Chicken Defense is a mod option selectable using the LuaAI options in the bots list. There are three levels of difficulty: easy, normal and hard.

Story

Intelligent biological life. Some think it a myth, a religious allegory, but Man, our creator to whom we are perpetually indebted, was biological. Yet what intellect and beneficence must Man have possessed to create us, to spark life itself from the dust of stars, as did He? How can a creature that shares the structure and nature of plants, bacterium and protozoa, the only biological life of which records exist in our vast databanks, possibly possess such traits?

Long we have searched the answer to these questions, long we have scoured the galaxy for any sign of the presence of intelligent biological life or, possibly, even Man himself, though some may see it as blasphemy to hope for as much.

Which brings us here, to this world. Scout reports are sketchy, but one of our deep probes has sent back word a of place teeming with biological life. We have dispatched a commander to investigate these claims.

Brief

To create a single-player and cooperative multiplayer scenario for CA based on an asymmetrical enemy, since AI's are too rubbish and too much work to get to play the game legitimately using scripts etc. Ideas are roughly taken from Tower Defense, Hero Defense and their ilk, though the point is not to use nothing but static defense - the whole game, all units and strategies, should have to be employed, and the player should have to expand across the map to hunt down and counter the enemy.

Goals

  • Single-player or cooperative team, possibly even competing teams (not a priority if this is difficult), on almost any map including water maps.
  • Utilizing the whole game as it should be played, all strategic and tactical options, including expansion, static defense, mobiles, all tech branches, AA, etc.
  • Various difficulties for a noob messing around or for experienced players to challenge themselves.
  • Scaling enemy that gets more powerful over time until a victory condition.

Outline for Saktoth's Model

Players start as normal, with a commander. Hives are spawned randomly around the map at regular intervals up to a cap. They take some time to mature, at which time they can be destroyed, but have a lot of HP (If one starts inside your territory you should dispatch a force to shut it down). Once mature, they begin to create units that head directly for the nearest player (giving them full LoS and roam is probably enough here).

Every time a certain number of hives are destroyed, the critters go to a further level with more hives and more unit types. Proposed unit types:

1. Small fast melee swarm unit (scout/raider). 2. Heavy melee unit (assault). 3. Ranged unit (skirmisher). 4. Air unit (air). 5. Artillery Unit. 6. Riot Unit. 7. Queen (endgame unit, massive, incredibly difficult to kill).

This is intended to mirror the unit classes in CA so that players get experience vs the full range of basic enemy types. Each tier presents a specific challenge (air, especially, when it is triggered you must have prepared enough AA, while Arty will kill a player relying too heavily on static defense etc).

If players destroy the hives aggressively, the game gets harder very fast. If players don't destroy the hives, they get overwhelmed. Balancing the two and being prepared for the challenges of the next tier and not triggering it before prepared are all important.

If the players manage to survive to summon the queen, she is krog-like (or more) and has some kind of counter to d-guns. Killing her ends the game in a victory. Alternatively, d-gun could be the -only- way to kill the queen, but she is so surrounded by spam and has such long range weapons that you have to fight hard to clear enough room to get a com close.

Eggs Mode

In Eggs mode, there are no mexes. Rather, metal is obtain by reclaiming the eggs produced when chickens and burrows are killed.

Proposed Revisions

Tweaks to current (time-based) system

Can be easily done with modifications to the existing gadget.

  • Burrows don't respawn.
  • At the start of each wave, each burrow subtracts a few seconds from the chicken tech timers (so the more burrows there are, the faster high-level chickens appear).
  • Killing a burrow causes more chickens and defense tubes to appear at the other burrows the following wave (probably not as many as would have spawned if the burrow hadn't been killed, except on higher difficulties) and increases queen anger.