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Search: Posts Made By: Sombre
Forum: Scenarios, Maps and Mods April 17th, 2010, 08:23 PM
Replies: 293
Views: 67,213
Posted By Sombre
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...
Forum: Scenarios, Maps and Mods April 2nd, 2010, 07:33 PM
Replies: 293
Views: 67,213
Posted By Sombre
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...
Forum: Scenarios, Maps and Mods April 1st, 2010, 10:47 AM
Replies: 293
Views: 67,213
Posted By Sombre
Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

I have just had what you might call a cunning idea. It was inspired by what Burnsaber has done with the Runeguard in his Dwarfs mod. Namely, he made them summonable along with the anvil of doom, but...
Forum: Scenarios, Maps and Mods December 14th, 2009, 04:19 PM
Replies: 293
Views: 67,213
Posted By Sombre
Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

No the expensive forts definitely stay. It's both a balance check and an on-theme decision. The Lizardmen created only one new temple city in several thousand years and that was at the site of an old...
Forum: Scenarios, Maps and Mods October 29th, 2009, 05:12 PM
Replies: 293
Views: 67,213
Posted By Sombre
Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

The nice thing about 25, 18, 10 is that it forces your dudes to advance firing. I don't see the need to have separate tail and gore attacks, so I'll combine them.
Forum: Scenarios, Maps and Mods October 28th, 2009, 05:59 PM
Replies: 293
Views: 67,213
Posted By Sombre
Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

Guess I'll have to combine gore and tail into one weapon with two attacks in the next version.
Forum: Scenarios, Maps and Mods July 12th, 2009, 04:58 AM
Replies: 293
Views: 67,213
Posted By Sombre
Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

Correct!

It was a leftover from when they were using entirely different IDs. I knew about it but forgot to fix it. It will be fixed in the next update, which will have minor content and lots of...
Forum: Scenarios, Maps and Mods July 11th, 2009, 05:58 PM
Replies: 293
Views: 67,213
Posted By Sombre
Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

Yep. Easily fixed. I guess I'll sort it out formally when I update Ogres. Soon my pretties!
Forum: Scenarios, Maps and Mods July 10th, 2009, 02:50 PM
Replies: 293
Views: 67,213
Posted By Sombre
Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

Yeah I figured that out. Thanks anyway :]
Forum: Scenarios, Maps and Mods July 1st, 2009, 05:26 PM
Replies: 293
Views: 67,213
Posted By Sombre
Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

You mean summon 5? You can't do domsummon5, only 1 2 or 20.

If they had summon 5 you'd get say, 4 slann, and you'd be a total nightmare to invade. The upkeep isn't an issue if you get them killed...
Forum: Scenarios, Maps and Mods July 1st, 2009, 12:03 PM
Replies: 293
Views: 67,213
Posted By Sombre
Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

I suppose summon 1 or summon 2 with domsummon20 might produce the desired results. Or is summon only 1 and 5? Yeah I think it is.

Summon allies is another option (with a choice of 1,2,3,4 or 5)...
Forum: Scenarios, Maps and Mods July 1st, 2009, 11:37 AM
Replies: 293
Views: 67,213
Posted By Sombre
Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

A major issue with domsummon is that there are only 3 strengths - domsummon 1 produces a LOT of guys. I think it's actually 1 per point of dominion, give or take. Domsummon 2 produces half of a LOT,...
Forum: Scenarios, Maps and Mods June 29th, 2009, 02:32 PM
Replies: 293
Views: 67,213
Posted By Sombre
Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

No, obviously not -sigh-

I tested it before and it was working fine, guess I somehow messed up the fatigue cost since then. Ah I see, I retyped it at one point and typoed fatigue.

I will fix...
Forum: Scenarios, Maps and Mods June 28th, 2009, 06:19 PM
Replies: 293
Views: 67,213
Posted By Sombre
Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

I don't think any damage done to the shield carries over no. If it does it's probably down to some glitch. The main point is whatever prot you put on them, any amount of fire is probably going to...
Forum: Scenarios, Maps and Mods June 28th, 2009, 08:18 AM
Replies: 293
Views: 67,213
Posted By Sombre
Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

Ah yes, that's true about the 3rd generation Slann. I had intended to give them domsummon2 or something of temple guard but I decided against it until I could test more (spawning units with upkeep...
Forum: Scenarios, Maps and Mods June 28th, 2009, 07:27 AM
Replies: 293
Views: 67,213
Posted By Sombre
Re: Warhammer Nation: Lizardmen - v0.5 finally! yay!

Thanks, I suspected there would be a bunch of bugs. The main post will be updated within a couple minutes of this post with v0.6 including fixes to most of that. Couple of other things:

I'm not...
Forum: Scenarios, Maps and Mods June 27th, 2009, 02:57 PM
Replies: 293
Views: 67,213
Posted By Sombre
Re: Warhammer Nation: Lizardmen - v0.5 finally! yay!

UPDATE!

Preview pics are attached.

-- Version 0.5

-- CONTENT - Nakai the Wanderer national hero added

-- TWEAK - Temples now cost 600
Forum: Scenarios, Maps and Mods June 13th, 2009, 06:09 PM
Replies: 293
Views: 67,213
Posted By Sombre
Re: Warhammer Nation: Lizardmen - v0.3 update

Well I've added Stegadons. Currently they use a placeholder graphic which is little more than a resized, adjusted and slightly cleaned picture of the miniature with a skink howdah dropped on top. But...
Forum: Scenarios, Maps and Mods June 12th, 2009, 11:55 AM
Replies: 293
Views: 67,213
Posted By Sombre
Re: Warhammer Nation: Lizardmen - v0.3 update

Hmm, this next update is looking like a fair chunk of content.

3rd gen slann, a new sacred spawning, commanders for each spawning, at least 2 2nd gen slann, 2 blood spells, 1 nature spell,...
Forum: Scenarios, Maps and Mods June 9th, 2009, 05:07 PM
Replies: 293
Views: 67,213
Posted By Sombre
Re: Warhammer Nation: Lizardmen - v0.3 update

Tzunki is the Old One or lizardman god in charge of the seas. His sacred spawnings can go swimming and have various other powers. Mostly they're just badass underwater though. I'm doing a commander...
Forum: Scenarios, Maps and Mods June 9th, 2009, 03:44 PM
Replies: 293
Views: 67,213
Posted By Sombre
Re: Warhammer Nation: Lizardmen - v0.3 update

Messing around with Tzunki.
Forum: Scenarios, Maps and Mods June 9th, 2009, 06:28 AM
Replies: 293
Views: 67,213
Posted By Sombre
Re: Warhammer Nation: Lizardmen - v0.3 update

Cool, I'll make sure all 2nd gen Slann are suitably over the top and have distinguishing abilities.
Forum: Scenarios, Maps and Mods June 8th, 2009, 07:58 PM
Replies: 293
Views: 67,213
Posted By Sombre
Re: Warhammer Nation: Lizardmen - v0.3 update

We made Bub (or Bob?) from Bubble Bobble angry! :O

Same deal as with Skrag. You guys choose which you prefer. Ridiculous overkill or classic glowy eyes wrath.
...
Forum: Scenarios, Maps and Mods June 8th, 2009, 05:31 PM
Replies: 293
Views: 67,213
Posted By Sombre
Re: Warhammer Nation: Lizardmen - v0.3 update

Crazy thing is when I wanted to see how I should do the highlights on the bubble, this is the image I used:
http://www.lukechueh.com/images/paintings/paintings-whole/bubble-trouble.jpg

Bubble...
Forum: Scenarios, Maps and Mods June 8th, 2009, 04:29 PM
Replies: 293
Views: 67,213
Posted By Sombre
Re: Warhammer Nation: Lizardmen - v0.3 update

The second generation slann who helped create the seas maintains a psychic bubble around him which is nigh impregnable, though once it's popped he's not quite so tough to deal with.
...
Showing results 1 to 25 of 105

 
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