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(I'm in my 30's, so I'll be dropping dead of old age any day now.)
What does "a new nest" do? Seems like its making a new ant hill that does nothing.
I really like the idea that different kinds of ants would come from having queens in different places, with rarer places creating the more powerful ants you would want in the late-game.
Good luck to you in working on this mod, though. I've been enjoying it quite a bit so far.
I can do a bit more creativity than "ants" being a fantasy game. I was actually planning on doing something involving hades in particular will be next content update. but I want to test all these changes and do a bigger update before updating again. All that would actually involve the princess who will be immortal+unique. Then the princess can make more queens whose job will be more to just produce ants a ton. The princess herself won't be making ants however, except workers, otherwise the queen makes soldiers+guards of the various types depending what type of ant she is.
From there, the princess being the magical yellow ant can produce other types of species of queens who then produce other types of ants...like undead ants, or fire ants and what not.
I note that the ants don't have much of a lategame as-is; they just do more of the same thing they're already doing. Actual lategame stuff could be related to Princess promotions. Under that system, flying Princesses could have the ability to build Anthills, and could promote to (standard, flightless) Queens in an Anthill... or promote to more *interesting* alternative breeds in appropriate locations, each of which produces their own novel breeds of ants, with abilities related to the type of terrain that sparked the promotion. Carpenter Ants from Ancient Forests? Fire Ants from Volcanoes? Crazy Ants from the Void?
I don't think the 200 cost is all reasonable for Anthills, but that has more to do with them not seeming to do anything (and costing a more-productive Fungus Farm) than anything else. Maybe make it possible to build Anthills on the surface, using "must be at least one tile from the nearest Anthill" logic, like that in the Dwarf mod? If nothing else, 100-cost surface Anthills would make it easier to tell if they do anything or not.
What do you make of the queen's new price? I wanted it harder to get queens, but it might be a bit much too.
Aside from that, if you're looking for a niche for Princesses that doesn't involve nonsense like freespawning Queens, consider making them a fast flying unit that promotes to Queen via ritual (with no other spawning powers), and removing flight and the Queen-spawning ritual from Queens altogether. That'd give the ants a little bit of extra mobility at a notable cost, and a little more ability to get into hard-to-reach areas... but would encourage Queens to actually settle down once they're in a good place.
Consider reducing the costs on these to 100 fungus each? If you're in a position where you can invest your fungus for three years in the future, and you can defend that investment for those three years, you deserve the reward, IMO.
Changelog:
-You'll start in argatha
-You'll start in argatha
-You'll start in argatha
-You'll start in argatha
-Did I say you'll start in argatha ?????
-fungus forests won't be spammable anymore early on, like a leafcutter ant nest, losing a fungus garden will not be a pleasant experience due to many mechanics working around them, but you'll be able to start a new one eventually. It takes a LOT of fungus to get a new fungus forest growing.
-fungus forests can only be built on flat terrain (not EVERYWHERE)
-Princesses...are pretty useless yeah. For now they will be commented out until they have a better use, so this alone will break your save.
-In the future will add a stupid unit to recruit who makes other stupid units. For now, the big focus is on argatha and balancing economy
It also has come to my attention, and I noticed as well to be honest...resource generation is too much. There isn't amount of cost to ants that would solve that with it so being so easy to solve the fungus forest problem. So...fungus forests are going to be extremely limited next update for gameplay reasons. A fungus "forest" would actually more resemble ONE fungus garden in an ant colony...not a spam it all ability. Its main use in the future will be to get to primal planes, meaning it'll be harder to get to primal planes as well. Will make better gameplay.
So next update, be prepared for that :) But again, won't be any time soon (and I'd like to preferably wait for startplane to be fixed)
Here is the changelog
-Put back freespawn of queens and princesses (they spawn infertile "queens" (or...hmm...that is the idea...no matter what spawnmon I use they just spawn queens on me), more in description on infertile queens)
-Removed the stupid trait of princesses, made them worthless
-Substantial nerf to queens, but they can still hold their own a bit. Because freespawn was a bit OP, this in my test game allows a focus on defending queens still
-Slight nerf to princesses HP
-Substantial buff to commander, to roughly what the queen originally was before
As for freespawn, actually is a good point. I am going to add that back in and make it NOT be freespawn queens because that made no sense and was really OP. Thinking about it now that you brought it up, queens+princesses should get freespawn workers. They'd still be pretty weak being workers, but make more sense.
And yeah, the next update is putting them back to semi-stupid as my test game found out the nerf was a bit much.
Expect an update later with the changes, probably tonight PST time at some point
You mentioned something about anthills spawning ants, and I notice a bunch of event triggers every round, but I haven't seen *any* freespawn after a couple of years, so something might be broken there.
Also, note that making Princesses Stupid (instead of Semi-Stupid) means that they can't use their rituals ever, since they aren't controllable... which makes them pretty useless. They don't need to be absurdly OP like they were before, but it'd be nice if you could point them in at least approximately the right direction.
Removed the change to Princesses making queens - Wasn't very realistic really and took away from the actual queen ants
Princesses now are fully controlled by the AI with the "stupid" trait. Princesses would be less controlled by the queen as they are more independent
Princesses main use is them randomly making ant hills which can produce ants (at random)
As for makecolony command that they should have (won't see it in-game, its a trait). I saw the princesses make an ant hill twice and didn't see it again during my follow up test, but the ability should work as I didn't change anything that should effect it.
Most ants are now more willing to go into melee (ants are almost always in wrestling matches)
Fixed queens and princesses spawning queens (in combat)
Commander can attack now, but has no melee ability
Gave Princess level two powers so she can spawn new queens
Be sure to heavily protect queens and princesses
Thanks for heads up about the princess. I'll add a melee ability next time the mod is updated (which will be when they fix the startplane command).
Because the whole mod doesn't do what is intended after I finished up a game because the AI themselves don't actually go underground/tunnel except extremely rarely, and the time I saw them come into my tunnels, they DID function as they should. So if the startplane command worked and they started underground, it be a lot better.
As for the princesses+queens, that will be (well maybe, think see the problem with it) fixed next update as well, but it is kinda fun if a bit unrealistic.
Well...that all assumes we'll be able to use the startplane command one day...the update will come out then if it ever does :P
At one point I spawned a Princess, who produced a non-commander-type Queen Ant every turn. This was awesome, except for the fact that Queen Ants seem to use the ranged AI, and prefer to stay at a range outside that of their short-ranged acid spit attack. This means that in certain situations, they'll sit and stare at a handful of archers that are slowly killing them at range, without bothering to actually move up and engage.
The other is a hotfix to the return to elysium. It could have been used anywhere (well anywhere with a fungus forest), but it was meant to only be used in the primal area. Small change considering it was limited in use, but now its more what its intended to be.