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-   -   Mod Warhammer Nation: Northern Greenskins (http://forum.shrapnelgames.com/showthread.php?t=35823)

Humakty October 4th, 2008 05:11 PM

Re: Mod Warhammer Nation: Northern Greenskins
 
This is damn cool, wouldn't I be drunk, I would find some compliment to make. Continue the hard work, someone told me God would reward you in the after life.

Theonlystd October 6th, 2008 07:13 PM

Re: Mod Warhammer Nation: Northern Greenskins
 
Quote:

Originally Posted by okiN (Post 642898)
I've gotten to work on the bigun attack sprite, and will probably be knocking a few new ones after that. Here's a little something to prove I haven't just been sitting on my hands, though. ;)

Attachment 7028

i wants

TheMenacer October 13th, 2008 01:33 PM

Re: Mod Warhammer Nation: Northern Greenskins
 
Will we have goblin squig riders by the end of this mod? I love those guys. I'm thinking size 2 tramplers so that when they rout they go nuts and attack anything in their way, seems like the best way to convey the fact that they're pretty much known for... going nuts and attacking anything in their way.

llamabeast October 13th, 2008 01:39 PM

Re: Mod Warhammer Nation: Northern Greenskins
 
Size 2 tramplers can't trample humans.

TheMenacer October 13th, 2008 02:07 PM

Re: Mod Warhammer Nation: Northern Greenskins
 
Would size two tramplers attack things when they rout? The idea wasn't to have them actually trample things, but just to make them attack friendly units when they rout because squigs are known for doing exactly that. I just assumed that the code wasn't for tramplers to trample friendly units on routing, but rather to attack them and the trampling just sort of naturally happened thanks to the size difference and ability.

HoneyBadger October 13th, 2008 02:36 PM

Re: Mod Warhammer Nation: Northern Greenskins
 
By the way, I show 7 heroes (as opposed to Multi-heroes) for the Nation. It's my understanding that the limit on these is currently 6.

okiN October 13th, 2008 04:07 PM

Re: Mod Warhammer Nation: Northern Greenskins
 
Quote:

Originally Posted by TheMenacer (Post 645310)
Will we have goblin squig riders by the end of this mod? I love those guys. I'm thinking size 2 tramplers so that when they rout they go nuts and attack anything in their way, seems like the best way to convey the fact that they're pretty much known for... going nuts and attacking anything in their way.

For the sake of clarity, I'm using the 7th edition rules for squig hoppers where they're treated as regular, skirmishing cavalry with respect to everything except movement. It makes things a lot less confusing than the old rules where they were a part of squig herds - basically they'll be hard-hitting, fast, but quite fragile cavalry. Squig herd hunting teams, on the other hand, will have multiple, diminishing forms, eventually resulting in a single loose squig.

Quote:

Originally Posted by HoneyBadger (Post 645329)
By the way, I show 7 heroes (as opposed to Multi-heroes) for the Nation. It's my understanding that the limit on these is currently 6.

Ach, I'm sorry to hear that. I guess I need to pass one of the heroes down to the Southern nation, though that is a bit unthematic.

Bigun attack frame is done, I'll post it soon for comments. I'm currently grappling with a black orc, but it's turning out to be a bit tricky - though probably not as dangerous as doing so literally. ;)

HoneyBadger October 13th, 2008 04:25 PM

Re: Mod Warhammer Nation: Northern Greenskins
 
You might consider doing one of the heroes as a Pretender or a Summons

okiN October 13th, 2008 04:41 PM

Re: Mod Warhammer Nation: Northern Greenskins
 
Nah, that wouldn't make any sense. They're decent thugs and generals, but nothing more. Only commander summon I'm thinking of doing is a warboss on a wyvern.

Sombre October 13th, 2008 05:06 PM

Re: Mod Warhammer Nation: Northern Greenskins
 
You can fairly easily do 8 true heroes that turn up randomly. You just make sure the two multiheroes have the unique tag. You're very unlikely to get a repeat appearance and if you do, well no big problem, they are just teleported back to your cap.


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