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  #91  
Old October 7th, 2007, 05:29 AM

rdonj rdonj is offline
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Default Re: Ogre Kingdoms - Warhammer Nation

Hey, I'm pretty well a dominions noob here (with some knowledge of warhammer, which drew me to this mod), so you can keep that in mind for this post...

I was trying your ogre kingdom mod earlier today against the computer playing skavens and I thought you might like feedback on how that played out. I had read through this thread so I knew a rainbow mage was probably a good idea, I took a sage with 4 nature, 3 astral and 3 blood (which I forgot would be pointless), 2 order, 1 sloth, 3 growth, and 3 drain. That drain hurt. Ogre Hunters really helped out, I had at least one or two with every army for most of the game, but my ogres were still eating so much it was hard to go on the offensive in provinces where all of my growth hadn't set in yet. They were quite stompy, though those tricksy skaven clanrats and gutter runners were a bit difficult for most of the ogres to hit. I had a hard time using deathbelchers effectively, as a very small unit or two of faster troops would frequently waste all their shots. I don't suppose you'd be inclined to raise their ammunition to 3 to offset that a little?

Maneaters (dual wielding) were mean. Once I started getting very many of them, the skaven were pretty much toast. They were almost invulnerable to the swarms of independent archers and pretty much every skaven unit they sent at me, and with their attack skill and multiple attacks the skaven were dying in droves. Very thematically accurate, but wow... they had no chance. Until I started using them though the incredible swarms of skaven they were sending at me were really hard to kill off, as I was mostly relying on ironguts at that point and they just didn't have the killing power to fight that many units at once. I'm sure they'd be great against larger opponents though. I would very highly suggest not lowering the cost of the maneaters. But I was playing in a 300x gold game, so I'm sure they were quite a bit more prolific than they would be normally.

I think being able to spread dominion normally and do blood sacrifices might be just a liiittle too strong. I only controlled a little over half the (60 province) map by the time the game was over and with temples and about... 5 or 6 gut mages sacrificing pretty much every turn, the rate my dominion was spreading was pretty ridiculous and the skaven's dominion evaporated. I didn't check the game's length but it was probably less than 3 years. As it was, I didn't really feel that the blood summons were worth it compared to spreading my dominion like hotcakes. And after I got Gift of Health up and 33 of the second Bull Ogre unit could defeat 200 man armies taking 0-1 losses, I pretty much laid magic to rest. It felt a lot more useful to make cauldrons of broth than it did to make yhetees....

Ogre prophets with Unequaled Obesity and a nature magic bless are crazy
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  #92  
Old November 4th, 2007, 10:27 AM

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Default Re: Ogre Kingdoms - Warhammer Nation

New version coming out fairly soon.

The attached image shows my work on the scraplauncher and very early work on the size of the Slavegiant. Is it too big though? It does seem a bit too thick, because it's en enlarged ogre body right now, basically.
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File Type: png 561656-Sillysize.png (28.9 KB, 197 views)
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  #93  
Old November 4th, 2007, 11:28 AM

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Default Re: Ogre Kingdoms - Warhammer Nation

After a bit of argy bargy on the IRC channel, I decided to scale the giant down a bit.

This is the size I currently reckon is right. There are a few other big chaps standing around for comparison. Note the niefel is size 5, not 6.
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File Type: png 561664-Giant Resized.png (18.9 KB, 198 views)
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  #94  
Old February 24th, 2008, 08:23 PM

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Default Re: Ogre Kingdoms - Warhammer Nation

New version will be up momentarily. Here's a preview pic.
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File Type: png 583234-Preview Ogre Kingdoms.png (146.4 KB, 173 views)
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  #95  
Old February 24th, 2008, 08:32 PM
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Default Re: Ogre Kingdoms - Warhammer Nation

Those look awesome Sombre!
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  #96  
Old February 24th, 2008, 08:40 PM

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Default Re: Ogre Kingdoms - 0.5 RELEASE

Ok it's now uploaded.

Ogre kingdoms still has a couple of unfinished graphics, lacks a bit of polish/testing and is missing all of its heroes, but its up there with my other stuff in terms of quality now. I think in the future it will rival Skaven, anyway.



-- Version 0.5

-- added ogre nametype 147

-- darkvision handed out, use of copystats removed

-- checked IDs against Skaven 0.9, CBM 1.21, Avernum 1.45 + others

-- made slave giants into commander units with no slots, improved their graphics


-- Version 0.4

-- Slavegiant, scrapapult, rhinox, pit fighter added

-- Gnoblar scout added

-- Anoint Mawtribe sacred summon

-- Many tweaks
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  #97  
Old February 24th, 2008, 10:05 PM

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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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  #98  
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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  #99  
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, 185 views)
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  #100  
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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