PRM Faction: Ants: Difference between revisions

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   Ants in the core game are an exploit to even early game players; the aim of these revisions are to make this untrue in the mod.  Even a midgame character can experience difficulty against even a single kwarma warrior if they underestimate them.  Jack ants will smash through cars, allowing the more numorous soldiers to do their work.  Soldier ants car hear distress cries, and will home in on combat while the drones keep performing their tasks if possible.  Queens can spray jets of fire, the most dangerous weapon in the game to the unEarthly invaders, which grants the ants more longevity than they would be afforded otherwise.
   Ants in the core game are an exploit to even early game players; the aim of these revisions are to make this untrue in the mod.  Even a midgame character can experience difficulty against even a single kwarma warrior if they underestimate them.  Jack ants will smash through cars, allowing the more numorous soldiers to do their work.  Soldier ants car hear distress cries, and will home in on combat while the drones keep performing their tasks if possible.  Queens can spray jets of fire, the most dangerous weapon in the game to the unEarthly invaders, which grants the ants more longevity than they would be afforded otherwise.
     The changes to the ants are justified as being those which both follow a line of logic and allow them to become a major faction with weaknesses and strengths.  They are weak to the Mycus, but excell against the zombies since they have heavy armor and but lack the power to pierce the heavier armor of the triffids.
     The changes to the ants are justified as being those which both follow a line of logic and allow them to become a major faction with weaknesses and strengths.  They are weak to the Mycus, but excell against the zombies since they have heavy armor but lack the power to pierce the heavier armor of the triffids.

Revision as of 17:38, 15 July 2016

PRM Faction: Ants

 Giant Ants are a minor faction in C:DDA.  The most prominent faction of native Earth life, the ants are immune to zombification and are perhaps the best chance for terrestrial life to survive the apocolypse.


 In the core game, giant ants are known for their numbers, winding tunnelworks, and inability to smash through car hulls.  Instead, they would destroy any exteriorly mounted items, such as solar panels.  Giant Ants lacked variety ormuch distinction, and once a player could reliably pierce their armor they could farm the ants for infinite numbers of meat.
   In PRM, giant ants gain specializations that allow them to pose a credible threat to the player, even through their car.  Small, nimble ants with oversized mandibles can smash through windows in short order, even jumping short distances to block an escape route.  Queen ants are capable of alerting their soldiers with a shriek, bringing aid to their side.  Young queens and their consorts take to the air every spring to terrorize the countryisde.
 Most notably, and perhaps a rare diversion from the lore of the core, PRM ants borrow some of the lore of kwama from the Elder Scrolls game Morrowind.  Large alien soldiers will discharge electricity at foes, hitting friend, foe, and themselves in the process.  Small scouts will peaceably exist beside you, but emit earsplitting wails in defense of their colony.  larvae ants can vomit acid in defense.


 Ants in the core game are an exploit to even early game players; the aim of these revisions are to make this untrue in the mod.  Even a midgame character can experience difficulty against even a single kwarma warrior if they underestimate them.  Jack ants will smash through cars, allowing the more numorous soldiers to do their work.  Soldier ants car hear distress cries, and will home in on combat while the drones keep performing their tasks if possible.  Queens can spray jets of fire, the most dangerous weapon in the game to the unEarthly invaders, which grants the ants more longevity than they would be afforded otherwise.
   The changes to the ants are justified as being those which both follow a line of logic and allow them to become a major faction with weaknesses and strengths.  They are weak to the Mycus, but excell against the zombies since they have heavy armor but lack the power to pierce the heavier armor of the triffids.