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Re: Warhammer Nation: Lizardmen - v0.6 UPDATE
I really like this idea. It would do a lot to make them more balanced, while being thematic as anything and encouraging diversity of play. Nice!
This concept definitely has a lot of potential, and it will be interesting to see what the modding community does with it. |
Re: Warhammer Nation: Lizardmen - v0.6 UPDATE
Definitely a nice idea--it allows for the concept of 'units' recruited at once. It especially works well with heroes and soforth, where the hero comes with an honor guard.
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Re: Warhammer Nation: Lizardmen - v0.7 minor update
-- version 0.7
-- TWEAK - Poison res values changed across the board to better match dom3 styling -- FIX - Crest plate for warchiefs, no crest plate for skink scouts -- TWEAK - Temple Guard now spawned by Slann when they first arrive in their 'awakening' state -- TWEAK - Both 4th and 5th gen Slann more expensive to recruit, but same upkeep -- TWEAK - Sacred spawnings now have armour for e9 bless, but still no helmets -- FIX - 3rd gen shapechange further fixed, doh -- FIX - flood of serpents cost bug fixed |
Re: Warhammer Nation: Lizardmen - v0.75 minor update
-- version 0.75
-- TWEAK - remove 1 astral income -- TWEAK - major reduction of magic weapons, now only on the Temple Guard halberds (it was severely limiting options vs Lizards, which was lame) -- FIX - Salamanders now animals! -- TWEAK - Stegadons considerably higher cost in res and gold I will add this latest version to the new Middle Combo Mod soon. |
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