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Re: Warhammer Nation: Lizardmen - v0.3 update
Hmm, this next update is looking like a fair chunk of content.
3rd gen slann, a new sacred spawning, commanders for each spawning, at least 2 2nd gen slann, 2 blood spells, 1 nature spell, swimming for salamanders,... I'm tempted to stick in a first go at Stegadons too, possibly with a placeholder graphic. |
Re: Warhammer Nation: Lizardmen - v0.3 update
Stegadons!
We want stegadons! llamabeast Secretary, NAPSM (National Association for the Promotion of Stegadon Mods) |
Re: Warhammer Nation: Lizardmen - v0.3 update
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Well I've added Stegadons. Currently they use a placeholder graphic which is little more than a resized, adjusted and slightly cleaned picture of the miniature with a skink howdah dropped on top. But amazingly it actually looks quite good. I'll just paint over it when I do the proper graphic - it makes a great base. No attack sprite though. I don't want to get bogged down by the stegadon graphic because I'm easing myself into graphics with the sacred summon stuff and the slann - it will have to wait for another update. Anyway I thought I'd show you what it looks like currently - it's the biggest unit width-ways in the entire game afaik.
I tossed in a couple of other things I was working on the other day as a scale comparison. http://forum.shrapnelgames.com/attac...1&d=1244930927 I'm just about to do the swimming salamander sprite so you can take those underwater properly. |
Re: Warhammer Nation: Lizardmen - v0.3 update
Ahhh I'm so excited! I want to play it now :(
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Re: Warhammer Nation: Lizardmen - v0.3 update
Outstanding new graphics. Can't wait to find myself battling them.
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Re: Warhammer Nation: Lizardmen - v0.3 update
Looks great Sombre! :)
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Re: Warhammer Nation: Lizardmen - v0.5 finally! yay!
UPDATE!
Preview pics are attached. -- Version 0.5 -- CONTENT - Nakai the Wanderer national hero added -- TWEAK - Temples now cost 600 -- TWEAK - Sweeping morale changes to reflect effectiveness of 'cold blooded' in the warhammer tabletop - effectively it's +2 ldr - so skinks have same ldr as humans -- TWEAK - Repriced commanders according to new scheme -- TWEAK - Spawning of Huanchi moved to conjuration, descriptions tweaked -- TWEAK - Blowpipes no longer ignore shields, do more damage, skink hunters better prec -- TWEAK - Skink costs reduced significantly -- TWEAK - Slann can no longer ever be empowered in blood -- TWEAK - 4th gen Slann slightly more likely to get nature, another 10% on elements -- CONTENT - Terradon summon added -- CONTENT - Stegadon recruitable added with placeholder graphic, no attack sprite -- CONTENT - Added flood of serpents, rain of snakes and serpents of sotek spells -- CONTENT - Added Third Generation Slann -- CONTENT - Added Second Generation Slann of the Seas -- CONTENT - Added watershape to Tzunki spawning -- CONTENT - Added Nightscale of Huanchi, Bloodscale of Sotek, Deepscale of Tzunki, Sunscale of Chotec -- Version 0.4 -- TWEAK - Tepok spawnings now teleport (fly) -- TWEAK - Temple Guard gold and resource cost raised -- TWEAK - Terradon mount attacks att improved -- TWEAK - All summoned sacred spawnings now upkeep free -- FIX - Resolved weapon ID conflicts with CBM and my other MA mods + Tomb Kings |
Re: Warhammer Nation: Lizardmen - v0.5 finally! yay!
Just a quick bug report:
-the Third Generation Slann changes shape to ID 3002, which appears to use the sprite of a human commander. -the One Who Fathomed The Depths doesn't have an unique name, like his description suggests, and doesn't have amphibian, which he should have, still according to the description. This was taken with CBM on, but it shouldn't make difference. Looking at the mod file, the Slanns have a LOT of abilities which aren't listed in their descriptions.Is this WAD? Another (very minor) bug: in the nation description, the Race;Military;Magic;Priests voices aren't indexed. Yet another(I really got nothing to do today:D): the Spinescale of Quetzl(the leader) mentions ranged attacks in his description, but he has none; I suppose that the 6 attacks "tail spines" was meant to be ranged? |
Re: Warhammer Nation: Lizardmen - v0.5 finally! yay!
Thanks, I suspected there would be a bunch of bugs. The main post will be updated within a couple minutes of this post with v0.6 including fixes to most of that. Couple of other things:
I'm not sure what you mean about Slann having a lot of abilities which aren't mentioned in the description. If you're referring to Zlatlan for instance, the domspread is pretty fully explained in other descriptions, since the 5 second generation slann are basically the most holy things on the planet. The gem production is just from his mastery of water magic. I don't really like dryly listing everything they can do and I think most of it is covered anyway. You can't really do unique hero names, that's not a bug. Just rename him manually. Not sure what you mean by voices not indexed. If you mean they don't start on new lines, it's because dom3 doesn't recognise lind ends from notepad which I use to edit text files. It's still completely readable though. I might expand the description a little in the next update, because it's pretty bare currently. -- version 0.6 -- FIX - Skink Warchief given swamp survival -- FIX - 3rd gen Slann shapechange fixed -- FIX - One who fathomed the depths now amphibious as intended -- FIX - Tail Spines now ranged attack |
Re: Warhammer Nation: Lizardmen - v0.5 finally! yay!
I have the feeling blood vengeance and halt sacred on the bloodscales of sotek might be a little overkill. These new sacred spawning leaders are definitely feeling thuggable. It may be made up for by how relatively hard it is for them to get much benefit out of blood though.
So far, in game I've only summoned the warriors of chotec and xhotl. Chotec's warriors are nice, but the commander is pretty amazing in your dominion. And I have to say, I love the new warriors of xhotl. Especially with the s9/e6/n4 bless I play itza with. 2 free lives and being largely immune to magic is very fun. And of course, stegadons are much fun as well. I wouldn't say they're completely practical all the time, but they are what every other recruitable trampler wishes it was. Well, except for being cold blooded and racking up incredible amounts of fatigue. But as long as you use them sensibly that's really not a big problem. Their bows don't tend to be that amazing, but what do you expect from a bunch of skinks. |
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