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  #111  
Old March 23rd, 2008, 07:43 PM
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Default Re: Ogre Kingdoms 0.6 released

Well, you definitely have a talent for translating pixels into good looking units, quickly and effectively.

I love the slave giants, by the way. I've got one that's still alive and well, with fully seven disabilities. Having lost both eyes and bearing a limp, he's still an effective unit, having obtained the heroic cause fear ability.

Are you planning to individualize the heroic slave giants, by the way? I was a little disappointed to learn that they're almost identical to the regular unit. Still a great unit to get for free, but lacks some of the specialness that a hero's supposed to have. Maybe the heroes could get an armor slot? If it wasn't filled, it would give the ogres more of an impetus to put some research into Construction, without immediately boosting the power of the unit.
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  #112  
Old March 23rd, 2008, 07:58 PM

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Default Re: Ogre Kingdoms 0.6 released

They aren't heroes, they're multiheroes. They won't be available at all when I add the rest of the national heroes, they were just a stand in until then.
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  #113  
Old March 23rd, 2008, 09:16 PM
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Default Re: Ogre Kingdoms 0.6 released

ohhh, gotcha. I got that they were multiheroes, I just figured they were a feature, rather than a stand-in.
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  #114  
Old July 6th, 2008, 08:33 AM

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Default Re: Ogre Kingdoms 0.6 released

I'm going to update this one next. It will get totally reorganised ID numbers, a new national hero and various tweaks.

One of the major changes is the removal of the bonus Ogre Smash attack on Ogres with two weapons (other than the tyrant who is big enough to do all three). Of course I will reduce cost in line with this.

Edit: So if you have any suggestions make them ASAP so I can try and work them into the next version. I will also include an "AI Ogre Kingdoms" nation mod which is the same nation but altered to provide a very strong AI opponent.
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  #115  
Old July 7th, 2008, 07:36 PM

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Default Ogre Kingdoms 0.7 released

Ok the new version is up on the first page.

Note that it includes a mod called "AI Ogre Kingdoms" which is an AI friendly version of the nation designed to give a bit more challenge in SP without being too crazy.

Also please do delete your old version of Ogre Kingdoms before installing this. It now goes in a different directory and the dm has a different name, so it won't overwrite.

-- Version 0.7

-- FIX - Reordered ID numbers to avoid future conflicts with basegame

-- TWEAK - Altered Eastern Maneater graphic slightly

-- TWEAK - Slightly decreased scraplauncher cost and increased range

-- TWEAK - Increased price of yhetee and gorger summons

-- TWEAK - Giants get one misc slot

-- TWEAK - Improved PD

-- CONTENT - Added first prophet national hero

-- TWEAK - Ogres with two weapons now don't get Ogre Smash and have had their cost tweaked accordingly

-- FIX - Changed name and epithet to better fit dominions

-- FIX - Changed name of dm and mod folder to fit my conventions

-- FIX - Starting scout is now a butcher, since they have dying dom
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  #116  
Old July 8th, 2008, 07:20 AM
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Default Re: Ogre Kingdoms 0.7 released

That's great

You might want to edit the first post name to 0.7...
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  #117  
Old July 8th, 2008, 09:17 AM

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Default Re: Ogre Kingdoms 0.7 released

Ah thanks, have done so.

I eagerly await feedback on the nation. It's getting very close to being 100% finished now. Just a few more tweaks and 3 more heroes in the future.

Oh and Rhinox Cavalry.

http://www.forgeworld.co.uk/rhinoxc.htm
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  #118  
Old July 8th, 2008, 07:32 PM

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Default Re: Ogre Kingdoms 0.7 released

ooo i like the sound of rhinox cavalry. any hint of what the other 3 will be.
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  #119  
Old July 8th, 2008, 07:58 PM

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Default Re: Ogre Kingdoms 0.7 released

Skrag the Slaughterer, Prophet of the Great Maw
Greasus Goldtooth, Overtyrant
Golfag Maneater, Mercenary Captain
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  #120  
Old July 9th, 2008, 04:01 AM
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Default Re: Ogre Kingdoms 0.7 released

Greasus is the one I'm most excited about.
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