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But: main problem i found: should the first commander die, the faction is f***ed. Could you add an option to re-hire him?
I don't doubt player abilities with the class- it's mostly that the AI tends to kill itself early. In initial versions, the Warrior you start with didn't exist- which often led to players simply losing if they spawned with more than one indie stack adjacent to their hive.
By vanilla standards, the Tyranids are absolutely quite good- though my personal standard of 'good at holding territory' for these mods tends to be the Death Guard, who are quite capable of flooding the map with freespawn lesser daemons and poxwalkers.
It's truly lovely, and I while I do giggle at seeing my adorable little ripper swarm sprite, and love them the most, there's some truly damn good artwork for the more complex units.
Really not sure about the struggling to hold territory thing? I uh..... feel like I can hold territory stonger than Troll king, and earlier.
Like, troll king is my favorite to do exactly that with, he's almost impossible to unseat from any forest with his stupid units.
If one focuses on consuming biomass, rather than try to raise an army with lifeforce to start... you have SO much spare lifeforce to defend with.
"Free" semi-stupids whenever and wherever I want them in any territory by any citadel, and if there wasn't a citadel there, I can make one?
one can also make a tower that freespawns rippers, which each count as a fight, preventing people from quickly moving through territory.
If it's held only in comparison to versus other self made modded class in comparison, I'm not quite sure what to suggest.
This feels like some of the stronger parts of scourge lord, necromancer, and voice of el wrapped up into one dangerous package.
The structures were originally going to cost lifeforce, just like everything else- though it turned out to scale way too fast. As it turns out, building the thing that makes a resource with that resource causes an immediate exponent.
I’m not hugely keen on restricting them to certain citadels, mostly because the class already struggles to hold territory until the late game. Mechanically, though, it wouldn’t be very hard to implement.
On the topic of heroes, I’ve actually been planning to remove them- just haven’t gotten around to it yet, been more focused on newer classes.
Absolutely adore the combo biomass/lifeform system
The upgrade from pools into tower and hives being the *ONLY* thing you can spend human resources on is incredible.
Consume biomass and almost all the other things being 3 or four movement is actually really easy to work with, I'm kinda shocked its done so well.
Also the sprites are just
13/10 work, fuck yeah it's also best hive tendril, behemoth, on top of it.
REALLY love these nids, I'm going to keep trying them, only in my third game with them so far, just wondering if this was even possible-
-Is there anything that can be done so that tyranids can't recruit their units at ANY citadel?-
It's already a 10/10 job by making it so they can't pick up magic items as a faction outside the completely random unexpected hero, and I love that.
But on the citadel thing, if you could ONLY get bioforms at the hive, the race would feel a bit less... idk, able to immediately flood and also hold the entire map?
its very thematic to nids, but having the ability in this particular game to go:
"Oh yeah... there wasn't a commander/units on an empty citadel the entire time you've marched over (Few months to a year) to take it, huh?
"No, fuck you, hundreds of nids~"
I can start out similar to necro with none of the malus of insanity, get to any tower and then just keep churning out lifeforce tyranids, anywhere.
The Tyrannocyte is an entire fully functional unit, and will probably be added instead of Mycetic spores when I get around to doing either of them.
Devour village giving less is intentional, as the ‘reduce town’ effect turns a village into a hamlet, whereas it simply destroys most other settlement types.