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  #1  
Old May 19th, 2008, 06:18 PM

Sombre Sombre is offline
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Default Re: Vermin Lord - Hail the Rats (and Sombre)

It's nothing to do with the nation. It's possible you moved mercs and skaven and forgot that the skaven were sneaking. The mercs attacked first, then the skaven sneaked and were caught.
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  #2  
Old May 24th, 2008, 01:48 AM

Zentar Zentar is offline
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Default Re: Vermin Lord - Hail the Rats (and Sombre)

Quote:
Sombre said:
It's nothing to do with the nation. It's possible you moved mercs and skaven and forgot that the skaven were sneaking. The mercs attacked first, then the skaven sneaked and were caught.
That had be what happened since it never happened again. I probably re-clicked the attack and forgot to take it off auto-sneak mode.

This is an extraordinary masterpiece mod. Good theme, great unit graphics, best looking national banner, diversity in playing options, no ridiculously overpowered capitol mages (I have seen soon mods with mages having 7 magic picks plus 2-3 holy - not balanced I will not mention the mod), and good pricing.

Sombre, early in this mod's development you choose to use earth and fire for Warplightning summons. Earth and air would have seemed more consistent as all lightning is air related. Perhaps you could help me understand this choice or possibly change it if you update again.

Thanks again for this wonderful mod gift.
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Old June 3rd, 2008, 11:56 AM

Sombre Sombre is offline
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Default Re: Vermin Lord - Hail the Rats (and Sombre)

Well the idea behind warplightning is that despite the way it appears in the game, it actually jumps from the caster to the target, not from the sky. Unlike regular lightning or weather magic, warpstone is the power behind warplightning, which is essentially just a release of warp energy. I decided early on that warpstone based magic was a mixture of fire/death/earth in dom3 terms - earth/death is the poisonous aspects of it, fire/death is the warpfire and earth/fire is the raw warp energy or warplightning.

Besides that the earth and fire spells native to dom3 all make sense more or less for skaven warlock engineers to be using. The air spells don't fit them at all. Like Agartha they're largely a subterranean race and weather magic isn't their bag.

Ikkit Claw has air magic because he's travelled all over the world collecting arcana. He's a hero available to Skaven. One of the strongest heroes in the game I'd say.
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Old June 4th, 2008, 08:59 AM
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Amhazair Amhazair is offline
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Default Re: Vermin Lord - Hail the Rats (and Sombre)

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LoloMo said:
Hi. I've been using this nation [Tomb Kings] in the TigerCat MP game, and have been very happy with it.

The new patch have removed all magic paths from my recruitable mages and priests though. Hope llamabeast can rework this soon. Thanks!
I've seen the same thing happening with the Arga Dis and Skaven mods, so I'm guessing this is a general issue. (Games that were already started luckily aren't affected, but any new game is)
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Old June 4th, 2008, 09:01 AM

Sombre Sombre is offline
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Default Re: Vermin Lord - Hail the Rats (and Sombre)

Weird. I'll test this and hopefully fix it tonight.

I hope the new patch hasn't ruined mod mages entirely.
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  #6  
Old June 4th, 2008, 09:22 AM

Sombre Sombre is offline
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Default Re: Vermin Lord - Hail the Rats (and Sombre)

Just had a look and you're right - it's broken in all mods.

I've reported it in the bug thread. I can't see any sensible workaround. You could copystats existing mages I guess,.. but basically it seems like the mod commands to do with magic are all broken.

I imagine as a result of the odd linked randoms added for the new nations.
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Old June 7th, 2008, 01:20 PM

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Default Re: Vermin Lord - Hail the Rats (and Sombre)

Quote:
Sombre said:
Well the idea behind warplightning is that despite the way it appears in the game, it actually jumps from the caster to the target, not from the sky. Unlike regular lightning or weather magic, warpstone is the power behind warplightning, which is essentially just a release of warp energy. I decided early on that warpstone based magic was a mixture of fire/death/earth in dom3 terms - earth/death is the poisonous aspects of it, fire/death is the warpfire and earth/fire is the raw warp energy or warplightning.
Besides that the earth and fire spells native to dom3 all make sense more or less for skaven warlock engineers to be using. The air spells don't fit them at all. Like Agartha they're largely a subterranean race and weather magic isn't their bag.
Ikkit Claw has air magic because he's travelled all over the world collecting arcana. He's a hero available to Skaven. One of the strongest heroes in the game I'd say.
Wow, thanks for the insight. It makes sense to me now.
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Old June 7th, 2008, 02:19 PM

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Default Re: Vermin Lord - Hail the Rats (and Sombre)

I'll release a 1.0 or 1.1 version of this real soon with various little tweaks and bugfixes.

The addition of a sixth hero slot is very useful for this nation - my workaround was having one hero as a multihero and making him unique so you couldn't get two.

I don't think there will be any new content,... though I am considering making a couple of warhammer racial magic items into spells. Fellblade for instance could be a unique summon of a regular warlord with perma berserk/insanity wielding a sword that harms him, but is very, very powerful.
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Old July 2nd, 2008, 08:39 PM

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Default Re: Vermin Lord - Hail the Rats (and Sombre)

Just dropping a line to say great mod Sombre (like all you mods I've tried, really loved the exile one myself) and hope you carry on all the fantastic work you do.

P.S I don't mean to sound rude, so I hope you don't take this the wrong way, but are you going to finish that war wind mod you were working on? I remember going through the mod forum and seeing it, and looking at the last post date and thinking "damn, I don't want to raise this one from the dead...hopefully he hasn't forgot it"... it's just I really used to love war wind when I was a kid, great game, infact I think I've got the second one somewhere, I'll have to dig it out.

Anyway hopefully that doesn't come off as rude or anything, trouble with words and the lack of writting abillity, yeah like I said great work and I'm looking forward to the day I can load up dom3 with rats, chaos, orcs, empire, elf, dwarf and all that jazz.

Once again thanks for the great mod.
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Old July 9th, 2008, 08:51 AM

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Default Re: Warwind mod

You don't sound rude at all. It is kind of ridiculous that I've left in untouched for so long and sort of shelved it. I made a pretty good start on it after all.

The next modding I plan to do is just updating Skaven to 1.0 with reordered unit IDs and a variety of tweaks. Little bit of new content too. The nation will then be 95% finished in my eyes. This will probably happen by the end of today.

After that I will go back to the Tharoon mod and I will have a serious try at adding more content (rogues, assassins and jump troops at least). That said I am currently NOT planning on doing the 3 other warwind races. Though I do hope to do them some way down the line, I have to prioritise work on warhammer nations that I've already started above them, as well as needed updates to already released mods.

So if anyone has comments on Skaven make them ASAP before I update, as usual.
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