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Old May 1st, 2004, 09:32 PM

Blitz Blitz is offline
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Default Re: Orc Mod concept - feedback required

I wasn't aware that I had to adhere to a Tolkien-esque code

I guess my concept of orcs is a meld of Warhammer, Warcraft, and AD&D... I never really thought about it. I always figured orcs as shorter, stronger, stupider, green humans =).

Really I was looking for balance opinions... I believe only C'tis Desert Tombs have both holy and unholy priests, and that's a 200 point pick.

Also, I wasn't sure how to mod a flaming catapult rock... I figured using the giant boulder-thrower's missile weapon with a flaming arrows flag. I assume this will work, but I haven't gotten to that point yet. I'm still struggling to come up with some decent looking sprites for the units. I'm somewhat artisticly challenged in that area.

Quote:
- I think fire and blood should be strongish paths, with perhaps some foreign death and earth.
Unfortunately this would make them play a lot like Abyssa. I'd think giving them easy access to devils through blood magic might be a little unbalancing as well. Devils coupled with heavy infantry might be a little much when you throw in skeleton generators. As it stands, they only really look to be able to cast cross breeding, and would rely on their pretender for any other blood rituals.

The random pick on the magus is meant to be a sorcery slot, limiting them to earth/sorcery... not unlike the giants with their water/sorcery paths.

[ May 01, 2004, 20:42: Message edited by: Blitz ]
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