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  #1  
Old July 23rd, 2009, 06:33 PM

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

Quote:
Originally Posted by Sombre View Post
Work in progress. The mawfiend in the middle has two versions - which looks better?

Dissent - One on the left is brighter, cleaner, easier to see. The build is sinister as it is.. I think the art is better without the blood.

Its a strong sprite.
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  #2  
Old July 24th, 2009, 08:51 PM

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

For what it's worth I like the bloody-handed one... I'm going to agree with bandarlover also, it feels more thematic.

Although, looking at it next to a normal ogre, it seems a bit... lacking in bulk? I mean, obviously a lot of the ogre's bulkiness is in fat, but despite how nasty the mawfiend looks, it looks just a bit wimpy when put up next to an ogre.
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  #3  
Old July 23rd, 2009, 05:38 PM

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

IMO the Mawfiend whose hands and feet are covered in blood looks the best. Plus it is just more thematic
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  #4  
Old July 23rd, 2009, 06:29 PM

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

Squeamish as I am, I agree with Burn.

Looking good.
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  #5  
Old August 2nd, 2009, 10:40 AM

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

Please don't download the file attached to this post - this is for testing purposes.

The update to the mod with come within a few hours and will appear on the first post. I'll let you know when I upload it.
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File Type: zip Warhammer Ogre Kingdoms 0.8.zip (262.1 KB, 224 views)

Last edited by Sombre; August 2nd, 2009 at 11:03 AM..
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  #6  
Old August 2nd, 2009, 04:29 PM

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

Version 0.8 is finally up and it's a pretty huge update in terms of gameplay - now I think Ogres have a decent midgame and hell, maybe even a lategame if they really crank the blood and have a strong pretender.

GO GET IT ON THE FIRST POST.

Please do feel free to comment on anything regarding the mod - without feedback there's no way I'd be able to keep modding effectively.


-- version 0.8

-- TWEAK - Gorger Pitfeast B3 -> B4

-- TWEAK - Scrapapult goldcost 170 -> 150

-- CONTENT - Mawfiend summon added

-- CONTENT - Mawpit summon added for B3E1, H3 blood saccer, no slots, no upkeep

-- CONTENT - Mawgut summon/transformation added

-- TWEAK - Braugh's weapon now raises those it slays

-- CONTENT - Yhetee shaman summon added

-- CONTENT - Skrag the Slaughterer hero added

-- TWEAK - Tyrants reduced to 80 leadership

-- TWEAK - Slaughtermasters get FE 100% pick

-- TWEAK - Gnoblar single recruits added as option, new 'flung scrap' missile weapons

-- TWEAK - New costs for commanders in line with new philosophy

-- TWEAK - Reduced costs of most recruits

-- CONTENT - Henchfiend summon added as researcher with access into death/fire

-- TWEAK - Ogre Temples, being pits in the ground, now only 100 gold

-- TWEAK - Butcher and Slaughtermaster mr boosts

-- TWEAK - Gnoblar got some patrolbonus to reflect their multiunit status
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  #7  
Old August 2nd, 2009, 05:50 PM
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Ballbarian Ballbarian is offline
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Default Re: Ogre Kingdoms - MA Warhammer Nation - 0.8 FINALLY

Looks fantastic Sombre!
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  #8  
Old August 2nd, 2009, 06:20 PM

kianduatha kianduatha is offline
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Default Re: Ogre Kingdoms - MA Warhammer Nation - 0.8 FINALLY

Amazing work, Sombre. I noticed just looking around that the Mawpit ritual has so long a descriptive text that it gets cut off.
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  #9  
Old August 2nd, 2009, 06:52 PM

grimogre grimogre is offline
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Admin Re: Ogre Kingdoms - MA Warhammer Nation - 0.8 FINALLY

Quote:
Originally Posted by Sombre View Post
PREVIEW IMAGE



-------------------------------------------------------


OGRE KINGDOMS version 0.8

-- TWEAK - Gorger Pitfeast B3 -> B4

-- TWEAK - Scrapapult goldcost 170 -> 150

-- CONTENT - Mawfiend summon added

-- CONTENT - Mawpit summon added for B3E1, H3 blood saccer, no slots, no upkeep

-- CONTENT - Mawgut summon/transformation added

-- TWEAK - Braugh's weapon now raises those it slays

-- CONTENT - Yhetee shaman summon added

-- CONTENT - Skrag the Slaughterer hero added

-- TWEAK - Tyrants reduced to 80 leadership

-- TWEAK - Slaughtermasters get FE 100% pick

-- TWEAK - Gnoblar single recruits added as option, new 'flung scrap' missile weapons

-- TWEAK - New costs for commanders in line with new philosophy

-- TWEAK - Reduced costs of most recruits

-- CONTENT - Henchfiend summon added as researcher with access into death/fire

-- TWEAK - Ogre Temples, being pits in the ground, now only 100 gold

-- TWEAK - Butcher and Slaughtermaster mr boosts

-- TWEAK - Gnoblar got some patrolbonus to reflect their multiunit status



OGRE KINGDOMS 0.7

-- FIX - Reordered ID numbers to avoid future conflicts with basegame

-- TWEAK - Altered Eastern Maneater graphic slightly

-- TWEAK - Slightly decreased scraplauncher cost and increased range

-- TWEAK - Increased price of yhetee and gorger summons

-- TWEAK - Giants get one misc slot

-- TWEAK - Improved PD

-- CONTENT - Added first prophet national hero

-- TWEAK - Ogres with two weapons now don't get Ogre Smash and have had their cost tweaked accordingly

-- FIX - Changed name and epithet to better fit dominions

-- FIX - Changed name of dm and mod folder to fit my conventions

-- FIX - Starting scout is now a butcher, since they have dying dom



OGRE KINGDOMS 0.6

-- CONTENT - Added Hero 'Slavelord Braugh' and his slaves, plus his two weapons

-- FIX - Fort types checked and changed

-- TWEAK - Sacred pitfighter +10 goldcost

-- TWEAK - Bruiser and Tyrant commanders -10 goldcost each

-- TWEAK - Slavegiant gets siegebonus 5

-- FIX - added the missing mountainsurvival to gnoblar units

-- TWEAK - deathbelcher weapon better, unit +4 goldcost

-- TWEAK - gave yhetee coldpower 2



OGRE KINGDOMS 0.55

-- fixed a bunch of id conflicts with MA Skaven, should all work fine together now



OGRE KINGDOMS 0.5


-- added ogre nametype 147

-- darkvision handed out, use of copystats removed

-- checked IDs against Skaven 0.9, CBM 1.21, Avernum 1.45 + others

-- made slave giants into commander units with no slots, improved their graphics


-- Version 0.4

-- Slavegiant, scrapapult, rhinox, pit fighter added

-- Gnoblar scout added

-- Anoint Mawtribe sacred summon

-- Many tweaks


----------------------------------


STRENGTHS

1. Unequalled offensive force from Ogres
2. Mobile nation with good survivals and mapmove
3. Powerful Gut Magic buffs/summons require little/no research
4. Gnoblars, giants and scraplaunchers fill specific roles
5. Very thuggable commanders


WEAKNESSES

1. Horrible research
2. Very poor magic diversity
3. Constant supply issues
4. Dying dominion requires sacrifice
5. Predictable
Good
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  #10  
Old August 3rd, 2009, 11:47 AM

BandarLover BandarLover is offline
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Default Re: Ogre Kingdoms - MA Warhammer Nation - 0.8 FINALLY

Thanks for this! I only wish it had been out before this last MP game I'm in playing as the Ogre's. I'm in a bit of a bad spot, but my 1 army keeps crushing everything Arga Dis (another great Sombre mod btw) keeps throwing at me. I think I'm most excited to see you give them a better mid game and hopefully some decent late game stuff too.

Keep up the good work Sombre
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