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  #161  
Old January 20th, 2008, 08:45 AM

Sombre Sombre is offline
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Default Re: Vermin Lord - Hail the Rats (and Sombre)

Death frenzy and a few of the other spells (vermintide particularly) might still be a bit good, but we'll see. I always think national spells should be markedly superior to generic spells to encourage their use. Favour of Nurglitch for example is waaaay better than poison ward, but is quite niche in use and isn't anything balance breaking (especially since poison doesn't get much love in dom3).
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  #162  
Old January 20th, 2008, 08:37 PM
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Default Re: Vermin Lord - Hail the Rats (and Sombre)

Thanks, Sombre!
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  #163  
Old January 20th, 2008, 08:58 PM

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Default Re: Vermin Lord - Hail the Rats (and Sombre)

Digress - if you get round to setting up an MP game let me know first, as I want to get in with either Arga Dis or Tomb Kings! Also you are of course welcome to use the LlamaServer if you want.
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  #164  
Old January 20th, 2008, 11:58 PM

Digress Digress is offline
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Default Re: Vermin Lord - Hail the Rats (and Sombre)

Just signed up for another game and have hit my maximum. However my stay in one particular game might be short so I will start to prepare a game in the nearish future.

Your offer of the llamaserver is noted and will more than likely be taken up. Cheers.
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  #165  
Old January 26th, 2008, 11:35 AM
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mathusalem mathusalem is offline
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Default Re: Vermin Lord - Hail the Rats (and Sombre)

I had a crash, just after conjuring a vermin lord (conj lvl 9) when I click on the province where he should be (near 112 and 124), the game crash every time
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File Type: zip 577563-test.zip (157.5 KB, 121 views)
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  #166  
Old January 27th, 2008, 05:19 AM

Mordici Mordici is offline
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Default Re: Vermin Lord - Hail the Rats (and Sombre)

Wow...........just wow Sombre. I know I already said that this is my current favorite nation mod, but at this point I think the only thing that would make it better would be a finished Zepath Warhammer World Map.

Playing Skaven on that map with all of the special sites would be Dom 3 Heaven for me at this point.
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  #167  
Old February 1st, 2008, 07:28 AM

Mordici Mordici is offline
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Default Re: Vermin Lord - Hail the Rats (and Sombre)

I had a similar problem mathusaiem. I finally got the ability to summon a Verminlord and when I did it with one of my casters the game now crashes when I try to load it.

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  #168  
Old February 1st, 2008, 05:48 PM

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Default Re: Vermin Lord - Hail the Rats (and Sombre)

Ok I think it's a very simple fix.

Go into the skaven.dm using a text editor and search for vermin lord. Find the bit that says:

#spr1 "./Skaven/Verminlordc.tga"
#spr2 "./Skaven/Verminlord.tga"

and change it to say

#spr1 "./Skaven/Verminlord.tga"
#spr2 "./Skaven/Verminlord2.tga"

Should sort it out. I will update the Skaven for 3.14 soon enough.
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  #169  
Old February 3rd, 2008, 08:26 PM
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Default Re: Vermin Lord - Hail the Rats (and Sombre)

Quote:
Just so you know Amos, you can make a unit unique with the only side effect being either regeneration or stealth 0.

If you're interested I'll tell you how later.

So how about those uniques? I'm posting here since thats the thread you're most likely to read .
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  #170  
Old February 3rd, 2008, 08:36 PM

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Default Re: Vermin Lord - Hail the Rats (and Sombre)

Quickest way is just for me to post code.

------ this one has regen 1%, min 1 per turn

#newmonster 2488
#copystats 648
#clearmagic
#spr1 "./Warhammer Empire/Grandmaster.tga"
#name "Master of the White Wolf"

#descr "Master of the White Wolf description."
#fireres 0
#regeneration 1
#end



----- this one has stealth 0



#newmonster 2489
#copystats 650
#clearmagic
#spr1 "./Warhammer Empire/Grandmaster.tga"
#name "Master of the Knights Panther"
#descr "Master of the Knights Panther description."
#end


That's from an old warhammer empire dm. The point is you can get unique with the least possible side effects by copystatting 648 or 650.
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