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July 10th, 2007, 03:20 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Thanked 324 Times in 190 Posts
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Re: Tomb Kings preview
Nice skellingtons.
I know you're way ahead of me, but I'll try to get Ogre Kingdoms available as beta about the same time you release this. Then we'll have three warhammer nations playable. Four if Valandil gets Chaos released.
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July 10th, 2007, 05:06 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Re: Tomb Kings preview
Ah well, what I forgot to mention is I'm going away for a week and a half tomorrow, so you'll probably catch up with me fast!
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July 10th, 2007, 06:52 AM
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BANNED USER
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Join Date: Feb 2007
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Re: Tomb Kings preview
Well then hopefully you'll have some Ogrey goodness waiting for you when you come back.
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July 10th, 2007, 08:02 AM
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General
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Join Date: Aug 2003
Location: Sweden
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Re: Tomb Kings preview
Looks nice. I like the scarabshields and the egyptian style. I way prefer these to my own smudged skellies. Nice work
The tomb kings was a WH nation I always wished I had had.
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July 10th, 2007, 11:58 AM
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National Security Advisor
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Re: Tomb Kings preview
Thanks Kristoffer  Glad you like the shields. I've been trying hard to get an Egyptian feel to the nation.
Quote:
The tomb kings was a WH nation I always wished I had had.
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Yeah, me too. I even bought a box of them a couple of years after I stopped collecting, in the hope of some kind of revival. Never happened though sadly - they're still boxed up. It just takes so much time, I always feel daunted these days. Not that I don't spend a lot of time on Dominions now instead!
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July 21st, 2007, 02:27 PM
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Join Date: Oct 2006
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Re: Tomb Kings preview
As per the Tomb Kings' armies just getting up and fighting wheneverr their commander wills them to, well-I don't have a solution for that, per se, but it did give me the idea that they might have some lowly, weak, mindless-but expensive-chaff that just happens to be immortal.
Maybe a summon. They'd be balanced by relatively high gem cost for a weak troop, and the facts that A: being mindless, no experience over time, B: being constructs, they wouldn't heal without a lab, and C: the accumulation of afflictions.
__________________
You've sailed off the edge of the map--here there be badgers!
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July 21st, 2007, 02:53 PM
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National Security Advisor
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Join Date: Nov 2006
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Re: Tomb Kings preview
Interesting idea HB. I've actually got an immortal unit, and like you suggest it's a summon. I went for the idea that the Tomb Kings should fear reaching the afterlife without any protection, so a few of their most loyal guard were embalmed with extremely powerful magic which has made them immortal. They're quite good soldiers, but I've so far found they're not overpowered (you can only summon one at a time and they cost two death gems to wake up). All this kind of thing might need refining later though.
I should post more on here actually, the mod's coming along really nicely. I did the sprites for three commander units today, plus a whole load more tweaks to the code itself. Almost all the national units are done now. I still have to do most of the summons, and write all the descriptions.
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