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

Sombre September 15th, 2008 10:47 AM

Re: Warhammer Nation: Lizardmen
 
This is true, but you have to consider how often people actually stick aumlets of luck on size 3 thugs with no magic. He'll have good stats, certainly better than almost any human, even in Warhammer, but he's no Dai Oni or anything.

HoneyBadger September 15th, 2008 12:56 PM

Re: Warhammer Nation: Lizardmen
 
Well, perhaps a brain the size of an avocado then, instead of just the pit :) But what I meant by that wasn't that they were stupid animals, but that they're-as you said-specialized. The reason us humans have such big brains is that we're very generalized animals. We can do anything, survive anywhere, for a longer period of time-not very many animals make it past 70, even in the reptile world-than almost any animal on Earth. We need all that memory and ability to use our brains in different ways. That doesn't mean we're all geniuses-watch tv for a few hours if you haven't figure that out yet-just that we're all capable of fast adaptation and deep recollection. The Saurans, being so specialized to warfare, don't need that--and a bigger brain just makes a bigger target, after all.

Sombre September 16th, 2008 05:27 PM

Re: Warhammer Nation: Lizardmen
 
Kroxigor!

I had a mishap with the attack sprite that pissed me off. But I'll do it this weekend or something.

http://www.freeimagehosting.net/uploads/ad01dab4df.png

HoneyBadger September 16th, 2008 06:51 PM

Re: Warhammer Nation: Lizardmen
 
Kroxigor looks great!

DigitalSin September 16th, 2008 08:20 PM

Re: Warhammer Nation: Lizardmen
 
Excellent sprites Sombre!

rdonj September 16th, 2008 09:55 PM

Re: Warhammer Nation: Lizardmen
 
Now that is one mean-looking club.

lch September 17th, 2008 10:31 AM

Re: Warhammer Nation: Lizardmen
 
Quote:

Originally Posted by rdonj (Post 638796)
Now that is one mean-looking club.

The man is a hack. Real mean-looking clubs have spikes to them. :cool:

Sombre September 17th, 2008 06:41 PM

Re: Warhammer Nation: Lizardmen
 
1 Attachment(s)
Testing attachment problem.

http://forum.shrapnelgames.com/attac...achmentid=6875

HoneyBadger September 17th, 2008 07:45 PM

Re: Warhammer Nation: Lizardmen
 
Actually, real mean-looking clubs have bikers to them... :evil: :angel:

Theonlystd September 20th, 2008 01:30 AM

Re: Warhammer Nation: Lizardmen
 
oooo looking good i cant wait

Sombre September 20th, 2008 05:27 AM

Re: Warhammer Nation: Lizardmen
 
Me either. I'm really looking forward to getting this to beta, because I'm very happy with how the graphics turned out and the nation should be very interesting. It will require a lot of balancing after the first release though.

Wolfman_Dan September 21st, 2008 03:37 PM

Re: Warhammer Nation: Lizardmen
 
Hey guys, long time lurker first time poster:(, I just wanted to say that this mod looks awesome. I have played all the warhammer mods and they are great. Sombre your sprites look great. As a final note I am waiting with baited breath for some one to tackle Warhammer Dwarfs cause they are my favorite army.:up:

Sombre September 24th, 2008 11:49 AM

Re: Warhammer Nation: Lizardmen
 
I will get around to dwarfs eventually but after lizardmen it's going to be getting the Empire out in some form, then either Dark Elves, since KO asked for them, or Chaos Dwarfs, because they're a smaller project and because they're badass.


Oh and I decided on magic paths for Skinks.

Priest - H1, 100% SN, 100% WEA.
Sotek Priest - Heretic 2, B1, 100%

Also after talking with Okin I've decided all skinks will be stealthy, primarily to allow stealth armies with sacred troops etc.

Sombre September 28th, 2008 06:26 PM

Re: Warhammer Nation: Lizardmen
 
This is quite close to beta release. The beta will not be very well balanced and of course will be missing various bits of content. But it should give an idea of what the race is about. It will have a placeholder graphic for the Slann. Apart from that, all I need to do is the skink warchief graphic and a few misc bits and bobs like fort types and I'll release it. So this week almost certainly.

Theonlystd September 29th, 2008 01:48 AM

Re: Warhammer Nation: Lizardmen
 
Quote:

Originally Posted by Sombre (Post 640154)
I will get around to dwarfs eventually but after lizardmen it's going to be getting the Empire out in some form, then either Dark Elves, since KO asked for them, or Chaos Dwarfs, because they're a smaller project and because they're badass.


Oh and I decided on magic paths for Skinks.

Priest - H1, 100% SN, 100% WEA.
Sotek Priest - Heretic 2, B1, 100%

Also after talking with Okin I've decided all skinks will be stealthy, primarily to allow stealth armies with sacred troops etc.

Chaos Dwarfs or Dark Elves?!?!

Do you stop being awesome? :D

You want my first born kid or something? Seems like a fair trade

Sombre October 1st, 2008 06:46 PM

Re: Warhammer Nation: Lizardmen
 
I put a beta up. First page.

Keep in mind it is /just a beta/ though. It isn't finished. I just want to get input on costing, features etc as early as possible. It should be playable enough to have some fun with anyway.

The slann graphic is very much a placeholder btw.

Theonlystd October 2nd, 2008 12:03 AM

Re: Warhammer Nation: Lizardmen
 
Your chamleons blowpipes shoot out spears according to the info you get when you right click on it =p

Theonlystd October 2nd, 2008 01:02 AM

Re: Warhammer Nation: Lizardmen
 
Also i appear to get this error while watching battles with cold ones that die..


myloadmalloc: cant open ./mods/./Warhammer Lizardmen/Cold one.tga

it causes a ctd

Sombre October 2nd, 2008 02:55 AM

Re: Warhammer Nation: Lizardmen
 
Thanks, those are fixed in the zip now attached to the main post. Well in 5 mins it will be.

llamabeast October 2nd, 2008 06:22 AM

Re: Warhammer Nation: Lizardmen
 
Just had a quick chance to play about with this this morning.

I think I may have a new favourite nation.

Sombre October 2nd, 2008 07:18 AM

Re: Warhammer Nation: Lizardmen
 
I'm very pleased with them and I'm also very motivated to keep improving them. I wouldn't be surprised if I got to a v0.6 or so within a couple of weeks. Depends on feedback partly :]

I think the magic for the 4th gen will be,...

S4H3N2F1E1W1A1 with NFEWA 100% + FEWA 100% + FEWA 100%

Slann are pretty much unsurpassed at finding magic sites. Which is fine with me.

llamabeast October 2nd, 2008 07:26 AM

Re: Warhammer Nation: Lizardmen
 
Isn't that what the 4th gen already is, pretty much?

Are the spells for summoning the 3rd and 2nd gens missing, or did I just fail to find them?

I like how the sacred spawning spells are scattered across the schools of magic.

llamabeast October 2nd, 2008 07:28 AM

Re: Warhammer Nation: Lizardmen
 
If you want to do a little duel, e.g. Lizardmen vs Skaven (bagsie Lizardmen!) I would be up for that. Or maybe you could play Vaetti, since I have a sneaky suspicion they are the weakest of your mod nations, although I still very much enjoy playing them.

HoneyBadger October 2nd, 2008 07:40 AM

Re: Warhammer Nation: Lizardmen
 
Lizards vs rats sounds like a lot of fun!-I really enjoyed playing Skaven, although I have a feeling that I'll enjoy Lizardmen even more, if I can ever give them a go.

Skaven vs Avernum might be good too, since to me they seem to play somewhat similarly.

Coincidentally enough, my wife and I were watching a History channel series on cryptids tonight, and one of the shows was on giant rats. I didn't catch the end of it, but I thought about Skaven while I was watching it.

Sombre October 2nd, 2008 08:11 AM

Re: Warhammer Nation: Lizardmen
 
Quote:

Originally Posted by llamabeast (Post 642197)
Isn't that what the 4th gen already is, pretty much?

Are the spells for summoning the 3rd and 2nd gens missing, or did I just fail to find them?

I like how the sacred spawning spells are scattered across the schools of magic.

The 5th gen is S3H3N1E1W1F1A1 with NFW 100% and NEA 100%. So the 4th gen one (once added as a cap only commander) will be a substantial upgrade.

3rd and 2nd gen (as well as 4th) are not currently in. They will be summons. 3rd gen will be normal summons, 2nd gen will be 5 different unique summons with strength in a particular area. 2nd gen will be immobile but able to teleport/gateway etc.

The Carnosaur will be a nature summon, as well as the mount of the hero Kroq Gar. There will also be Terradon/Terrasaur summons, which will summon the mounts that the recruitable terradon rider unit has. Of course they'll be upkeep free, which is the advantage.

Sombre October 2nd, 2008 08:19 AM

Re: Warhammer Nation: Lizardmen
 
Quote:

Originally Posted by llamabeast (Post 642198)
If you want to do a little duel, e.g. Lizardmen vs Skaven (bagsie Lizardmen!) I would be up for that. Or maybe you could play Vaetti, since I have a sneaky suspicion they are the weakest of your mod nations, although I still very much enjoy playing them.

After this weekend I should have done enough work on the lizards for them to be duel playable, yeah, so we could do one. Or we could have a 4 player Warhammerama with Ogre Kingdoms, Lizardmen, Skaven and Tomb Kings.

HoneyBadger October 2nd, 2008 05:43 PM

Re: Warhammer Nation: Lizardmen
 
Didn't Lord Kroak like destroy an entire major dwarf kingdom with a series of earthquakes? I see these guys getting a little Earth-will Lord Kroak get a lot more than the rest? Is that likely, or is it too early to tell?

HoneyBadger October 2nd, 2008 05:45 PM

Re: Warhammer Nation: Lizardmen
 
Damn-I'd take Ogres in a second, if I could...

Sombre October 3rd, 2008 07:33 AM

Re: Warhammer Nation: Lizardmen
 
Quote:

Originally Posted by HoneyBadger (Post 642380)
Didn't Lord Kroak like destroy an entire major dwarf kingdom with a series of earthquakes? I see these guys getting a little Earth-will Lord Kroak get a lot more than the rest? Is that likely, or is it too early to tell?

Kroak is dead. He was iirc the last of the 1st generation of Slann and his power in dom3 terms would be pretty unimaginable. He did kill hundreds if not thousands of greater daemons after all.

He will be in the mod though, in the form he takes in the army book; that of a mummified corpse carried into battle as a totem of sorts. When Slann die their spirits hang around partly attached to their old physical forms and they're still able to commune with other slann, exert some influence on the winds of magic etc. So he'll be a strong hero, but nothing like a 2nd generation Slann.

llamabeast October 3rd, 2008 07:46 AM

Re: Warhammer Nation: Lizardmen - Beta released
 
Kroak's croaked it, eh?

I'd be very much up for either a duel or a 4-way Warhammerama. Whatever takes your fancy.

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.

okiN October 5th, 2008 07:39 PM

Re: Warhammer Nation: Lizardmen - Beta released
 
Maybe he fixed it. Doesn't work on my version.

Sombre October 6th, 2008 05:06 AM

Re: Warhammer Nation: Lizardmen - Beta released
 
No I haven't fixed it. He's probably thinking of the Fifth generation.

I'll upload a new version tonight with improved (not finished) Slann graphics, some more spells and of course Terradon Riders.

trentzero October 6th, 2008 03:28 PM

Re: Warhammer Nation: Lizardmen - Beta released
 
Ok, I just now noticed that the dormant state is 5th generation and the active state is 4th generation on both units. Dormant state has no paths and no mobility and changing to active state reverts to a 4th generation, even if they were previously a 5th.

Sombre October 6th, 2008 06:32 PM

Re: Warhammer Nation: Lizardmen - Beta released
 
I've uploaded v0.2

There are various fixes, upgraded slann graphics and terradon riders added. The nation is now out of beta and while yet to be balanced to any high standard, it is completely playable.

I added some armour to the temple guard to make an E9 bless possible. They might be too good now though. We'll see.

HoneyBadger October 6th, 2008 08:17 PM

Re: Warhammer Nation: Lizardmen - Beta released
 
These look great, Sombre. By the way-are the floaty Slann the 5th generation, and the asleep Slann the 4th?

okiN October 6th, 2008 08:33 PM

Re: Warhammer Nation: Lizardmen - Beta released
 
Why don't you just DL it and find out?

Seriously, though, no. The 5th gen is the green one, the 4th gen is the red one, and they both have a second, dormant form.

lch October 6th, 2008 09:01 PM

Re: Warhammer Nation: Lizardmen - Beta released
 
Those dormant Slanns are a very clever invention by Sombre. Usually the Slanns are powerful mages with a very high base cost. If you're strapped for money, though, you can switch them to their second form for a while which has zero gold cost and thus no upkeep at all. This completely disables them, BTW.

HoneyBadger October 6th, 2008 09:36 PM

Re: Warhammer Nation: Lizardmen - Beta released
 
I can't download anything, okiN, or believe me, I would.

That's really clever, Sombre!

Amos October 6th, 2008 10:20 PM

Re: Warhammer Nation: Lizardmen - Beta released
 
Wow Sombre... Beautiful sprites.

Alderanas October 7th, 2008 03:06 AM

Re: Warhammer Nation: Lizardmen - Beta released
 
I Love these guys they have to be one of my favorite nations now besides your tomb king guys. Keep up the good work!!!:)


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