.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

Reply
 
Thread Tools Display Modes
  #291  
Old April 1st, 2010, 11:17 AM

rdonj rdonj is offline
General
 
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
rdonj is on a distinguished road
Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

I really like this idea. It would do a lot to make them more balanced, while being thematic as anything and encouraging diversity of play. Nice!

This concept definitely has a lot of potential, and it will be interesting to see what the modding community does with it.
__________________
"Easy-slay(TM) is a whole new way of marketing violence. It cuts down on all the red tape and just butchers people. As a long-time savagery enthusiast myself, I'm very excited about the synergies that the easy-slay(TM) approach brings to the entire enterprise." -Dr DrP
Reply With Quote
  #292  
Old April 1st, 2010, 12:37 PM

kianduatha kianduatha is offline
Second Lieutenant
 
Join Date: Jun 2009
Posts: 403
Thanks: 15
Thanked 28 Times in 21 Posts
kianduatha is on a distinguished road
Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

Definitely a nice idea--it allows for the concept of 'units' recruited at once. It especially works well with heroes and soforth, where the hero comes with an honor guard.
Reply With Quote
  #293  
Old April 2nd, 2010, 07:33 PM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: Warhammer Nation: Lizardmen - v0.7 minor update

-- version 0.7

-- TWEAK - Poison res values changed across the board to better match dom3 styling

-- FIX - Crest plate for warchiefs, no crest plate for skink scouts

-- TWEAK - Temple Guard now spawned by Slann when they first arrive in their 'awakening' state

-- TWEAK - Both 4th and 5th gen Slann more expensive to recruit, but same upkeep

-- TWEAK - Sacred spawnings now have armour for e9 bless, but still no helmets

-- FIX - 3rd gen shapechange further fixed, doh

-- FIX - flood of serpents cost bug fixed
Reply With Quote
  #294  
Old April 17th, 2010, 08:23 PM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: Warhammer Nation: Lizardmen - v0.75 minor update

-- version 0.75

-- TWEAK - remove 1 astral income

-- TWEAK - major reduction of magic weapons, now only on the Temple Guard halberds (it was severely limiting options vs Lizards, which was lame)

-- FIX - Salamanders now animals!

-- TWEAK - Stegadons considerably higher cost in res and gold



I will add this latest version to the new Middle Combo Mod soon.
Reply With Quote
The Following User Says Thank You to Sombre For This Useful Post:
Reply

Bookmarks

Tags
lizardmen, warhammer


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 04:21 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.