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Search: Posts Made By: Sombre
Forum: Scenarios, Maps and Mods April 2nd, 2010, 07:43 PM
Replies: 220
Views: 64,196
Posted By Sombre
Re: Nation - Tomb Kings - v1.03 released (March 2009)!

Just want to reiterate this. It is literally the only conflict between all the warhammer ma nations and cbm, so if it could be fixed officially, that would be awesome.

Of course it's fixed in the...
Forum: Scenarios, Maps and Mods December 31st, 2009, 10:00 AM
Replies: 220
Views: 64,196
Posted By Sombre
Re: Nation - Tomb Kings - v1.03 released (March 2009)!

There's a weapon conflict between this mod and CBM 1.6

They share the 708 slot currently. This would be best fixed by moving the asp bow to 699 which is pretty free as far as MA nations go.
Forum: Scenarios, Maps and Mods August 10th, 2009, 06:31 AM
Replies: 220
Views: 64,196
Posted By Sombre
Re: Nation - Tomb Kings - v1.03 released (March 2009)!

The fact that they're immortal is clearly a pretty big part of their price tag. But it's relatively hard to abuse I guess, since they get weaker after the first death. Even so, you can worry about...
Forum: Scenarios, Maps and Mods April 3rd, 2009, 05:11 AM
Replies: 220
Views: 64,196
Posted By Sombre
Re: Nation - Tomb Kings - v1.03 released (March 2009)!

It counts as poison damage according to llama, so poison res would stop it. Not sure about ethereality.
Forum: Scenarios, Maps and Mods March 11th, 2009, 06:50 PM
Replies: 220
Views: 64,196
Posted By Sombre
Re: Nation - Tomb Kings - v1.03 released (March 2009)!

I maintain that mods load in the order you 'tick' them in the preferences screen. I have seen no evidence to convince me otherwise.
Forum: Scenarios, Maps and Mods March 10th, 2009, 04:47 PM
Replies: 220
Views: 64,196
Posted By Sombre
Re: Nation - Tomb Kings - v1.03 released (March 2009)!

I must admit I quite like the idea of Tomb Kings being badass as thugs/SCs. They are pretty nuts in warhammer after all, even leaving spells aside.
Forum: Scenarios, Maps and Mods March 8th, 2009, 05:34 PM
Replies: 220
Views: 64,196
Posted By Sombre
Re: Nation - Tomb Kings - v1.00 released (March 2009)!

Sounds like an id conflict. Unless llama specifically went through and checked it against the latest CBM, that'll happen.

You should be able to fix it yourself easily enough though.
Forum: Scenarios, Maps and Mods January 16th, 2009, 08:37 PM
Replies: 220
Views: 64,196
Posted By Sombre
Re: Nation - Tomb Kings - Released!

You started it by being edible. Well, semi edible.
Forum: Scenarios, Maps and Mods October 8th, 2008, 04:42 PM
Replies: 220
Views: 64,196
Posted By Sombre
Re: Nation - Tomb Kings - Released!

Unless Tomb Kings is specifically designed to avoid conflict with those other mods, then you have your answer.
Forum: Scenarios, Maps and Mods October 8th, 2008, 11:58 AM
Replies: 220
Views: 64,196
Posted By Sombre
Re: Nation - Tomb Kings - Released!

I have this horrible feeling a healing spell has to be AN to work properly, because healing is just like damage but with a different tag.
Forum: Scenarios, Maps and Mods June 17th, 2008, 12:17 PM
Replies: 220
Views: 64,196
Posted By Sombre
Re: Nation Mod - Tomb Kings - Released!

Partial poison res never seems to work properly for me. I agree you could arguably give Ogres some poison res, but I don't want to make them too strong. I'll think about it though.
Forum: Scenarios, Maps and Mods June 11th, 2008, 07:36 PM
Replies: 220
Views: 64,196
Posted By Sombre
Re: Nation Mod - Tomb Kings - Released!

Yeah the immortals were a total pain in my Ogre *** during that duel. Most of the fighting was around his cap and we were both very short of gold, so having to fight the same really tough troops with...
Forum: Scenarios, Maps and Mods November 7th, 2007, 02:03 AM
Replies: 220
Views: 64,196
Posted By Sombre
Re: Nation Mod - Tomb Kings - Released!

The AI is godawful with the Skaven, just so you know. Skaven need combined arms to win, using their chaffy troops in conjunction with battlemages, warmachines etc. AI just tosses chaff at you and...
Forum: Scenarios, Maps and Mods November 6th, 2007, 05:37 AM
Replies: 220
Views: 64,196
Posted By Sombre
Re: Nation Mod - Tomb Kings - Released!

Are you sure they didn't have jaguar tribe warriors? There's a pretty huge difference.
Forum: Scenarios, Maps and Mods November 6th, 2007, 12:38 AM
Replies: 220
Views: 64,196
Posted By Sombre
Re: Nation Mod - Tomb Kings - Released!

Skaven love Jaguar Warriors?
Forum: Scenarios, Maps and Mods November 5th, 2007, 12:57 AM
Replies: 220
Views: 64,196
Posted By Sombre
Re: Tomb Kings mod released!

You were hitting a unit and forcing it into its second form, causing it to 'gain' hp. Probably slaves, possibly a warpfire thrower but I doubt it.

Same thing happens with jaguar warriors, hydras,...
Forum: Scenarios, Maps and Mods October 31st, 2007, 09:56 AM
Replies: 220
Views: 64,196
Posted By Sombre
Re: Tomb Kings mod released!

Basically most mods are balanced according to vanilla units and spells. So if they have a guy with the basic 10 10 10 10 etc stats he'll cost 10 gold, regardless of equipment. The summons will be...
Forum: Scenarios, Maps and Mods October 31st, 2007, 09:16 AM
Replies: 220
Views: 64,196
Posted By Sombre
Re: Tomb Kings mod released!

I actually don't have much detailed feedback to give here llama, but I promise I will in the future. I just wanted to say that as a first mod nation this is outstanding work and I know this is going...
Forum: Scenarios, Maps and Mods October 29th, 2007, 06:54 AM
Replies: 220
Views: 64,196
Posted By Sombre
Re: Tomb Kings mod released!

Yes, I think we can all agree 12 warhammer undead pony pretender nations are needed.
Forum: Scenarios, Maps and Mods October 28th, 2007, 10:24 PM
Replies: 220
Views: 64,196
Posted By Sombre
Re: Tomb Kings mod released!

The preview looks excellent. I'll try this out tonight when I'm free.
Forum: Scenarios, Maps and Mods August 28th, 2007, 03:26 PM
Replies: 220
Views: 64,196
Posted By Sombre
Re: Tomb Kings backstory

Well the id ranges for UR can be seen at the top of the .dm file. Pretty sure those are accurate.
Forum: Scenarios, Maps and Mods August 28th, 2007, 03:14 PM
Replies: 220
Views: 64,196
Posted By Sombre
Re: Tomb Kings backstory

If the nation is for MA, here are the ID notes I update as I do MA releases. Ogre Kingdoms isn't on there, because I don't worry about conflicts until I reach the release.

...
Forum: Scenarios, Maps and Mods August 28th, 2007, 02:56 PM
Replies: 220
Views: 64,196
Posted By Sombre
Re: Tomb Kings backstory

It's not so much a rush, it's pretty much what I did with the Skaven. Warhammer armies tend to have a /lot/ of stuff. I mean the Skaven still have a load of things need doing on them and they're...
Forum: Scenarios, Maps and Mods August 28th, 2007, 02:41 PM
Replies: 220
Views: 64,196
Posted By Sombre
Re: Tomb Kings backstory

Yeah they're a lot of fun to make though :]

I've slowed down a bit recently, but I'm sure I'll go through another mad-modding phase and crank out a nation from nowhere.

Looks like I'll have to...
Forum: Scenarios, Maps and Mods August 28th, 2007, 01:43 PM
Replies: 220
Views: 64,196
Posted By Sombre
Re: Tomb Kings backstory

It's a solid backstory. I'm basically ignoring the dom3 world and trying to sum up the huge Warhammer backstories in the descriptions, while adding in some extra stuff explaining necessary changes.
...
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