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  #61  
Old October 4th, 2008, 05:11 PM
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Default Re: Mod Warhammer Nation: Northern Greenskins

This is damn cool, wouldn't I be drunk, I would find some compliment to make. Continue the hard work, someone told me God would reward you in the after life.
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  #62  
Old October 6th, 2008, 07:13 PM

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Default Re: Mod Warhammer Nation: Northern Greenskins

Quote:
Originally Posted by okiN View Post
I've gotten to work on the bigun attack sprite, and will probably be knocking a few new ones after that. Here's a little something to prove I haven't just been sitting on my hands, though.

Attachment 7028
i wants
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  #63  
Old October 13th, 2008, 01:33 PM

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Default Re: Mod Warhammer Nation: Northern Greenskins

Will we have goblin squig riders by the end of this mod? I love those guys. I'm thinking size 2 tramplers so that when they rout they go nuts and attack anything in their way, seems like the best way to convey the fact that they're pretty much known for... going nuts and attacking anything in their way.
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  #64  
Old October 13th, 2008, 01:39 PM

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Default Re: Mod Warhammer Nation: Northern Greenskins

Size 2 tramplers can't trample humans.
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  #65  
Old October 13th, 2008, 02:07 PM

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Default Re: Mod Warhammer Nation: Northern Greenskins

Would size two tramplers attack things when they rout? The idea wasn't to have them actually trample things, but just to make them attack friendly units when they rout because squigs are known for doing exactly that. I just assumed that the code wasn't for tramplers to trample friendly units on routing, but rather to attack them and the trampling just sort of naturally happened thanks to the size difference and ability.
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  #66  
Old October 13th, 2008, 02:36 PM
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Default Re: Mod Warhammer Nation: Northern Greenskins

By the way, I show 7 heroes (as opposed to Multi-heroes) for the Nation. It's my understanding that the limit on these is currently 6.
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  #67  
Old October 13th, 2008, 04:07 PM

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Default Re: Mod Warhammer Nation: Northern Greenskins

Quote:
Originally Posted by TheMenacer View Post
Will we have goblin squig riders by the end of this mod? I love those guys. I'm thinking size 2 tramplers so that when they rout they go nuts and attack anything in their way, seems like the best way to convey the fact that they're pretty much known for... going nuts and attacking anything in their way.
For the sake of clarity, I'm using the 7th edition rules for squig hoppers where they're treated as regular, skirmishing cavalry with respect to everything except movement. It makes things a lot less confusing than the old rules where they were a part of squig herds - basically they'll be hard-hitting, fast, but quite fragile cavalry. Squig herd hunting teams, on the other hand, will have multiple, diminishing forms, eventually resulting in a single loose squig.

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By the way, I show 7 heroes (as opposed to Multi-heroes) for the Nation. It's my understanding that the limit on these is currently 6.
Ach, I'm sorry to hear that. I guess I need to pass one of the heroes down to the Southern nation, though that is a bit unthematic.

Bigun attack frame is done, I'll post it soon for comments. I'm currently grappling with a black orc, but it's turning out to be a bit tricky - though probably not as dangerous as doing so literally.
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  #68  
Old October 13th, 2008, 04:25 PM
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Default Re: Mod Warhammer Nation: Northern Greenskins

You might consider doing one of the heroes as a Pretender or a Summons
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  #69  
Old October 13th, 2008, 04:41 PM

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Default Re: Mod Warhammer Nation: Northern Greenskins

Nah, that wouldn't make any sense. They're decent thugs and generals, but nothing more. Only commander summon I'm thinking of doing is a warboss on a wyvern.
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  #70  
Old October 13th, 2008, 05:06 PM

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Default Re: Mod Warhammer Nation: Northern Greenskins

You can fairly easily do 8 true heroes that turn up randomly. You just make sure the two multiheroes have the unique tag. You're very unlikely to get a repeat appearance and if you do, well no big problem, they are just teleported back to your cap.
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