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Old March 10th, 2009, 06:07 AM

Calchet Calchet is offline
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Default Re: Warhammer Nations

Rather than create a new thread for (another) in-progress mod of mine, I figure I'd use this one until I have something worthy of release.

Zharr-Naggrund, Fire and Desolation.


Or, well, Chaos Dwarfs.


Overview:
- Capital-centric faction, accentuated by a sizeable production bonus on one of their capital sites.
- Very low numbers of actual dwarves - all of them, excepting a slaver commander, are capital-only and quite expensive. On the other hand, they all wear heavy armour, and are barely encumbered by it - not to mention their high health and innate magic resistance.
- Mighty blunderbusses able to turn hordes of unarmoured enemies into nothing but so much red paste and shrapnel.
- Casters ranging from cheap and solid battle-mages to powerful sorcerers with extreme encumbrace issues - they're gradually turning to stone!
- Sacred Bull Centaurs add a more mobile option than regular foot-slogging dwarves.
- Powerful siege weaponry, from the lowly hobgoblin-crewed bolt thrower up to the mighty Earthshaker Cannon - and beyond.
- Summonable sacred beasts like the Great Taurus, a winged red demonic bull, and the Lammasu, a manticorean monstrosity.
- Outside the capital, a good variety of greenskin slave chaff, from goblins all the way up to black orcs.
- Battle evocations that turn the skies dark with smoke from the great furnaces of Zharr-Naggrund.
- The massive crimson form of Hashut, the Great Red Bull, the Father of Darkness, joins the ranks of pretenders.
- Fancy hats.
- And more. Probably. If I get around to it.
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  #2  
Old March 10th, 2009, 08:36 AM
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Burnsaber Burnsaber is offline
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Default Re: Warhammer Nations

Quote:
Originally Posted by Calchet View Post
- Fancy hats.
That does it. I love it.

Seems good, how do you plan on implementing the blunderbusses? Will they be like muskets (scary, but not that lethal)? We all know Sombre's stance on gunpowder weapons and I kinda agree with him. Gunpowder weapons don't really fit into dom3 world. Perhaps give some magical replacement thingmajig? Chaos dwarves really are so few in number that they shouldn't risk themselves in melee (exception: Bulltaurs). Granades could be sweet, thought.

My Warhammer lore comes from WRFP, so it might not be "canon", but didn't Black Orcs rebel and nearly destroy Chaos Dwarves? If I recall correctly The C.Dwarves won as the hobgoblins backstabbed the Black Orcs.
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Last edited by Burnsaber; March 10th, 2009 at 08:58 AM..
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Old March 10th, 2009, 08:55 AM

Calchet Calchet is offline
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Default Re: Warhammer Nations

At the moment, the blunderbusses are short-range projectiles with pretty good damage and a secondary physical 'shrapnel' random area-of-effect attack - they are frighteningly effective against unarmoured troops, but do little against heavy armour. (That's what the Earthshaker cannons and Death Rockets are for.)

Also, that's pretty much how it went down - they no longer keep Black Orcs among their regular slaves, but rather hunt some down and outfit them when they need them as soldiers. In-game, black orcs will basically be stronger, tougher and more skilled but more expensive in both gold and resources as compared to regular orcs. Orc and Goblin bosses with the exception of Hobgoblins will also likely have a leadership of 0 - they're not trusted to lead armies. (They'll get a standard ability instead, letting them keep the low-morale troops in line... more or less.)
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