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March 23rd, 2008, 07:43 PM
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General
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Join Date: Oct 2006
Posts: 3,445
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Re: Ogre Kingdoms 0.6 released
Well, you definitely have a talent for translating pixels into good looking units, quickly and effectively.
I love the slave giants, by the way. I've got one that's still alive and well, with fully seven disabilities. Having lost both eyes and bearing a limp, he's still an effective unit, having obtained the heroic cause fear ability.
Are you planning to individualize the heroic slave giants, by the way? I was a little disappointed to learn that they're almost identical to the regular unit. Still a great unit to get for free, but lacks some of the specialness that a hero's supposed to have. Maybe the heroes could get an armor slot? If it wasn't filled, it would give the ogres more of an impetus to put some research into Construction, without immediately boosting the power of the unit.
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March 23rd, 2008, 07:58 PM
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BANNED USER
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Join Date: Feb 2007
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Re: Ogre Kingdoms 0.6 released
They aren't heroes, they're multiheroes. They won't be available at all when I add the rest of the national heroes, they were just a stand in until then.
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March 23rd, 2008, 09:16 PM
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General
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Join Date: Oct 2006
Posts: 3,445
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Re: Ogre Kingdoms 0.6 released
ohhh, gotcha. I got that they were multiheroes, I just figured they were a feature, rather than a stand-in.
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July 6th, 2008, 08:33 AM
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Re: Ogre Kingdoms 0.6 released
I'm going to update this one next. It will get totally reorganised ID numbers, a new national hero and various tweaks.
One of the major changes is the removal of the bonus Ogre Smash attack on Ogres with two weapons (other than the tyrant who is big enough to do all three). Of course I will reduce cost in line with this.
Edit: So if you have any suggestions make them ASAP so I can try and work them into the next version. I will also include an "AI Ogre Kingdoms" nation mod which is the same nation but altered to provide a very strong AI opponent.
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July 7th, 2008, 07:36 PM
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Join Date: Feb 2007
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Ogre Kingdoms 0.7 released
Ok the new version is up on the first page.
Note that it includes a mod called "AI Ogre Kingdoms" which is an AI friendly version of the nation designed to give a bit more challenge in SP without being too crazy.
Also please do delete your old version of Ogre Kingdoms before installing this. It now goes in a different directory and the dm has a different name, so it won't overwrite.
-- Version 0.7
-- FIX - Reordered ID numbers to avoid future conflicts with basegame
-- TWEAK - Altered Eastern Maneater graphic slightly
-- TWEAK - Slightly decreased scraplauncher cost and increased range
-- TWEAK - Increased price of yhetee and gorger summons
-- TWEAK - Giants get one misc slot
-- TWEAK - Improved PD
-- CONTENT - Added first prophet national hero
-- TWEAK - Ogres with two weapons now don't get Ogre Smash and have had their cost tweaked accordingly
-- FIX - Changed name and epithet to better fit dominions
-- FIX - Changed name of dm and mod folder to fit my conventions
-- FIX - Starting scout is now a butcher, since they have dying dom
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July 8th, 2008, 07:20 AM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
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Re: Ogre Kingdoms 0.7 released
That's great
You might want to edit the first post name to 0.7...
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July 8th, 2008, 09:17 AM
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Re: Ogre Kingdoms 0.7 released
Ah thanks, have done so.
I eagerly await feedback on the nation. It's getting very close to being 100% finished now. Just a few more tweaks and 3 more heroes in the future.
Oh and Rhinox Cavalry.
http://www.forgeworld.co.uk/rhinoxc.htm
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July 8th, 2008, 07:32 PM
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Corporal
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Join Date: Jul 2007
Location: Georgia
Posts: 102
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Re: Ogre Kingdoms 0.7 released
ooo i like the sound of rhinox cavalry. any hint of what the other 3 will be.
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July 8th, 2008, 07:58 PM
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Re: Ogre Kingdoms 0.7 released
Skrag the Slaughterer, Prophet of the Great Maw
Greasus Goldtooth, Overtyrant
Golfag Maneater, Mercenary Captain
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July 9th, 2008, 04:01 AM
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General
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Join Date: Oct 2006
Posts: 3,445
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Re: Ogre Kingdoms 0.7 released
Greasus is the one I'm most excited about.
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