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  #171  
Old March 7th, 2009, 04:04 PM

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Default Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW

Ogre Butcher Hero and current Prophet of the Maw: Skrag the Slaughterer.

Which looks better - with Gnoblar or without? Yes, that's a chef's hat.

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  #172  
Old March 8th, 2009, 10:30 AM

BandarLover BandarLover is offline
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Default Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW

With the Gnoblar, please! Glad to see Ogres getting some (more) love.
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  #173  
Old March 8th, 2009, 01:33 PM

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Default Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW

With gnoblar!
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  #174  
Old March 25th, 2009, 07:16 PM

Theonlystd Theonlystd is offline
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Default Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW

i get bad start site when i try to use the newist version?
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  #175  
Old March 27th, 2009, 12:07 AM
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Burnsaber Burnsaber is offline
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Default Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW

Quote:
Originally Posted by Theonlystd View Post
i get bad start site when i try to use the newist version?
I was able to start a game fine. Sounds like a mod conflict. Perhaps it's the Magic Site mod? Holy War: Divine also adds some magic sites.
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  #176  
Old March 27th, 2009, 05:22 AM

rdonj rdonj is offline
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Default Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW

Also if you play with the Lizardmen mod and the Ogres, they share a startsite number so you'll have the error with both mods enabled at once.
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  #177  
Old March 27th, 2009, 05:46 AM

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Default Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW

Yeah it's easily fixed though, just change the site numbers. Obviously it will fixed in the next version :]
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  #178  
Old July 1st, 2009, 11:50 AM

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Default Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW

So I'm currently working on the big Ogre update I've had planned forever. I won't release it until they have:

Skrag hero *
Henchfiend researcher / low level mage summon *
Yhetee Shaman summon *
Mawpit immobile blood saccer summon
Mawfiend thug / mid level mage summon
Mawgut thug/raider summon (kills caster)

Those marked with * are finished already.

They have also received a serious recosting of their troops - their guys are now bargains, with around 15% off most gold prices. The non mage commanders are also a lot cheaper.
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  #179  
Old July 2nd, 2009, 04:49 PM

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Default Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW

Mawgut WiP.

The caster takes a chunk of flesh from the mouth of the Great Maw itself and swallows it. Mere hours later, his digestive system is torn apart, his ribs crack open and his belly splits to reveal a horrifying maw. Mawguts are basically possessed ex-Slaughtermasters who live only to devour. Population, smaller units, their own hands when they stray too close, hostile magic - all devoured. They're really, really hard to kill with superb mr, loads of hp, reinvig and regen. Spread dominion and have a serious fear stat also. But they're slow and don't have good slots and they're mindless, and they aren't subtle, so they can be dealt with. Trick is doing so before you lose several provinces and a chunk of population to them.

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  #180  
Old July 2nd, 2009, 05:46 PM

kianduatha kianduatha is offline
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Default Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW

That Mawgut sounds awesome--I can't wait to try it out. The whole nation has this "what more could you want?" feel to it, where it's almost hard to decide what to research.
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