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  #111  
Old September 20th, 2008, 05:27 AM

Sombre Sombre is offline
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Default Re: Warhammer Nation: Lizardmen

Me either. I'm really looking forward to getting this to beta, because I'm very happy with how the graphics turned out and the nation should be very interesting. It will require a lot of balancing after the first release though.
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  #112  
Old September 21st, 2008, 03:37 PM
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Default Re: Warhammer Nation: Lizardmen

Hey guys, long time lurker first time poster, I just wanted to say that this mod looks awesome. I have played all the warhammer mods and they are great. Sombre your sprites look great. As a final note I am waiting with baited breath for some one to tackle Warhammer Dwarfs cause they are my favorite army.
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  #113  
Old September 24th, 2008, 11:49 AM

Sombre Sombre is offline
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Default Re: Warhammer Nation: Lizardmen

I will get around to dwarfs eventually but after lizardmen it's going to be getting the Empire out in some form, then either Dark Elves, since KO asked for them, or Chaos Dwarfs, because they're a smaller project and because they're badass.


Oh and I decided on magic paths for Skinks.

Priest - H1, 100% SN, 100% WEA.
Sotek Priest - Heretic 2, B1, 100%

Also after talking with Okin I've decided all skinks will be stealthy, primarily to allow stealth armies with sacred troops etc.

Last edited by Sombre; September 24th, 2008 at 12:16 PM..
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  #114  
Old September 28th, 2008, 06:26 PM

Sombre Sombre is offline
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Default Re: Warhammer Nation: Lizardmen

This is quite close to beta release. The beta will not be very well balanced and of course will be missing various bits of content. But it should give an idea of what the race is about. It will have a placeholder graphic for the Slann. Apart from that, all I need to do is the skink warchief graphic and a few misc bits and bobs like fort types and I'll release it. So this week almost certainly.
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  #115  
Old September 29th, 2008, 01:48 AM

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Default Re: Warhammer Nation: Lizardmen

Quote:
Originally Posted by Sombre View Post
I will get around to dwarfs eventually but after lizardmen it's going to be getting the Empire out in some form, then either Dark Elves, since KO asked for them, or Chaos Dwarfs, because they're a smaller project and because they're badass.


Oh and I decided on magic paths for Skinks.

Priest - H1, 100% SN, 100% WEA.
Sotek Priest - Heretic 2, B1, 100%

Also after talking with Okin I've decided all skinks will be stealthy, primarily to allow stealth armies with sacred troops etc.
Chaos Dwarfs or Dark Elves?!?!

Do you stop being awesome?

You want my first born kid or something? Seems like a fair trade
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  #116  
Old October 1st, 2008, 06:46 PM

Sombre Sombre is offline
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Default Re: Warhammer Nation: Lizardmen

I put a beta up. First page.

Keep in mind it is /just a beta/ though. It isn't finished. I just want to get input on costing, features etc as early as possible. It should be playable enough to have some fun with anyway.

The slann graphic is very much a placeholder btw.
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  #117  
Old October 2nd, 2008, 12:03 AM

Theonlystd Theonlystd is offline
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Default Re: Warhammer Nation: Lizardmen

Your chamleons blowpipes shoot out spears according to the info you get when you right click on it =p
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  #118  
Old October 2nd, 2008, 01:02 AM

Theonlystd Theonlystd is offline
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Default Re: Warhammer Nation: Lizardmen

Also i appear to get this error while watching battles with cold ones that die..


myloadmalloc: cant open ./mods/./Warhammer Lizardmen/Cold one.tga

it causes a ctd
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  #119  
Old October 2nd, 2008, 02:55 AM

Sombre Sombre is offline
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Default Re: Warhammer Nation: Lizardmen

Thanks, those are fixed in the zip now attached to the main post. Well in 5 mins it will be.
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  #120  
Old October 2nd, 2008, 06:22 AM

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Default Re: Warhammer Nation: Lizardmen

Just had a quick chance to play about with this this morning.

I think I may have a new favourite nation.
__________________
www.llamaserver.net
LlamaServer FAQ
My mod nations: Tomb Kings and Vampire Counts
A compilation of high quality mod nations: Expanded Nations Packs
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