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-   -   Mod: Ogre Kingdoms - MA Warhammer Nation - 0.9 minor update (http://forum.shrapnelgames.com/showthread.php?t=35298)

Sombre July 4th, 2007 08:45 AM

Ogre Kingdoms - MA Warhammer Nation - 0.9 minor update
 
1 Attachment(s)
PREVIEW IMAGE

http://i32.tinypic.com/34xs4rp.png

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-- Version 0.9

-- FIX - Shorter facet of the maw (spell) description

-- TWEAK - Hunter harpoon now dt_large for bringing down the heffalumps

-- FIX - Skrag Gorger summon no longer messes with lantern shield

-- FIX - Gnoblar scouts get mountainsurvival

-- FIX - Berserkers was showing up twice in spell library



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OGRE KINGDOMS version 0.8

-- TWEAK - Gorger Pitfeast B3 -> B4

-- TWEAK - Scrapapult goldcost 170 -> 150

-- CONTENT - Mawfiend summon added

-- CONTENT - Mawpit summon added for B3E1, H3 blood saccer, no slots, no upkeep

-- CONTENT - Mawgut summon/transformation added

-- TWEAK - Braugh's weapon now raises those it slays

-- CONTENT - Yhetee shaman summon added

-- CONTENT - Skrag the Slaughterer hero added

-- TWEAK - Tyrants reduced to 80 leadership

-- TWEAK - Slaughtermasters get FE 100% pick

-- TWEAK - Gnoblar single recruits added as option, new 'flung scrap' missile weapons

-- TWEAK - New costs for commanders in line with new philosophy

-- TWEAK - Reduced costs of most recruits

-- CONTENT - Henchfiend summon added as researcher with access into death/fire

-- TWEAK - Ogre Temples, being pits in the ground, now only 100 gold

-- TWEAK - Butcher and Slaughtermaster mr boosts

-- TWEAK - Gnoblar got some patrolbonus to reflect their multiunit status



OGRE KINGDOMS 0.7

-- FIX - Reordered ID numbers to avoid future conflicts with basegame

-- TWEAK - Altered Eastern Maneater graphic slightly

-- TWEAK - Slightly decreased scraplauncher cost and increased range

-- TWEAK - Increased price of yhetee and gorger summons

-- TWEAK - Giants get one misc slot

-- TWEAK - Improved PD

-- CONTENT - Added first prophet national hero

-- TWEAK - Ogres with two weapons now don't get Ogre Smash and have had their cost tweaked accordingly

-- FIX - Changed name and epithet to better fit dominions

-- FIX - Changed name of dm and mod folder to fit my conventions

-- FIX - Starting scout is now a butcher, since they have dying dom



OGRE KINGDOMS 0.6

-- CONTENT - Added Hero 'Slavelord Braugh' and his slaves, plus his two weapons

-- FIX - Fort types checked and changed

-- TWEAK - Sacred pitfighter +10 goldcost

-- TWEAK - Bruiser and Tyrant commanders -10 goldcost each

-- TWEAK - Slavegiant gets siegebonus 5

-- FIX - added the missing mountainsurvival to gnoblar units

-- TWEAK - deathbelcher weapon better, unit +4 goldcost

-- TWEAK - gave yhetee coldpower 2



OGRE KINGDOMS 0.55

-- fixed a bunch of id conflicts with MA Skaven, should all work fine together now



OGRE KINGDOMS 0.5


-- added ogre nametype 147

-- darkvision handed out, use of copystats removed

-- checked IDs against Skaven 0.9, CBM 1.21, Avernum 1.45 + others

-- made slave giants into commander units with no slots, improved their graphics


-- Version 0.4

-- Slavegiant, scrapapult, rhinox, pit fighter added

-- Gnoblar scout added

-- Anoint Mawtribe sacred summon

-- Many tweaks


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STRENGTHS

1. Unequalled offensive force from Ogres
2. Mobile nation with good survivals and mapmove
3. Powerful Gut Magic buffs/summons require little/no research
4. Gnoblars, giants and scraplaunchers fill specific roles
5. Very thuggable commanders


WEAKNESSES

1. Horrible research
2. Very poor magic diversity
3. Constant supply issues
4. Dying dominion requires sacrifice
5. Predictable

Sombre July 4th, 2007 09:08 AM

Re: Ogre Kingdoms - Warhammer Nation
 
1 Attachment(s)
This is just a post to attach the basic ogre pic - the one I will work from as a template. Feel free to suggest changes to it, because I am not really that familiar with the Ogre models in warhammer (though I have the army book).

Obviously I don't want to copy the warhammer style exactly, I want it to fit in with dom3 and the skaven nation I've already done.

I based it on the O-Bakemono, which you can probably spot if you're familiar with them.

llamabeast July 4th, 2007 01:35 PM

Re: Ogre Kingdoms - Warhammer Nation
 
Looks good. Ogres are since my time with Warhammer. I'm glad you haven't gone with the weird grey look Games Workshop have gone with though, I find that really offputting.

I'm really looking forward to having a play with your Skaven when I get a chance - have been very busy lately, plus have been obsessively doing Tomb Kings every spare minute. Sorry I haven't been able to comment properly on them yet, they look really exciting.

Ballbarian July 4th, 2007 02:21 PM

Re: Ogre Kingdoms - Warhammer Nation
 
Looks like there will be yet another great mod for me to dive into playing when the shine has started to wear down for me on the vanilla game. http://forum.shrapnelgames.com/images/smilies/happy.gif

I am not very familiar with the Warhammer games, but I have always been intrigued by the series. Thanks for all of your hard work on these mods.

Theonlystd July 4th, 2007 03:18 PM

Re: Ogre Kingdoms - Warhammer Nation
 
After how well the Skaven mod turned out.. Im really excited about this and well any others u try.



Btw what do you consider Giant Str? 14 str to me seems low but i have no idea what you considering a Giants for comparison .

Sombre July 4th, 2007 10:11 PM

Re: Ogre Kingdoms - Warhammer Nation
 
Well basic Ogres actually only have Str 4 Tgh 4 in warhammer, which really isn't that strong - only as strong as a big orc for instance. So I can't really justify giving them Str 20 or something like the Jotuns in dom3. Bandar apes have str 15 I believe, which is roughly the same as the ogres, though the ogres are significantly tougher and get more attacks. The Slave Giant though, will have considerably higher str - giants in warhammer are larger than Jotuns, more like Niefel size.

Theonlystd July 5th, 2007 12:42 AM

Re: Ogre Kingdoms - Warhammer Nation
 
Quote:

Sombre said:
Well basic Ogres actually only have Str 4 Tgh 4 in warhammer, which really isn't that strong - only as strong as a big orc for instance. So I can't really justify giving them Str 20 or something like the Jotuns in dom3. Bandar apes have str 15 I believe, which is roughly the same as the ogres, though the ogres are significantly tougher and get more attacks. The Slave Giant though, will have considerably higher str - giants in warhammer are larger than Jotuns, more like Niefel size.

Ahhh


Never played the actual warhammer board game the curse of living in the middle of nowhere .

And none of the Warhammer books i've read dealt with em.. So i just assumed they would be 1 handed boulder smashing strong..

Saulot July 5th, 2007 02:23 AM

Re: Ogre Kingdoms - Warhammer Nation
 
Looks good so far (both outline and the ogre sprite).
Looking forward to it.

Sleet July 6th, 2007 07:32 PM

Re: Ogre Kingdoms - Warhammer Nation
 
Looks cool. My son inherited a boxful of Warhammer minis all painted, he is looking forward to playing Dom3 - this will work out well.
http://forum.shrapnelgames.com/images/smilies/happy.gif

Sombre July 10th, 2007 10:02 AM

Re: Ogre Kingdoms - Warhammer Nation
 
1 Attachment(s)
Ok I have another little preview. I made some changes to the basic ogre and added in one equipped with 'gutplate n bits', an 'ogre choppa' and an ironfist. I've also done a flag, although I'm not happy with the bit mounted at the top yet - that cattle skull is just a placeholder. The flag depicts the Great Maw, devouring god of the ogres.

It's attached.

I'm going with quite straightforward graphics for the ogres, even more so than with the skaven, as they look fairly alike. I'll make sure to throw in enough variety to keep them from being boring though.

I gave them a little playtest just using a handful of their units and they tore [censored] up nicely. I toned them down a touch but I reckon they're about the same power as giants - better against groups of smaller foes (due to more attacks) but worse against bigger ones (due to lower strength).


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