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"Ideas for new Monsters and Crew/Races"
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1509398614/2590022385674146793/
Is so. I can also delete that thread. if you want.
Edit. Just updated/Changed the Description.
Suggestions for such:
Elves:
Baby Turtledove rider units,
Reservoir plant for water, fast growing plant for repair
More effective, leafy sails, maybe huge cartwheels or log rollers for landships
Possibly magical based projectile weaponry?
Dwarfs:
Armoured planes or gyrocopters
Again, armoured resource modules, maybe multi-purpose ones like combination coal/ammo or coal/water.
large, chunky propellers. Possibly a side mounted, paddlewheel like arrangement. Or combination front prop/saw? Helicopter blades may work well too.
Catapults/oversized cannons maybe?
Kobolds:
Oh man, could go wild here. Hang gliding kobolds with grenades? Pedal powered microlights? Rocket riding suicide kobolds?
Unique resource modules? Varying sizes of junk piles with a few resources mixed together, mostly ammo.
Rocket engines? dangerous looking oversized ornithopter wings?
Just get drunk and start writing down ideas.
As for future stuff, orcs as a boarding focused race sound fun. Gnomes/halflings could also be cool, you have the stereotypical gnome-tinkerer role filled with kobolds but halflings with an economy boosting focus could be cool. Racial armours could also be interesting.
EDIT: Also arms for starting with races...
a working water system is near impossible as water can only be used for fires. I may look into elven cavalry in the future though
Other mods tend to do helis better, and dwarves are more of a landship focus, but stay tuned for a third sister mod to feature extra ship parts like steam-paddles...
Although Dwarven Gyros sounds very Warhammer, I like it. Consider it approved for the future.
It seems adding racial Hussar Cavalry was a missed opportunity on my part, I think the next major update for Doctor Chromium is going to focus on that.
Actually, they do exist, but they were not on any major unifier charge list, as of right now, Yellows Mega Dependancys Supports Doctor Chromium's charges for now until I make my own unifier.
They would looke like Normal People. But they would have Animal Tails and Ears. they would also Be Rather fast And powerfull in melee. Maybe they wouldn't even use Weapons. since their Nateral Bodies are So capable.
My thoughts are. that they Run on all Fours when Moveing around a ship. or when trying to Board another ship. Also they would be able to Leap far. Kinda like the Werewolves in your other mod. But this guys would be Differnt. though I'm not quite sure how much we can make then different.
Maybe all their crew Can Board a ship. and they have some thing that can control the ship while they jump ship. So think of it like this. if their ship is Sinking or about to go down. they all can simply jump ship and take over an enemy ship. Perhaps this same idea could be used for the Green Skins. But the Green Skins will mostlikely Try to Board first of all. if they can. Which would leave their ship Un-maned at that point.
So about the Green Skins(Orcs). What if their race Benifit is that they have So many forms/types of Crew to choice from. If they need Numbers they can have Numbers. if they want Really Tough crew they can have it. Or they can have any were inbetween Or some of all types.
OOOO. Can the Green Skins have a warchief Crew type. that you get one for each Brige you build on your ship. Or Perhaps instead of a War Chief. You get an Overlord Crew type.
Like one of these guys for example;
1) https://steamhost.cn/app/11450/Overlord/
2) https://kingdomunderfire.wikia.com/wiki/Regnier
-A video about Regnier. https://www.youtube.com/watch?v=bAw348iILFA
3) Sauron from LOTR.
What you could do Is, have a Chiefs Hut(Command module maybe a 1x3 size) that Provides 1 War Chief crew. And then there is a Big Throne Room(Command module maybe a 2x4 size) that Provides 1 OverLord Crew. The Over Lord Would Be Powerfull. Since few or any can Stand agaist him in combat. And Overlords Tend to be the Rulers of Orc Kind. No one Knows where their Origins come from. Or how they Took Power over the Orc Kind.
OverLords Look like Humans. But are Taller(maybe twise the size) of a common human. And they are much Stronger and Tougher. With an affinity for magic. And the will to Assert Control and Dominion over all before them.
Besides these What about a Shomen Tent module for the Green Skins. You get a few Goblin Shomen crew from it, who are Magic Casters. And their Module would Provide Healing for your Crew.
WHat do people think of a new crew type for the elves Call Triants . Tree Like Creatures that walk around the ship. acting like Guards. Perhaps they are the ancent Guardians of the Elven Woods.
We could even Give the Elves a new Magic using crew.
The Kobolds. Could get a Flame thrower Crew type.
And I like the idea some one said of a Flying/Gliding Kobold Boarding Crew type. I assume they would act like the Air Dragoons Boarding Crew type
What do you guys think of all these ideas? :)
Like Play elven Music when your in Conquest as elves. Managing your Empire. Or When you do some thing in game. Like Manage your settlement. If your playing as Dwarves. Dwarven music plays. Maybe have custom music for battles and tech tree Window too. And other places. Kobolds would also get music for them selves. As well as any other race that joins this mod. :)
A dwarven Module Called Armory. It Provides Dwarven Guard Crew as well as Ammo for your ship.
I'm wondering If Orcs should Get Most of their Modules and ships by taking over other ships. Perhaps they should get very little Money(Negetive Income bonus from Coat of arms. Plus Orc citisen ship). And have to rely on Boarding Ships to take them over. But of corse they get much more Money By Scraping ships too. If that's Possable. Or perhaps they should Simply rely on taking over ships. then Editing them to make it cheeper on them as their form of econimy.
Having found the racial arms, and seen the Elven tech tree, I now feel like a fool, I see why Elves wouldn't need water. I double down on the more efficient sails idea though.
If they are Landship focused, big heavy ranged weapons may be fun, the kind of thing it's hard to make fly. A Dwarven variant on larger tracks or legs could be useful too, to deal with difficult terrain. Also, I find ramming landships prone to being crushed by the remains of whatever building they have just piled into. Suggestions on combatting that?
They continually report losing power/lift despite working fine. An issue with the code for suspendium chambers running out of fuel?
EDIT: Further playing with elves shows that apparently the swordsmen cannot actually capture a ship alone, much like the monsters from Professor Aluminium. Even when they are the only people left aboard a ship/building, the enemy either surrenders or is immobilised. Sending them in alongside marines however works fine.