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-   -   Mod: MA Skavenblight 1.15 hotfix (http://forum.shrapnelgames.com/showthread.php?t=34920)

Sombre June 16th, 2007 09:45 PM

Re: Skaven Nation. Warhammer based.
 
Yep. Shovah has it.

This is what I'm thinking re: heroes.

Multiheroes:

Warlord Champion (great thug, spawns stormvermin/clanrats)

A Verminlord (very powerful greater daemon of the horned rat - magic and melee, an obvious SC - one of the most powerful things in warhammer, so must be good)


Heroes:

Deathmaster Assassin (3 weeping blades - holds one with his tail, glamour, awesome stats. but costs you high gold upkeep)
Chosen Grey Seer (boosted seer magic and stats, prevents bad events, increases unrest, can summon a rat ogre bodyguard)
Master Warlock (boosted Warlock Engineer, summons warp lightning throwers, some form of availability to every magic in the game - random or maybe 1 level in each)
Plague Lord (powerful thug, h3 priest, great death magic)
Breed Lord (three armed thug, summons/spawns all moulder creations)

Theonlystd June 17th, 2007 04:18 PM

Re: Skaven Nation. Warhammer based.
 
So am i reading it right? Will some hire able commanders be able to spawn units or are those just all heros your thinking about? I was going to recommend something being able to at least Spawn Slaves/or whatever fodder unit the race has..

Also donno how closely your going by the books and such.. But was actually reading a Warhammer book that dealt extensively with the Skaven.. And well anyone besides the Plague Monks prolly shouldnt have Poison Resistance .. The Skaven own Gas Weapons killed em in the book rather effectively




Btw did i mention cant wait to play this? :p

Shovah32 June 17th, 2007 04:36 PM

Re: Skaven Nation. Warhammer based.
 
I dont think they will all have poison resistance as killing friendlies is what skaven do best http://forum.shrapnelgames.com/images/smilies/happy.gif. A small amount of poison resistance could represent the horrible conditions they live in though. I think he will have recruitable commanders who spawn units which is another very skaven thing, particularly for clan moulder.

Theonlystd June 17th, 2007 04:47 PM

Re: Skaven Nation. Warhammer based.
 
Quote:

Shovah32 said:
I dont think they will all have poison resistance as killing friendlies is what skaven do best http://forum.shrapnelgames.com/images/smilies/happy.gif. A small amount of poison resistance could represent the horrible conditions they live in though. I think he will have recruitable commanders who spawn units which is another very skaven thing, particularly for clan moulder.

Haha yea.

I just reread his first few posts. He already has the commanders spawning stuff covered guess i should of reread the thread first. And appears he also giving all Skaven 25% poison Resistance which isnt much and could be as you said crappy liviing conditions..

Sombre June 20th, 2007 01:02 PM

Re: Skaven Nation. Warhammer based.
 
1 Attachment(s)
Work continues,.. slowly,...

I'm real busy for the next couple of weeks. Overseeing oral exams for huge numbers of students.

Anyway, today I was messing about with graphics for the rat ogre. I copied one of the old models, but I didn't like it. Then I tried a fully furred one, thinking it would be easier and it looked like a big brown mess. So finally I based one on some concept art and it's looking ok. Like many of the skaven graphics it's not finished, but a certain rough and ready look to Skaven units seems appropriate anyway.

If attachments work, it should be attached, standing next to a minotaur for size comparison.

Sombre June 20th, 2007 01:07 PM

Re: Skaven Nation. Warhammer based.
 
Good, attachments do work now.

Rat Ogres will be called up by Master Moulders and possibly by a blood spell of some sort. Their stats are pretty fierce - claws and bite, str 16,.. problem is only that they have mor 9 and only att 10. They have 17ap too, so they can really shift.

Sombre June 23rd, 2007 01:23 PM

Re: Skaven Nation. Warhammer based.
 
1 Attachment(s)
Here's a few of the graphics I've changed/have been working on.

Council Guard.
Rat Ogre.
Censer Bearer.
Plague Monk.
Plague Priest.
Grey Seer.
Warlord (my favourite)

Let's hope attachments work,...

llamabeast June 23rd, 2007 07:24 PM

Re: Skaven Nation. Warhammer based.
 
These really are so excellent Sombre.

DigitalSin June 23rd, 2007 07:47 PM

Re: Skaven Nation. Warhammer based.
 
They most definitely excellent.

Valandil June 23rd, 2007 09:19 PM

Re: Skaven Nation. Warhammer based.
 
Seconding above, but quite a different style.

Btw, vanilla balanced? Is Est, what should I balance towards when I get around to the .dm for Chaos? I would like the mods to be compatible, so whatever you can give me concerning unit numbers and balance would be nice.

PM me if you can.

Thanks.

Sombre June 23rd, 2007 11:00 PM

Re: Skaven Nation. Warhammer based.
 
1 Attachment(s)
They should be vanilla balanced in the end. I haven't started testing balance yet though really - just giving fairly arbitrary numbers.

Basic clanrat = 8 gold
Spear clanrat = 7 gold
3 Skavenslaves = 14 gold

etc

Saulot June 23rd, 2007 11:33 PM

Re: Skaven Nation. Warhammer based.
 
Have to say that Skaven looks great so far. As far as Warhammer nations go, Skaven along with the Dwarves and Chaos factions are ones I'm most looking forward to.

Hope it comes out soon. http://forum.shrapnelgames.com/images/smilies/happy.gif

Theonlystd June 24th, 2007 01:18 AM

Re: Skaven Nation. Warhammer based.
 
Quote:

Saulot said:
Have to say that Skaven looks great so far. As far as Warhammer nations go, Skaven along with the Dwarves and Chaos factions are ones I'm most looking forward to.

Hope it comes out soon. http://forum.shrapnelgames.com/images/smilies/happy.gif


Sombre June 24th, 2007 06:49 AM

Re: Skaven Nation. Warhammer based.
 
Today I was testing warpfire throwers and god damn they make a mess. Each one has three fire breath attacks for 15ap fire damage AOE1, range 10. They have prec 4 so they spray that warpfire around like crazy. I just sat a handful in with my infantry and they really increased the killing power - they toasted my own troops pretty well too, but hey plenty more where they came from.

Valandil June 24th, 2007 02:28 PM

Re: Skaven Nation. Warhammer based.
 
Wouldn't Nratt3 be better, if it works?
The mass execution of skavenslaves by warpfire seems pretty appropriate to me, but it probably shouldn'tcause the army to rout. Is there a way around this?
Oh, what sprite did you use for the warpfire/lightning?

Theonlystd June 24th, 2007 03:39 PM

Re: Skaven Nation. Warhammer based.
 
Quote:

Sombre said:
Today I was testing warpfire throwers and god damn they make a mess. Each one has three fire breath attacks for 15ap fire damage AOE1, range 10. They have prec 4 so they spray that warpfire around like crazy. I just sat a handful in with my infantry and they really increased the killing power - they toasted my own troops pretty well too, but hey plenty more where they came from.

releaseeeeeeeee it allready


tortureee

Saulot June 24th, 2007 03:41 PM

Re: Skaven Nation. Warhammer based.
 
Nratt 3 wouldn't help considering Sombre's probably using the unmodded fire breath weapon.

Sombre June 24th, 2007 07:33 PM

Re: Skaven Nation. Warhammer based.
 
Yes, I can't use a modded weapon because things like secondary effect always and AOE don't work. Hence I used 3 fire breath attacks - works fine and looks good. It's just regular fire you'll see, not crazy green fire, because again, modding weapon sprites isn't really a luxury I have.

I posted before about the skaveslaves - 3 of them only count as 1 unit so you can feel free to toast the odd one without risking routs. Using skaven without morale boosting of some kind is NOT advised though - you need sermon of courage or fanaticism to back them up.

Shovah32 June 24th, 2007 07:37 PM

Re: Skaven Nation. Warhammer based.
 
Do they have some commanders with standards(although it would be more the fear of them than their inspiring prescence that would motivate the slaves)?

Sombre June 24th, 2007 10:08 PM

Re: Skaven Nation. Warhammer based.
 
A few of the commanders have the standard effect because Skaven are pretty big on punishing underlings. It's not a very big effect though; as soon as the skaven are out of sight/sound/whip range their self preservation instincts become a problem again.

I've had my army rout a lot and I've learned something - trust in the plague priests and grey seers with their sermons of courage (AKA sermons of what's going to happen to you if you try to run, little ratties). The Screaming Bell will also have H4 and will be able to cast fanaticism, plus it will have a large standard effect, so that will be a huge bonus.

Sombre June 29th, 2007 02:18 PM

Re: Skaven Nation. Warhammer based.
 
I have released a beta for you kind folks to enjoy.

See the first post for details. It's still a ways from being finished in terms of content.

Saulot June 29th, 2007 03:49 PM

Re: Skaven Nation. Warhammer based.
 
Excellent. Time to play.

Also... Curses! This will no doubt delay the release of Urdheim by several hours. http://forum.shrapnelgames.com/images/smilies/happy.gif

Theonlystd June 29th, 2007 04:31 PM

Re: Skaven Nation. Warhammer based.
 
wooot *playing*

Valandil June 29th, 2007 07:37 PM

Re: Skaven Nation. Warhammer based.
 
Yay!

Theonlystd June 30th, 2007 01:29 AM

Re: Skaven Nation. Warhammer based.
 
Really like it so far and look forward to the rest of the units..


Tho id like to see a Grey Seer as possible Pretender choice .. Maybe some kind of ability like various units flocking to the province hes in or if nothing else just make him a basic mage Pretender for thematic reasons

Sombre June 30th, 2007 01:44 AM

Re: Skaven Nation. Warhammer based.
 
In later version they'll get the Horned Rat as a pretender as well as 2 or 3 members of the Council of Thirteen - probably The Seerlord, Plaguelord Nurglitch and the master of Skryre (I forget his title/name).

You have a lot of units to play around with already, though the doomwheel and screaming bell would obviously be pretty cool to summon up.

They'll get some sort of Grey Seer castable BIG remote summon in the future too, representing the Skaven love of swarming a city of province out of nowhere, using hidden tunnels. Probably something like 80 clanrats.

Kristoffer O June 30th, 2007 08:34 PM

Re: Skaven Nation. Warhammer based.
 
Been playing around a bit with the mod today. Very fun. I always liked skaven, even though it was my brother that had himself a skaven army.

Some initial thoughts:
Great variety of troops. I had a hard time deciding what to build. I want them all. They come with great flexibility. I'm not sure, but it is possible that you should make specialists a bit more expensive, so they are recruited mostly for special tasks and counters.

Consider if you want summonables to be freespawned as well. I found that I didn't really care for research, as I could get warpfirethrowers etc just by recruiting commanders. I quickly lost interest in research. There was probably some higher lvl summons that I can't get if I just summon allies.

Summon allies is generally a very powerful ability that is difficult to valuate, but my initial impression is that the summoned allies were quite cheap. A warpfire thrower might be about as good as a fire drake, perhaps better, considering the larger area attack (but lower survival rate) wich costs 10 gems = 10-150 gold. Or as good as 9 arbalests (3xall hit in an area) that fires every turn and always hits, but has short range and more friendly fire. I would probably pay at least 50 for one of these guys, even with friendly fire. Thus I would gladly pay for the warlock at 250. Only I would then not be able to buy rat-whippers that get lots of cheap giant rats http://forum.shrapnelgames.com/images/smilies/happy.gif.

Building as many castles as you possibly can is probably crucial to pump out as many freespawners as possible.

So I had a blast, but whipped the [censored] out of Ulm who happened to be near me http://forum.shrapnelgames.com/images/smilies/happy.gif

Another thing you might wanna reconsider. Plague priests' plague scepter. That is an artifact lvl item they got (secondary effect of woundflame, same as the spell plague lvl 7 IIRC). With one successful strike against an enemy (prefferably large or well armored so he survives the whole turn) you can destroy an entire army of say 1000 units (including your own of course). I suggest you replace the plague secondary effect with leprosy or some other nonvirulent disease http://forum.shrapnelgames.com/images/smilies/happy.gif

Hmm. I wonder how the AI handles them. Probably very well, considering they have freespawners and great initial troops. The AI is fond of freespawns and summon allies IIRC. More so than moving around in a strategically sound way http://forum.shrapnelgames.com/images/smilies/happy.gif

Sombre June 30th, 2007 10:11 PM

Re: Skaven Nation. Warhammer based.
 
Which specialists were you thinking of? The night runners and gutter runners?

I'm currently having a think about summon allies and how to best balance it, but I will say that choosing to ignore research and go for summoned allies is supposed to be an option with this nation (at least on micro scale) but it shouldn't be an easy choice to go for the allies. If it is currently, I'll have to change things. One thing I've already decided for the next version is that Rat Ogres, Globadiers and Warpfire Throwers will have a high(er) upkeep cost that will be mentioned in their description and make them less of a bargain when 'free' summoned.

If I have to keep them as gem summons only, I'll fiddle around with the spells to cast them and make them so they're still fairly low research level and must be massed by using several casters, with a higer research level of the spell massing them more efficiently. Comparing them to fire drakes doesn't make sense though - who actually summons fire drakes at that gem cost?

The Moulder Packmaster's cost will be up in cost next version. Giant Rats do pretty much suck and run away after a few casualties though.

The Plague Priest's scepter will be changed. I'll give him decay on it probably.

Thanks for the feedback and glad you enjoyed it. Future versions should be much improved, as with all my mods.

Sombre July 1st, 2007 07:20 AM

Re: Skaven Nation. Warhammer based.
 
After a bit more testing and playing around, I've made some changes which will be in the next version.

Chieftan - Now only summons slave allies. The autosummoned clanrat was making him hard to use as a scout and was a bit odd.

Warlord - Now only summons clanrat allies, no 1 autosummoned stormvermin per month.

Packmaster - Now summons 4 and not 5 giant rats. Price slightly up, chance of blood magic slightly up.

Master Moulder - Now summons only one Rat Ogre ally, but is magically improved to encourage a bit of blood use.

Plague Priest - No more plague weapon. Slightly improved magic chances. Summons 3 not 4 plague monk allies. The Chantor also has slightly improved magic chances.

Warlock - No more summon allies. Slightly cheaper.

Warlock Engineer - No more summon allies. Slightly cheaper.


I have changed the summong spells so warlocks and engineers can summon either small groups of globadiers/warpfire throwers or larger groups, depending on skill. This should encourage gem gathering and research.

I have also added a new summon for pestilens plague priests - Pestilens Plague Rats - you get 3 of them for 5 death gems, they look identical to moulder giant rats, but they have a secret payload - a plague inflicting bite attack. Mix them in and surprise your friends ;]

There are two new combat spells - warp lightning and the more powerful 'powered warp lightning'. These are low level, easy casting requirement spells that do high damage. The problem is the need 1 and 2 earth gems respectively and are very unreliable.

I've also added in the screaming bell with a placeholder graphic, as a construction summon at level 8. It's pretty badass, but the balance might be way off and the graphic doesn't look too good.

I've actually decided I like the warlock and engineer graphics, so I'll just clean them up a bit and they'll stay roughly the same in future versions. Not sure about the chantor.

I'll upload 0.3 after a bit more testing today. Maybe in a couple of hours. Let me know about anything before then and I'll probably fix it.

Baneslave July 1st, 2007 08:43 AM

Re: Skaven Nation. Warhammer based.
 
I haven't downloaded any versions yet, so I am waiting 0.3 eagerly. I just hope that I remember to download it later.

Great work this far.

Sombre July 1st, 2007 11:40 AM

Re: Skaven Nation. Warhammer based.
 
Updated to v0.3 See first post for attachment.

Kristoffer O July 1st, 2007 12:17 PM

Re: Skaven Nation. Warhammer based.
 
Just a general consideration about autosummons and why I said they are powerful:

1 castle building 1 autosummoning commander each months gives:
15 critters in 5 months of active summoning.
55 critters in 10 months.
120 critters in 15 months.
210 critters in 20 months.

Make these critters warpfire throwers http://forum.shrapnelgames.com/images/smilies/happy.gif
High upkeep is probably a neccessity.

Imagine having two castles http://forum.shrapnelgames.com/images/smilies/happy.gif As skaven it will be instrumental to get a second castle ASAP. The second one can make moulders with giant rats to complement the warpfirethrowers.

And you need to get a whole bunch of indie commanders, as you can't afford moving your troops with your skaven commanders. They have summoning work to do http://forum.shrapnelgames.com/images/smilies/happy.gif

---

I'll do some more testing. I know enough now to decide on a strategy and not just recruiting one of every kind http://forum.shrapnelgames.com/images/smilies/happy.gif

Interesting to test some warp lightning as well.

---

To anyone familiar with Warhammer. I recommend this mod. It is a lot of fun and you get quite nostalgic http://forum.shrapnelgames.com/images/smilies/happy.gif.

Now I want my darkelves http://forum.shrapnelgames.com/images/smilies/happy.gif. I had a miniature chimeara in my dark elf army that I was quite fond of. Never got me a war hydra, but that should be easy to fix in a mod http://forum.shrapnelgames.com/images/smilies/happy.gif

Sombre July 1st, 2007 01:16 PM

Re: Skaven Nation. Warhammer based.
 
Dark Elves, eh? They have some potentially very interesting and powerful units like Witch Elves, Cold One Knights and if I remember correctly a WS-8 assassin.

They're on my list. Next Warhammer nation I do will probably be Dwarfs or Ogres. Very different and interesting races, though without the crazy variety of the Skaven.

Saulot July 1st, 2007 03:14 PM

Re: Skaven Nation. Warhammer based.
 
So I played through about 35 turns against Vanheim & Agartha on a no-indep Silent Seas using a POD pretender. I rolled Agartha over like nobody's business. Vanheim took a bit longer, but I decided to change tactics to mix things up a bit, build temples everywhere, and spit out plague chantors/priests. I then stealthpreached, and won by dom kill. Keep in mind this is concerning v0.2.

First thoughts: Graphically, I think everything looks quite nice. I like the variety and flavor of the troops.
Like KO, I found it difficult to pick what to recruit. I eventually tried 10-20 of everything. Though I didn't bother with the blood school of spells at all. Research also proved rather unnecessary, I didn't bother with much of anything past level 3. Shadow bolt, terror, and globadiers were the sought after spells here.

May be helpful: Commanders that I mostly used, were Packmasters, and Master Moulders. Units that I eventually stuck by, were the globadiers, rat ogres, giant rats, and most of all gutter runners.

More specific thoughts:
1. Rat Ogres and Giant rats are great flankers, with 17 ap. I imagine archer based armies would have a lot to contend with.

2. Skavenslaves are manacled, at least they appear to have both hands and feet, bound together. (They're also weak and malnourished). Yet they move at ap 15, like most every other skaven. Perhaps they should be a bit slower? (ap 12?)

3. Rat Ogres are great (Possibly too great). With plenty of health, multiple highly damaging attacks, and the berserker quality, your Skaven morale problems (along with a host of other problems) are solved in one unit. Is there a reason they have a special bite/claw weapon that does more damage than the standard bite and claw weapons?

Downtweak commentary:
Your v0.3 downtweak of one rat ogre per summon allies instead of two, seems like it will do the trick. Though perhaps getting rid of their special bite/claw weapons might be a good idea too.

4. Eshin Gutter Runners aren't just great (They seem incredibly overpowered). They start off with high attack/defense and high stealth as is to be expected of an elite stealth troop. Their powerful dual melee attacks are overshadowed by their shuriken. It seems somewhat strange that the shuriken are a strength based ranged weapon? So their 9 strength adds to the damage. That seems most odd? So it's quite deadly in itself (it can kill a lightly armoured man in one hit), then the strong (15!) points of poison tacked on is pretty incredible too. The fact that they get 2 attacks, and then another 2 exacerbates the issue. With giant rat chaff, and rat ogres for arrow absorbtion/dealing with high prot units, no enemy army stood a chance. On top of all that, they have siegebonus 3! So hiding from them in a fort does you no good. 15 gold seems a real pittance for what you get.

Suggested nerf:
Increase gold cost, and change the shuriken to dt_cap damage (so it only does 1 damage at most), this will make it realistic, a shuriken may strike you in the face/neck if you're unprotected, or may just bounce off a shield. Either way it won't do too much damage (1 hp) unless you lose an eye. The strong poison can then be left to do the real damage. As for the gutter blade, strong poison seems a bit much on a multiple use weapon. Unless it's a magical weapon (I'm not much up to date on warhammer lore), any weapon that hits creature after creature shouldn't deliver significant amounts of strong poison time after time, swing after swing.

5. Like KO mentioned, the plague ability. I noticed it quickly and was terrified of using the commander in combat. I imagined it would wipe out my own sizeable army. You seem to have fixed that in v0.3

6. I like the Assassin, though the spy ability seems almost extraneous for a 150 gold unit. It seems quite balanced and useful nonetheless.

7. It seems like after the first 3/4 turns I stopped using skaven slaves completely. Giants rats took over the chaff role effectively (despite their morale problems). This may not be what you want, though I think it's good that there are multiple chaff options.

Overall, it was a fun nation to try, possessing graphical and descriptive consistency. Though as is to be expected, it will need some balancing. I look forward to future versions.

Also, can't wait for dwarves and chaos. http://forum.shrapnelgames.com/images/smilies/happy.gif

CelestialGoblyn July 1st, 2007 04:20 PM

Re: Skaven Nation. Warhammer based.
 
I just downloaded and don't even have time to test it fully, but...
Wow. Great work on graphics, perhaps better than the original Dominions 3.
Awesome mages, there's going to be a lot of fun with this.
I'll let you know when I take this nation for a full test drive:)

Valandil July 1st, 2007 04:40 PM

Re: Skaven Nation. Warhammer based.
 
The Dark Elf assassin is WS 9 I10!

Kristoffer O July 1st, 2007 05:00 PM

Re: Skaven Nation. Warhammer based.
 
Now I've tried 0.3 some.

I still got caught up in the summoning swamp http://forum.shrapnelgames.com/images/smilies/happy.gif Only researched thau 1 and evo 3. My prince of death just walked around with his armies and couldn't cast a single spell.

I found that I didn't recruit any troops at all, so no gutter runners for me. I spent all my money on Warlords, moulders and castles and then new warlords (some occasional other commanders). I got myself indie commandes to move troops with (feels a bit silly, but it bugged me when I had to stop summoning units). I only used my warlords to move troops when i accidentally had too much chaff.

I thought I was invincible, but with 4 mighty AI's it became hard when Machaka attacked me with even more chaff. Fortunately I spawned troops faster then he got them to the front. But, then an unforseen problem emerged. Maintenance. With Machakas advance my own expansion stopped and my army still grew. I found myself unable to recruit commanders unless I alchemized. And my maintenance continued to grow (as did my army). I find myself unable to start a research, as I can't generate money, and I can't stop getting chaff that costs maintainance. I should get some plague censers and put my warlords in their midst. http://forum.shrapnelgames.com/images/smilies/happy.gif

The other balancing factor I discovered were the cave fortresses. In most provinces skaven build 1200 castles. Thats good. I still managed to get 5 new ones rather early, but it made my expansion somewhat slower. I built mainly in forests, as they got 800 hillforts there.

I entirely avoided censer bearers after I played a short game where my armies and commanders got annihilated by my own poison http://forum.shrapnelgames.com/images/smilies/happy.gif. I got the doom-bell-hero in that game. Hoped he would become unequally obese, but no such luck http://forum.shrapnelgames.com/images/smilies/happy.gif

I got a most amazing assassin prophet, fat as Butterbean (he got himself the heroic obesity), Inberke by name. Eshin assassins are good, very good. They have higher att and def skills than most heroes and more than any recruitable unit I know of. Vanadrotdts got 14-16 right ? What will you do when you make dark elf assassins with WS9 ? http://forum.shrapnelgames.com/images/smilies/happy.gif Eshin only has 6 IIRC.

I also find it a bit strange that the assassins can instill uprisnings.

At first I was ipressed with the skavenslaves and thought that they were the way to go, but I soon realized they they were chaff. The chieftains summoning is probably not an issue. Warlords might be (each warlord generates 32 gold each turn) as clanrats with falchions are quite useful. Since they have high AP they do not suffer that bad from routs (and they do rout).

Turn 36 or something (spring year 3):
6 forts (and one lost to machaka)
27 warlords - 108 clanrats generated
4 chieftains - ? skaven slaves
6 master moulder - 6 rat ogres
1 moulder - 4 giant rats
1 plague priest - 3 pestilence clan
1 Warlock
5 assassins
a handful of other commanders to move troops

Income 1169
Maintainance 876 and growing

Machakas Manticore with Blade Wind is my main concern atm.

BTW - skavenslaves are quite resistant to area attacks http://forum.shrapnelgames.com/images/smilies/happy.gif. Only one of the three slaves get hit by each area attack.

Sombre July 2nd, 2007 02:14 AM

Re: Skaven Nation. Warhammer based.
 
Saulot - Thanks for the feedback. I'm not sure why you wouldn't bother with research, since the Skaven are actually quite good at it and can cast an array of excellent spells. Perhaps the allure of summon allies was too much for you, as it was for K O. Certainly I don't want people feeling research is pointless for the Skaven - when I played with them I didn't feel this way at all, but I wasn't trying to crank out a summoning system.

Were you using 0.2 or 0.3? In 0.3 the summoning of allies was nerfed quite a bit - only one rat ogre instead of two, increased upkeep costs, nor globadier or warpfire thrower allies etc.

Anyway, let me address the points you raised numerically.

1. Indeed they are. The Skaven army as a whole is fast and likes to lap around, which makes up for the fact that they tend to get torn to pieces by massed archers and nations like tienchi. Gian Rats, however, aren't the best fighters in the world. In fact they tend to take a few casualties then run away - as one might expect. Rat Ogres have much more staying power and like to berserk, but aren't supposed to be available in numbers unless you're going for a dedicated Moulder strat (which would work best with lots of blood, I reckon).

2. A fair point, but if I made them slower they would lose some utility as frontline/flank chaff. I'll think about it.

3. Originally they used the standard bite/claw, but in order to actually do damage to heavier infantry and properly represent their power in the Warhammer world (where 5 or so can tear up a unit) I wanted them to be better. I could have increased their strength and attack stats, but this would put them well out of line with my methods of stat conversion from WH to Dom3. Basically in WH they aren't penalised at all for not having weapons - their claws are as long and hard as shortswords after all. I felt the dom3 standard bite and claw attacks didn't really make sense as compared with random weapons, at least in the case of the Rat Ogres, so I upgraded them. In my tests Rat Ogres still get hacked to pieces by massed infantry, killing maybe 2 each before they go down. I might make them a bit weaker, but they are supposed to be a real handful for the enemy, so maybe changing their cost and availability makes more sense.

4. Gutter Runners are a unit I haven't changed since I stuck them in, so I'm not surprised they have balance issues. I agree with you in regards to the gutter blades, those will get weak poison instead of strong. Regarding the shuriken, the standard dom3 shuriken has these stats:

Damage - 1 (plus strength)
No. of attacks - 2
Range - strength
Prec - 0
Ammo - 4
Strong Poison

Pretty similar to the Eshin ones. More ammo, but no prec bonus. However this weapon is, as far as I know, only used by Jomonese Ninja, not something you'd be able to mass and not something that comes cheap. Because there's no 'medium poison' I'm going to give the Eshin shuriken 'weak poison' and I'm going to reduce the damage to -1, so they won't be too hot versus armoured troops. I could also push up the goldcost of the gutter runners, who as Eshin troops are supposed to cost a pretty penny, but this will already have made the significantly weaker (the strong poison was the real problem I think).

5. Plague Priest has no plague attack in 0.3. However you can now summon plague rats with a little blood magic, who look exactly like Moulder rats and can really ruin someone's day.

6. I dropped him to 130 gold in 0.3 (mostly by accident), but it's going back up in 0.4 and his

Theonlystd July 3rd, 2007 03:17 AM

Re: Skaven Nation. Warhammer based.
 
Question


Pestilen Censor Bearers not having 100Poison Resistance .. I understand y the Monks dont have it.. But the Sacred units blessed from the god arent immune to the there own poison clouds? :p


Way of design?



Edit-Summoned the Plague Rats.. I got 10 regular giant rats.

Sombre July 3rd, 2007 06:02 AM

Re: Skaven Nation. Warhammer based.
 
Oops, you're right. I'd fixed that on my version, but not the one I uploaded. May bad. It'll be fixed in 0.4 and plague rats do indeed kick ***.

Yes, they are supposed to take some poison damage - it sends them berserk more often than not and it's thematic - plague censer bearers are quite capable of killing themselves by breathing in too much incense. I'm not entirely happy with the way poison clouds and poison globes still kill off units with like 80 poison res - I think it's a flaw in the game,.. thus in the next version there will be a nifty spell available to plague priests and chantors (and grey seers, but they generally have better things to do) which for the cost of 1 death gem will grant poison immunity/greatly increased res to your army.

I might release 0.35 tonight, which will have no new graphical content, but will implement the bugfixes and balance changes mentioned in this thread.

Sombre July 3rd, 2007 11:33 AM

Re: Skaven Nation. Warhammer based.
 
It's up, in case you hadn't noticed.

Theonlystd July 3rd, 2007 03:11 PM

Re: Skaven Nation. Warhammer based.
 
Quote:

Sombre said:
Oops, you're right. I'd fixed that on my version, but not the one I uploaded. May bad. It'll be fixed in 0.4 and plague rats do indeed kick ***.

Yes, they are supposed to take some poison damage - it sends them berserk more often than not and it's thematic - plague censer bearers are quite capable of killing themselves by breathing in too much incense. I'm not entirely happy with the way poison clouds and poison globes still kill off units with like 80 poison res - I think it's a flaw in the game,.. thus in the next version there will be a nifty spell available to plague priests and chantors (and grey seers, but they generally have better things to do) which for the cost of 1 death gem will grant poison immunity/greatly increased res to your army.

I might release 0.35 tonight, which will have no new graphical content, but will implement the bugfixes and balance changes mentioned in this thread.

Ah sounds like a good spell

Pretty much atm the Plague Monks,Censor bearers and poison globes guy have to be kept in a seperate army that i use to weaken the enemy army before the main one attacks it cause they end up killing more of my troops than the Enemy does if included with the main army

Humakty July 5th, 2007 11:16 AM

Re: Skaven Nation. Warhammer based.
 
I've playtested them on a big map, and they don't seem overpowered to mee.(v 0.35)I used mostly big units of glaive users, with various eshin/moulder/pestilent support, and I think they aren't specially tought : they rout way too easily to be of a great threat to the strongest armies (man, vanheim...).I only crushed agartha, which as usual used indeps, so I think they look quite balanced to me, as most summons they can cast easily have a cold cost. On a small map it may be easy to swarm with summons, but I don't think you can go without the stormvermins in the long run (10 morale !).I don't think you've got much work to do left on this one Sombre, and as usual what as been done is... Whaw. (I'm a warhammer bachground fan, and I've dreamed of a strategy PC game on warhammer for years

Sombre July 5th, 2007 12:08 PM

Re: Skaven Nation. Warhammer based.
 
Problems with morale can be offset a great deal by using Plague Priests to spam sermons along with their summoning of undead. I've also found mixing spawn created with the Pitbreeding spell into units does wonders to bring up their average morale (many spawn have mor 16) and of course if you can get plague monks to berserk they do very nicely as well.

In a recent test game I tried going for a Skryre heavy army (I had gone pestilens/moulder in the previous one) and it was very fun mangling stuff up using great hordes of slaves and brown clanrats backed up by warpfire throwers and spells.

Humakty July 6th, 2007 08:27 AM

Re: Skaven Nation. Warhammer based.
 
For morale I've used moulder chiefs in support of my main stormvermin group and it works quite well.(even if they die quite quickly) The main advantage I saw was the strategic flexibility they have, with troops having lots of different use. I had a lot of fun getting R'lyeth back to the sea, even if I can't finish them off.(my fault, took no water/air on my pretender)

I think you shouldn't worry too much for the balance, because against armies with some cavalry, their low morale can cause them to get decimated during their retreat. Against slow adversaries, they are pretty hard to kill, as they will have lived the battlefield before the ennemie can just start to move !

I've only started bloodhunting so I dunnot know for blood summons, but what's sure is that my enchantress seems a bit lost among all these rats. Will you do a Horned Rat pretender for the final version ? It will do a lot for the atmosphere.

Sombre July 6th, 2007 09:37 AM

Re: Skaven Nation. Warhammer based.
 
Yes, they'll get the horned rat, who will actually be like Baphomet or the divine glyph, just a controlling entity rather than a physical force.

As for physical force, they'll get verminlord summons which will be very powerful indeed, with 4D magic and excellent stats etc

Sombre July 12th, 2007 08:48 AM

Re: Skaven Nation. Warhammer based.
 
Today I finished the new Warplightning Thrower + two summoning spells for it, sorted out the Chieftan graphic and began making the Queek hero. I will also start testing the Doomwheel.

The next release will be in about a week and should include a couple of heroes, some slightly improved graphics, a Seerlord pretender, a Doomwheel beta and a finished warplightning thrower.

Meantime I will continue work on the Ogres. Any suggestions are very welcome - I try to give people what they want :]

Brownoak July 12th, 2007 02:15 PM

Re: Skaven Nation V0.35 released.
 
Sombre,

Thank you for the update- this is an excellent mod- the graphics are good too (despite your modesty about their quality) cant wait to see 'Ogre Kingdoms'!

Regards

Brown oak

Brownoak July 12th, 2007 02:18 PM

Re: Skaven Nation. Warhammer based.
 
http://forum.shrapnelgames.com/images/smilies/happy.gif http://forum.shrapnelgames.com/images/smilies/happy.gif

Sombre July 12th, 2007 03:27 PM

Re: Skaven Nation. Warhammer based.
 
1 Attachment(s)
Here's a pic of my Queek in progress, along with the standard warlord for comparison. I've also included the Warplightning Thrower graphic and the slightly improved warlock graphic.


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