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  #131  
Old July 14th, 2008, 05:48 PM

Sombre Sombre is offline
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Default Re: Ogre Kingdoms 0.7 released

Hahah. That's ogres for you. Ogre names don't change from when they're first given, so if a young ogre picks his nose and eats it he'll be snotbiter even if he becomes the overtyrant of all the kingdoms. He'll be Mansmasher Deathbellow Snotbiter, but still essentially Snotbiter.
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  #132  
Old July 14th, 2008, 07:48 PM

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Default Re: Ogre Kingdoms 0.7 released

haha yea the names are hilarious
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  #133  
Old July 17th, 2008, 11:19 AM
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Default Re: Ogre Kingdoms 0.7 released

my friend actually thinks that ogre kingdom mod is overpowered =(

and not suitable for normal games

he is currently using the new jomon mod with fox/dog samurai and those regenerating fox ogre things lol
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  #134  
Old July 17th, 2008, 02:53 PM

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Default Re: Ogre Kingdoms 0.7 released

I don't think it is, honestly. They have strong troops, sure, but they have completely abysmal research ability and almost no magic diversity. If he thinks Ogre Kingdoms is overpowered... try playing chaos undivided against him sometime
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  #135  
Old July 17th, 2008, 09:39 PM

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Default Re: Ogre Kingdoms 0.7 released

I don't think they're overpowered. I think carefully about the balance of Ogre Kingdoms because I want them to be about smashing face and bad at research, but I don't want them to be a 'facehugger' nation where they're all early game and nothing else because those are annoying to play in mp and wreck the game.

I'm still considering adding a little something else to allow more in the way of research and diversity without ruining the theme. Possibly gnoblar shamans with a chance of a single point in F/E/D/N, but also a chance of getting nothing,.. however that's quite a departure from the established army list.
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  #136  
Old July 18th, 2008, 01:22 AM

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Default Re: Ogre Kingdoms 0.7 released

Maybe some sort of Goblin slave mages? I admit that's stretching things a bit too. It's almost more likely you'd end up with a human mage from a mercenary outfit or some such.
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  #137  
Old July 18th, 2008, 02:17 AM

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Default Re: Ogre Kingdoms 0.7 released

what about some sort of national summons that the Ogre shamans could cast to get some researching demons/sprits?
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  #138  
Old July 18th, 2008, 06:46 AM

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Default Re: Ogre Kingdoms 0.7 released

I'm quite keen on giving the Ogres some demons and though we'd be talking about stuff that goes beyond the armylist, I don't mind that so much for powerful spells.

In Warhammer terms they would be demons but not of the traditional 4 chaos powers, rather from the malign energy of the Maw and the Ogres' belief in it.

But I'm not sure how well this would help balance the nation out. They do already have a powerful SC chassis in the form of the Tyrant and giving them diverse magic through the demons doesn't seem right, because as Bloodthrirsters don't have magic, you would think Ogre Demons wouldn't either.

Another possibility is for me to add a 6th hero after Greasus, Skrag and Golfag who is an Ogre Sorceror from Cathay, with powerful magic.
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  #139  
Old July 18th, 2008, 08:16 AM

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Default Re: Ogre Kingdoms 0.7 released

I do agree that with the amount of "hulk smash" the ogres already have, lots magic research could very well unbalance the nation. With that in mind the idea of one magic using ogre with good research and magic picks in something other than blood would be a perfect solution. I always have a soft spot for heros, as I feel they add so much to the character and fun factor of any nation in Dominions!

So my vote is for a sixth hero
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  #140  
Old July 19th, 2008, 02:18 AM
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Default Re: Ogre Kingdoms 0.7 released

I don't know if you'd consider it, but it might be slightly more thematic if the slave giants themselves had a low chance of gaining 1 point in Air magic, since they're supposed to be the inbred and degraded scions of the Sky Giants, from what I understand. Maybe once in a great while, one of them breeds true?
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