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  #131  
Old October 3rd, 2008, 01:52 PM
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Default Re: Warhammer Nation: Lizardmen - Beta released

Augghh! I've been following this mod for a long time. Can't wait to test it out!

Some issues on first run.

Saurus Oldblood: Shouldn't he also have recuperation like the Saurus cavalry (because of the cold one slime)? Uh, and they also have feet slots.

Skink Warchief: No default weapon in contrast to description of obsidian weapon?

The 2in1 troops: Are their secondary attacks bonus attacks? Otherwise w/o ambi, they're kind of useless. Because of the penalty to extra attacks. I think this was the same problem with moose riders right?

That's it on first boot. Conducting more research now.
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  #132  
Old October 3rd, 2008, 02:13 PM

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Default Re: Warhammer Nation: Lizardmen - Beta released

Ah yes I forgot to give them ambi. That's my bad.

The Oldblood should have recuperation and be mounted, the Skink Warchief should have an obsidian sword.

I'll fix those issues and reupload the beta. Thanks for your feedback and keeping it coming!

It's much easier to track down errors quickly at this stage.
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  #133  
Old October 3rd, 2008, 04:16 PM

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Default Re: Warhammer Nation: Lizardmen - Beta released

After playing the start of one game and abit into a second


Salamander seem a bit strong.. I enjoy having an arty unit that doesnt kill more of your guys than theres after the skaven.


But the 5 ammo,13 precision, 27hps and 8 Range make for a unit that doesnt seem to die as long as i have units in front of em .And they slaughter the other guys.
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  #134  
Old October 3rd, 2008, 05:07 PM

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Default Re: Warhammer Nation: Lizardmen - Beta released

Perhaps Salamanders simply need to be more expensive. I plan to give them watershape so they can swim around killing stuff like true underwater predators rather than simply being amphibious.

Anyway, a version with some fixes and an added 4th gen Slann is uploaded.
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  #135  
Old October 3rd, 2008, 07:02 PM
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Default Re: Warhammer Nation: Lizardmen - Beta released

One more bug concerning the Saurus Cavalry again. When they lose their rider, the resulting Cold Ones do not have recuperation.

Also, this might be a crossover bug with another mod but some swords are getting replaced with obsinite swords. Apparently weapon 710 is used by I think the CBM.
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  #136  
Old October 3rd, 2008, 08:15 PM

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Default Re: Warhammer Nation: Lizardmen - Beta released

The ids weren't picked with awareness of any other mods, so I wouldn't advise playing it with others enabled.

At a later date I will ensure it's conflict free with my favourite MA nations and of course with CBM.

As for the Cold One - that isn't a bug. Cold Ones are temporary units which don't exist outside of battle effectively, so they don't need recuperation.


I've put the skink priest up to 90 gold and the salamander is more costly (85) and slightly less precise. He really was too good before.
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  #137  
Old October 3rd, 2008, 09:59 PM

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Not sure if this is an oversight or not, but the talk of stealthy raids in the description for skink cavalry doesn't seem to fit in with their lack of the actual stealth characteristic.

Mod seems great, as usual. Can't wait for it to be finished, so I can pit my mighty greenskin horde against these pathetic worms!
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  #138  
Old October 5th, 2008, 12:37 PM

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Default Re: Warhammer Nation: Lizardmen - Beta released

Dormancy for fourth generation slann seems to be borked - the sprite and description change, and it gains recuperation, but it also retains magic skills and mobility.
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  #139  
Old October 5th, 2008, 02:00 PM

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Default Re: Warhammer Nation: Lizardmen - Beta released

Hmm. I'll fix that. I just made a mistake or two in the code.

I can't draw the terrasaur. Here's what I've got. I may or may not finish it tonight. It's probably been the hardest sprite to draw so far.
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  #140  
Old October 5th, 2008, 07:09 PM
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Default Re: Warhammer Nation: Lizardmen - Beta released

Eh? It works fine for me. They don't have magic paths after I change shape on them.
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