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Re: Warhammer Dwarfs, version 0.9
Holy cow this is all my fault :shock:
All the changes look really good though, I'll try them out right away! |
Re: Warhammer Dwarfs, version 0.9
Autoberserking slayers are all sorts of sexy(especially the part where they get your bless...still trying to figure out a decent use for that besides happening to have N4), and I'm loving trying to stack squares with other fun units I want berserk and lucky(clan kings are an obvious go-to, but they're so expensive still...what with the research bonus on Runesmiths I think the days of Magic-1 are long gone and the pitiful research on clan kings needs to die with it)
I'm sometimes running these surprisingly effective forces that have a handful of ironbreakers or something with an indie commander, plus a giant slayer with two troll slayers on the flank(there's a trick to getting them all in a single square). It's just beautiful. I hereby pronounce the giant slayer a 150 gold 41 resource size 6 unit of pain. Overall very nice. I'm still struggling to find a legitimate use for miners, as it's really obnoxious to get them and it just doesn't seem worth it overall. I'd rather float a few engineers or even better just burn some gems on a crumble than ever really use miners. They're just not good as troops in any circumstance and their siege bonus is too low to justify taking one over an actual combat recruit. |
Re: Warhammer Dwarfs, version 0.9
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(see the excessive restrictions on UW acceess in vanilla as an example where thematic stuff absolutely destroys gameplay) Quote:
*quick test game* Umm.. Not intented. I really just thought that non-sacreds cannot get blessed by the spell effect "bless" but this apparently proves me wrong. Whoa. This opens all sorts of possibilities for the Holy War mod. The bless effect is only in the slayer #onebattle because of Ancestor Spirits use the same effect and they really should be always blessed. I could just give them auto-bless and negative magic to prevent them from being battlemages (since if you reawaken a Runelord as Ancestor Spirit, it won't get the battle penalties in magic. Hence their current auto-berserking). It's kind of cool though. Not sure if I should quickfix it or not (whatever the case, the behaviour should be explained in the unit description). EDIT: Yeah, I'm going to quick-fix the bless thing. Slayers really should not be sacred in any case. They are mostly subject to pity, not reveration from their fellow dwarfs. Quote:
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Re: Warhammer Dwarfs, version 0.9
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Could they not have mapmove 3 at the very least? It seems kind of unreasonable that a gigantic stone slab with a huge metal anvil on top can travel as fast as light cavalry. |
Re: Warhammer Dwarfs, version 0.9
Yeah Anvils only need 1 mapmove--teleport to your forward army, then move along with it. He did nerf them bunches, though--50 gems now I think, and it kills the caster. Usually that means you also lose a pair of boots(unless you wanted to get rid of your naturally E5 casters), so effective cost 57 gems and a cap-only caster.
Hah, and here I thought the bless was intentional--not that they're revered by the other Dwarves, but that they can channel some of their God's power when enraged in battle. The really really fun part about the Slayer blessing part is that it also makes any other units in the same square blessed, even if they weren't sacred before. I'm somewhat worried that the aoe autoberserk(without other entertainment like the bless) will actually lower the power of the Slayer. One of the best things you could do with them was put up Body Ethereal, but now it's impossible because your mage will go berserk before he can cast it. Of course, that whole play is already nerfed a bunch because Runesmith -1 to magic in battle means you can't get the astral casters in the first place. Ah well...we still have Iron Warriors. The Brother of War pretender choice is once again looking terribly, terribly lackluster. He's prettymuch just a Dragon Slayer with a chest slot and without 2 misc slots. I guess he has slightly better weapons, but he doesn't have the reinvig(which is in fact what tends to kill him). Also his AOE berserk was always the worst of the three pretenders' onebattlespells, and now it just looks even worse since your 70 gold commanders can do the same thing(they even do it better right now!). Maybe give him something different, like Weapons of Sharpness(mmmm) or Quickening? At this stage, it seems almost criminal to not get some magic diversity on your pretender, so he just gets sidelined. I'd rather take a Dragon just so I had at least one other path covered. |
Re: Warhammer Dwarfs, version 0.9
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The blessing is especial thematic concern because you can use them to bless basically anything, like Bane Lords, Moose and bunch of other stuff that just does not make sense. I can just imagine a opponent going like "Why is that Moose blessed?". This is especially problematic because as a onebattlespell, the thing as no graphical presentation on the field and it just sort of happens. Quote:
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Admittely, that probably isn't a attribute you want in a god. I could give him his innate fire magic back. I might also test the effects of a negative #magicboost commands on pretenders with him. I'm not sure how it works out, but in the ideal case I could give him pathcost 0 for all paths but make him lose much of that magic in the actual game (cheap blesses, basically). Perhaps that Sombre's firstshape trick could work here? |
Re: Warhammer Dwarfs, version 0.9
Burn, why did you move Dwarfs to nationslot 75? At nationslot 77 they were conflicting with Tharoon (who are unfinished and easily changed), though outside of my MA mods and warhammer ones I'm not sure else they may have conflicted with,...
Now they're conflicting with Lizardmen though! Makes warhammer games a little bit more fiddlesome. 79 is free as far as I know, if 77 was a problem for some reason. |
Re: Warhammer Dwarfs, version 0.9
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I have to change the nation number to get around the llamaserver "pretender for the wrong age" bug. IIRC, you got that in the Scruntlefunt game so you know what I'm talking about. I'll have to check what else "llamaserver" nation MA numbers are available. |
Re: Warhammer Dwarfs, version 0.9
The only cause of that bug was the dm having a space in the name. Didn't look like it had anything to do with ids.
Yes, Lizards conflict with Arga Dis, because Arga Dis needs its IDs redone anyway. |
Re: Warhammer Dwarfs, version 0.9
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I'll change the nationnumber back on the quickfix that will be made manifest probably on tuesday/wednesday next week. On anoher vein, any thoughts on the new spells "Rune of Doom", "Anvil of the Dwarrows" and "Debts Unpaid"? |
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