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  #11  
Old March 13th, 2009, 08:57 AM

rdonj rdonj is offline
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Default Re: An Introductory Guide to the Lizardmen Mod

Fantomen: Just to be sure I went and made a quick little test game with a decent communion. It worked! And I made my first reverse communion ever at the same time.

Il Magno: As far as I know the mod is considered reasonably balanced. It has been played in mp against other mods also considered reasonably balanced and did not seem unreasonable in comparison. I am not sure if it has ever been played in a game without other mod nations though. Personally I would say they are slightly stronger than the average vanilla dom3 nation, but not as strong as the sronger nations. There are a few additions yet to go, so it's possible that may change in the future

I can't quite tell for sure from your post, but have you seen the other warhammer-inspired mods? There are quite a few now, most of them reasonably balanced. Some have even been in a number of MP games with no complaints of overpoweredness that I've heard of.
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  #12  
Old March 13th, 2009, 09:00 AM

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Default Re: An Introductory Guide to the Lizardmen Mod

Yep! Sombre's mods are all pretty well balanced - at least to the same kind of balance that the ordinary nations conform to. I think my Tomb Kings mod is quite well balanced as well, or at least I've taken a lot of care to make it so. We had a little four-player Warhammer nations game a while ago, with:

Tomb Kings
Skaven
Lizardmen
Ogres

It was good! I recommend trying something similar. Of course you can also mix them in very well with the ordinary nations.
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  #13  
Old March 13th, 2009, 09:02 AM

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Default Re: An Introductory Guide to the Lizardmen Mod

There's also Sylvania, Teutanion and Sanguinia in the Late Age (by Zepath, and based loosely on High+Wood Elves, Bretonnia and Vampire Counts). I don't think they're quite to the standard of Sombre's mods though, and also the balance is probably a bit off (Sylvania is definitely overpowered).
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  #14  
Old March 13th, 2009, 09:21 AM

rdonj rdonj is offline
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Default Re: An Introductory Guide to the Lizardmen Mod

I seem to recall that sombre made a cbm version of Sylvania at one point, but I have no idea where it is.
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  #15  
Old March 13th, 2009, 10:06 AM

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Default Re: An Introductory Guide to the Lizardmen Mod

He did, for several of Zepath's nations, but he's hidden them.
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  #16  
Old March 13th, 2009, 11:35 AM

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Default Re: An Introductory Guide to the Lizardmen Mod

Yeah I get a little bit of flak for that, but it was a pain to keep updating many mods especially when they weren't mind and if I left them circulating people would be on my *** every time they didn't work. It's inevitable they'd have problems simply through ID conflicts unless the mods were updated whenever basegame or CBM was.

So I focus on my own mods.
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  #17  
Old March 13th, 2009, 11:51 AM
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Il Magno Il Magno is offline
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Default Re: An Introductory Guide to the Lizardmen Mod

Quote:
Originally Posted by rdonj View Post
Fantomen: Just to be sure I went and made a quick little test game with a decent communion. It worked! And I made my first reverse communion ever at the same time.

Il Magno: As far as I know the mod is considered reasonably balanced. It has been played in mp against other mods also considered reasonably balanced and did not seem unreasonable in comparison. I am not sure if it has ever been played in a game without other mod nations though. Personally I would say they are slightly stronger than the average vanilla dom3 nation, but not as strong as the sronger nations. There are a few additions yet to go, so it's possible that may change in the future

I can't quite tell for sure from your post, but have you seen the other warhammer-inspired mods? There are quite a few now, most of them reasonably balanced. Some have even been in a number of MP games with no complaints of overpoweredness that I've heard of.
Thx for replay, than let me say that I am pretty new to this game but I am playng WHFB since its first edition (I am aged )
so back to your question, YES I have briefly tested Ogre kingdom, Sylvania (HE & WE).
Now the new lizzy army list is released and that's also why I am attracted by playing them in Dom3.
May be in the week end I will download the mod and spend some time in it.
Another weird idea I have is to have a campaign based on WHFB map and modes........so I have to collect feedbacks for such project
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  #18  
Old March 13th, 2009, 01:52 PM
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Fantomen Fantomen is offline
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Default Re: An Introductory Guide to the Lizardmen Mod

Quote:
Originally Posted by rdonj View Post
Fantomen: Just to be sure I went and made a quick little test game with a decent communion. It worked! And I made my first reverse communion ever at the same time.
Good to hear. I´ll probably test some ideas based on this.
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  #19  
Old March 13th, 2009, 02:03 PM
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Amhazair Amhazair is offline
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Default Re: An Introductory Guide to the Lizardmen Mod

There is a massively gorgeous map of the old world alreay available to play with. Can't exactly remember the author or what he called the map, but it shouldn't be too hard to find in the mod forums.
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  #20  
Old March 13th, 2009, 02:14 PM

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Default Re: An Introductory Guide to the Lizardmen Mod

Zepath was the author.
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