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March 15th, 2008, 09:59 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
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Re: Warhammer Nation: Lizardmen
Sounds like fun. To me, it seems like the Saurus troops wont be as good as they should be. If they are only getting weak armour then that protection 8 will be killer. Natural protection of 10 or so seems better to me. Slightly higher strength, maybe 13(perhaps even 14), also seems more appropriate - right now they're barely above tough humans. I know that they shouldn't have too much armour thematically, and I don't think they should in game, but they will need something to keep them a little above alot of the heavier human troops in terms of survivability with all the missile weapon love that exists.
Which units will be capitol only? Temple guard seems likely, and maybe chameleon skinks(although I hope not). Possibly some of the bigger beasties too.
And for commanders? I would guess 4th generation slann, but what about the 5th generation guys? Sure, you don't want them having too many slann, but large cost should handle that. And having both slann capitol only would both really reduce the magical strength of lizardmen and also mean that 5th generation slann would rarely get used, even if they were alot cheaper than the 4th.
I know the second generation slann will be completely badass, but any idea about their actual magic levels?
Just throwing some random thoughts around.
ps: If you don't finish this quickly, you may have to start getting all your anonymous mail scanned.
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March 15th, 2008, 10:14 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Thanked 324 Times in 190 Posts
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Re: Warhammer Nation: Lizardmen
I'm actually not planning on making Slann or Temple Guard cap only (they can teleport between their cities after all). Instead they'll be restricted by seriously high costs. Well the Slann will anyway, the Temple Guard will just be an average level sacred.
As for the Saurus, they actually are fairly vulnerable to missile fire in warhammer, where toughness 4 will only get you so far, but you might be right that they need natural prot of 10+. I don't want missiles to be their bane or anything, just one tactic that works ok against them. They will be very cost efficient and powerful close combat troops though. Regarding their strength, in Warhammer they hae strength 4 which is the same as Ogres and strong orcs, humans, dwarfs etc. I gave Ogres str 14 in dom3 because they're size 3 - clearly they're at the top of the group that has strength 4 in warhammer. Meanwhile strength 4 humans, such as those found in the empire, might only get str 11 in dom3. So Saurus will get either str 12 or 13. They're subsantially stronger than humans, but they aren't like ogres or trolls or kroxigors or anything. Also their Obsinite weapons will have nice stats, so they'll do enough damage in close combat I'm sure.
The second generation Slann will probably be rocking something like S6 guaranteed, with 4s and 5s in other magic coming up too and chances of higher levels. I'll need to think about it but believe me they really will have crazy magical powers. They'll be H5 for one thing, being basically the holiest (and oldest) things in the entire warhammer world.
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March 15th, 2008, 10:27 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
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Re: Warhammer Nation: Lizardmen
I am very glad to here that Sombre, very glad indeed. Now get to work, before I get out the whip.
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March 16th, 2008, 01:41 AM
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Sergeant
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Join Date: Mar 2008
Posts: 220
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Re: Warhammer Nation: Lizardmen
I just tried out both of the other Warhammer mods you've done and I'm impressed.
I've always thought the Warhammer universe could lend itself well to the Dominions style of gameplay and you managed to really capture the feel of the Ogre Kingdoms and Skaven. I don't know if you're looking for any input/feedback on those mods, but I'd be more than happy to tell you more of what I think via PM if you're interested.
I'm very much looking forward to this one being completed.
Just a couple general questions tho...
How long does it normally take for you to complete a mod like this?
Do you plan on making mods for all of the various Warhammer armies?
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March 16th, 2008, 04:31 AM
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Corporal
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Join Date: May 2007
Location: Sydney, NSW
Posts: 173
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Re: Warhammer Nation: Lizardmen
Thank god for you, Sombre. I've been kicking around the idea of making a lizardman mod for god-knows-how-long, however never got around to making it due to school and other games distracting me. If you want some input, I'll be glad to help!
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March 16th, 2008, 06:08 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: Warhammer Nation: Lizardmen
I love any input on any of my mods. I prefer over the forums than by PM, but it's your choice.
It usually takes me ages to complete a mod. I don't have a huge amount of free time to do this stuff and graphics are hard because I'm no artist. Lizardmen are quite graphically demanding too.
I plan on making mods for all the warhammer nations, yes, eventually. That's a matter of years though at this rate ;]
I have Empire about 20% finished, but I was getting a little tired of them and wanted to do something different.
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March 16th, 2008, 11:45 AM
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Sergeant
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Join Date: Mar 2008
Posts: 220
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Re: Warhammer Nation: Lizardmen
Well sweet. What program do you use to make all of the sprites?
And with the Empire you could more or less just take sprites from the game, maybe recolor them a bit, change a couple stats and give them new descriptions... unless you're going for all original artwork.
I can't wait to see the Dwarves and Orcs/Goblins... you know... ages from now.
One idea for the Lizardmen... I don't know if you've already thought of this but maybe make a new pretender for them and make it an Old One. It would work well with their fluff, and the way the game works. One of their gods coming back to claim dominion of the world.
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