.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #1  
Old March 15th, 2008, 09:31 PM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Warhammer Nation: Lizardmen - v0.75 minor update

PREVIEW IMAGE






-- 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



-- 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


-- version 0.6

-- FIX - Skink Warchief given swamp survival

-- FIX - 3rd gen Slann shapechange fixed

-- FIX - One who fathomed the depths now amphibious as intended

-- FIX - Tail Spines now ranged attack


-- Version 0.5

-- CONTENT - Nakai the Wanderer national hero added

-- TWEAK - Temples now cost 600

-- TWEAK - Sweeping morale changes to reflect effectiveness of 'cold blooded' in the warhammer tabletop - effectively it's +2 ldr - so skinks have same ldr as humans

-- TWEAK - Repriced commanders according to new scheme

-- TWEAK - Spawning of Huanchi moved to conjuration, descriptions tweaked

-- TWEAK - Blowpipes no longer ignore shields, do more damage, skink hunters better prec

-- TWEAK - Skink costs reduced significantly

-- TWEAK - Slann can no longer ever be empowered in blood

-- TWEAK - 4th gen Slann slightly more likely to get nature, another 10% on elements

-- CONTENT - Terradon summon added

-- CONTENT - Stegadon recruitable added with placeholder graphic, no attack sprite

-- CONTENT - Added flood of serpents, rain of snakes and serpents of sotek spells

-- CONTENT - Added Third Generation Slann

-- CONTENT - Added Second Generation Slann of the Seas

-- CONTENT - Added watershape to Tzunki spawning

-- CONTENT - Added Nightscale of Huanchi, Bloodscale of Sotek, Deepscale of Tzunki, Sunscale of Chotec

-- Version 0.4

-- TWEAK - Tepok spawnings now teleport (fly)

-- TWEAK - Temple Guard gold and resource cost raised

-- TWEAK - Terradon mount attacks att improved

-- TWEAK - All summoned sacred spawnings now upkeep free

-- FIX - Resolved weapon ID conflicts with CBM and my other MA mods + Tomb Kings


-- version 0.3

-- Changed salamander breath to avoid conflict with cbm

-- Added Skink Shamans

-- Reduced cost of skink cav and terradons, made terradons size 3

-- blowpipes more accurate, less damaging




---------


Ok, these guys are now out of beta and into version 0.2

They have a lot of their stuff ready and are essentially playable. They still need more spells, the stegadon troop, heroes, a better flag, some graphical tweaks and of course the 2nd and 3rd generation slann summons. These will all come in time.


------------------------ ORIGNAL POST --------------------------


Today I started work on the Lizardmen from Warhammer Fantasy Battle. I'm still working on Empire and other stuff, but I really like the look of lizardmen and feel inspired to do their graphics.

Before that though, here's a rough overview of the nation. The thing that makes them unique is basically their crazy powerful Slann mage priests. The /weakest/ of these guys are basically the best mages in warhammer and I'm going to translate this to dom3. The downside being their ridiculously high costs. Lizardmen will not have massed battlemages because they will lack the steps between basic mage and uber mage - you either get a skink priest or you get an incredibly expensive Slann. There's no all purpose middle guy.


STRENGTHS

Extremely potent Slann magepriests
Access to all paths but death with top tier astral
Specialised troops like kroxigor, stegadons and salamanders
Excellent morale across the nation
Devastating and relatively easy battlefield communions

WEAKNESSES

Below par skink province defense
Temples and forts very expensive
Slann are most expensive mages in the game
No real mid tier combat mages
Somewhat weak against missile fire
Attached Files
File Type: zip Warhammer Lizardmen v0.75.zip (343.5 KB, 898 views)

Last edited by Sombre; April 17th, 2010 at 08:22 PM..
Reply With Quote
The Following 14 Users Say Thank You to Sombre For This Useful Post:
 

Bookmarks

Tags
lizardmen, warhammer


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 04:59 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.