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-   -   Mod: Ogre Kingdoms - MA Warhammer Nation - 0.9 minor update (http://forum.shrapnelgames.com/showthread.php?t=35298)

Sombre August 2nd, 2009 10:40 AM

Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW
 
1 Attachment(s)
Please don't download the file attached to this post - this is for testing purposes.

The update to the mod with come within a few hours and will appear on the first post. I'll let you know when I upload it.

Sombre August 2nd, 2009 04:29 PM

Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW
 
Version 0.8 is finally up and it's a pretty huge update in terms of gameplay - now I think Ogres have a decent midgame and hell, maybe even a lategame if they really crank the blood and have a strong pretender.

GO GET IT ON THE FIRST POST.

Please do feel free to comment on anything regarding the mod - without feedback there's no way I'd be able to keep modding effectively.


-- version 0.8

-- TWEAK - Gorger Pitfeast B3 -> B4

-- TWEAK - Scrapapult goldcost 170 -> 150

-- CONTENT - Mawfiend summon added

-- CONTENT - Mawpit summon added for B3E1, H3 blood saccer, no slots, no upkeep

-- CONTENT - Mawgut summon/transformation added

-- TWEAK - Braugh's weapon now raises those it slays

-- CONTENT - Yhetee shaman summon added

-- CONTENT - Skrag the Slaughterer hero added

-- TWEAK - Tyrants reduced to 80 leadership

-- TWEAK - Slaughtermasters get FE 100% pick

-- TWEAK - Gnoblar single recruits added as option, new 'flung scrap' missile weapons

-- TWEAK - New costs for commanders in line with new philosophy

-- TWEAK - Reduced costs of most recruits

-- CONTENT - Henchfiend summon added as researcher with access into death/fire

-- TWEAK - Ogre Temples, being pits in the ground, now only 100 gold

-- TWEAK - Butcher and Slaughtermaster mr boosts

-- TWEAK - Gnoblar got some patrolbonus to reflect their multiunit status

Ballbarian August 2nd, 2009 05:50 PM

Re: Ogre Kingdoms - MA Warhammer Nation - 0.8 FINALLY
 
Looks fantastic Sombre! :cool:

kianduatha August 2nd, 2009 06:20 PM

Re: Ogre Kingdoms - MA Warhammer Nation - 0.8 FINALLY
 
Amazing work, Sombre. I noticed just looking around that the Mawpit ritual has so long a descriptive text that it gets cut off.

grimogre August 2nd, 2009 06:52 PM

Re: Ogre Kingdoms - MA Warhammer Nation - 0.8 FINALLY
 
Quote:

Originally Posted by Sombre (Post 532244)
PREVIEW IMAGE

http://i32.tinypic.com/34xs4rp.png

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OGRE KINGDOMS version 0.8

-- TWEAK - Gorger Pitfeast B3 -> B4

-- TWEAK - Scrapapult goldcost 170 -> 150

-- CONTENT - Mawfiend summon added

-- CONTENT - Mawpit summon added for B3E1, H3 blood saccer, no slots, no upkeep

-- CONTENT - Mawgut summon/transformation added

-- TWEAK - Braugh's weapon now raises those it slays

-- CONTENT - Yhetee shaman summon added

-- CONTENT - Skrag the Slaughterer hero added

-- TWEAK - Tyrants reduced to 80 leadership

-- TWEAK - Slaughtermasters get FE 100% pick

-- TWEAK - Gnoblar single recruits added as option, new 'flung scrap' missile weapons

-- TWEAK - New costs for commanders in line with new philosophy

-- TWEAK - Reduced costs of most recruits

-- CONTENT - Henchfiend summon added as researcher with access into death/fire

-- TWEAK - Ogre Temples, being pits in the ground, now only 100 gold

-- TWEAK - Butcher and Slaughtermaster mr boosts

-- TWEAK - Gnoblar got some patrolbonus to reflect their multiunit status



OGRE KINGDOMS 0.7

-- FIX - Reordered ID numbers to avoid future conflicts with basegame

-- TWEAK - Altered Eastern Maneater graphic slightly

-- TWEAK - Slightly decreased scraplauncher cost and increased range

-- TWEAK - Increased price of yhetee and gorger summons

-- TWEAK - Giants get one misc slot

-- TWEAK - Improved PD

-- CONTENT - Added first prophet national hero

-- TWEAK - Ogres with two weapons now don't get Ogre Smash and have had their cost tweaked accordingly

-- FIX - Changed name and epithet to better fit dominions

-- FIX - Changed name of dm and mod folder to fit my conventions

-- FIX - Starting scout is now a butcher, since they have dying dom



OGRE KINGDOMS 0.6

-- CONTENT - Added Hero 'Slavelord Braugh' and his slaves, plus his two weapons

-- FIX - Fort types checked and changed

-- TWEAK - Sacred pitfighter +10 goldcost

-- TWEAK - Bruiser and Tyrant commanders -10 goldcost each

-- TWEAK - Slavegiant gets siegebonus 5

-- FIX - added the missing mountainsurvival to gnoblar units

-- TWEAK - deathbelcher weapon better, unit +4 goldcost

-- TWEAK - gave yhetee coldpower 2



OGRE KINGDOMS 0.55

-- fixed a bunch of id conflicts with MA Skaven, should all work fine together now



OGRE KINGDOMS 0.5


-- added ogre nametype 147

-- darkvision handed out, use of copystats removed

-- checked IDs against Skaven 0.9, CBM 1.21, Avernum 1.45 + others

-- made slave giants into commander units with no slots, improved their graphics


-- Version 0.4

-- Slavegiant, scrapapult, rhinox, pit fighter added

-- Gnoblar scout added

-- Anoint Mawtribe sacred summon

-- Many tweaks


----------------------------------


STRENGTHS

1. Unequalled offensive force from Ogres
2. Mobile nation with good survivals and mapmove
3. Powerful Gut Magic buffs/summons require little/no research
4. Gnoblars, giants and scraplaunchers fill specific roles
5. Very thuggable commanders


WEAKNESSES

1. Horrible research
2. Very poor magic diversity
3. Constant supply issues
4. Dying dominion requires sacrifice
5. Predictable

Good

BandarLover August 3rd, 2009 11:47 AM

Re: Ogre Kingdoms - MA Warhammer Nation - 0.8 FINALLY
 
Thanks for this! I only wish it had been out before this last MP game I'm in playing as the Ogre's. I'm in a bit of a bad spot, but my 1 army keeps crushing everything Arga Dis (another great Sombre mod btw) keeps throwing at me. I think I'm most excited to see you give them a better mid game and hopefully some decent late game stuff too.

Keep up the good work Sombre :D

Sombre August 3rd, 2009 12:08 PM

Re: Ogre Kingdoms - MA Warhammer Nation - 0.8 FINALLY
 
Yeah without this update the Ogres really suffered in the midgame. As soon as your opponent gets his key RL4-6 spells, you start to get pounded.

This update also gives the ogres an even stronger early game.

BandarLover August 3rd, 2009 12:48 PM

Re: Ogre Kingdoms - MA Warhammer Nation - 0.8 FINALLY
 
lol well, I'm prolly boned in the mp game I'm in then, but I'm sure the Arga Dis player already thinks the Ogre early game is too strong. With 1 army of just over 100 units, plus 1 giant and the hero slave driver unit, I've crushed 2 200+ unit armies of Argan hoplites and Gilgans with minimal losses. I'm just too small and he has sooooo many provinces already that I'm sure it's only a matter of time before he grinds me down though.

Joelz October 9th, 2009 12:13 PM

Re: Ogre Kingdoms - MA Warhammer Nation - 0.8 FINALLY
 
Yet again I'm here to report a bug way too late.

Your Ogre Kingdoms mod seems to overwrite the Lantern shield's script which summons several Corpse Candles around the edges of battle, replacing them with Gorgers.
Might have something to do with national hero who summons few gorgers around the battle just like with the lantern shield. I think this hero was called Skrag the Slaughterer.

By the way, aren't you going to finish this mod? The title still says version 0.8.

Sombre October 9th, 2009 01:29 PM

Re: Ogre Kingdoms - MA Warhammer Nation - 0.8 FINALLY
 
Ah I forgot about that item. Well, no matter. Small bug.

Yes I plan on finishing the mod. As in, no more content, just tweaks. But it's finished when it's finished. The version number is irrelevant.


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