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June 2nd, 2007, 12:35 AM
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Re: Skaven Nation. Warhammer based.
Oh and one important point - I'm going to 'rush' the graphics somewhat to speed up the project. That means when I make the first release, the graphics won't be at their final version - they'll be beta so to speak. They should still be distinctive and look ok, but they won't be as pretty as say, Arga Dis or the Tharoon.
In a way I figure that's ok, since the skaven are supposed to be tattered and grimy looking, not pretty and colourful like High Elves or Empire.
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June 2nd, 2007, 12:52 AM
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Major General
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Re: Skaven Nation. Warhammer based.
I think Frank had such a nation half-finished. "Nimh" it was called (my suggestion, ahyuck.)
In one era he would hijack MA C'tis dominion power - but with the exception of some non-inanimate undead (plague monks) none of your units were cold-blooded or disease immune  .
It was amusing, anyway.
Feedback:
Partial poison resistance works as far as I can tell, but I do believe that it rounds up, so poison resistance < 100% is no good against 1 poison damage/turn. Not sure of this, however.
I don't think you can, presently at least (and probably ever) mod negative side effects onto weapons, at least in general terms. A large area of effect melle weapon will occasionally hit the wielder (and often hit allies when used in dense formation.) I think that might be the best you can do.
The plague monk should be undead (but not inanimate or mindless), as should the censor bearer. That way, they are immune to their own disease clouds.
That's a lot of spawning. Frank had his nimhians spawn regular rats, as I recall. Of course, he deviated a lot from Warhammer.
Anyway, look forward to the mod!
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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June 2nd, 2007, 01:01 AM
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Re: Skaven Nation. Warhammer based.
If I give plague monks poison immunity they won't be hurt by the poison clouds of the censor bearers or poison wind globadiers, so there's no need to make them undead.
As for negative side effects on weapons,... which unit did you think I'd need that for?
It is a lot of spawning, but the spawns aren't dombased - most likely something like a summon2 or so. That way you don't build up a spawning machine, it's just something to make the leaders more useful and reinforce that skaven have numbers always on their side. It's good for the AI too, since they like to use lesser commanders.
Slight change to the above list - Night Runners are now the stealthy ones with nets,.. and gutter runners get poisoned weapons/throwing stars instead.
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June 2nd, 2007, 08:17 AM
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Re: Skaven Nation. Warhammer based.
Ohhh, and I already have an idea for a national hero, again...
(yes, it's Splinter... maybe he could spawn/call Kappas/Rain warriors?  )
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June 2nd, 2007, 11:14 AM
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Re: Skaven Nation. Warhammer based.
Awesome, I can't wait!
Oh yes, how about making all skaven units have the 'glutton' quality? That way a skaven army will eat 2x as much supplies.
Sure, it's potentially unbalancing, but very in character.
Oh, and the idea of your dominion giving diseases while your troops aren't immune to them is also awesome...
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June 2nd, 2007, 11:36 AM
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Re: Skaven Nation. Warhammer based.
Quote:
CelestialGoblyn said:
Oh, and the idea of your dominion giving diseases while your troops aren't immune to them is also awesome...
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True, I like the idea of rats fleeing from their own dominion... 
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June 2nd, 2007, 11:43 AM
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Re: Skaven Nation. Warhammer based.
I don't think it's doable without overwriting Ctis MA.
I'm pretty sure the skaven are going to have food problems anyway what with their sheer numbers, lack of nature magic and spawns you can't turn off. I might well give a couple of key units gluttony though. Possibly increase unrest too.
If I get the tharoon beta released tomorrow I should be able to get quite a lot of graphical work done for the skaven and I'll do a little preview.
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