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June 29th, 2009, 02:08 PM
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Second Lieutenant
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Join Date: Jun 2009
Posts: 403
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Thanked 28 Times in 21 Posts
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Re: Warhammer Nation: Lizardmen - v0.6 UPDATE
Quote:
Originally Posted by rdonj
Yeah, I don't see how you could really put much effort into even researching blood in the first few years. By the time you actually have the research and slaves to spare to cast it the benefit of their having blood vengeance is likely significantly lessened.
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The point of going blood-4 isn't the summons, it's for Flood of Snakes--by the way, did you mean to have that spell be free? It's extraordinarily brutal to start spamming it year one. It can take down anything that doesn't have archer support. Two casts can take down a knight or elephant province, or most castles' province defence. Try out getting an awake sage and blitzing to blood 4, it's a lot of fun. By early winter year one you get an expansion army every time you make one or two priests of sotek(and a scout or indy commander to capture the provinces).
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June 29th, 2009, 02:32 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Thanked 324 Times in 190 Posts
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Re: Warhammer Nation: Lizardmen - v0.6 UPDATE
Quote:
Originally Posted by kianduatha
The point of going blood-4 isn't the summons, it's for Flood of Snakes--by the way, did you mean to have that spell be free?
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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 that shortly. But I will wait a couple days before I upload another version, in case anyone spots other bugs to fix. Otherwise this is just going to get ridiculous.
In the meantime you can go into the dm file using a text editor, find "Flood of serpents" then manually replace the typo of fatiguecost with the correct spelling. The cost will then be 10 slaves.
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June 29th, 2009, 08:31 PM
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General
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Join Date: Oct 2007
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Re: Warhammer Nation: Lizardmen - v0.6 UPDATE
Tail spines is still a melee attack.
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June 30th, 2009, 09:22 PM
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General
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Join Date: Oct 2007
Posts: 3,007
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Thanked 206 Times in 159 Posts
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Re: Warhammer Nation: Lizardmen - v0.6 UPDATE
I've been thinking... and I know this would be a radical shift from how the lizardmen play now, so it could be difficult to balance, but it just does not seem thematic that temple guard can become as numerous as they can. Basically right now, temple guard are THE unit that itza makes. Well, them and priests. But 90% of the time if you're recruiting a soldier it will be a temple guard. Since the temple guard is supposed to be the rarest of spawnings I am not certain that they should be recruit everywhere sacreds. Actually, what do you think of making all slann auto or domsummon them instead, with no recruitables? You could remove the price tag on them so they wouldn't cause upkeep issues.
Anyway it's just an idea. I see all these great units in my recruitment roster but I know unless I'm in dire need of extra units I'll never recruit them because temple guard are just that good.
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July 1st, 2009, 11:16 AM
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Second Lieutenant
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Join Date: Jun 2009
Posts: 403
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Thanked 28 Times in 21 Posts
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Re: Warhammer Nation: Lizardmen - v0.6 UPDATE
Quote:
Originally Posted by rdonj
what do you think of making all slann auto or domsummon them instead, with no recruitables? You could remove the price tag on them so they wouldn't cause upkeep issues.
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That sounds like an amazing idea, but very hard to balance. It would definitely change the flavor of the whole nation, making them much more slann-centric.
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