Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Biotic-Shieldmaiden-T2 Core - similar unit already implemented by modder
Lady with shield that has an 1 AP active ability to give units in 1 hex radius 5 points of shield, use a light biotic lance (has range and melee)
Arbrioian Guardian-T2 Support
A large animal with Biotic Artillery. Has protected growth ability. Can only fire if the unit used protected growth ability last turn (This means it can only fire on alternative turn). The artillery shoots a spore orb that has 1 hex AOE. Does high damage and greatly reduce enemy biotic resistance for 1 turn.
Great Shriek - T2 Skirmisher - similar unit already implemented by modder
A Amazon riding a big Shrieks. Has venomous claws for heavy melee damage and a weak toxic spit for range. Great shriek heal for 50% damage dealt by it's melee.
Arbrioian Prime-T3 Support
A large animal arm with a light laser cannon.
Ability 1 (2AP): Pack leader- hit an enemy once with laser cannon for light damage and all Arbrioian Sentinel with LOS will shoot once at the same target.
Ability 2 (1AP): Target Priming-hitting enemy with it's light laser cannon once for light damage and reduce laser resistance for 2 turn.
Ability 3: Primal Roar (free action): Increase all Arbrioian Sentinel Accuracy.
Queen's Guard-T5 Elite
3 Amazon arm with Biotic lance (melee and range).
Ability 1: Hawk's Wing (free action): Leap upto 6 hex.
Ability 2: Bear's might (2 AP) - Attack target with melee once, if target is below 30% HP after the hit, it is killed.
Side Note: Suggest not to make pure melee unit for Amazon. The overall idea is they are the warrior lady of ancient legend and is very shooty. The base game doesn't have any pure melee amazon unit. Suggest give melee leaning unit at least a weak ranged ability.
Vanguard
Assault Walker -T3 Skirmisher (might need to be T5)
4 legged assault walker with twin single shot laser cannon ( range 3) that each does medium damage at low accuracy (so 2 shot for 1AP, repeating for max of 6 possible shots. Could do insane damage if RNG roll in you favor or if you are up in the enemies face like a assault walker should).
Ability 1: Overcharge Barrier (free - 2 uses) - For 1 turn all damage instance to Assault walker can not be more than 10% of it's max HP but it can't fire its cannon in same turn. ( or just make it 1 AP to be easier)
Ability 2: Overcharge Cannon ( Full Action-1 use): Fire both cannon 4 times with increased accuracy (8 shots total) but set the walker's shield to 0 and each shot has a 10% chance to also deal damage to the walker. Firing the canon's this way reduce the range from 3 to 1.
(Might be overpowered if the base accuracy is too high)
Heavy Weapon Team - T2 Skirmisher
3 vanguard operating a heavy machine gun. Can only fire at full action for heavy damage.
Ability 1: Suppression Fire (full action) - Have 100% chance to remove 2 AP from the enemy and deal light damage. If the enemy is an infantry, remove 3 AP instead and deal medium damage.
Artillery Spotter - T4 Support
3 vanguards arm with pistol, they can fire to do light damage.
Ability 1 (full actioin, 1 use) - Call for 410mm barrage: call for a 410mm off map long range artillery barrage to hit in 2 hex radius for heavy damage and chance of removing 1 AP.
Ability 2 ( full action, 1 use) - call for 203 mm creeping barrage: call for 3 barrages 203 off map artillery to hit one after another in a line. each barrage has 1 hex radius. Each deals medium damage and has small chance to remove 1 AP.
Ability 3 (2 AP, unlimited) - Call for 108mm white phosphorus barrage : call for 1 108mm off map white phosphorus barrage. radius of 1 hex and deal light damage with a chance to set things on fire. leave behind a smoke cloud for 1 turn that reduce aim of the target and their chance of getting hit.
Marksman Team- T5 Elite ( A lot of people seem to be asking for one)
a team of 2 that use a long range sniper rifle and pistol for short range defense. Sniper rifle has a min range of 3 and max range of 9. Fire for full action and does medium damage. Also has 25,50,75% chance to deal double damage if for each consecutive turn that the marksman team does not move. In addition, Marksman team has the assassinate passive which gives the marksman team 25% bonus aim and 10% bonus damage on enemy hero.
Syndicate
Zealots - T2 Skirmisher
3 fanatical melee worriers armed psi daggers.
Ability 1: fanatical assault (2 AP) - slash at enemy 4 times at 100% accuracy for heavy damage to both the target and the Zealot.
Ability 2: Rite of Deliverance (2 AP) - believe in death in service of the Syndicate will earn them deliverance to become one of syndicate. The zealots stab themselves with psi daggers and dies, they explode to deal heavy psi damage in a 1 hex radius.
Assembly
Ghost Drone - T4 Support
a lightly armored and lightly armed drone, does light arc damage.
Ability 1 (full action, 1 use): Ghost in the Machine - Target an nonbiological enemy, on hit assembly gains permanent control of the target. Has a base hit chance 1+ln(x) where x is the current % health of the enemy. (this mean anything more than 63% health have 0% chance of getting hit. the chance of getting hit increase as health reduces with a theoretical 100% hit chance at 0% HP) Ghost in the Machine also heals on hit for [(1/e^x)-.36] of max HP where x is the current % health of the enemy. (it will end with around 64-78% HP, hitting early let you make use of the unit early and it will have more HP but at the risk of missing)
Side note: Sorry if this cause any confusion. When i say radius of 1 hex what i meant is 1 ring of 6 hex around a central one. Some people count that as radius of 2 hex. Also if you have time and if you so desire could you comment on my suggestions. Let me know if the things I am proposing is too out there and not possible to be implemented. If so I will tone down my future ideas. I don't know anything about modding :).
-T2 Close-range unit (it has a T2 melee, 7, and 9 range already)
-Single shot Range 5 Firearms ability that pierces through enemies.
-Secondary ability to eat a biological, cyborg, or mechanical unit to heal for 10 and give its primary attack High Impact and a damage boost, stacking.
-Hyper Armor defense mode.
Suggested stats: 45 health, 3 armor
-t1 cannonfodder
- has a ranged biochemical spike attack(weak/armorpierceing)
-has battle leap and frenzy
-can take dmg in place of an nearby ally
-great for protecting ur squishier units
-modmaker has the freedom to alter the suggestion in anyway as long as the unit is fun to use
Static turret the Vanguard get is probably one of the most under utilized concepts in the game. There could be so much more from movement denying barricades to deployed towers or other static machines that give buffs or heals per turn.
will95:
Specialist ifantry for vanguards like rocket or mg trooper even marksman / sniper units?
-t3
Long range
-low hp
It is possible to do a few of the skills that you have mentioned; they take a long time to implement though, because I have to create each skill individually from scratch. Each skill in the game has at least six or seven parts, and it only grows the more effects you want. As the number of effects increases, this also increases the likelihood that something will break or bug out. Also, some effects are limited by what is available in the Creator Engine (a lot of things are reliant on templates being included by Triumph).
Vanguard and Dvar have good area denial units, but I'd also love to see a unit with a deployable turret for Kir'ko (maybe a worm bursts out of the ground and acts as a immobile shooter?), Syndicate, and Amazon (maybe they could grow a plant?).
Lastly, I feel the Syndicate could really use a T3 ship. I think the Zenith T4 unit is supposed to act as an ultimate and a higher tier ship, but the gap between the T2 ship's low strength, and the Zenith's high upkeep leaves something to be desired.
Thank you for your consideration!
I've had a few complaints about units like this before in the past. People have told me to not do this. That said, this mod has two currently: one for the Dvar and one for the Vanguard. I will most likely add these types of units if/when I see a need to for a particular idea I have.