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October 8th, 2009, 05:08 PM
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Sergeant
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Join Date: Jan 2007
Posts: 386
Thanks: 24
Thanked 5 Times in 5 Posts
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Re: Warhammer Greenskin hype/brainstorming thread....
I would be very interested in seeing whatever code you've done so far, Okin!
I've been working on a bare bones DM so far, basically it just has orc foot units, or will soon. But I had some questions I wanted to post here and get peoples thoughts on.
I planned on adding #charge to the orc choppa, to simulate the +1 to strength they get on opening round of combat in tabletop. Fantomen expressed concern that it might be over powered. I really don't know either way, so thoughts please.
Also, how would one go about setting gold and resource cost for units? I've been erring a bit on the cheap side, since reg orcs aren't as disciplined as similar troop types for other nations. About 9g and 5 resource for an Orc Boy with choppa/shield and leather armor. Too cheap? Not cheap enough?
If I think of other questions I'll post again soon.
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October 8th, 2009, 06:17 PM
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Corporal
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Join Date: Jun 2008
Posts: 80
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Re: Warhammer Greenskin hype/brainstorming thread....
I'd personally do something like add an additional "Get stuck in!" bonus weapon to orcs, usable once/battle, to represent their opening bonus - that way, it can be fine-tuned for power with more precision than slapping 'charge' on their regular choppas.
On the topic of costs, my plan for the enslaved version is to have
Choppa Boyz at a cost of 10/5 or so, Big'uns around 14/4, Arrer Boyz around 10/7, Gobbos at 6/2 or thereabouts, and Black Orcs much higher, perhaps 19/15. For other greenskins not enslaved, Snotlings at 3/1 for a six-pack should be about right by my reckoning, letting twelve be had for the cost of a gobbo.
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Pax Malazica, bringing the Malazan Empire to Dominions 3.
Fate/Sprite Works, a mod including my left-over practice sprites as summonable units.
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October 8th, 2009, 06:48 PM
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Sergeant
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Join Date: Jan 2007
Posts: 386
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Re: Warhammer Greenskin hype/brainstorming thread....
Quote:
Originally Posted by Calchet
I'd personally do something like add an additional "Get stuck in!" bonus weapon to orcs, usable once/battle, to represent their opening bonus - that way, it can be fine-tuned for power with more precision than slapping 'charge' on their regular choppas.
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How exactly would I go about doing something like that? I was thinking charge just because I wanted them to have some real Umph! packed into their opening attacks. But if there is a different command I could use, then please, do tell! I didn't notice anything else in the mod manual.
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October 8th, 2009, 07:00 PM
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Corporal
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Join Date: Jun 2008
Posts: 80
Thanks: 2
Thanked 23 Times in 16 Posts
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Re: Warhammer Greenskin hype/brainstorming thread....
What you'd do is make a new weapon, named "Get stuck in!", "Orcy Charge", "WAAAGH!" or whatever seems good to you, and give it an #ammo value of 1, and the #bonus flag. (Said flag makes orcs with forged weapons retain their charge attack.)
This means the Orc will attack an additional time, using this new weapon, the first time it gets into contact with an enemy in each battle, then proceed to fight using only its normal weapons.
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Involved in:
Pax Malazica, bringing the Malazan Empire to Dominions 3.
Fate/Sprite Works, a mod including my left-over practice sprites as summonable units.
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