|
|
|
|
 |
|

October 8th, 2009, 03:45 PM
|
 |
Major
|
|
Join Date: Feb 2009
Location: Me a viking
Posts: 1,012
Thanks: 81
Thanked 122 Times in 73 Posts
|
|
Re: Warhammer Dwarfs, discussion/hype thread
Ah, too bad.
__________________
Voice of ***** and her spicy crew!
|

October 9th, 2009, 05:50 AM
|
 |
Second Lieutenant
|
|
Join Date: Oct 2006
Location: Toulouse, FRANCE
Posts: 436
Thanks: 150
Thanked 21 Times in 13 Posts
|
|
Re: Warhammer Dwarfs, discussion/hype thread
Quote:
Originally Posted by Burnsaber
Quote:
Originally Posted by Fantomen
Like was sugested in the ork thread, can´t you just make them cast a #onebattlespell reducing their paths during battle?
|
That suggestion was for boosting orc shaman paths in combat by making them #onebattlespell the "Power of the Spheres" spell.
However, there is no spell (nor mechanic to mod one in) to make you lose power in magic.
|
Hum, maybe it is possible to mod a new spell by copying "Power of the Spheres" and giving it a negative damage (not sure if it will works, but it might be worth a try) ? You could then use this spell with #onebattlespell.
|

October 9th, 2009, 06:03 AM
|
 |
Colonel
|
|
Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
|
|
Re: Warhammer Dwarfs, discussion/hype thread
Quote:
Originally Posted by Jack_Trowell
Hum, maybe it is possible to mod a new spell by copying "Power of the Spheres" and giving it a negative damage (not sure if it will works, but it might be worth a try) ? You could then use this spell with #onebattlespell.
|
I can see what you mean, but it just cannot be done. The "Power fo the Spheres" is a hardcoded buff effect. Modding it to reduce paths would be like trying make Regenreration to be hp-loss (a'k'a impossible).
I think that I have good compromise with the "enc 3 Runic Armor" treatment. The loss of a body slot is a shame, but not that much of a loss (whoa, you can't use Robe of the Sea! Big deal).
|

October 9th, 2009, 06:03 AM
|
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Warhammer Dwarfs, discussion/hype thread
99% sure it doesn't work that way.
|

October 9th, 2009, 06:13 AM
|
 |
Colonel
|
|
Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
|
|
Re: Warhammer Dwarfs, discussion/hype thread
On a different notice, I've been thinking about the Gyrocopter. I've reached to the conclusion that even with "runemagic did it" explanation, I just can't see them thematically fitting with these no-gunpowder Dwarfs I'm making. It would stand out (in a bad way).
So I'm in a need of some ideas for an A1E1 engineer-summon (to mirror the F1A1 flamethrower summon). My mind keeps on drawing blanks.
|

October 9th, 2009, 06:43 AM
|
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Warhammer Dwarfs, discussion/hype thread
Net launchers/harpoon guns.
|

October 9th, 2009, 07:14 AM
|
|
Corporal
|
|
Join Date: Jun 2008
Posts: 80
Thanks: 2
Thanked 23 Times in 16 Posts
|
|
Re: Warhammer Dwarfs, discussion/hype thread
I'd suggest thunderers or perhaps a scaled-down organ gun, firing runic lightning or something instead of bullets to keep within the NO GUNPOWDERS restriction. (...though it may well risk getting too skaven-y.)
__________________
Involved in:
Pax Malazica, bringing the Malazan Empire to Dominions 3.
Fate/Sprite Works, a mod including my left-over practice sprites as summonable units.
|
|
The Following User Says Thank You to Calchet For This Useful Post:
|
|

October 9th, 2009, 07:25 AM
|
 |
Second Lieutenant
|
|
Join Date: Oct 2006
Location: Toulouse, FRANCE
Posts: 436
Thanks: 150
Thanked 21 Times in 13 Posts
|
|
Re: Warhammer Dwarfs, discussion/hype thread
For Runesmith, I have been thinking on another solution, that would use the #shape commands to give them alternate forms with a negative magicboost in all lands except montains, so fluff-wise it would means having the runesmiths stronger in their home montains.
However there is no #mountainshape yet as far as the manual says. Maybe giving them #watershape, #plainshape and #forestshape ? But then they would get their increased shape in not only mountains, but also caves (no problem there I think) and swamps (and here, I have a hard time justifying it).
I suppose it could be almost
|

October 9th, 2009, 02:48 PM
|
 |
Colonel
|
|
Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
|
|
Re: Warhammer Dwarfs, discussion/hype thread
Quote:
Originally Posted by Calchet
I'd suggest thunderers or perhaps a scaled-down organ gun, firing runic lightning or something instead of bullets to keep within the NO GUNPOWDERS restriction. (...though it may well risk getting too skaven-y.)
|
That's genius. It:
1) fits the paths
2) is a wordplay refering to the miniatures
3) synergizes with my intention of making Engineers master marksmen
4) I already have a pretty wicked idea for their graphic.
Overall I can fit "Thunderers" with lighting guns in pretty well.
Quote:
Originally Posted by Jack_Trowell
I suppose it could be almost
|
Yeah, there are many ways to almost do it. But your idea about using form mechanic gave me an idea. Does anyone know how the unit from pretty new Jomon mountain summon works? IIRC, I think he had a sort of mountainshape. I could overwrite him with the Runelord to create a sort of "half solution".
I also updated the first post with the current changes.
|

October 9th, 2009, 07:44 AM
|
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Warhammer Dwarfs, discussion/hype thread
#plainshape doesn't mean plains, it means 'not forest'.
|
| 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
|
|
|
|
|