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