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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 March 27th, 2009, 05:46 AM

Sombre Sombre is offline
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Default 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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  #2  
Old July 1st, 2009, 11:50 AM

Sombre Sombre is offline
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Default 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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  #3  
Old July 2nd, 2009, 04:49 PM

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Default 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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  #4  
Old July 2nd, 2009, 05:46 PM

kianduatha kianduatha is offline
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Default 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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  #5  
Old July 8th, 2009, 07:06 AM
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Joelz Joelz is offline
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Default Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW

This nation is truly awesome I can't believe what I've missed trying it this late.
By the way, do we report possible typos or bugs here? If so, I would like to notify about Gorgers description's part where it says "waprstone-laced". I believe it is suppose to say "warpstone-laced". If not, then my apologies
The Butcher hero looks great, I would prefer the one with the gnoblar.
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  #6  
Old July 8th, 2009, 07:27 AM

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Default Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW

Thanks Joelz, I'll fix that typo for the next version. The update they get next will be pretty substantial and change the way Ogres are played by giving them more of a midgame.

I'm glad you've enjoyed it!
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  #7  
Old July 20th, 2009, 07:28 AM

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Default Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW

All continues well with the Ogres. Testing shows in the next update their ability to dompush will be top tier, up there with LA Marig.

I'm working on the Mawfiends right now, who will be thuggy demons with decent fire/death magic.
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  #8  
Old July 20th, 2009, 06:23 PM

Trumanator Trumanator is offline
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Default Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW

What makes LA Marig so good at dom pushing, besides the H3s and inquisitors? Can they sacrifice?
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  #9  
Old July 20th, 2009, 06:52 PM

llamabeast llamabeast is offline
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Default Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW

Yep, they can.
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  #10  
Old July 23rd, 2009, 05:34 PM

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Default Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW

Work in progress. The mawfiend in the middle has two versions - which looks better?

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