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  #151  
Old October 7th, 2008, 03:20 AM

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Default Re: Warhammer Nation: Lizardmen - Beta released

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Originally Posted by Alderanas View Post
I Love these guys they have to be one of my favorite nations now besides your tomb king guys. Keep up the good work!!!
The Tomb Kings were made be llamabeast, not me. Excellent mod though.
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  #152  
Old October 7th, 2008, 12:46 PM
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Default Re: Warhammer Nation: Lizardmen - Beta released

It's a little confusing, since there are two mods that seem to be based on Warhammer skellies: the Stygian Desert one by Amos, and the Tomb Kings by Llamabeast. Both are excellent, and neither one was made by Sombre, who's made the most Warhammer-based mod nations of anyone.
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  #153  
Old October 7th, 2008, 12:49 PM

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Default Re: Warhammer Nation: Lizardmen - Beta released

I don't think Stygian desert is based on warhammer. Did Amos say it was?
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  #154  
Old October 7th, 2008, 12:53 PM

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Default Re: Warhammer Nation: Lizardmen - Beta released

Nah, I just looked at it now. I'm pretty sure it has nothing to do with Warhammer.
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  #155  
Old October 7th, 2008, 01:26 PM
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Default Re: Warhammer Nation: Lizardmen - Beta released

I kind of assumed it was, but I could certainly be wrong about that. It does remind me of Tomb Kings, atleast vaguely, but that's looking at it from the outside, and from what I remember 6 months ago, or more. So if it's not, then I appologise to Amos for the mistaken identity.

I'll add in my defense that Amos does fantastic mods that are some of my favorites, but they're generally so original and so complex that it's hard to remember with much precision what's going on in them (beyond the very general), without looking at them. And the mod descriptions-even the threads about the mod-don't help much to alleviate that.

So half-remembered undead + desert + guarding "secrets" = in my mind something "Tomb Kings"ish. *shrug*
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Last edited by HoneyBadger; October 7th, 2008 at 01:38 PM..
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  #156  
Old October 7th, 2008, 03:30 PM

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Default Re: Warhammer Nation: Lizardmen - Beta released

I've made a quick upgrade, new zip is attached.

It's a very minor tweak of some prot values and making it so you can actually cast the Sotek Spawning from the Blood school.
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  #157  
Old October 7th, 2008, 05:10 PM

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Default Re: Warhammer Nation: Lizardmen - Beta released

Regarding the temple guard... for its price, as a recruitable everywhere sacred, it does seem to be pretty strong. Just about any bless would be very good with them, and their only real major weakness is their lowish mr. Two natural attacks, one with the obsinite halberd is a real killer though. That kind of combination of damage output, defensibility and recruit-everywhere status is very rare.

Of course, I'm biased because I may have to fight off a sacred lizard rush very soon.
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  #158  
Old October 7th, 2008, 05:41 PM

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Default Re: Warhammer Nation: Lizardmen - Beta released

You may be right. I just toned down their prot a bit. I want them to be recruitable anywhere because the lizards are in many ways like Mictlan - their sacred warriors are their elite and can be found wherever there are Slann.

However the cost might need pushing up a little.

Last edited by Sombre; October 7th, 2008 at 06:02 PM..
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  #159  
Old October 7th, 2008, 05:43 PM

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Default Re: Warhammer Nation: Lizardmen - Beta released

Yeah, that does make sense. It might also be nice to increase the resource cost a little so there's at least SOME detriment to taking a heavy sloth scale.

Also, near as I can tell the dormancy state on slann doesn't actually decrease their upkeep.
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  #160  
Old October 7th, 2008, 06:06 PM

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Default Re: Warhammer Nation: Lizardmen - Beta released

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Originally Posted by rdonj View Post
Yeah, that does make sense. It might also be nice to increase the resource cost a little so there's at least SOME detriment to taking a heavy sloth scale.

Also, near as I can tell the dormancy state on slann doesn't actually decrease their upkeep.
Hmm. It should do. I was under the impression shifting to a form with a lower goldcost reduced upkeep.

Let me test it quickly.
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