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Search: Posts Made By: rdonj
Forum: Scenarios, Maps and Mods January 30th, 2010, 11:12 PM
Replies: 134
Views: 27,464
Posted By rdonj
Re: Warhammer Dwarfs, version 0.81 - First quickfix!

Lies! By dropping 1 parry, runebreakers will be completely unplayable!!1!11!!
Forum: Scenarios, Maps and Mods January 30th, 2010, 12:00 PM
Replies: 134
Views: 27,464
Posted By rdonj
Re: Warhammer Dwarfs, version 0.81 - First quickfix!

The reason we gave runeguards the runic wards in the first place was to make them not pointlessly vulnerable to the dwarf's own crossbows. If they go back to the basic shield type they once again...
Forum: Scenarios, Maps and Mods November 3rd, 2009, 06:39 AM
Replies: 134
Views: 27,464
Posted By rdonj
Re: Warhammer Dwarfs, version 0.7

I don't really think the primal runes need to cost fatigue either. I have had more luck getting them to continue to fire after the script runs out, but I've only used them against huge chaffy AI...
Forum: Scenarios, Maps and Mods November 2nd, 2009, 05:06 PM
Replies: 134
Views: 27,464
Posted By rdonj
Re: Anvil of doom

Please never do any of these. Oh dear god, please. That would be just crippling. If you really need to nerf them, maybe make the runes have some sort of fatigue cost attributed to them so the...
Forum: Scenarios, Maps and Mods November 2nd, 2009, 10:41 AM
Replies: 134
Views: 27,464
Posted By rdonj
Re: Warhammer Dwarfs, version 0.7

Well, when I was playing the dwarfs, my most generic sequence of orders for a journeyman runesmith was Summon Earthpower, Legions of Steel, Strength of Giants, X, X.

With a runesmith, my order...
Forum: Scenarios, Maps and Mods October 31st, 2009, 11:57 AM
Replies: 134
Views: 27,464
Posted By rdonj
Re: Warhammer Dwarfs, version 0.7

I realize the AI is a spectacularly bad opponent to test on for this, but I decided, basically, I was going to try to beat the AI with armies of nothing but prospectors. Took O3/P1/G3/L3 with a...
Forum: Scenarios, Maps and Mods October 31st, 2009, 07:28 AM
Replies: 134
Views: 27,464
Posted By rdonj
Re: Warhammer Dwarfs, version 0.7

The thing prospectors do that normal PD raiders don't though, is flee rather than dying when they fail. They're also pretty cheap. You're expending a lot of effort to make large enough groups of...
Forum: Scenarios, Maps and Mods October 30th, 2009, 08:44 PM
Replies: 134
Views: 27,464
Posted By rdonj
Re: Warhammer Dwarfs, version 0.7

Underground roller coaster?
Forum: Scenarios, Maps and Mods October 30th, 2009, 07:43 AM
Replies: 134
Views: 27,464
Posted By rdonj
Re: Warhammer Dwarfs, version 0.7

Runic wards are still shields, so it would be difficult to give them a 2 handed weapon. I suppose he could make them a one-handed version of a two-handed weapon to use, but I wouldn't go that...
Forum: Scenarios, Maps and Mods October 30th, 2009, 05:56 AM
Replies: 134
Views: 27,464
Posted By rdonj
Re: Warhammer Dwarfs, version 0.7

Now that could make runeguards really interesting. I'd love to see that change. An increase in gcost would almost certainly be necessary to compensate, maybe even more than the 10 you're...
Forum: Scenarios, Maps and Mods October 29th, 2009, 08:17 PM
Replies: 134
Views: 27,464
Posted By rdonj
Re: Warhammer Dwarfs, version 0.7

I don't think it would really hurt the dwarfs too much to lose them, either. I've been playing with o3/p3 using longbeards to expand, and they're doing comparably to the crossbows. I think I lose...
Forum: Scenarios, Maps and Mods October 29th, 2009, 07:41 AM
Replies: 134
Views: 27,464
Posted By rdonj
Re: Warhammer Dwarfs, version 0.7

That is true, up to a point. Rangers are still probably technically archers though, so if you set your shortbows to fire archers, they won't waste quite as much time on the miners. You would...
Forum: Scenarios, Maps and Mods October 28th, 2009, 06:46 PM
Replies: 134
Views: 27,464
Posted By rdonj
Re: Warhammer Dwarfs, version 0.7

I wouldn't try this on a player. They're good, but, they still only have 13 protection. And cost 30! resources. All someone has to do to beat them is mass 4 resource short bows.

I'll try moving...
Forum: Scenarios, Maps and Mods October 27th, 2009, 08:07 PM
Replies: 134
Views: 27,464
Posted By rdonj
Re: Warhammer Dwarfs, version 0.7

Yeah, the dwarfs have great protection under those shields, so they are largely immune to short bows/long bows/composite bows. Of course, due to the way dominions works you still get the occasional...
Forum: Scenarios, Maps and Mods October 27th, 2009, 12:59 AM
Replies: 134
Views: 27,464
Posted By rdonj
Re: Warhammer Dwarfs, version 0.7

I've still not really had a chance to play the mod, but I was wondering... any chance dwarves could have higher parry on their shields? Being shorter than normal, I would think that their shields...
Forum: Scenarios, Maps and Mods October 19th, 2009, 02:36 AM
Replies: 134
Views: 27,464
Posted By rdonj
Re: Warhammer Dwarfs, balancetest version 0.6

No time to try them out today :(. I'm hoping I'll have a little free time tomorrow, but that is rare for me as of late. You'll probably have a new version out before I even install the mod, heh.
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