|
|
|
|
|
August 3rd, 2009, 12:08 PM
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Ogre Kingdoms - MA Warhammer Nation - 0.8 FINALLY
Yeah without this update the Ogres really suffered in the midgame. As soon as your opponent gets his key RL4-6 spells, you start to get pounded.
This update also gives the ogres an even stronger early game.
|
August 3rd, 2009, 12:48 PM
|
Sergeant
|
|
Join Date: Jan 2007
Posts: 386
Thanks: 24
Thanked 5 Times in 5 Posts
|
|
Re: Ogre Kingdoms - MA Warhammer Nation - 0.8 FINALLY
lol well, I'm prolly boned in the mp game I'm in then, but I'm sure the Arga Dis player already thinks the Ogre early game is too strong. With 1 army of just over 100 units, plus 1 giant and the hero slave driver unit, I've crushed 2 200+ unit armies of Argan hoplites and Gilgans with minimal losses. I'm just too small and he has sooooo many provinces already that I'm sure it's only a matter of time before he grinds me down though.
|
October 9th, 2009, 12:13 PM
|
|
Corporal
|
|
Join Date: Aug 2008
Location: Finland
Posts: 57
Thanks: 76
Thanked 10 Times in 7 Posts
|
|
Re: Ogre Kingdoms - MA Warhammer Nation - 0.8 FINALLY
Yet again I'm here to report a bug way too late.
Your Ogre Kingdoms mod seems to overwrite the Lantern shield's script which summons several Corpse Candles around the edges of battle, replacing them with Gorgers.
Might have something to do with national hero who summons few gorgers around the battle just like with the lantern shield. I think this hero was called Skrag the Slaughterer.
By the way, aren't you going to finish this mod? The title still says version 0.8.
|
October 9th, 2009, 01:29 PM
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Ogre Kingdoms - MA Warhammer Nation - 0.8 FINALLY
Ah I forgot about that item. Well, no matter. Small bug.
Yes I plan on finishing the mod. As in, no more content, just tweaks. But it's finished when it's finished. The version number is irrelevant.
|
The Following User Says Thank You to Sombre For This Useful Post:
|
|
March 31st, 2010, 05:22 AM
|
|
Colonel
|
|
Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
|
|
Re: Ogre Kingdoms - MA Warhammer Nation - 0.8 FINALLY
Sombre, I know you're busy and all, but would you mind doing a quickfix for the Corpse Candle bug? It just caused me to win a battle in MP which I should not have won (a gorger owned atlantis mage who had casted acid storm a corpse candle could not have done that). I'm also in a situation where I might actually want to make Lantern Shields, but I can't because of the bug.
It's also really confusing to play with two corpse candle spells when you want to script the vanilla spell.
|
March 31st, 2010, 09:07 AM
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Ogre Kingdoms - MA Warhammer Nation - 0.8 FINALLY
I have fixed the issue already in an internal version. So I guess I could put that up today.
Why are you casting corpse candle when you know it's bugged though? Also I'm confused as to why you're seeing two corpse candle spells. Even before I fixed this, I thought I'd changed the original to be unresearchable (and probably have a different name).
|
March 31st, 2010, 09:39 AM
|
|
Colonel
|
|
Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
|
|
Re: Ogre Kingdoms - MA Warhammer Nation - 0.8 FINALLY
Quote:
Originally Posted by Sombre
Why are you casting corpse candle when you know it's bugged though?
|
Because the lantern shield casted it for me (and I did not know that it was bugged until I saw it). It's not like I had much choice.
Anyways, great that you have a fixed version. We can avoid stuff like this in the future.
|
March 31st, 2010, 05:48 PM
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Ogre Kingdoms - MA Warhammer Nation - 0.9 minor update
-- Version 0.9
-- FIX - Shorter facet of the maw (spell) description
-- TWEAK - Hunter harpoon now dt_large for bringing down the heffalumps
-- FIX - Skrag Gorger summon no longer messes with lantern shield
-- FIX - Gnoblar scouts get mountainsurvival
-- FIX - Berserkers was showing up twice in spell library
|
The Following 2 Users Say Thank You to Sombre For This Useful Post:
|
|
April 13th, 2010, 04:25 PM
|
Second Lieutenant
|
|
Join Date: Jun 2009
Posts: 403
Thanks: 15
Thanked 28 Times in 21 Posts
|
|
Re: Ogre Kingdoms - MA Warhammer Nation - 0.9 minor update
The .dm file has a typo in the Mawfiend section--it says "#magicksill 5 1" so they don't start with D1 like they're supposed to.
|
April 13th, 2010, 05:15 PM
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Ogre Kingdoms - MA Warhammer Nation - 0.9 minor update
True. Will be fixed in next version.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|