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Old January 15th, 2009, 07:24 AM

Sombre Sombre is offline
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Default Re: Warhammer Nation: Lizardmen - v0.3 update

rdonj: I think that's a good idea about the sacred spawns. I think I'll use nextspell to make sure you get a nice commander version along with your spawning. Probably with the same sprite (or very slightly changed) but with different stats.

Nasser: They are always going to look relatively similar, but perhaps I can do a little more to differentiate them. I'm adverse to creating more graphical work for myself, but there are minor changes I can make, like giving the water saurus a trident and possibly a UW shape. The stealthy spawning (Huanchi) already have spears rather than swords. I'm thinking of giving them poisonous bites too. As for the stat differences - again they aren't /huge/ and you're still talking sacred saurus warriors basically, but there are some major differences, like mapmove, ultra high prot, resistances (which can be a very big deal) and stealth. The one with slightly higher mr iirc also has boosted morale and something else about it - it's a combination of effects. There is one with greatly boosted mr too. You're right I can do a little more with them though.

Humakty: I don't think I can do much about the PD formations. I think I'll be changing blowpipes so they don't ignore shields btw, though I'll have to find something else to make them special. As for Chameleons, I can't give airshield via mod commands and it doesn't fit much better than glamour in battle anyway, while glamour gives the Chameleons their super stealth on the strategic map. I don't mind them being hard to kill in melee, because they cost a lot more than red skinks and don't do any damage back.

Thanks for the feedback everyone, it's really helpful. I'll take a look at sacred spawnings this weekend I think. Give them a few tweaks. I thought it might be fun to have one 'drop' its tail when badly hurt and get a second form (which it retains after battle - they don't grow back).
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