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  #121  
Old October 2nd, 2008, 07:18 AM

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Default Re: Warhammer Nation: Lizardmen

I'm very pleased with them and I'm also very motivated to keep improving them. I wouldn't be surprised if I got to a v0.6 or so within a couple of weeks. Depends on feedback partly :]

I think the magic for the 4th gen will be,...

S4H3N2F1E1W1A1 with NFEWA 100% + FEWA 100% + FEWA 100%

Slann are pretty much unsurpassed at finding magic sites. Which is fine with me.
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  #122  
Old October 2nd, 2008, 07:26 AM

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Default Re: Warhammer Nation: Lizardmen

Isn't that what the 4th gen already is, pretty much?

Are the spells for summoning the 3rd and 2nd gens missing, or did I just fail to find them?

I like how the sacred spawning spells are scattered across the schools of magic.
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  #123  
Old October 2nd, 2008, 07:28 AM

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Default Re: Warhammer Nation: Lizardmen

If you want to do a little duel, e.g. Lizardmen vs Skaven (bagsie Lizardmen!) I would be up for that. Or maybe you could play Vaetti, since I have a sneaky suspicion they are the weakest of your mod nations, although I still very much enjoy playing them.
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  #124  
Old October 2nd, 2008, 07:40 AM
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Default Re: Warhammer Nation: Lizardmen

Lizards vs rats sounds like a lot of fun!-I really enjoyed playing Skaven, although I have a feeling that I'll enjoy Lizardmen even more, if I can ever give them a go.

Skaven vs Avernum might be good too, since to me they seem to play somewhat similarly.

Coincidentally enough, my wife and I were watching a History channel series on cryptids tonight, and one of the shows was on giant rats. I didn't catch the end of it, but I thought about Skaven while I was watching it.
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  #125  
Old October 2nd, 2008, 08:11 AM

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Default Re: Warhammer Nation: Lizardmen

Quote:
Originally Posted by llamabeast View Post
Isn't that what the 4th gen already is, pretty much?

Are the spells for summoning the 3rd and 2nd gens missing, or did I just fail to find them?

I like how the sacred spawning spells are scattered across the schools of magic.
The 5th gen is S3H3N1E1W1F1A1 with NFW 100% and NEA 100%. So the 4th gen one (once added as a cap only commander) will be a substantial upgrade.

3rd and 2nd gen (as well as 4th) are not currently in. They will be summons. 3rd gen will be normal summons, 2nd gen will be 5 different unique summons with strength in a particular area. 2nd gen will be immobile but able to teleport/gateway etc.

The Carnosaur will be a nature summon, as well as the mount of the hero Kroq Gar. There will also be Terradon/Terrasaur summons, which will summon the mounts that the recruitable terradon rider unit has. Of course they'll be upkeep free, which is the advantage.
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  #126  
Old October 2nd, 2008, 08:19 AM

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Default Re: Warhammer Nation: Lizardmen

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Originally Posted by llamabeast View Post
If you want to do a little duel, e.g. Lizardmen vs Skaven (bagsie Lizardmen!) I would be up for that. Or maybe you could play Vaetti, since I have a sneaky suspicion they are the weakest of your mod nations, although I still very much enjoy playing them.
After this weekend I should have done enough work on the lizards for them to be duel playable, yeah, so we could do one. Or we could have a 4 player Warhammerama with Ogre Kingdoms, Lizardmen, Skaven and Tomb Kings.
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  #127  
Old October 2nd, 2008, 05:43 PM
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Default Re: Warhammer Nation: Lizardmen

Didn't Lord Kroak like destroy an entire major dwarf kingdom with a series of earthquakes? I see these guys getting a little Earth-will Lord Kroak get a lot more than the rest? Is that likely, or is it too early to tell?
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  #128  
Old October 2nd, 2008, 05:45 PM
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Default Re: Warhammer Nation: Lizardmen

Damn-I'd take Ogres in a second, if I could...
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  #129  
Old October 3rd, 2008, 07:33 AM

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Default Re: Warhammer Nation: Lizardmen

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Originally Posted by HoneyBadger View Post
Didn't Lord Kroak like destroy an entire major dwarf kingdom with a series of earthquakes? I see these guys getting a little Earth-will Lord Kroak get a lot more than the rest? Is that likely, or is it too early to tell?
Kroak is dead. He was iirc the last of the 1st generation of Slann and his power in dom3 terms would be pretty unimaginable. He did kill hundreds if not thousands of greater daemons after all.

He will be in the mod though, in the form he takes in the army book; that of a mummified corpse carried into battle as a totem of sorts. When Slann die their spirits hang around partly attached to their old physical forms and they're still able to commune with other slann, exert some influence on the winds of magic etc. So he'll be a strong hero, but nothing like a 2nd generation Slann.
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  #130  
Old October 3rd, 2008, 07:46 AM

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Default Re: Warhammer Nation: Lizardmen - Beta released

Kroak's croaked it, eh?

I'd be very much up for either a duel or a 4-way Warhammerama. Whatever takes your fancy.
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