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March 23rd, 2008, 01:25 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
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Thanked 5 Times in 5 Posts
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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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March 23rd, 2008, 01:32 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Thanked 855 Times in 291 Posts
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Re: Ogre Kingdoms 0.6 released
Map for ThreeWay blitz.
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March 23rd, 2008, 02:11 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Thanked 855 Times in 291 Posts
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Re: Ogre Kingdoms 0.6 released
Map for TwoWay blitz.
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March 23rd, 2008, 03:10 PM
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BANNED USER
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Join Date: Feb 2007
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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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March 23rd, 2008, 03:49 PM
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General
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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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March 23rd, 2008, 06:07 PM
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BANNED USER
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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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March 23rd, 2008, 07:43 PM
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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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March 23rd, 2008, 07:58 PM
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BANNED USER
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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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March 23rd, 2008, 09:16 PM
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Join Date: Oct 2006
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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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