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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #1  
Old October 20th, 2009, 01:03 PM
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Burnsaber Burnsaber is offline
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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

That is certainly odd. Are you absolutely certain that you don't have other mods enabled? Remember that some of them don't have banners that would show up in the right side of the screen.

If you have just and only the wh complimation mod "six nations" enabled and start a game, there really shouldn't be any error.
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  #2  
Old October 20th, 2009, 03:30 PM

KimKhan KimKhan is offline
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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

Yep, I'm 100% sure. Partly because the lizardmen mod was the first mod I've ever tried on Dom3.

I tried that once I removed ALL other mods I had, and enabled the "six nations" mod. I got the exact same error.

It's the darnest thing
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  #3  
Old October 21st, 2009, 02:57 AM

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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

Have you patched the game to the latest version? 3.23b.
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  #4  
Old October 26th, 2009, 04:50 PM

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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

We play with CBM and Lizardmen - v0.6: there is an issue with the stegadon's howdah javelins attack that doesn't show on the unit description and that isn't used on the battlefield.
I've made a few tests tweaking the mod and only the first 4 attacks of the stegadons (which is supposed to have 5: gore, spike tail, howdah bows long-range, howdah bows mid-range and javelins) are listed and working. You can set the attacks in any order, only the 1st 4 will work, maybe thats an ingame limitation?
Strange though because hydras do have 5 attacks for example (4 lesser heads plus greater head).
Any clue?
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  #5  
Old October 28th, 2009, 05:59 PM

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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

Guess I'll have to combine gore and tail into one weapon with two attacks in the next version.
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  #6  
Old October 29th, 2009, 05:01 PM

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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

you could also combine the 2 howdahs bows attacks in a single 12 attacks (2x6), 20 range (18 and 25 currently).
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  #7  
Old October 29th, 2009, 05:12 PM

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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

The nice thing about 25, 18, 10 is that it forces your dudes to advance firing. I don't see the need to have separate tail and gore attacks, so I'll combine them.
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  #8  
Old December 14th, 2009, 04:05 PM

kianduatha kianduatha is offline
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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

Crossposting from the Sign of the Hammer thread since I didn't want to clutter it up:
Quote:
Originally Posted by Sombre View Post
I think the temple guard and sacred spawnings have indeed taken over too much for Lizardmen, so I'll be scaling (haw haw) them back. I am still reluctant to make them cap only, but it does seem like it would be very effective in changing the way itza plays. I may even make the 5th gen Slann cap only as well - I don't think this would actually make a massive difference (since they're so expensive) and would work fine thematically with temple guard being cap only.
That sounds like a great set of changes. Combine scarcer Temple Guards with maybe 1/2 as many units per summon of the sacred spawnings(but with ceremonial plates?) and they become your specialty units--nice for specific missions, but never numerous enough to be your main army.

Might I suggest that if you're making 5th gen Slann cap only, you might not really need Tel Cities as forts. Alternately, Oldbloods might become recruit-anywhere(I confess that I really want to use these guys, but definitely can't justify getting one at the cost of not getting a Slann). I don't think that would do horrible things, if just because you have noone who can forge Vine Shields or Shields of Gleaming Gold outside of cap-only Slanns.
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  #9  
Old December 14th, 2009, 04:19 PM

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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

No the expensive forts definitely stay. It's both a balance check and an on-theme decision. The Lizardmen created only one new temple city in several thousand years and that was at the site of an old one.

Oldbloods I think are probably good enough that you'll get a couple early on when you can't afford a Slann a turn. If no-one is using them I'll either make them build anywhere or a summon though - I don't want them to go the way of the lord warden et al.

The sacred spawnings make sense as being fairly numerous, being entire spawnings created to fulfil a task. But they may well be too cheap.
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  #10  
Old February 3rd, 2010, 06:39 PM
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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

Hi Sombre,

Mostly a lurker around here, but I thought I'd pipe up with a thought.

I'm playing an Itza SP game on the Glory map, and quite enjoying it -- great work. (Incidentally, I've never played WFB, but your mod here has given me a compulsion to buy and paint up some skinks.)

The saurus commanders, though -- it struck me as somewhat thematically-inappropriate that they can wear armor. I mean, I know the devs have taken a fairly permissive approach in that regard, so it's not the biggest issue in the world, but doesn't that also make for extreme ease in getting high-prot thugs? As in, simple fire plate giving an oldblood 24 prot, and a simple saurus cmdr 21. Either by themselves wouldn't inspire me to post about it, but it seems to my admittedly inexperienced eyes (I've only played SP) that built-in ironbane-/rust-proof medium-to-high-infantry-level armor composed of spikes and ridges and all that shouldn't accommodate magic armor, particularly when mass protection and all that sort of thing starts getting laid down.

As it stands, I almost feel kinda dirty, getting into year 5 in my game, throwing armor on those puppies, affordable as they are.

It might all balance out, and I'm not sure how that would affect the Ceremonial Plates armor you use for them, but I thought I'd throw that out there as an early impression. I could just be overestimating.

Also, just a thought in regard to the domsummon thing, forgive me if someone already mentioned it and I missed it, but would a good balance be, instead of domsummon, having the dormant forms have a Summon Allies ability?

Anyway, love the mod. Speaking SP- and flavor-wise, I quite love the little skinks and the variety, and was pleasantly surprised with the waterforms. It's all quite wicked.

Cheers!
Globu
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