be at least one impassible tile at the center and at each end of the X. All units within this line deal two damage to any units that attack them, ignoring defense, along with the previous attack (which doesn't ignore defense)
All shape patterns (excludes X and , as a rule, must have at least one impassable landing tile in each corner.
Also, a rule for all patterns but not formations, all mobility costs must be spent on highlighted tiles.
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Formations: formations are patterns that meet two of the criteras
1- All units in a formation are the same units
2- All landing spaces must be covered by a unit (passable or impassible)
3- The pattern must have as many landing spaces as possible
With a formation, you can move a pattern! However, all units must move at the same time in the same direction and the same amount of spaces. But still, you can move patterns, without quitting them, as long as they fit all of the rules above. This doesn’t work for you if the pattern says “pattern only”
Another thing to remember about formations, once they are formed, if 2/5 or more of the formation is destroyed, the entire formation is no longer valid (and you don’t get benefits). Make sure your formation isn’t destroyed. I'll make a picture. OK?
Formations only below. They cannot be patterns. They are made for small maps, and don’t work as well on bigger maps. For the following formations only, ll pattern tiles must be landing tiles. Formations can stack with patterns for more benefits.
Formations:
square formation.. This square must have at least 4 tiles. It cannot be hollow. All units in the square get the +(squares length -1) defense.
Triangle formation: this must form a triangle and have at least 3 tiles. It cannot be hollow. All units in the triangle get +1 attack.
Numbers bonus: All units in this formation gain +1 defense. In order to make this formation, simply put at least 5 units of the same type next to each other. This formation cannot be hollow.
Medics formation: thid must form a (medical) cross. This cannot be hollow. All units in the cross get +2 healing.
Hopping sling: make a line, but with 2 units connected to the end points of it. From this point on, the 2 units at each end (4 in total) control the line. The line will move to stay with the units. Use this ability to move units across touch terrain.
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Picture explanation below;
Let's use our imaginations for a moment
Let's use this map, that has no bases (it's been edited)
Pretend that red is impassible and blue is passable, and that normal bases are pattern tiles. Also pretend that blue is Mary Sue and red is from Star trek too. Great. Now we start with this:
Remember that the blue and red represent pattern tiles, and aren't actually bases. As does the neutral base.
Now let's put in blue and red troops.
Now there will be a demonstration of how patterns work. Remember that pattern tiles just indicate that there is a pattern. So, there's actually still mountains under some of the tiles, and plains. Remember that now. Anyways
This shows us red troop moving forward. He cannot pass the red tile, because it is an impassible landing tile (not possible). Yet, he does. He is no longer part of the pattern. Blue, meanwhile, is still part of it. He has chosen a direction, and he spent all of his mobility on the tiles to red (remember, the pattern tiles are just highlights over real tiles, so he's really passing plains tiles.).
This shows blue following the rules and going on the red tile. Although red is technically following rules, he must be following pattern rules for two turns or more to be part of a pattern.
Also, notice how the tile next to red becomes a passable landing tile. Remember, if you are standing on a landing tile (red or blue), the pattern tile beside you becomes a landing tile. Remember, you will always be traveling in one direction, and the tile behind the landing tile will follow this rule (not the one in front)
The reason that blue is still in the pattern is, remember, when someone else is on a impassible tile, it is still possible by other units. Unfortunately for red, he changed direction, so he no longer is part of the pattern
Red attempts to go back to the temporary passable tile. But since no one is one the impassible tile that made it, the passable tile has disappeared. Blue continues forward.
As you see above, red doesn't land on a landing tile or spend mobility on pattern tiles. He isn't going against the rules. Blue reaps the patterns benefits.
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Apercent
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Sorry about the above being so image heavy. Anyways, two more rules to remember;
1) you cannot stand still in a pattern
2) 2 units can move in opposite directions as long as they keep moving in their seperate directions.
And now it's time for formations. Basically, in any pattern, as long as you make the pattern with as many landing tiles as possible, and put one unit of the SAME type on each landing tile, than you'll be fine. So this works
Not this
Remember, units of the Same type, which means no enemies, teammates, or different classes types (g.l, g.h, aerial, and aquatic)
Also, they all have to move the same amount of tiles in the same direction, but as long as they do, they can move where ever they want and carry pattern benefits. So you can do this
And you still get the benefits of the pattern, because it's a formation now.
(Notice how you can use temporary landing tiles if you want, but don't have to) but you can't do this:
Because remember, they have to move the same amount of spaces in the same direction.
One last rule for formations, you cannot lose more than 2/5 of your troops. If you do, the formation is over. You cannot replace formation troops without breaking the formation (but you can make a new one with the same troops)
Anyways, if you follow those rules , you can move any formation and pattern. See the patterns above to see what patterns you can make. Remember, you must have at least one impassible landing tile in every corner of polygon patterns. Also remember, pattern tiles and landing tiles are just highlights, so moving off of them will not kill your troops (but you will not get pattern benefits). Not to mention, terrain under pattern tiles and landing tiles doesn't Change (excluding from hexagon patterns).
I hope this answers every question you have about patterns
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Tracer
Moves per turn 1
surface 11
underground 0
after attack 14
Vision (FoW) 3
Repair points 1
Defense strength 5
Attack range 1
Attack strength
VS ground light 0
VS ground heavy0
VS aerial 0
VS aquatic 0
Attack after move YES
Burst fire: NO
Jump: NO
Teleport NO
Overshield: NO
Intelligent design: YES
Special force Intelligent design, centerpiece
EMP radius N/A
UV radius N/A
Suicide radius N/A
Push radius N/A
Unit type: ground light
Cost: 600
Unit info: This unit is designed to be part of its own patterns. All patterns with tracer only spots need tracers in order to work. Tracers can only support one tracer pattern per tracer.
This unit has a holographic shield around it. It appears to be opening portals around it.
Tracer only pattern: (currently 2)
Bombers pattern: This pattern can have up to 8 pattern tiles, as long as the pattern begins and ends at a tracer. All tiles standing in the pattern give an unit standing on them 1 damage for every turn they are on it. This is useful vs enemies. (animation of bombing appears over this pattern ).
Portal pattern: Make a figure 8 between two tracers. Any units in the figure 8 pattern can teleport between tracers by moving to the opposite tracer. Use this to teleport damaged units.
Note: all teleported units get health reduced to 2.
Shared pattern: Trace a line between two units, with the tracer in the middle. Any unit on any side of the line is part of this pattern. If two units become equally distanced from the tracer and are also in the pattern, the enemy unit closest to the tracer will take 7 damage, at the cost of a friendly unit closest to the tracer on the other side of the pattern ( who must be part of the pattern ) taking 9 damage. If both units are allied, they will both take 8 damage. This line may not have any more than 4 pattern tiles on either side, and all must be landing tiles
Note: You may not change direction on this pattern.
Im open for ideas for patterns.
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Apercent
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I think the lll replace the collecting unit that gains stats as it eats with a boomerang unit. I want to cut down on this races abilities. Besides, lskars race has that ability, and I think it suits them (if only they'd take my suggestion and combine with alantics:/) better than it suits me
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Boomerang
Mobility
Moves per turn 1
surface 11
underground 0
after attack 14
Vision (FoW) 4
Repair points 1
Defense strength 9
Attack range 1
Attack strength
VS ground light 8
VS ground heavy 5
VS aerial 4
VS aquatic 5
Attack after move YES
Burst fire: NO
Jump: NO
Teleport NO
Overshield: NO
Intelligent design: YES
Special force Intelligent design
EMP radius N/A
UV radius N/A
Suicide radius N/A
Push radius N/A
Unit type: aerial
Cost: 250
Unit info: Use this unit's strength to attack g.h and its fast move after attack to your advantage. I intend for this to be a great unit to use in patterns, because of its ability to avoid tanks and its strength for killing things.
Although this is stronger than a marauder, speeder, and swarmer, it has its downsides too. It can only move 3 spaces without move after attack, and it is highly vulnerable to garuda, helicopter, and eclipse attacks. Unlike the marauder, it doesn't 2 moves, and doesn't move as far. Unlike the swarmer, it doesn't have a range of 2, which makes it very easy to kill with garuda. Although it has a move after attack, it doesn't have the mobility of speeders, and it has worse stats. However, it can fly very far over swamps and forests, and it has a higher defense strength than the other units.
This looks like 2 boomerangs on top of each other facing opposite directions. This alien ship has glowing tips and makes a buzzing noise as it swoops over troops.
Like the other troops, it has intelligent design.
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Armored train
Mobility
Moves per turn 1
surface 12
underground 0
after attack 0
Vision (FoW) 2
Repair points 1
Defense strength 2
Attack range 1
Attack strength
VS ground light 2
VS ground heavy 2
VS aerial 2
VS aquatic 2
Attack after move YES
Teleport NO
Burst fire: NO
Jump: NO
Overshield: NO
Intelligent design: YES
Special force Intelligent design (*3)
EMP radius N/A
Push radius N/A
UV radius N/A
Suicide radius N/A
Unit type: Ground heavy
Cost: 450
Unit info: This unit, has an intelligent design *3. So, it takes *3 benefits from patterns. A normal +2 attack pattern will give the train an attack of +6. Naturally, some patterns ( triangles for example) will result in an extremely powerful unit. Use this trains high mobility to your advantage.
On a side note, all units with intelligent design*3 will be able to make a whole water pattern. To create a water pattern, simply trace a pattern from a port to another port. Water patterns can stack with other patterns. An tile in a water pattern is able to become a landing tile, in which any unit ( including ground units ) can land
This unit looks like a magnetic train, hence its name. However, it's rounder and more circular.
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Sea dragon
Mobility
Moves per turn 1
surface 6
underground 0
after attack 0
Vision (FoW) 4
Repair points 1
Defense strength 12
Attack range 1
Attack strength
VS ground light 4
VS ground heavy 2
VS aerial 6
VS aquatic 18
Attack after move YES
Teleport NO
Burst fire: NO
Jump: NO
Overshield: NO
Intelligent design: YES
Special force Push, intelligent design
EMP radius N/A
UV radius N/A
Suicide radius N/A
Push radius 2-4
Unit type: aerial
Cost: 700
Unit info: With its ranged push, it can also pull units towards it. Use this unit to push units off of their patterns or closer to you, and use its extremely strong close range to kill ships. Make sure that ships don't get you from a distance.
Pushing an enemy unit causes a push number to appear by its health. Push numbers stack. The push number/defense= spaces the enemy is moved( for decimals, round up if its .5 or above, otherwise round down), and you get to choose where the enemy lands. It can also push itself towards certain directions. remember, push replaces attacks for the turn.
Note: Push has counterattack. Push numbers on enemies disappear after your turn is over
This unit looks like an blimp. It has pistons all over it. The pistons constantly compress nearby air, allowing for flying and sometimes pushing over units
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