|
|
|
|
 |

March 26th, 2008, 01:29 AM
|
 |
General
|
|
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
|
|
Re: Warhammer Nation: Lizardmen
I'm really, really excited about this mod. Lizardmen are my favorite Warhammer nation. I don't care for the "look" of them as much as some of the other nations, but I definitely appreciate the theme and the units themselves.
YAY WEAPONS! YAY MAGIC! YAY DINOSAURS! ok there's my inner 10 year old.
Plus, I trust in Sombre's ability to create masterpieces of pixel art.
It's all good 
__________________
You've sailed off the edge of the map--here there be badgers!
|

March 30th, 2008, 12:05 PM
|
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Warhammer Nation: Lizardmen
Slow going so far. Mostly been working on stats, but I should have a unit graphic or two to show in a little while. The Saurus are like slightly bigger, spikier, blue Ctis slave warriors.
Lizardman armies are very blue overall.
|

March 31st, 2008, 05:32 PM
|
|
Second Lieutenant
|
|
Join Date: Dec 2005
Location: Everywhere
Posts: 495
Thanks: 0
Thanked 13 Times in 1 Post
|
|
Re: Warhammer Nation: Lizardmen
I have a crazy friend with a yellow and red lizard army, but in general, I suppose that's true.
Any hope of implementing something like drain magic into dominions? I can't think of a way, but I'd love to see it. One of my favourite spells.
__________________
Unus vocis. Unus manus. Unus Universitas. Unus Deus. Is est meus fatum praeeo pro totus populus.
Ut est meus fortuna.
|

March 31st, 2008, 06:23 PM
|
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Warhammer Nation: Lizardmen
I think the only way I could simulate drain magic is probably with a national mr buffing spell. There isn't much else I could do. I suppose I could give them an anti magical creature spell as well.
|

April 3rd, 2008, 02:57 AM
|
|
Second Lieutenant
|
|
Join Date: Dec 2005
Location: Everywhere
Posts: 495
Thanks: 0
Thanked 13 Times in 1 Post
|
|
Re: Warhammer Nation: Lizardmen
Yeah. That's about what I concluded too- dispel is ritual only, etc.
Hmm. That's fine, though. Slaan will probably have plenty of other stuff to do anyways.
__________________
Unus vocis. Unus manus. Unus Universitas. Unus Deus. Is est meus fatum praeeo pro totus populus.
Ut est meus fortuna.
|

April 3rd, 2008, 09:32 AM
|
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Warhammer Nation: Lizardmen
Work is veeery slow because I'm so busy right now. So don't hold your breath for this one. I think I may be able to work on it during lunch break at work though, which would give me enough time to do some code and a little graphical stuff each day.
|

April 6th, 2008, 01:37 PM
|
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Warhammer Nation: Lizardmen
Here's a Saurus preview pic to wet your whistles/pants/lizards.
Not 100% finished but nearly.
I decided to give all obsinite weapons the magic tag and +1 att to make up for the underwhelming saurus attack stat I'm going with. Thus the Obsinite sword is 1 att 0 def len 3 dmg 7. Pretty nice piece of kit. The obsinite spear is len 4 att 1 def 0 dmg 4 and costs less in resources.
|
| Thread Tools |
|
|
| Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|