PRM Faction: Triffid: Difference between revisions

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===PRM Faction: Triffid===
===PRM Faction: Triffid===


   Triffids are a collection of mobile genetically modified plants under the strict hierarchial rule of a Triffid Heart.  Though of unknown cognizance individually, they function as distinct parts of a single organism together, and are strong against the fungus while weak against the zombies.
   Triffids are a collection of mobile genetically modified plants under the strict hierarchial rule of a Triffid Heart.  Though of unknown cognizance individually, they function as distinct parts of a single organism together, and are strong against the fungus while weak against the zombies.


In the core game, each triffid had a singular role.  Triffid queens spread forests and destroy forifications.  Fungal fighters eliminate or at least contain fungal threats with their ranged attacks.  Th vinebeasts' high defense and mobility allowed it to tank threats, while the titular triffids would provide the backbone of the triffid army.  Defensive creatures such as biollante and creepers provide cover to triffid grooves, the heart of a triffid colony.
Triffids are the most independent of the invaders, where its undisputed that the individuals are distinct with their own goals and ability to reason to varying degrees.  However, to what extent their maintain their own identity is ultimately unknown, since most of the plants are blind and there is no readily discernably nonchemical means of communication between members.  Each colony of triffids is independent of one another, although they dont seem hostile to one another, and although there does seem to be heavy selective breeding, the methods of doing so are unknown to us at the moment.
In [[Pisskop's Rebalancing Mod|PRM]], Triffids are expanded to include more species, and are granted a limited evolution potential, much like the zombie have.  Creepers are the parent of vines, which in turn coalesce and evolve into strong poisonous, digging monsters and ultimately vinebeasts.  Biollantes gain much needed ranges attacks, and the addition of giant treents and carnivorous dionaea allow more meat into the triffid ranks.  There are even plants that can explode to damaged armored targets usually immune to other triffid attacks.


  In the core game, each triffid had a singular role.  Triffid queens spread forests and destroy forifications.  Fungal fighters eliminate or at least contain fungal threats with their ranged attacks.  Th vinebeasts' high defense and mobility allowed it to tank threats, while the titular triffids would provide the backbone of the triffid army.  Defensive creatures such as biollante and creepers provide cover to triffid grooves, the heart of a triffid colony.
  Triffids are the most independent of the invaders, where its undisputed that the individuals are distinct with their own goals and ability to reason to varying degrees.  However, to what extent their maintain their own identity is ultimately unknown, since most of the plants are blind and there is no readily discernably nonchemical means of communication between members.  Each colony of triffids is independent of one another, although they dont seem hostile to one another, and although there does seem to be heavy selective breeding, the methods of doing so are unknown to us at the moment.


Triffids are characterized by their landscaping abilities, their micromanagement and small range, and their easy to farm flesh and fluids.  Their poisons in the core game are nonlethal to humans, and though they attack without heed, they are ultimately 3rd place in a three-faction race to claim Earth.
In the mod, triffids the vines-line gains poison and acidic attacks, with the three endstage forms each having their own versions.  These provide abundent weak attackers, and strong poisons.  The triffids can evolve into massive treents who can smash trespassers.  Dionaea provide strong bitting attackers, and broods can damage even power armor.


  In [[Pisskop's Rebalancing Mod|PRM]], Triffids are expanded to include more species, and are granted a limited evolution potential, much like the zombie have.  Creepers are the parent of vines, which in turn coalesce and evolve into strong poisonous, digging monsters and ultimately vinebeastsBiollantes gain much needed ranges attacks, and the addition of giant treents and carnivorous dionaea allow more meat into the triffid ranksThere are even plants that can explode to damaged armored targets usually immune to other triffid attacks.
Triffid strengths are their ability to slowing cover their area with numbers and fortified monsters, taking over the land in a slow crawlThey have grown to tolerate spiders, who hunt out animals and will support the triffids theme of slowing down their enemies with webs and more poisonsWith their tough natural armor and high hit points, they lack the damage output of zombies but can damage more natural life with heavy toxins.




  Triffids are characterized by their landscaping abilities, their micromanagement and small range, and their easy to farm flesh and fluids.  Their poisons in the core game are nonlethal to humans, and though they attack without heed, they are ultimately 3rd place in a three-faction race to claim Earth.
----
    In the mod, triffids the vines-line gains poison and acidic attacks, with the three endstage forms each having their own versions.  These provide abundent weak attackers, and strong poisons.  The triffids can evolve into massive treents who can smash trespassers.  Dionaea provide strong bitting attackers, and broods can damage even power armor.


  Triffid strengths are their ability to slowing cover their area with numbers and fortified monsters, taking over the land in a slow crawl.  They have grown to tolerate spiders, who hunt out animals and will support the triffids theme of slowing down their enemies with webs and more poisons.  With their tough natural armor and high hit points, they lack the damage output of zombies but can damage more natural life with heavy toxins.
=='''PRM Wiki Page Table'''==
{| class="wikitable"
|-
! Type
! ---
! ---
! ---
! ---
! ---
! ---
|-
| '''Factions'''
| [[PRM Faction: Ants|Ants]]
| [[PRM Faction: Doom|Doom]]
| [[PRM Faction: Fungus|Fungus]]
| [[PRM Faction: Triffid|Triffids]]
| [[PRM Faction: Wildlife|Wildlife and Mutants]]
| [[PRM Faction: Zombies|Zombies]]
|-
| '''Statdump'''
| [[PRM: What is the PRM|PRM the Conglomerate]]
| [[PRM: Spawn Lists|Spawn Lists]]
| [[PRM: Evolution Trees|Evolution/Upgrade Trees]]
| [[PRM: Faction Balancing|Faction Balance]]
|-
| '''Locations'''
| [[PRM: Trapdoor Spider Lairs|Trapdoor Pits]]
| [[PRM: Orchids|Bumblebee Hives]]
| [[PRM: Doom Faction Strucutres| Doom Structures]]
|-
| '''Items'''
| [[PRM: Armor|PRM Marine Armor]]
| [[PRM: Medication|Medicine]]
| [[PRM: Miscellaneous Items]]
| [[PRM: Recipes|Recipes]]
|}

Revision as of 23:07, 15 July 2016

PRM Faction: Triffid

 Triffids are a collection of mobile genetically modified plants under the strict hierarchial rule of a Triffid Heart.  Though of unknown cognizance individually, they function as distinct parts of a single organism together, and are strong against the fungus while weak against the zombies.

In the core game, each triffid had a singular role. Triffid queens spread forests and destroy forifications. Fungal fighters eliminate or at least contain fungal threats with their ranged attacks. Th vinebeasts' high defense and mobility allowed it to tank threats, while the titular triffids would provide the backbone of the triffid army. Defensive creatures such as biollante and creepers provide cover to triffid grooves, the heart of a triffid colony. Triffids are the most independent of the invaders, where its undisputed that the individuals are distinct with their own goals and ability to reason to varying degrees. However, to what extent their maintain their own identity is ultimately unknown, since most of the plants are blind and there is no readily discernably nonchemical means of communication between members. Each colony of triffids is independent of one another, although they dont seem hostile to one another, and although there does seem to be heavy selective breeding, the methods of doing so are unknown to us at the moment. In PRM, Triffids are expanded to include more species, and are granted a limited evolution potential, much like the zombie have. Creepers are the parent of vines, which in turn coalesce and evolve into strong poisonous, digging monsters and ultimately vinebeasts. Biollantes gain much needed ranges attacks, and the addition of giant treents and carnivorous dionaea allow more meat into the triffid ranks. There are even plants that can explode to damaged armored targets usually immune to other triffid attacks.


Triffids are characterized by their landscaping abilities, their micromanagement and small range, and their easy to farm flesh and fluids. Their poisons in the core game are nonlethal to humans, and though they attack without heed, they are ultimately 3rd place in a three-faction race to claim Earth. In the mod, triffids the vines-line gains poison and acidic attacks, with the three endstage forms each having their own versions. These provide abundent weak attackers, and strong poisons. The triffids can evolve into massive treents who can smash trespassers. Dionaea provide strong bitting attackers, and broods can damage even power armor.

Triffid strengths are their ability to slowing cover their area with numbers and fortified monsters, taking over the land in a slow crawl. They have grown to tolerate spiders, who hunt out animals and will support the triffids theme of slowing down their enemies with webs and more poisons. With their tough natural armor and high hit points, they lack the damage output of zombies but can damage more natural life with heavy toxins.



PRM Wiki Page Table

Type --- --- --- --- --- ---
Factions Ants Doom Fungus Triffids Wildlife and Mutants Zombies
Statdump PRM the Conglomerate Spawn Lists Evolution/Upgrade Trees Faction Balance
Locations Trapdoor Pits Bumblebee Hives Doom Structures
Items PRM Marine Armor Medicine PRM: Miscellaneous Items Recipes