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  #211  
Old March 13th, 2009, 09:48 AM

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Default Re: Warhammer Nation: Lizardmen - v0.3 update

That will be fixed in the next version, which will be released once I have completed the 5 unique 2nd gens and modified the sacred spawnings, as well as added a spell or two (Sotek needs some series snake summoning).
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  #212  
Old March 13th, 2009, 10:07 AM

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Default Re: Warhammer Nation: Lizardmen - v0.3 update

Are there still ultimate plans for dinosaurs?
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  #213  
Old March 13th, 2009, 11:39 AM

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Default Re: Warhammer Nation: Lizardmen - v0.3 update

Yes. Carnosaur and the other one,.. Stegadon I think, will both be in eventually. Stegadons with a fort on their back which fires projectiles and Carnosaurs with thuggable Oldbloods riding them.
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  #214  
Old March 13th, 2009, 06:22 PM

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Default Re: Warhammer Nation: Lizardmen - v0.3 update

I have been playing a bit, and I strongly believe the temple guard should be cap-only. As evidence I list it against some other cap-only MA sacreds:

*Heart Companion (Arco)
25G 30R
11HP 17Prot 6(4)D
14Da 11A 5L
14Mor 10MR 9Enc 1/7Mov

*Lictor (Ermor)
25G 24R
12HP 13Prot 9D
20Da 12Att 3L
15Mor 11MR 7Enc 1/8Mov

*Daoine Sidhe (Eriu)
35G 12R
13HP 10Prot 11(4)D
15Da 12Att 4L (+Jav)
12Mor 14MR 5Enc 2/11Mov
Glamour, 50DV

Temple Guard (Itza)
24G 12R
16HP 15Prot 8(4)Def
21Dam 10Att 4L (+Magic, +Bite!!)
18Mor 11MR 4Enc 1/9Mov

*=cap-only

The temple guard are the cheapest (in resources AND gold), have the most health, and the second best protection. They also retain respectable defense and MR. They have the highest attack (even compared to the 2-handed wielding Lictor) and they make up for their low attack with magic weapons and a bonus bite. To top it all off they have the lowest Encumberance (even compared to Daoine Sidhe).

Admittedly, none of the nations I compared them to are *Bless* nations per se, but these are their cap-only sacreds! At least raise the Gcost to 30. Even better, raise the Rcost to 20 (that is more in line with their protection, even if it isn't becuase of armour).

And considering that the nation has sacreds in every path, even B1 sacreds for the bloodhunters to summon, they don't need a build-anywhere sacred to maintain their sared forces. So please make the Temple Guard Cap-only.
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  #215  
Old March 13th, 2009, 08:36 PM

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Default Re: Warhammer Nation: Lizardmen - v0.3 update

I have had them at 32 gold for a while. I forgot they were that cheap in the version everyone else is using. I'm not sure about making them cap only - 5th gen Slann are not cap only currently.
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  #216  
Old March 13th, 2009, 09:23 PM

Fate Fate is offline
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Default Re: Warhammer Nation: Lizardmen - v0.3 update

Just because the Slann can go everywhere doesn't mean (necessarily) that the temple guard do.

Still the hike to 32 gold is good. If you don't want to make them cap only or increase their resource cost, could you consider reducing some of their stats? Maybe cutting their MR (because of their proximity to the Slann) or increasing their encumbrance or reducing their attack/strength/defense/protection.

Also, the temple guard description says they are old, but they have the same start age (in my version) as all the other Saurus infantry.
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  #217  
Old March 13th, 2009, 09:33 PM

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Default Re: Warhammer Nation: Lizardmen - v0.3 update

In warhammer everywhere there are slann, there are also temple guards. So iirc it was a thematic decision based on warhammer's backstory.
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  #218  
Old June 8th, 2009, 04:29 PM

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Default Re: Warhammer Nation: Lizardmen - v0.3 update

The second generation slann who helped create the seas maintains a psychic bubble around him which is nigh impregnable, though once it's popped he's not quite so tough to deal with.

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  #219  
Old June 8th, 2009, 04:30 PM
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Laugh Re: Warhammer Nation: Lizardmen - v0.3 update

Bubble Bobble!
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  #220  
Old June 8th, 2009, 05:20 PM

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Default Re: Warhammer Nation: Lizardmen - v0.3 update

Just what I was going to say!
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