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  #291  
Old April 1st, 2010, 11:17 AM

rdonj rdonj is offline
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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

I really like this idea. It would do a lot to make them more balanced, while being thematic as anything and encouraging diversity of play. Nice!

This concept definitely has a lot of potential, and it will be interesting to see what the modding community does with it.
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  #292  
Old April 1st, 2010, 12:37 PM

kianduatha kianduatha is offline
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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

Definitely a nice idea--it allows for the concept of 'units' recruited at once. It especially works well with heroes and soforth, where the hero comes with an honor guard.
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  #293  
Old April 2nd, 2010, 07:33 PM

Sombre Sombre is offline
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Default Re: Warhammer Nation: Lizardmen - v0.7 minor update

-- version 0.7

-- TWEAK - Poison res values changed across the board to better match dom3 styling

-- FIX - Crest plate for warchiefs, no crest plate for skink scouts

-- TWEAK - Temple Guard now spawned by Slann when they first arrive in their 'awakening' state

-- TWEAK - Both 4th and 5th gen Slann more expensive to recruit, but same upkeep

-- TWEAK - Sacred spawnings now have armour for e9 bless, but still no helmets

-- FIX - 3rd gen shapechange further fixed, doh

-- FIX - flood of serpents cost bug fixed
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  #294  
Old April 17th, 2010, 08:23 PM

Sombre Sombre is offline
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Default Re: Warhammer Nation: Lizardmen - v0.75 minor update

-- version 0.75

-- TWEAK - remove 1 astral income

-- TWEAK - major reduction of magic weapons, now only on the Temple Guard halberds (it was severely limiting options vs Lizards, which was lame)

-- FIX - Salamanders now animals!

-- TWEAK - Stegadons considerably higher cost in res and gold



I will add this latest version to the new Middle Combo Mod soon.
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