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  #1  
Old July 17th, 2008, 09:39 PM

Sombre Sombre is offline
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Default Re: Ogre Kingdoms 0.7 released

I don't think they're overpowered. I think carefully about the balance of Ogre Kingdoms because I want them to be about smashing face and bad at research, but I don't want them to be a 'facehugger' nation where they're all early game and nothing else because those are annoying to play in mp and wreck the game.

I'm still considering adding a little something else to allow more in the way of research and diversity without ruining the theme. Possibly gnoblar shamans with a chance of a single point in F/E/D/N, but also a chance of getting nothing,.. however that's quite a departure from the established army list.
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Old July 18th, 2008, 01:22 AM

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Default Re: Ogre Kingdoms 0.7 released

Maybe some sort of Goblin slave mages? I admit that's stretching things a bit too. It's almost more likely you'd end up with a human mage from a mercenary outfit or some such.
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Old July 18th, 2008, 02:17 AM

Mordici Mordici is offline
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Default Re: Ogre Kingdoms 0.7 released

what about some sort of national summons that the Ogre shamans could cast to get some researching demons/sprits?
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Old July 18th, 2008, 06:46 AM

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Default Re: Ogre Kingdoms 0.7 released

I'm quite keen on giving the Ogres some demons and though we'd be talking about stuff that goes beyond the armylist, I don't mind that so much for powerful spells.

In Warhammer terms they would be demons but not of the traditional 4 chaos powers, rather from the malign energy of the Maw and the Ogres' belief in it.

But I'm not sure how well this would help balance the nation out. They do already have a powerful SC chassis in the form of the Tyrant and giving them diverse magic through the demons doesn't seem right, because as Bloodthrirsters don't have magic, you would think Ogre Demons wouldn't either.

Another possibility is for me to add a 6th hero after Greasus, Skrag and Golfag who is an Ogre Sorceror from Cathay, with powerful magic.
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Old July 18th, 2008, 08:16 AM

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Default Re: Ogre Kingdoms 0.7 released

I do agree that with the amount of "hulk smash" the ogres already have, lots magic research could very well unbalance the nation. With that in mind the idea of one magic using ogre with good research and magic picks in something other than blood would be a perfect solution. I always have a soft spot for heros, as I feel they add so much to the character and fun factor of any nation in Dominions!

So my vote is for a sixth hero
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Old July 19th, 2008, 02:18 AM
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Default Re: Ogre Kingdoms 0.7 released

I don't know if you'd consider it, but it might be slightly more thematic if the slave giants themselves had a low chance of gaining 1 point in Air magic, since they're supposed to be the inbred and degraded scions of the Sky Giants, from what I understand. Maybe once in a great while, one of them breeds true?
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Old July 19th, 2008, 07:13 AM

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Default Re: Ogre Kingdoms 0.7 released

Slave giants are even more stupid and basic than normal giants, due to repeated clubbing to the head and general mistreatment. We're talking an intelligence level somewhere between an orc and a troll here. I'm also not sure that the Sky Giants would have had any inherent magic either. They were definitely more intelligent and they might have had mages, since they had some sort of civilisation, but I'm guessing the mages would have had to study and train like most. Slave Giants obviously have zero opportunity to study or train at anything other than A) being chained to the floor and B) Smashing things on the rare occasion they are let loose.

Besides which who would build a 400 gold unit for 1 point of air magic? The only thing he could use it for is the lowest level self buffs.
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