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Old September 21st, 2009, 03:11 PM
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Default Re: Sign of the Hammer - A Warhammer Mod Game.

I like the oldbloods - if their forts didn't cost 1400 a pop, they'd be a light thug option
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Old September 21st, 2009, 03:29 PM

rdonj rdonj is offline
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Default Re: Sign of the Hammer - A Warhammer Mod Game.

Oldbloods are nice, but aren't they cap only?
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Old September 21st, 2009, 03:33 PM
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Default Re: Sign of the Hammer - A Warhammer Mod Game.

haha yes, but on those rare occasions you don't buy a 4th generation Slaan...
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Old September 21st, 2009, 06:06 PM
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Default Re: Sign of the Hammer - A Warhammer Mod Game.

OK, here is the final version of the Warhammer mod we are using. I tested for bugs and found some (apparently llamascript had some problems with Brettonnian summons), but managed to fix them. Many of the Chaos problems have been addressed. If the are any remaining balance problems, they are highly suggested to be addressed by diplomacy.

The game is up on the llamaserver. Let's try to get this thing stated by thursday.
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Last edited by Burnsaber; September 21st, 2009 at 06:17 PM..
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Old September 21st, 2009, 10:27 PM

Trumanator Trumanator is offline
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Default Re: Sign of the Hammer - A Warhammer Mod Game. Send Pretenders!

You know, its a late date, and I'm not going to drop or anything, but this map seems absurdly small. It seems a pity that many nations won't have a chance to deploy all their cool summons and such, since it will all be over so fast.
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Old September 21st, 2009, 10:36 PM
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Default Re: Sign of the Hammer - A Warhammer Mod Game. Send Pretenders!

Yeah, I'd go fast research on a map this size, but it's settled and done now. We'll see how aggressively people play.
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Old September 22nd, 2009, 05:51 AM
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Default Re: Sign of the Hammer - A Warhammer Mod Game. Send Pretenders!

Quote:
Originally Posted by Trumanator View Post
You know, its a late date, and I'm not going to drop or anything, but this map seems absurdly small. It seems a pity that many nations won't have a chance to deploy all their cool summons and such, since it will all be over so fast.
That's the general idea. We have a lot to test in these games. We'll se how the first one goes and mix it up based on the feedback for the next. As every modder knows, more games = better feedback. One more advantage of the speed is that if you get eliminated early, you won't have to wait for 6 months to get your next Warhammer fix.

Besides, Sombre refuses to play on anything that has even close to 15 provs per player. How could we play without him? He's such a lovable character afterall and his absence would just fill us all with bitter tears and decimate all joy out of our lives.

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Yeah, I'd go fast research on a map this size, but it's settled and done now. We'll see how aggressively people play.
Yeah, I thought about the possibility of easy research, but decided to stick with as "vanilla" settings as possible for the first game. The HoF is large because heroes are awesome and thematic for the WH universe.
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Old September 22nd, 2009, 09:08 AM

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Default Re: Sign of the Hammer - A Warhammer Mod Game. Send Pretenders!

To all people who want to play on big maps: Die in a fire.

Seriously though, I don't think this map is going to mean people can't use their summons etc. It will mean you can't use ALL of them and that you'll have to target research rather than eventually getting all of it. This makes sense to me.

Reply to squirrel re: Itza balance pending.
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Old September 22nd, 2009, 10:46 AM
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Default Re: Sign of the Hammer - A Warhammer Mod Game. Send Pretenders!

It might be the settings we're using, but with NI i'd love 1g scouts and 20g commanders. I do think its a big deal since there aren't independents available, and you're going to want to shuttle units around.

Also, glamour and can't be found stealth are substantial advantages that other nations don't have on their scouts. This is magnified with NI because scouts are harder to replace.

Critical mass of stegadons is like 2. 1 is often acceptable. (Tested)

People are downplaying magic weapons in this context, but they were such a big deal for TNN when the topic of their sacreds came up on the IRC channel... Make up your minds - are magic weapons good or just a minor advantage?
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Old September 22nd, 2009, 11:47 AM

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Default Re: Sign of the Hammer - A Warhammer Mod Game. Send Pretenders!

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Originally Posted by Squirrelloid View Post
It might be the settings we're using, but with NI i'd love 1g scouts and 20g commanders. I do think its a big deal since there aren't independents available, and you're going to want to shuttle units around.

Also, glamour and can't be found stealth are substantial advantages that other nations don't have on their scouts. This is magnified with NI because scouts are harder to replace.
Itza is supposed to have a very good scout. They are tiny perfectly camoflaged creatures specifically engineered and spawned for that purpose by the Old Ones, after all. So it's a national advantage. I just don't think it's a major balance concern. I plan to have scouts at 1gp in all my mods (as long as they aren't a thug or something) regardless of their ability. Ogre Kingdoms has its gnoblar trapper at 1gp. Skaven,.. not sure if I updated them recently enough.

Quote:
Critical mass of stegadons is like 2. 1 is often acceptable. (Tested)
Critical mass to do what? Take an indy on 5? If they did so unsupported without casualties or afflictions that would make them good for expansion, but it isn't all there is to balance.

Quote:
People are downplaying magic weapons in this context, but they were such a big deal for TNN when the topic of their sacreds came up on the IRC channel... Make up your minds - are magic weapons good or just a minor advantage?
I don't know who people are. I don't consider magic weapons on regular troops a massive deal. It's certainly very nice to have on PD though and it's another national advantage. I did consider it when balancing.
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