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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #1  
Old July 8th, 2008, 09:17 AM

Sombre Sombre is offline
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Default Re: Ogre Kingdoms 0.7 released

Ah thanks, have done so.

I eagerly await feedback on the nation. It's getting very close to being 100% finished now. Just a few more tweaks and 3 more heroes in the future.

Oh and Rhinox Cavalry.

http://www.forgeworld.co.uk/rhinoxc.htm
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Old July 8th, 2008, 07:32 PM

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Default Re: Ogre Kingdoms 0.7 released

ooo i like the sound of rhinox cavalry. any hint of what the other 3 will be.
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Old July 8th, 2008, 07:58 PM

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Default Re: Ogre Kingdoms 0.7 released

Skrag the Slaughterer, Prophet of the Great Maw
Greasus Goldtooth, Overtyrant
Golfag Maneater, Mercenary Captain
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Old July 9th, 2008, 04:01 AM
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Default Re: Ogre Kingdoms 0.7 released

Greasus is the one I'm most excited about.
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Old July 9th, 2008, 08:01 AM

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Default Re: Ogre Kingdoms 0.7 released

Why Greasus? His graphic is a pain in the ***, that's for sure (he's carried into battle by a horde of gnoblars). Though I'm not sure exactly what interesting powers I can give him. Clearly he's going to be a thug with extremely high HP,... and probably autosummon troops to represent his ridiculous wealth,.. but other than that I don't know.
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Old July 9th, 2008, 12:14 PM
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Default Re: Ogre Kingdoms 0.7 released

Hmm, Greasus could (IMHO) have:
- Size 4 or 5, preferably 5
- Trample and / or special AOE 1 Ogre Smash
- AOE 1 weapon (he has strength 10 in tabletop and has a huge scepter artefact)
- Humongous leadership cabablities
- Fear
- Standard effect
- Higher glutton than normal ogres
- Order increasing ability
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Old July 9th, 2008, 12:39 PM

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Default Re: Ogre Kingdoms 0.7 released

That order increasing ability is a nice idea, but I'm not sure if there are any basegame units I can copy that from.

He will certainly have a powerful built in aoe attack with his scepter(rather than trample), maxed out leadership, very high standard, fear, very high hp, high gluttony and size 5.

Slotswise he'll probably have 1 body and 3 misc (he loves the bling).
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Old July 10th, 2008, 01:31 AM

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Default Re: Ogre Kingdoms 0.7 released

sounds good lookin forward to them.
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Old July 12th, 2008, 09:49 AM

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Default Re: Ogre Kingdoms 0.7 released

There's only one thing that kind of bugs me about the ogres. I find it really hard to justify ever building the eastern style Maneaters. I'm not sure if I just don't see it or what, but it seems they're pretty much just slightly better Ironguts and are almost 3 times as expensive. I think the only time I'd build one is if I really wanted to increase the morale of a squad of Ironguts. The western maneaters are so good though, and even easier to produce, that spending the money on the eastern version instead just doesn't seem worth it.

Looking forward to the new heroes
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Old July 12th, 2008, 11:38 AM

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Default Re: Ogre Kingdoms 0.7 released

Good point. I think I'll give them magic weapons in the next version, which will make them a bit special.

They are significantly better than ironguts though. Ironguts have real problems hitting stuff whereas Eastern Maneaters can hit extremely accurately and extremely hard. They also cost a lot less resources, of course.

Oh and in the latest version Western Maneaters have lost Ogre Smash so they're down to 2 attacks, same as Eastern Maneaters. Of course that's 2 good attacks as opposed to 1 good one 1 bad one.
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