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Old April 1st, 2010, 03:43 AM
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Burnsaber Burnsaber is offline
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Default Re: Warhammer Dwarfs, version 0.9

Quote:
Originally Posted by Sombre View Post
Are anvils of doom now immobile?
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 (which makes them attack on the magic phase, and does not allow you to combine them with your armies). Everytime you wanted to use them again, you needed to built another labratory just for the purpose. It was really just annoying and did not play out well in the game. They just were not fun to use. It would be thematic for them to unable to move (especially in the battle map), but this is one of the cases where gameplay > thematicness. If I had all of the modding tools in the world, I'd probably do some sort of compromise but right now it is either mobile or immobile, so what is there for one to do?

(see the excessive restrictions on UW acceess in vanilla as an example where thematic stuff absolutely destroys gameplay)

Quote:
Originally Posted by kianduatha View Post
Autoberserking slayers are all sorts of sexy(especially the part where they get your bless...still trying to figure out a decent use for that besides happening to have N4)
They get the bless?

*quick test game*

Umm.. Not intented. I really just thought that non-sacreds cannot get blessed by the spell effect "bless" but this apparently proves me wrong. Whoa. This opens all sorts of possibilities for the Holy War mod.

The bless effect is only in the slayer #onebattle because of Ancestor Spirits use the same effect and they really should be always blessed. I could just give them auto-bless and negative magic to prevent them from being battlemages (since if you reawaken a Runelord as Ancestor Spirit, it won't get the battle penalties in magic. Hence their current auto-berserking).

It's kind of cool though. Not sure if I should quickfix it or not (whatever the case, the behaviour should be explained in the unit description).

EDIT:

Yeah, I'm going to quick-fix the bless thing. Slayers really should not be sacred in any case. They are mostly subject to pity, not reveration from their fellow dwarfs.

Quote:
Originally Posted by kianduatha View Post
Overall very nice. I'm still struggling to find a legitimate use for miners, as it's really obnoxious to get them and it just doesn't seem worth it overall. I'd rather float a few engineers or even better just burn some gems on a crumble than ever really use miners. They're just not good as troops in any circumstance and their siege bonus is too low to justify taking one over an actual combat recruit.
Their point is mostly in the mapmove 3 and stealth. They can make pretty wicked stealthy PD raiders with Runebearers equipped with Bottle of Living Water or some nice bow. I could reduce their resource cost thought to 35 resources since that niche is pretty small.

Last edited by Burnsaber; April 1st, 2010 at 03:59 AM..
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