[Squad] Treeherders

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Das Keifer
Posts: 2
Joined: Sat Oct 27, 2018 11:42 am

[Squad] Treeherders

Post by Das Keifer »

"One with the forests, these mechs harness nature's power to defend earth from the Vek onslaught"

Current Version: 2.0.0
Join the Redacted Rice Discord for more updates, sneak peaks, and early access!

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Finally lumbering into AE just in time for Christmas, the Treeherders are holding true to their motto of "Don't be hasty". Inspired by ents, this squad focuses on using forest tiles to literally grow their power. The flagship entborg mech gets stronger as the forests get destroyed while the other mechs get stronger the more forest tiles there are.

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This mod balanced for experienced players and it will take a few runs to learn their unique style of play. True to their nature, they are slow to start but can really get rolling by the end of a mission. The battle will turn from repositioning and strategic blocking to total annihilation!

This is the 2.0 release complete with a full set of achievements and features a total rehaul of most of the weapons to take advantage of two click mechanics and to simplify and give more control to the player.

Stay tuned for another update in the works with more balancing changes and a 3.0 release!

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Last edited by Das Keifer on Tue Jan 13, 2026 7:16 pm, edited 4 times in total.
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isla
Posts: 352
Joined: Mon Mar 16, 2015 11:22 pm

Re: [Squad] Treeherders

Post by isla »

Super cool
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stylesrj
Posts: 3638
Joined: Tue Jul 08, 2014 7:54 am

Re: [Squad] Treeherders

Post by stylesrj »

I've done a run with this squad. It's really good. If you want to see it in action, here's Part 1. Part 2 is also up and Part 3 will be up tomorrow.

https://www.youtube.com/watch?v=tcEKRgAPNYM
Robert Scythe
Posts: 36
Joined: Mon Feb 18, 2019 7:00 pm

Re: [Squad] Treeherders

Post by Robert Scythe »

Ok, so I tried these guys a couple of times and had some problems. Didn't make it out of the 1st level Volcano. Then I waited a bit and played them again completing a perfect 4 island hard victory! I think the most difficult occurence was figuring out the attack pattern of the tree launcher mech. I can never tell when it can fire the full length of the map and when it is forced to use the limited range or when it has the ability to target an offset tile. Do not see the rhyme or reason for the way this works. Have to check its attack pattern on every tile to get it to do what I want. I eventually, at the end of the 4th isle, replaced the Arbiformer's Violent Growth weapon for a push tank and an Attraction Pulse because I was using the modded pilot Binah in it and did not need the additional forest tiles. I had already moved their passive equipment to the Entborg and was creating up to 5 forests a turn and I did not miss the attack options. The Attraction Pulse actually helped big time twice in the Volcano isle. Everything was fully upgraded, even had the Force Amp and had a tight but well fought and earned victorious outcome after losing 4 grid on the first level. I really did enjoy the play with these mechs, well balanced and thought provoking. Good job, and thanks for the work you put in! Plus the sprites were top-notch, especially the Entborg.
ItIsToad
Posts: 4
Joined: Fri May 30, 2025 12:51 am

Re: [Squad] Treeherders

Post by ItIsToad »

The link to the Google Drive is broken, so this mod is impossible to download.
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Das Keifer
Posts: 2
Joined: Sat Oct 27, 2018 11:42 am

Re: [Squad] Treeherders

Post by Das Keifer »

Put out a official AE v2.0 of the Treeherders!
Linked to the github release directly this time so it should stay around
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