.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
The Star and the Crescent- Save $9.00

   







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

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #11  
Old October 2nd, 2008, 08:11 AM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: Warhammer Nation: Lizardmen

Quote:
Originally Posted by llamabeast View Post
Isn't that what the 4th gen already is, pretty much?

Are the spells for summoning the 3rd and 2nd gens missing, or did I just fail to find them?

I like how the sacred spawning spells are scattered across the schools of magic.
The 5th gen is S3H3N1E1W1F1A1 with NFW 100% and NEA 100%. So the 4th gen one (once added as a cap only commander) will be a substantial upgrade.

3rd and 2nd gen (as well as 4th) are not currently in. They will be summons. 3rd gen will be normal summons, 2nd gen will be 5 different unique summons with strength in a particular area. 2nd gen will be immobile but able to teleport/gateway etc.

The Carnosaur will be a nature summon, as well as the mount of the hero Kroq Gar. There will also be Terradon/Terrasaur summons, which will summon the mounts that the recruitable terradon rider unit has. Of course they'll be upkeep free, which is the advantage.
Reply With Quote
 

Bookmarks

Tags
lizardmen, warhammer


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 05:09 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.