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  #1  
Old February 24th, 2008, 10:05 PM

Sombre Sombre is offline
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Default Ogre Kingdoms minor fix

Oops.

There was a small conflict with my MA Skaven. I've fixed the download available at the start of the thread to sort this out. You'll need to redownload if you want to play MA Ogres and Skaven together. If not then don't worry about it.
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Old February 24th, 2008, 10:24 PM

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Default Re: Ogre Kingdoms minor fix

Damnit.

I missed some more conflicts between skaven and ogres.

I've uploaded 0.55 now, which I'm 99% sure gets it all fixed. So redownload if you want to use ogres and skaven at the same time. Thanks.
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Old February 26th, 2008, 08:54 PM

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Default Re: Ogre Kingdoms minor fix

I'm working on a hero at the moment. A slaver of living and undead who is himself a little of both.

The graphic isn't quite finished, but nearly there. It's attached.
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File Type: png 583753-Preview Slavelord.png (7.3 KB, 256 views)
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  #4  
Old February 27th, 2008, 12:41 AM
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Default Re: Ogre Kingdoms minor fix

Very cool. How is he going to attack dragging those slaves around?
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BLAH BLAH BLAH BLAH NEXT TURN.
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  #5  
Old February 27th, 2008, 05:40 AM

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Default Re: Ogre Kingdoms minor fix

Same way he got the chains off the wall when he was imprisoned, he'll swing them around until things break.

Seriously though he has 3 attacks. Fleshflayer his magic weapon causes additional weakness and does 13 nostr damage, he then gets ogre smash str based attack and finally he gets a 'dark chains' attack which has secondaryeffect of enslave mind. I originally had the twin spear effect as a secondaryeffect so stuff he killed turned into soulless (and it worked, amazingly) but I decided that would be cooler in some other mod if a recruitable unit used it as a straight up weapon.

So in this case the slaves are just decorative. He does spawn and command lots of nice slave chaff though, which when it dies automatically becomes soulless.
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Old March 23rd, 2008, 10:56 AM

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Default Ogre Kingdoms 0.6 released

Ok, 0.6 is up.

-- version 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


It's attached to the first post as always.

Attached to this post is just a preview pic.
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File Type: png 590725-Preview Ogre Kingdoms.png (159.0 KB, 284 views)
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  #7  
Old March 23rd, 2008, 11:24 AM

Shovah32 Shovah32 is offline
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Default Re: Ogre Kingdoms 0.6 released

Just so that you know, I'm in love with ScrapLaunchers.
When I have enough to kill fairly large groups of tower shield holding, plate hauberk wearing abysian infantry is that too many? c:

Thanks for all the great work Sombre. And I'm glad pitfighters got a slightly higher cost - they are crazy with a decent bless. N9? That gives them 5 regeneration a turn and +6 berserk. +6. When they go berserk that's 3 attacks each at attack 17(16 for the smash) and strength 22, with their attacks doing damage: 27, 27, 21 respectively.
I've had single berserk pitfighters take out entire squares of enemies in a single turn - almost no regular troops will stand up to them on a square-by-square basis.
Throw in Bullgorger and maybe bloodgruel and the only thing that has any chance of stopping these guys is something that targets their MR.
One of my favourite things about these guys? They can make use of any bless. Okay, unless you're taking it to level 9 and combining it with bloodgruel to fight a blood nation air might be a bit useless, but even death/blood blesses help these guys(death: kills SCs. blood: kills everything).

The best part? ScrapLaunchers work perfectly with these guys. Sure, the pitfighters don't need much help killing things, but what do they need? Yes, they need incredibly inaccurate, low damage friendly fire that will send them berserk before battle so that their regeneration can kick in and heal them back up while they prance around tougher than fully armoured knights.

Slave Giants are absolute beasts. Incredibly vunerable(my prophet with his N9 bless being slightly less so) compared to alot of ogre units, but absolutely devastating. They are a little too expensive/vunerable to risk against any decently damaging chaff, but if you let these guys get near the enemy elites then there's a pretty good chance that your enemy will cry while watching the battle replay. That is a good thing.
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