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Showing results 1 to 25 of 34
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Posts Made By:
Burnsaber
Forum:
Scenarios, Maps and Mods
April 6th, 2010, 08:11 AM
Replies:
134
Mod:
Warhammer Dwarfs, version 0.92 -- Quickfix
Views:
38,544
Posted By
Burnsaber
Re: Warhammer Dwarfs, version 0.92
New version.
Changes from 0.9 to 0.92
- Nation number changed back to 77, removed the space from mod name which was the real cause for the bug
- fixed the slashes in the banner line
- Fixed...
Forum:
Scenarios, Maps and Mods
April 3rd, 2010, 07:10 AM
Replies:
134
Mod:
Warhammer Dwarfs, version 0.92 -- Quickfix
Views:
38,544
Posted By
Burnsaber
Re: Warhammer Dwarfs, version 0.9
Oh, ok. I guess my theory on the bug was false, now that I think about it.
I'll change the nationnumber back on the quickfix that will be made manifest probably on tuesday/wednesday next week.
...
Forum:
Scenarios, Maps and Mods
April 3rd, 2010, 03:27 AM
Replies:
134
Mod:
Warhammer Dwarfs, version 0.92 -- Quickfix
Views:
38,544
Posted By
Burnsaber
Re: Warhammer Dwarfs, version 0.9
Whaa? You made Lizardmen conflict with with your own Arga Dis mod?
I have to change the nation number to get around the llamaserver "pretender for the wrong age" bug. IIRC, you got that in the...
Forum:
Scenarios, Maps and Mods
April 2nd, 2010, 04:20 AM
Replies:
134
Mod:
Warhammer Dwarfs, version 0.92 -- Quickfix
Views:
38,544
Posted By
Burnsaber
Re: Warhammer Dwarfs, version 0.9
Which now have fatigue :D
And they now cost 40 earth gems and it "kills" the caster (the caster is lost because he gets up in the Anvil, sort of). Usually the mage needs a least earth boots to...
Forum:
Scenarios, Maps and Mods
April 1st, 2010, 03:43 AM
Replies:
134
Mod:
Warhammer Dwarfs, version 0.92 -- Quickfix
Views:
38,544
Posted By
Burnsaber
Re: Warhammer Dwarfs, version 0.9
No. I really tought about making them immobile in the development, but it just didn't really work out. If you wanted to use them on anything else but forging or rituals, you needed to teleport them...
Forum:
Scenarios, Maps and Mods
March 31st, 2010, 02:53 PM
Replies:
134
Mod:
Warhammer Dwarfs, version 0.92 -- Quickfix
Views:
38,544
Posted By
Burnsaber
Re: Warhammer Dwarfs, version 0.95 - First quickfix!
New version. Lot of nerfs, mostly based on the backlash I got on IrC about their performance on the Scruntlefunt game. Very glad about getting the Runesmith battleform to work. This nation is now a...
Forum:
Scenarios, Maps and Mods
March 20th, 2010, 08:20 AM
Replies:
134
Mod:
Warhammer Dwarfs, version 0.92 -- Quickfix
Views:
38,544
Posted By
Burnsaber
Re: Warhammer Dwarfs, version 0.81 - First quickfix!
Actually, with the recent discoveries relating to the "Polymorph" spell, I might be actually able to fulfil my orginal intention and give the Runesmiths -1 to all magic in combat. The current thing...
Forum:
Scenarios, Maps and Mods
March 20th, 2010, 06:13 AM
Replies:
134
Mod:
Warhammer Dwarfs, version 0.92 -- Quickfix
Views:
38,544
Posted By
Burnsaber
Re: Warhammer Dwarfs, version 0.81 - First quickfix!
Okay, I'm currently working on a new version and it will be likely up in by the next weekend. There will be a lot big changes that I want to announce though.
But I'll start with the new content.
...
Forum:
Scenarios, Maps and Mods
February 1st, 2010, 06:05 AM
Replies:
134
Mod:
Warhammer Dwarfs, version 0.92 -- Quickfix
Views:
38,544
Posted By
Burnsaber
Re: Warhammer Dwarfs, version 0.81 - First quickfix!
Heavy Warriors have mapmove 2 because they are trained for offensive missions. Runeguards are well.. guards. As for the gameplay aspect, I'd like to keep the Runeguards "down" so ti speak. I really...
Forum:
Scenarios, Maps and Mods
January 30th, 2010, 05:02 PM
Replies:
134
Mod:
Warhammer Dwarfs, version 0.92 -- Quickfix
Views:
38,544
Posted By
Burnsaber
Re: Warhammer Dwarfs, version 0.81 - First quickfix!
The difference between parry 5 and parry 4 is not *that* big. :D
Forum:
Scenarios, Maps and Mods
January 30th, 2010, 05:09 AM
Replies:
134
Mod:
Warhammer Dwarfs, version 0.92 -- Quickfix
Views:
38,544
Posted By
Burnsaber
Re: Warhammer Dwarfs, version 0.81 - First quickfix!
Yeah, Skaven are very well equipped to deal with Dwarfs (lot's of poison). This is quite nice thematically speaking since they are arch enemies in the Warhammer universe.
I'll keep the...
Forum:
Scenarios, Maps and Mods
November 11th, 2009, 04:21 AM
Replies:
134
Mod:
Warhammer Dwarfs, version 0.92 -- Quickfix
Views:
38,544
Posted By
Burnsaber
Re: Warhammer Dwarfs, version 0.8 - First stable release!
Yeah, Runebearers make for pretty poor thugs. However they excel in general utility. They are able to quckly transport items to the frontlines from your forging factories and sometimes even bring...
Forum:
Scenarios, Maps and Mods
November 10th, 2009, 03:30 PM
Replies:
134
Mod:
Warhammer Dwarfs, version 0.92 -- Quickfix
Views:
38,544
Posted By
Burnsaber
Re: Warhammer Dwarfs, version 0.8 - First stable release!
New version.
Tired.
That is all.
Forum:
Scenarios, Maps and Mods
November 3rd, 2009, 05:59 AM
Replies:
134
Mod:
Warhammer Dwarfs, version 0.92 -- Quickfix
Views:
38,544
Posted By
Burnsaber
Re: Warhammer Dwarfs, version 0.7
It's one of those units that will just smash the AI, because the AI just too retarted to come up with anwsers. It's the same thing as with thugs/SC's/BF spells and the like. If you feel like they...
Forum:
Scenarios, Maps and Mods
November 1st, 2009, 02:46 PM
Replies:
134
Mod:
Warhammer Dwarfs, version 0.92 -- Quickfix
Views:
38,544
Posted By
Burnsaber
Re: Warhammer Dwarfs, version 0.7
E2 is enough for you to cast Legions of Steel, Earth Might/Strength of Giants, Armor of Achilles/Destruction and Earth Meld (+ you have Grudgestone). Those spells, if used right, can be a lot more...
Forum:
Scenarios, Maps and Mods
October 31st, 2009, 05:15 AM
Replies:
134
Mod:
Warhammer Dwarfs, version 0.92 -- Quickfix
Views:
38,544
Posted By
Burnsaber
Re: Warhammer Dwarfs, version 0.7
The thing is that you can't script pd, allowing prospectors to raid even 15+ pd provinces without losses. Combine this with stealth. Also "no battlefield magic" is a pretty heavy statement. Everyone...
Forum:
Scenarios, Maps and Mods
October 30th, 2009, 08:57 PM
Replies:
134
Mod:
Warhammer Dwarfs, version 0.92 -- Quickfix
Views:
38,544
Posted By
Burnsaber
Re: Warhammer Dwarfs, version 0.7
First of all, Runebearers cheat. They travel along the abandoned and nearly forgotten underground tunnels build during the golden empire, basically giving them a major shortcut (to anywhere). They...
Forum:
Scenarios, Maps and Mods
October 30th, 2009, 04:49 AM
Replies:
134
Mod:
Warhammer Dwarfs, version 0.92 -- Quickfix
Views:
38,544
Posted By
Burnsaber
Re: Warhammer Dwarfs, version 0.7
I've been playtesting a bit more and come to the conclusion that Prospectors have to go. The border summoning thing was really intented as a minor boost to give the commander a sort of niche. But,...
Forum:
Scenarios, Maps and Mods
October 28th, 2009, 04:26 AM
Replies:
134
Mod:
Warhammer Dwarfs, version 0.92 -- Quickfix
Views:
38,544
Posted By
Burnsaber
Re: Warhammer Dwarfs, version 0.7
Yeah, prospectors kinda got me suprise. The summoning thing was just supposed to be a nifty bonus and nice defendive trick. I was sort of thinking "Nifty, didn't see that coming". I've been playing...
Forum:
Scenarios, Maps and Mods
October 27th, 2009, 04:49 PM
Replies:
134
Mod:
Warhammer Dwarfs, version 0.92 -- Quickfix
Views:
38,544
Posted By
Burnsaber
Re: Warhammer Dwarfs, version 0.7
Sorry, I was kind confusing back in my message. Rdonj was questioning the benefit of the custom "Dwarven Shields", since they don't grant extra parry compared to normal shields and thus make them...
Forum:
Scenarios, Maps and Mods
October 27th, 2009, 07:00 AM
Replies:
134
Mod:
Warhammer Dwarfs, version 0.92 -- Quickfix
Views:
38,544
Posted By
Burnsaber
Re: Warhammer Dwarfs, version 0.7
Yeah, 150 gold (a bit higher for the oathstoned form, because of the +1 researchbonus) was along the lines I was thinking of. I also was thinking of changing their "Grudges" ranged attack to just...
Forum:
Scenarios, Maps and Mods
October 26th, 2009, 05:18 PM
Replies:
134
Mod:
Warhammer Dwarfs, version 0.92 -- Quickfix
Views:
38,544
Posted By
Burnsaber
Re: Warhammer Dwarfs, version 0.7
And that's about the level I'm aiming for. v0.8 will bring some more slight buffs (see the fix list for details), so they should be powerful enough after that.
Well, slayers are not thugs in...
Forum:
Scenarios, Maps and Mods
October 26th, 2009, 05:23 AM
Replies:
134
Mod:
Warhammer Dwarfs, version 0.92 -- Quickfix
Views:
38,544
Posted By
Burnsaber
Re: Warhammer Dwarfs, version 0.7
I guess we just disagree on what is acceptable power level. I could argue why Pythium is just plain better than all of the nations you mentioned, but it would probably be best if we just "agree to...
Forum:
Scenarios, Maps and Mods
October 25th, 2009, 03:36 AM
Replies:
134
Mod:
Warhammer Dwarfs, version 0.92 -- Quickfix
Views:
38,544
Posted By
Burnsaber
Re: Warhammer Dwarfs, version 0.7
These guys are summons, you can't just compare the units one:one, you have to take into account how easy they are to summon. First of all, Dragon Master + Fire Drake reguires more research (not much,...
Forum:
Scenarios, Maps and Mods
October 24th, 2009, 05:59 AM
Replies:
134
Mod:
Warhammer Dwarfs, version 0.92 -- Quickfix
Views:
38,544
Posted By
Burnsaber
Re: Warhammer Dwarfs, version 0.7
Er, yeah. I always spell "Lightning" wrong. Don't know why, it's alot like my issue with "Strategy".
Well, I admit that they're not *that* necessary gameplay wise, but it's a important...
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