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  #1  
Old January 8th, 2009, 11:05 PM

Panpiper Panpiper is offline
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Default Re: Warhammer "Chaos Undivided" race

Quote:
Originally Posted by llamabeast View Post
You can modify the first post in any thread, so you should use that one for the changelog.
That should have been obvious to me, eh? Thank you Llamabeast.

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Originally Posted by rdonj View Post
I almost would have gone farther with the flails but they're much better off now than before. The change to the undead was really big

I don't honestly know what to do with the warriors of Tzeentch either. They do have increased magic resistance so there is at least some difference. Maybe the chosen could have luck cursing weapons...
Given that I dropped the encumbrance for the Nurgle units to zero, I didn't want to give too big a boost to their primary weapon. If people find they are still too weak, I'll consider bumping it again.

Your suggestion about Tzeentch suggested a good idea. I have given the chosen of Tzeentch halberd, a 'magic' effect (no other boost). Of the chosen (let alone the regular warriors), they alone have a magic weapon. This may not be enough, but with that and their naturally higher magic resistance, they are 'special'.

I gave full ambidexterity to the Chaos Warrior Chariot (each of the two weapons is wielded by a separate warrior). That should have been obvious to me the first time I wrote the mod, but I missed it and never looked back.
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  #2  
Old January 9th, 2009, 02:05 AM

rdonj rdonj is offline
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Default Re: Warhammer "Chaos Undivided" race

Magic halberds for the chosen does sound pretty nifty. They're still a little bit niche but should be pretty useful on astral nations.
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  #3  
Old January 10th, 2009, 12:03 AM

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Default Re: Warhammer "Chaos Undivided" race

I encountered several weird bugs while attempting to fix the spear problem. I have not gotten to the bottom of what was causing the bugs where one hand weapons would seem to be functioning as two handed. I do however have a workaround where by using a number code rather than the name string I am able to specify a one handed spear which does do the trick. The numbered spear however has higher stats which required dropping the natural stats of the Lord of Slaanesh, not what I had originally wanted to do. This disadvantages a custom equipped lord, but I guess they're likely still tough enough once fully kitted.
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  #4  
Old January 10th, 2009, 03:02 AM

rdonj rdonj is offline
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Default Re: Warhammer "Chaos Undivided" race

The lords of slaanesh are more attractive for their enslavement abilities anyway. If you get lucky and enslave away an enemy thug or two you're causing a lot of damage to your enemy.
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Old January 10th, 2009, 01:36 PM

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Default Re: Warhammer "Chaos Undivided" race

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Originally Posted by rdonj View Post
The lords of slaanesh are more attractive for their enslavement abilities anyway. If you get lucky and enslave away an enemy thug or two you're causing a lot of damage to your enemy.
True, that is the real strength of those units. What I don't want however is for them to be able to do that with impunity, to do it 'solo'. If a player is forced to use several in order to take out independents that is fine. For more worthy opponents, a screen to take the brunt of an attack aught also be necessary.
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Old May 13th, 2009, 04:51 PM

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Default Re: Warhammer "Chaos Undivided" race

Bumping due to an update. This latest version 0.55, has been sitting on my drive for a few months. I really should have uploaded it back then.

Sorry for the slow progress. It is quite playable as it is now, just with a few of the summonable demons still using existing graphics as opposed to original graphics.
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Old May 17th, 2009, 04:52 PM
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Default Re: Warhammer "Chaos Undivided" race

I play Warhammer-themed Dominions pretty much exclusively, almost always as Chaos.

Earlier this year I made some new sprites that I'd like to share. I also started working on some unique champions but since I don't have a clue how to code them, they are still at the "brainstorming" phase.

L to R, Top to Bottom:
new Bloodthirster, new Lord of Change, Dechala the Denied One (Slaanesh), Valnir the Reaper (Nurgle), Arbaal the Undefeated (Khorne), Aekold Helbrass (Tzeentch)

I have more detailed character descriptions on another system, but basically:

Dechala: Enslavement, carries 6 swords, no legs
Valnir: ehhh, some sort of magic flail
Arbaal: rides a beefed-up Fleshhound
Aekold: flies, has a magic sword

On another note, there seems to be some sort of conflict with the Warhammer Lizardmen mod, as I keep noticing the Lizardmen have unreasoned Nurgle champions in their armies.
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