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  #1  
Old March 23rd, 2008, 01:25 PM

Shovah32 Shovah32 is offline
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Default Re: Ogre Kingdoms 0.6 released

Toothcraker does what? Give them two extra protection. Nice, but not great. I agree on the trollguts for giants and bullgorger for gnoblars though.
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Old March 23rd, 2008, 01:32 PM

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Default Re: Ogre Kingdoms 0.6 released

Map for ThreeWay blitz.
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Old March 23rd, 2008, 02:11 PM

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Default Re: Ogre Kingdoms 0.6 released

Map for TwoWay blitz.
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File Type: zip 590759-TwoWays.zip (3.69 MB, 226 views)
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Old March 23rd, 2008, 03:10 PM

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Default Re: Ogre Kingdoms 0.6 released

Toothcracker doesn't give two extra protection. It gives stone skin. I'm pretty sure that's a substantial increase to the giants natural prot.
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  #5  
Old March 23rd, 2008, 03:49 PM
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Default Re: Ogre Kingdoms 0.6 released

Beautiful mod, as always, Sombre. A thousand thank-yous for all your very hard, very talented, work. Do you ever use a lightpen or are you amongst the ranks who have tragically been crippled by the infamous "point and click" torture?

By the way, since the AI isn't using slave giants very effectively, I was wondering if maybe you'd given some thought to having a different version of Ogre Kingdoms for the AI. The AI could maybe get a special unit in place of the Slave Giant (with no need to redo the artwork), that *will* run up to the enemy (with a high movement, so it gets a good head start), dies quickly (1 hp, 0 prot.), and then transforms into a Slave Giant.
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Old March 23rd, 2008, 06:07 PM

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Default Re: Ogre Kingdoms 0.6 released

I don't have a tablet or anything special for doing graphics. I use Paint Shop Pro and a mouse. I'm not an artistically talented person, but I am happy with some of the unit graphics I've managed to churn out, particularly in this mod. The Slaughtermaster, Western Maneater and Braugh the Slavelord are favourites of mine.

As for an AI version of the giant, yeah, it wouldn't be too hard. The best idea might just be to have the slavegiant as a recruitable rather than a commander, in the AI version.
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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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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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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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