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  #11  
Old July 10th, 2007, 12:41 PM

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Default Re: Ogre Kingdoms - Warhammer Nation

Looking very nice. They're really brutish! Very ogry.
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  #12  
Old July 11th, 2007, 04:02 AM
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Default Re: Ogre Kingdoms - Warhammer Nation

How about giving them different kinds of war paints? It would make some differences between those basic models.
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  #13  
Old July 11th, 2007, 06:31 AM
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Default Re: Ogre Kingdoms - Warhammer Nation

I really don't think fear is quite appropriate, it seems like it will be too devastating, they'll smash front lines with the bull rush and their weapon attack, the fear will then shred moral, um, whatever happened to lesser fear??
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  #14  
Old July 11th, 2007, 06:54 AM

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Default Re: Ogre Kingdoms - Warhammer Nation

I agree, which is why I never planned on giving them fear. Fear is reserved for special cases, such as Warhammer creatures that cause terror.

The bull charge isn't very strong the way I have it set up right now - a charge bonus on the primary weapon is just too good, so they only get it on the ogre smash, which is a dmg 0 str based attack.

As for warpaint and variety - I think they're relatively varied without it, but I can throw some in on certain units. Butchers for example will get some nice tattoos and bloodpaint and they'll have no gutplate. I'm 80% finished with the irongut graphic, I'll attach it and you can tell me which version you prefer, or suggest changes. They do wicked damage with those two handed choppas - really good for taking down giants and heffalumps and the like. Their overall prot value is very attractive too.
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  #15  
Old July 11th, 2007, 07:18 AM

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Default Re: Ogre Kingdoms - Warhammer Nation

How about giving them a one-use-only weapon for the bull charge?
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  #16  
Old July 11th, 2007, 07:38 AM

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Default Re: Ogre Kingdoms - Warhammer Nation

I could do. I'll see how they go in testing and maybe they can have a one shot bull charge weapon. I did have another idea, which was to have a first form which tramples, then a second form, after taking very minimal damage, which does not. I gave it a try but it wasn't doing it for me, so I scrapped it.

Currently they wreck stuff nicely and the charge bonus is minimal, unlike with say, units with lances, where the charge is the scariest thing.
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  #17  
Old July 11th, 2007, 11:41 AM

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Default Re: Ogre Kingdoms - Warhammer Nation

I did a couple of warpaint jobs on the Bulls.

I think I'll have warpainted Ogres be a low level blood summon - after all their warpaint is mostly blood. They can have an extra bit of morale and magic res, maybe even berserk as well.

Image is attached.
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  #18  
Old July 11th, 2007, 07:21 PM
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Default Re: Ogre Kingdoms - Warhammer Nation

Looks great!

I have no clue as to what Ogres do, but I wouldn't mind beating them with my darkelves (hint, hint).
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  #19  
Old July 12th, 2007, 08:43 AM

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Default Re: Ogre Kingdoms - Warhammer Nation

Ogres stomp things. That's about as complicated as they get.

As for Dark Elves, they're on the list. I do like them and think they'd be very interesting in Dom3, but Dwarfs, Ogres and possibly some others will come first.

Then there's other modding to be considered. I'm not bothered about any /new/ mods apart from warhammer ones at the moment, but I do want to get all the stuff I've released to a nice finished version. That means Arga Dis, Jomon Broken and Tharoon in particular need some serious work done on them. Vaetti, Ulm Reborn and Avernum are pretty solid already, but might need a few little tweaks.

So after those, Skaven, Ogres and Dwarfs, you might get Dark Elves.
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  #20  
Old July 12th, 2007, 11:28 AM
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Default Re: Ogre Kingdoms - Warhammer Nation

Nice
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