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March 7th, 2009, 04:04 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW
Ogre Butcher Hero and current Prophet of the Maw: Skrag the Slaughterer.
Which looks better - with Gnoblar or without? Yes, that's a chef's hat.
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March 8th, 2009, 10:30 AM
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Sergeant
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Join Date: Jan 2007
Posts: 386
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Thanked 5 Times in 5 Posts
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Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW
With the Gnoblar, please! Glad to see Ogres getting some (more) love.
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March 8th, 2009, 01:33 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
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Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW
With gnoblar!
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March 25th, 2009, 07:16 PM
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Corporal
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Join Date: Jun 2006
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Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW
i get bad start site when i try to use the newist version?
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March 27th, 2009, 12:07 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
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Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW
Quote:
Originally Posted by Theonlystd
i get bad start site when i try to use the newist version?
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I was able to start a game fine. Sounds like a mod conflict. Perhaps it's the Magic Site mod? Holy War: Divine also adds some magic sites.
__________________
I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
If you need to ask something about modding, you can contact me here.
See this thread for the latest info concerning my mods.
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March 27th, 2009, 05:22 AM
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General
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Join Date: Oct 2007
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Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW
Also if you play with the Lizardmen mod and the Ogres, they share a startsite number so you'll have the error with both mods enabled at once.
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March 27th, 2009, 05:46 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW
Yeah it's easily fixed though, just change the site numbers. Obviously it will fixed in the next version :]
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July 1st, 2009, 11:50 AM
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BANNED USER
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Join Date: Feb 2007
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Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW
So I'm currently working on the big Ogre update I've had planned forever. I won't release it until they have:
Skrag hero *
Henchfiend researcher / low level mage summon *
Yhetee Shaman summon *
Mawpit immobile blood saccer summon
Mawfiend thug / mid level mage summon
Mawgut thug/raider summon (kills caster)
Those marked with * are finished already.
They have also received a serious recosting of their troops - their guys are now bargains, with around 15% off most gold prices. The non mage commanders are also a lot cheaper.
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July 2nd, 2009, 04:49 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW
Mawgut WiP.
The caster takes a chunk of flesh from the mouth of the Great Maw itself and swallows it. Mere hours later, his digestive system is torn apart, his ribs crack open and his belly splits to reveal a horrifying maw. Mawguts are basically possessed ex-Slaughtermasters who live only to devour. Population, smaller units, their own hands when they stray too close, hostile magic - all devoured. They're really, really hard to kill with superb mr, loads of hp, reinvig and regen. Spread dominion and have a serious fear stat also. But they're slow and don't have good slots and they're mindless, and they aren't subtle, so they can be dealt with. Trick is doing so before you lose several provinces and a chunk of population to them.
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July 2nd, 2009, 05:46 PM
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Second Lieutenant
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Join Date: Jun 2009
Posts: 403
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Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW
That Mawgut sounds awesome--I can't wait to try it out. The whole nation has this "what more could you want?" feel to it, where it's almost hard to decide what to research.
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