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September 20th, 2008, 05:27 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Thanked 324 Times in 190 Posts
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Re: Warhammer Nation: Lizardmen
Me either. I'm really looking forward to getting this to beta, because I'm very happy with how the graphics turned out and the nation should be very interesting. It will require a lot of balancing after the first release though.
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September 21st, 2008, 03:37 PM
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Private
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Join Date: May 2007
Location: Indiana
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Re: Warhammer Nation: Lizardmen
Hey guys, long time lurker first time poster , I just wanted to say that this mod looks awesome. I have played all the warhammer mods and they are great. Sombre your sprites look great. As a final note I am waiting with baited breath for some one to tackle Warhammer Dwarfs cause they are my favorite army.
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September 24th, 2008, 11:49 AM
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BANNED USER
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Join Date: Feb 2007
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Re: Warhammer Nation: Lizardmen
I will get around to dwarfs eventually but after lizardmen it's going to be getting the Empire out in some form, then either Dark Elves, since KO asked for them, or Chaos Dwarfs, because they're a smaller project and because they're badass.
Oh and I decided on magic paths for Skinks.
Priest - H1, 100% SN, 100% WEA.
Sotek Priest - Heretic 2, B1, 100%
Also after talking with Okin I've decided all skinks will be stealthy, primarily to allow stealth armies with sacred troops etc.
Last edited by Sombre; September 24th, 2008 at 12:16 PM..
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September 29th, 2008, 01:48 AM
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Corporal
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Join Date: Jun 2006
Posts: 199
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Re: Warhammer Nation: Lizardmen
Quote:
Originally Posted by Sombre
I will get around to dwarfs eventually but after lizardmen it's going to be getting the Empire out in some form, then either Dark Elves, since KO asked for them, or Chaos Dwarfs, because they're a smaller project and because they're badass.
Oh and I decided on magic paths for Skinks.
Priest - H1, 100% SN, 100% WEA.
Sotek Priest - Heretic 2, B1, 100%
Also after talking with Okin I've decided all skinks will be stealthy, primarily to allow stealth armies with sacred troops etc.
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Chaos Dwarfs or Dark Elves?!?!
Do you stop being awesome?
You want my first born kid or something? Seems like a fair trade
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September 28th, 2008, 06:26 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Thanked 324 Times in 190 Posts
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Re: Warhammer Nation: Lizardmen
This is quite close to beta release. The beta will not be very well balanced and of course will be missing various bits of content. But it should give an idea of what the race is about. It will have a placeholder graphic for the Slann. Apart from that, all I need to do is the skink warchief graphic and a few misc bits and bobs like fort types and I'll release it. So this week almost certainly.
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October 1st, 2008, 06:46 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Thanked 324 Times in 190 Posts
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Re: Warhammer Nation: Lizardmen
I put a beta up. First page.
Keep in mind it is /just a beta/ though. It isn't finished. I just want to get input on costing, features etc as early as possible. It should be playable enough to have some fun with anyway.
The slann graphic is very much a placeholder btw.
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October 2nd, 2008, 12:03 AM
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Corporal
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Join Date: Jun 2006
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Re: Warhammer Nation: Lizardmen
Your chamleons blowpipes shoot out spears according to the info you get when you right click on it =p
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October 2nd, 2008, 01:02 AM
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Corporal
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Join Date: Jun 2006
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Re: Warhammer Nation: Lizardmen
Also i appear to get this error while watching battles with cold ones that die..
myloadmalloc: cant open ./mods/./Warhammer Lizardmen/Cold one.tga
it causes a ctd
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October 2nd, 2008, 02:55 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: Warhammer Nation: Lizardmen
Thanks, those are fixed in the zip now attached to the main post. Well in 5 mins it will be.
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October 2nd, 2008, 06:22 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Warhammer Nation: Lizardmen
Just had a quick chance to play about with this this morning.
I think I may have a new favourite nation.
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