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January 17th, 2009, 09:25 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Warhammer Nation: Lizardmen - v0.3 update
Their sacred soul has its physical manifestation in the tail. Everyone knows that.
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January 20th, 2009, 04:04 AM
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Second Lieutenant
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Join Date: Feb 2007
Location: Sydney, Australia
Posts: 437
Thanks: 18
Thanked 2 Times in 2 Posts
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Re: Warhammer Nation: Lizardmen - v0.3 update
And then there is the endless teasing
I like the mod alot by the way.
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March 6th, 2009, 03:50 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Warhammer Nation: Lizardmen - v0.3 update
I whipped up the Third Generation Slann the other day. They're pretty powerful, but expensive.
They also have a lot of bling. Like Mr T.
I'm working on the 5 Second Generation ones. Unique summons.
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March 11th, 2009, 06:34 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Warhammer Nation: Lizardmen - v0.3 update
As is traditional (see the chameleon pipe smoking gentry), I have made my latest slann graphic into an aristocrat. This one is an industrialist it seems, keen on low cost socially responsible fuel solutions.
Burn the poor!
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March 11th, 2009, 06:38 PM
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Major
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Join Date: Feb 2009
Location: Me a viking
Posts: 1,012
Thanks: 81
Thanked 122 Times in 73 Posts
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Re: Warhammer Nation: Lizardmen - v0.3 update
Great work Sombre. I´m really keen on this mod.
You should make that last one a national hero.
__________________
Voice of ***** and her spicy crew!
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March 11th, 2009, 06:57 PM
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General
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Join Date: Oct 2007
Posts: 3,007
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Thanked 206 Times in 159 Posts
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Re: Warhammer Nation: Lizardmen - v0.3 update
I wonder what his attack animation would look like.
Also I'm really looking forward to seeing what the third generation slann can do .
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March 12th, 2009, 07:28 AM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
Thanked 403 Times in 176 Posts
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Re: Warhammer Nation: Lizardmen - v0.3 update
I've added an Alpha channel so that it's easier to make out the Slann...
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March 12th, 2009, 08:06 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Warhammer Nation: Lizardmen - v0.3 update
Your alpha channel seems to have messed up some bits of the graphic and I don't think he's hard to make out anyway with normal monitor brightness.
Regardless the graphic was knocked up quickly for fun and no he's not going to be a hero.
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March 12th, 2009, 10:32 AM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
Thanks: 67
Thanked 49 Times in 31 Posts
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Re: Warhammer Nation: Lizardmen - v0.3 update
Social Darwinism at its best.
You did great sprites for the mod.
Jazzepi
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March 13th, 2009, 09:18 AM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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Re: Warhammer Nation: Lizardmen - v0.3 update
By the way sombre, did you ever change the ogre and lizard startsites to not conflict? I'm pretty sure I have the latest versions and they still use the same site numbers as each other. Just haven't bothered changing it on my system since I can always just play with the warhammerama mod :P Of course that's getting a bit out of date now.
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