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-   -   Mod: Warhammer Nation: Lizardmen - v0.75 minor update (http://forum.shrapnelgames.com/showthread.php?t=38038)

trentzero October 3rd, 2008 01:52 PM

Re: Warhammer Nation: Lizardmen - Beta released
 
Augghh! :D I've been following this mod for a long time. Can't wait to test it out!

Some issues on first run.

Saurus Oldblood: Shouldn't he also have recuperation like the Saurus cavalry (because of the cold one slime)? Uh, and they also have feet slots.

Skink Warchief: No default weapon in contrast to description of obsidian weapon?

The 2in1 troops: Are their secondary attacks bonus attacks? Otherwise w/o ambi, they're kind of useless. Because of the penalty to extra attacks. I think this was the same problem with moose riders right?

That's it on first boot. Conducting more research now.

Sombre October 3rd, 2008 02:13 PM

Re: Warhammer Nation: Lizardmen - Beta released
 
Ah yes I forgot to give them ambi. That's my bad.

The Oldblood should have recuperation and be mounted, the Skink Warchief should have an obsidian sword.

I'll fix those issues and reupload the beta. Thanks for your feedback and keeping it coming!

It's much easier to track down errors quickly at this stage.

Theonlystd October 3rd, 2008 04:16 PM

Re: Warhammer Nation: Lizardmen - Beta released
 
After playing the start of one game and abit into a second


Salamander seem a bit strong.. I enjoy having an arty unit that doesnt kill more of your guys than theres after the skaven.


But the 5 ammo,13 precision, 27hps and 8 Range make for a unit that doesnt seem to die as long as i have units in front of em .And they slaughter the other guys.

Sombre October 3rd, 2008 05:07 PM

Re: Warhammer Nation: Lizardmen - Beta released
 
Perhaps Salamanders simply need to be more expensive. I plan to give them watershape so they can swim around killing stuff like true underwater predators rather than simply being amphibious.

Anyway, a version with some fixes and an added 4th gen Slann is uploaded.

trentzero October 3rd, 2008 07:02 PM

Re: Warhammer Nation: Lizardmen - Beta released
 
One more bug concerning the Saurus Cavalry again. When they lose their rider, the resulting Cold Ones do not have recuperation.

Also, this might be a crossover bug with another mod but some swords are getting replaced with obsinite swords. Apparently weapon 710 is used by I think the CBM.

Sombre October 3rd, 2008 08:15 PM

Re: Warhammer Nation: Lizardmen - Beta released
 
The ids weren't picked with awareness of any other mods, so I wouldn't advise playing it with others enabled.

At a later date I will ensure it's conflict free with my favourite MA nations and of course with CBM.

As for the Cold One - that isn't a bug. Cold Ones are temporary units which don't exist outside of battle effectively, so they don't need recuperation.


I've put the skink priest up to 90 gold and the salamander is more costly (85) and slightly less precise. He really was too good before.

okiN October 3rd, 2008 09:59 PM

Not sure if this is an oversight or not, but the talk of stealthy raids in the description for skink cavalry doesn't seem to fit in with their lack of the actual stealth characteristic.

Mod seems great, as usual. Can't wait for it to be finished, so I can pit my mighty greenskin horde against these pathetic worms! :D

okiN October 5th, 2008 12:37 PM

Re: Warhammer Nation: Lizardmen - Beta released
 
Dormancy for fourth generation slann seems to be borked - the sprite and description change, and it gains recuperation, but it also retains magic skills and mobility.

Sombre October 5th, 2008 02:00 PM

Re: Warhammer Nation: Lizardmen - Beta released
 
1 Attachment(s)
Hmm. I'll fix that. I just made a mistake or two in the code.

I can't draw the terrasaur. Here's what I've got. I may or may not finish it tonight. It's probably been the hardest sprite to draw so far.

trentzero October 5th, 2008 07:09 PM

Re: Warhammer Nation: Lizardmen - Beta released
 
Eh? It works fine for me. They don't have magic paths after I change shape on them.


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