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-   -   Mod: MA Skavenblight 1.15 hotfix (http://forum.shrapnelgames.com/showthread.php?t=34920)

Sombre June 2nd, 2007 12:23 AM

MA Skavenblight 1.15 hotfix
 
1 Attachment(s)
PREVIEW IMAGE.

http://forum.shrapnelgames.com/pictu...&pictureid=271

http://forum.shrapnelgames.com/pictu...&pictureid=272

http://forum.shrapnelgames.com/pictu...&pictureid=273

http://forum.shrapnelgames.com/pictu...&pictureid=274

http://forum.shrapnelgames.com/pictu...&pictureid=275

http://forum.shrapnelgames.com/pictu...&pictureid=276

--------------------------------------------------

----Uses ID numbers

--armor 318-320

--weapons 660-689

--monsters 2540-2586

--sites 993-5

--nation 73

--nametype 148

--------------------------------------------------


-- version 1.15

-- TWEAK - Plague Priest picks evened out at 100% DB not 50/50, increased second pick to 30% not 20

-- TWEAK - Keeper of Pillars now 125 points, not 175

-- FIX - Thanquol got the correct baseprot

-- FIX - bubonic sceptre no longer lost when equipping arch plaguelord, no longer drains life when it instakills

-- TWEAK - Seerlord gets 5 researchbonus




-- version 1.1

-- CONTENT - Tretch Craventail Hero added

-- TWEAK - Improved Pitbreeding now B2E1

-- TWEAK - Plague Rats now 5 for 7 (were 10 for 13)

-- TWEAK - Rat Ogres now use normal bite and claw and have boosted strength

-- FIX - Warpblades and weeping blades now magical

-- CONTENT - Doomflayer weapons team + summoning spell added

-- CONTENT - Arch Plaguelord pretender choice added

-- CONTENT - Keeper of the Pillar pretender choice added

-- FIX - Doomwheel summon no longer a commander

-- TWEAK - Eshin Shuriken +1 ammo (now 4)

-- TWEAK - Removed the 'mass production' versions of skryre spells and greatly increased magetime requirements

-- TWEAK - Warlock and Warlock Engineer picks made more consistent, warlock now +2 RP (was +1), engineer +3 (was +1)

-- TWEAK - Grey Seer leadership reduced

-- TWEAK - Basic commander/scout costs changed to reflect the opportunity cost of a fort turn

-- TWEAK - No more slave autospawn for chieftains

-- CONTENT - Warp Static 'buff' spell added

-- TWEAK - Moulder blood summons made more mage intensive

-- TWEAK - Packmasters now summon a pack of 10 rats at the start of battle, as well as training them via summon allies

-- TWEAK - Heroes stats further boosted, especially hp - numerous other minor tweaks

-- TWEAK - Single slaves now a recruitable option, with sensible bonus given to groups

-- TWEAK - Plague Rat now has same name as giant rat to allow fooling scout reports

-- TWEAK - Boneripper given recuperation and better prot + now autosummoned in combat + not unique means doesn't carry over injuries

-- TWEAK - Death Frenzy now mr negates to avoid frenzying your casters

-- TWEAK - Skyre troops have boosted mr to deflect death frenzy - slaves etc have less

-- TWEAK - Fortune Teller values brought closer to line with vanilla

-- TWEAK - Warplightning now greenish




--------------------------------------------------

SKAVEN 1.0

-- FIX - Skrolk now in hero slot 6

-- TWEAK - Upped some stealth values

-- FIX - Reordered unit ID numbers

-- TWEAK - Seerlord pretender now cheap

-- TWEAK - Warlords autosummon sword armed clanrats rather than stormvermin

-- TWEAK - Rat Ogres lost a claw attack but also have much lower gold upkeep

-- TWEAK - Made eshin shuriken a bit worse in light of the power of poison missiles

-- TWEAK - Added little bit of head prot for eshin troops

-- FIX - No more screaming bell multiheroes

-- CONTENT - Added Cauldron of a Thousand Poxes commander and spell to summon it

-- FIX - Leadership values sorted out

-- CONTENT - Added Skitterleap spell

-- FIX - Changed name and epithet to better suit dominions

-- FIX - Changed .dm name and mod folder name to fit my new conventions


SKAVEN 0.9

-- removed copystats for the majority of units and stuck in appropriate darkvision values instead

-- removed the stinking fur fix used to get around shields added by now defunct copystatting, freeing up armour slot 321

-- checked IDs against my other MA nations and against CBM complete 1.21, no conflicts

-- Onebattlespells - Snikch (darkness), Thanquol (Twist fate), Seerlord (twist fate), Ikit Claw (Charge Body), Verminlord (divine blessing), Screaming Bell (fanaticism)


SKAVEN 0.8


-- Throt and Verminlord added

-- Many stat tweaks to skaven commanders, some pretty much reworked entirely

-- Death frenzy changed, now smaller aoe, less range, less likely to hit casters

-- Warpfire throwers slightly nerfed, casting costs tweaked

-- Various spell tweaks

-- Lots of other things I can't even remember but are totally rad



--------------------------------------------------

SKAVEN NATION 0.7

Nation now has 5 heroes, one unique heroic summon. They are 1 hero short of being complete on that front, namely Throt the Unclean.

There are numerous other tweaks, most notably to the Poison Wind Globadier and the Plague Censer bearer. I strongly suggest trying these units out, because they are far better/more interesting than in previous versions. Even a small number of Censers with death and nature bless are truly nasty.

The Screaming Bell, Doomwheel and Boneripper all have semi finished but functional graphics, so please don't judge me on the quality of those units ;]


---------------------------------------------------

SKAVEN NATION 0.6

Various tweaks. Skaven are now a slightly better blood hunting nation. They now have appropriate names.

New content: A new hero, Deathmaster Snikch. A1 magic and great assassin stats.

Enjoy.

--------------------------------------------------

I've decided to have a go at bringing the skaven nation from warhammer fantasy battles over to dominions. I will be careful to avoid 'stealing' anything from the games workshop, such as graphics etc. This will simply be a tribute to their excellent games and miniatures.


STRENGTHS

1. Very good magical diversity, research and battlemagic
2. Numbers! Life is cheap to the Skaven
3. Stealth armies, assassins and spies
4. Many powerful experimental summons in construction
5. Good blood summons and solid blood economy


WEAKNESSES

1. Awful troop morale
2. Serious weakness against missile fire
3. Little conventional missile fire of their own
4. Their best weapons and spells are prone to backfire
5. Lack strong expansion elites

Sombre June 2nd, 2007 12:35 AM

Re: Skaven Nation. Warhammer based.
 
Oh and one important point - I'm going to 'rush' the graphics somewhat to speed up the project. That means when I make the first release, the graphics won't be at their final version - they'll be beta so to speak. They should still be distinctive and look ok, but they won't be as pretty as say, Arga Dis or the Tharoon.

In a way I figure that's ok, since the skaven are supposed to be tattered and grimy looking, not pretty and colourful like High Elves or Empire.

DrPraetorious June 2nd, 2007 12:52 AM

Re: Skaven Nation. Warhammer based.
 
I think Frank had such a nation half-finished. "Nimh" it was called (my suggestion, ahyuck.)

In one era he would hijack MA C'tis dominion power - but with the exception of some non-inanimate undead (plague monks) none of your units were cold-blooded or disease immune http://forum.shrapnelgames.com/images/smilies/happy.gif.

It was amusing, anyway.

Feedback:
Partial poison resistance works as far as I can tell, but I do believe that it rounds up, so poison resistance < 100% is no good against 1 poison damage/turn. Not sure of this, however.
I don't think you can, presently at least (and probably ever) mod negative side effects onto weapons, at least in general terms. A large area of effect melle weapon will occasionally hit the wielder (and often hit allies when used in dense formation.) I think that might be the best you can do.
The plague monk should be undead (but not inanimate or mindless), as should the censor bearer. That way, they are immune to their own disease clouds.
That's a lot of spawning. Frank had his nimhians spawn regular rats, as I recall. Of course, he deviated a lot from Warhammer.

Anyway, look forward to the mod!

Sombre June 2nd, 2007 01:01 AM

Re: Skaven Nation. Warhammer based.
 
If I give plague monks poison immunity they won't be hurt by the poison clouds of the censor bearers or poison wind globadiers, so there's no need to make them undead.

As for negative side effects on weapons,... which unit did you think I'd need that for?

It is a lot of spawning, but the spawns aren't dombased - most likely something like a summon2 or so. That way you don't build up a spawning machine, it's just something to make the leaders more useful and reinforce that skaven have numbers always on their side. It's good for the AI too, since they like to use lesser commanders.

Slight change to the above list - Night Runners are now the stealthy ones with nets,.. and gutter runners get poisoned weapons/throwing stars instead.

lch June 2nd, 2007 08:17 AM

Re: Skaven Nation. Warhammer based.
 
Ohhh, and I already have an idea for a national hero, again... http://forum.shrapnelgames.com/image...ies/tongue.gif

http://www.actionplanet.com/TMNTPAGE-1s.jpg

(yes, it's Splinter... maybe he could spawn/call Kappas/Rain warriors? http://forum.shrapnelgames.com/images/smilies/cool.gif)

CelestialGoblyn June 2nd, 2007 11:14 AM

Re: Skaven Nation. Warhammer based.
 
Awesome, I can't wait!
Oh yes, how about making all skaven units have the 'glutton' quality? That way a skaven army will eat 2x as much supplies.
Sure, it's potentially unbalancing, but very in character.

Oh, and the idea of your dominion giving diseases while your troops aren't immune to them is also awesome...

lch June 2nd, 2007 11:36 AM

Re: Skaven Nation. Warhammer based.
 
Quote:

CelestialGoblyn said:
Oh, and the idea of your dominion giving diseases while your troops aren't immune to them is also awesome...

True, I like the idea of rats fleeing from their own dominion... http://forum.shrapnelgames.com/images/smilies/happy.gif

Sombre June 2nd, 2007 11:43 AM

Re: Skaven Nation. Warhammer based.
 
I don't think it's doable without overwriting Ctis MA.

I'm pretty sure the skaven are going to have food problems anyway what with their sheer numbers, lack of nature magic and spawns you can't turn off. I might well give a couple of key units gluttony though. Possibly increase unrest too.

If I get the tharoon beta released tomorrow I should be able to get quite a lot of graphical work done for the skaven and I'll do a little preview.

CelestialGoblyn June 2nd, 2007 12:17 PM

Re: Skaven Nation. Warhammer based.
 
Say, Tha'roon mod sounds interesting too. But have you ever thought of modding Eaggra from the same game?

Sombre June 2nd, 2007 01:26 PM

Re: Skaven Nation. Warhammer based.
 
Yeah, I plan on doing all 4 of the warwind races, time permitting. I have eaggra all planned, but the graphics are quite hard - haven't done anything like them before.

Salamander8 June 2nd, 2007 04:51 PM

Re: Skaven Nation. Warhammer based.
 
Yay Skaven!

I love these guys from my old WFB days. They were one of my personal favorites even with friendly casualties to the poisoned wind globes, and the warp-fire throwers, and.... well you get the idea. http://forum.shrapnelgames.com/images/smilies/wink.gif

I also like the idea of the warwind races. I had a good time with those, and especially liked the Eaggra. Can't wait to see your work! http://forum.shrapnelgames.com/image...es/biggrin.gif

Shovah32 June 2nd, 2007 05:13 PM

Re: Skaven Nation. Warhammer based.
 
*hugs sombre til his eyes pop out* Seriously, thanks for this. Cant wait to try it.

Sombre June 3rd, 2007 05:01 AM

Re: Skaven Nation. Warhammer based.
 
1 Attachment(s)
Attached to this post should be a preview of the graphics I've basically finished so far. They aren't quite up to my usual quality, but the speed/quality tradeoff was worth it I think.

So there you have.

Basic Clanrat (sword, shield, red is basic clan colour)
Night Runner (net, sword, black clan colours)
Gutter Runner (poisoned blades, poisoned shuriken, black)
Assassin (dual baneblades, black)
Packmaster (whip, clan moulder yellow and red colours)
Poison Wind Globadier (Poison tank, globe, gasmask, blue robes of Skyre)

I've picked the colour coding to make the units more distinctive. These aren't 'official' Warhammer skaven clan colours, but I'm sticking to them. Plague Monks will get green robes or possibly purple.

BandarLover June 3rd, 2007 11:15 PM

Re: Skaven Nation. Warhammer based.
 
This is looking too cool Sombre! And you're right, these graphics may be 'beta' but I love the grimy, dirty look of the units. As far as I'm concerned, they look done. http://forum.shrapnelgames.com/images/smilies/happy.gif

Looking forward to this like everyone else.

Sombre June 4th, 2007 02:56 AM

Re: Skaven Nation. Warhammer based.
 
So what you're saying is, they're doity rats?

Ballbarian June 4th, 2007 03:21 AM

Re: Skaven Nation. Warhammer based.
 
Looks very cool Sombre! http://forum.shrapnelgames.com/images/smilies/happy.gif

Zarkon June 6th, 2007 02:16 PM

Re: Skaven Nation. Warhammer based.
 
Ha ha! I can't wait to start killing off my rat armies with well placed censor bearers, plague monks & globadiers...is there really any greater joy than friendly fire?

Sombre June 10th, 2007 06:50 AM

Re: Skaven Nation. Warhammer based.
 
1 Attachment(s)
Attached is a second preview showing a few things I've been working on, namely the Screaming Bell, Stormvermin, Plague Monk and Censor Bearer.

I'm sorry about the size, I have to use .bmp because .gif can't handle that many colours and the units get all messed up.

Most of these units are still a bit rough, but the Screaming Bell is a special case because it's much further from being finished than the rest. I just thought I'd show you the shape of the thing.

The Censor bearer is in there twice because I can't decide if I like the version with a gas cloud around the 'flail' or not. I might redo it.

DigitalSin June 10th, 2007 08:27 AM

Re: Skaven Nation. Warhammer based.
 
With the gas, with the gas! Much shinier:D!

Szumo June 10th, 2007 08:51 AM

Re: Skaven Nation. Warhammer based.
 
Nice, can't wait for the final version.

BandarLover June 10th, 2007 09:37 AM

Re: Skaven Nation. Warhammer based.
 
*Jaw drop*

Freaking.....



Awesome

llamabeast June 13th, 2007 11:31 AM

Re: Skaven Nation. Warhammer based.
 
Also very excited indeed about this.

About poison immunity: I haven't double checked, but I don't think there's any reason to think it doesn't work. Check the manual about how poison damage works. Essentially poison weapons apply a certain amount of "poison damage", 10% of which (rounded up) gets converted to real damage each round. So, lets say 10 poison damage is applied to two units: Unit A has no poison immunity, Unit B has 50% immunity. Both of them will start taking 1 damage per round, but Unit B will only take it for 5 rounds (total of 5 damage), whereas Unit A will take it for the full 10 rounds (total of 10 damage).

Hope that makes sense. So you can usefully give them poison immunity.

Sombre June 13th, 2007 12:16 PM

Re: Skaven Nation. Warhammer based.
 
I believe you're right when the poison damage is coming from weapons and is like 10 or so damage. It will slowly be dealt until it's all done.

But when it's a poison cloud that does very little damage, just several shots of 1 or 2 points, the immunity doesn't seem to be that helpful.

Anyway, I've been playing around with plague monks right now and I think I might have made them a bit too good. They get three attacks at the moment, which makes them excellent vs high def troops - that's something I may well have to change.

Here are the stats.

----Plague Monk

#newmonster 2146
#copystats 1010
#clearmagic#clearmagic#clearmagic
#spr1 "./Skaven/Plague Monk.tga"
#spr2 "./Skaven/Plague Monk2.tga"
#name "Pestilens Plague Monk"
#descr "Plague Monks form the bulk of Clan Pestilens' troops. They wear tattered robes and bandages to cover their disease ridden, sore-covered and horribly scarred bodies. So used are they to constant pain and disease that it appears to affect them not at all, indeed it is taken as a sign of their God's blessing and they must be hacked to pieces before they will cease fighting, such is their fanatical zeal. They are constantly surrounded by both putrid stench and clouds of flies which bite and distract their opponents; furthermore they have been exposed to so many toxins and poisons that they have become nearly immune to them."
#hp 13
#size 2
#prot 3
#mor 9
#mr 10
#enc 3
#str 9
#att 10
#def 11
#prec 8
#mapmove 2
#ap 15
#gcost 9
#rcost 1
#weapon "short sword"
#weapon 699
#weapon "Fly Swarm"
#poisonres 80
#stealthy 0
#maxage 30
#berserk 1
#siegebonus 1
#swampsurvival
#end

As you can see, they have 80% poison immunity. Most skaven have between 30-50%. The Globadiers have 70.

Flyswarm is a 1 AN damage capped weapon that counts as poison, so doesn't work on poison immune stuff like undead. Weapon 699 is 'pestilens bite' and is a -1 attack, -1 def, -1 damage (+ strength) bite which has the secondary effect of disease.

The Censer bearer is giving me trouble due to buggy mod commands. Basically I'm going to bite the bullet and just give them a perm poison cloud rather than aoe poison melee attacks ala snake bladder stick. They still whomp all kinds of *** with berserk 3 and great offensive stats (for a skaven) along with a high damage weapon that gets a bonus vs shields. Like the monks though, they do die quick if they get hit/shot.

Right now my favourite unit is gutter runners. They're expensive and pretty fragile, but they can kill the hell out of enemy elites with all that poison and skill.

Sombre June 14th, 2007 11:30 AM

Re: Skaven Nation. Warhammer based.
 
The latest cool thing in the mod is a change I made to the skavenslaves.

Now it's pretty clear in warhammer that routing skavenslaves should have no effect on the morale of clanrats, stormvermin etc - they are expendable chaff only expected to absorb fire and tie up units. The problem is that with the Dom3 morale system, which has your army rout once it's taken a set percentage of casualties, losing hordes of chaff to arrow fire etc is very likely to make your real troops scurry off the battlefield.

So faced with this problem I came up with a neat solution, which appears to have very few drawbacks. I made it so you buy the skavenslaves in sets of 3 - 3 of them counts as one monster for purposes of leadership and casualties in game. It has graphics that show 3 slaves standing together. Now when it takes damage, it changes into a set of 2 slaves together, with appropriate graphics. And finally when that takes damage, it turns into a single skaven slave on his own. The group of 3 and 2 slaves has a size of 3 to keep them a bit more spaced out - 2 slaves have 2 club attacks with ambidex to represent the two skaven swinging away, and 3 slaves have the same - 2 attacks because the third skaven isn't close enough to melee attack - just like if you had swarms of size 2 units really.

This causes a slight problem - as size 3, they can't be trampled by minotaurs, maybe some other things. A very minor problem though, I think.

The main goal is, I believe, a total success - you can field these chaff/useless milita which take time for the enemy to kill, but shouldn't end up routing your entire army.

llamabeast June 14th, 2007 11:39 AM

Re: Skaven Nation. Warhammer based.
 
That sounds very neat Sombre, nice one.

A couple of minor things: Normally if there are three size 2 units in a square, all three of them can attack (even though one is drawn further back). So your three-skavenslave unit should have three attacks I think.

Also with the sizes: If the three-slave unit is size 3, two of them will fit in a square, giving you 6 slaves in a sqaure, which seems a bit much (I assume skaven are size 2?).

Perhaps you could make them the following sizes:

Three-slave: Size 4
Two-slave: Size 3
Single-slave: Size 2

Then the most rats you could ever cram into a square would be 4, and that would be in unusual circumstances - mostly you would only get three to a square. The disadvantage is trampling though, like you say (although it doesn't affect many units). Also the three-slave and two-slave units will be a little better at arrow-dodging than they should be (since they won't fill the squares), but I think that is less of a problem. To make the arrow catching correct you should make the three-slave unit size 6, but that would make them elephant-immune, which seems much more wrong.

Morkilus June 14th, 2007 12:01 PM

Re: Skaven Nation. Warhammer based.
 
This sounds very cool, and the sprites are sweet. I'm looking forward to this!

As far as the rats being trample-proof: Aren't elephants supposed to be afraid of mice? I think it's an old cartoon myth.

Sombre June 14th, 2007 12:12 PM

Re: Skaven Nation. Warhammer based.
 
Well you can say that skavenslaves are somewhere between size 1 and 2. Skaven themselves are smaller than humans and slaves are generally the smallest of them and are pretty malnourished.

I had the 3slaves block with 3 attacks and because 2 of them fit into a square they got too many attacks and were a bit too good at killing things. If I keep them at size 3, they can surge forward and fill in a square with 6 skaven, but only 4 attacks can be made, so it's not much better than regular size 2 units. It is better though, slight advantage. You get the same number of attacks with 2 blocks of 2 slaves too.

I think I'll keep it as is (the numbers in the square can be accounted for by the skavenslaves surging forward/backward, keeping close together) and make sure they have crummy attack stats and can't do too much damage.

But in the future I may need to fiddle with it a bit more.

I'll try attaching a picture, just in case the attachments are actually working now. It will be a gif, so reduced quality in a tradeoff for small size.

Sombre June 14th, 2007 12:28 PM

Re: Skaven Nation. Warhammer based.
 
Damnit. I can't seem to get this picture uploaded anywhere. Anyway, in game the graphics look really good. I'm also very happy with the way the giant rat turned out - it's slightly bigger than it should be perhaps, but I didn't want them to be too crappy in stats, so I'm happy with the size.

Here's an image of the slaves that should hopefully work. .gif, so reduced quality as always. Shows them on the map, in battle, in recruit, the sprites,.... basic but look good enough.

http://www.mediafire.com/imageview.p...zj&thumb=4

llamabeast June 14th, 2007 12:31 PM

Re: Skaven Nation. Warhammer based.
 
Nice, that does indeed look very cool.

Sombre June 14th, 2007 01:20 PM

Re: Skaven Nation. Warhammer based.
 
And here's a little pic of my giant ratties. I might downsize them a touch, they're currently bigger than the skaven. A result of the dom3 wolf I used for a size comparison being very large.

http://www.mediafire.com/imageview.p...1n&thumb=4

llamabeast June 14th, 2007 01:23 PM

Re: Skaven Nation. Warhammer based.
 
They certainly look nasty. Um, I'm not sure, but I imagined rats being closer to the ground than that, if you see what I mean. They seem to be standing erect on long legs.

Sombre June 14th, 2007 02:01 PM

Re: Skaven Nation. Warhammer based.
 
Yeah, they could do with a trim. Still in beta I guess.

Theonlystd June 14th, 2007 08:13 PM

Re: Skaven Nation. Warhammer based.
 
I R impatiently waiting for this mod =p

Sombre June 14th, 2007 10:24 PM

Re: Skaven Nation. Warhammer based.
 
The first release won't be that far off. It will be out within the month, I'd say. Not finished, just a first version to play.

The finished product will take longer, because it's a very varied nation will a whole lotta stuff and some hard to do graphics.

llamabeast June 15th, 2007 06:39 AM

Re: Skaven Nation. Warhammer based.
 
Great, really looking forward to it.

I wonder if the giant rat might be a little thin too. It's definitely thinner than I expceted, but then I guess skaven rats aren't going to be the healthiest.

I know these are just beta pictures by the way, but I figured I might as well give comments anyway. You can always take no notice if I just say something you already knew.

Sombre June 15th, 2007 06:44 AM

Re: Skaven Nation. Warhammer based.
 
You picky bastard ;P

It's a starved rat and it's stylised. But I've altered the sprite a bit and it's somewhat smaller, less long legged and thin looking now.

I don't mind comments on the pictures at all. I go a bit graphic blind after spending time making them and can't tell if they look weird.

llamabeast June 15th, 2007 06:50 AM

Re: Skaven Nation. Warhammer based.
 
http://forum.shrapnelgames.com/image...ies/tongue.gif

Cool cool, can we see the new rat?

Sombre June 15th, 2007 07:12 AM

Re: Skaven Nation. Warhammer based.
 
Yeah, ok. Would be easier if attachments worked.

http://www.mediafire.com/imageview.p...nw&thumb=4

Here it is on mediafire. The old one is on the right. As you can see, little bit shorter, little bit fatter. The attack sprite is a bit funny looking, but who cares? They only show up for a brief second anyway.

llamabeast June 15th, 2007 07:32 AM

Re: Skaven Nation. Warhammer based.
 
Nice, looks good. I think the attack animation is fine as well.

Sombre June 15th, 2007 09:12 AM

Re: Skaven Nation. Warhammer based.
 
Oh and llama you should get in the dom3 irc channel sometime.

llamabeast June 15th, 2007 10:11 AM

Re: Skaven Nation. Warhammer based.
 
Why, do you go on it often?

Sombre June 15th, 2007 10:29 AM

Re: Skaven Nation. Warhammer based.
 
Yeah, good place to talk about CBM a bit, get some suggestions. It would be good to see more people on there with mod knowledge.

Tonight I'll try to get the code done for the wizards and priests.

Plague Chantor
Plague Priest
Warlock
Warlock Engineer
Grey Seer

The Grey Seer is significantly more powerful magically than the others.

llamabeast June 15th, 2007 10:44 AM

Re: Skaven Nation. Warhammer based.
 
Ah now, I've just been having a little think about the kind of magic skaven should have.

I can't remember the details from warhammer (and I think I've probably a few editions out of date anyway), but as I remember skaven are big on things like poison and disease, weakening enemy troops and evocations. Probably they like risky/unreliable things as well. I'm not quite sure about any of this, it's just the feel I imagine them having.

I wonder if they should not have too much earth magic. I say that because almost all the important earth battle spells (apart from blade wind) are buffs. I imagine the skaven as being too callous about their own kind to go to much effort with buffs. Things like Legions of Steel, Marble Warriors and things don't feel right to me. I'm not quite sure I can imagine them making mechanical men and stuff either (although I know they are big on crazy inventions, so maybe I'm not right there). E1 along with fire would be good though (for magma spells, charcoal shield etc). Just a thought anyway.

I think it would be cool if they had a few national battle spells. For example, I imagine they really should have some poison spells, but all the normal poison spells are nature magic. How about giving them some poison evocations in death? Maybe one or two small AOE ones, and a battlefield-wide foul vapours equivalent. Feels kind of skaveny to me. Because they don't have nature they couldn't make their own troops immune to the poison, so they'd kill themselves in droves as well - also feels skaveny!

They could also have an MR disease spell. And perhaps a Weaken spell as well. Generally things to be nasty and unpleasant to enemy troops.

What do you think? I'd be up for having a play with these perhaps. Maybe I can have a little mess around and give you what I come up with, which you can then change/discard.

Looking forward to seeing what you come up with for the mages and priests.

Sombre June 15th, 2007 11:50 AM

Re: Skaven Nation. Warhammer based.
 
In terms of national spells, to start with they are going to have at least one warp lightning spell which uses lightning but isn't air magic in any way shape or form, at least one plague/disease/poison spell which doesn't use water or nature and possibly a copy of the crossbreeding spell with slightly different path costs so it can be used by lucky moulder leaders (they will have some kind of rare NB random I think). The plague priests may well also get NB randoms of some kind - I might even allow the nation to blood sacrifice, should they somehow get enough bloodslaves to do so.

Basically though, the main skaven paths are EFDS. The Grey seers get minor EF with good DS. The warlocks get EF with possible but unlikely D. The pestilens leaders get D.

There will be summons in the construction school which are EF, ED, DF etc - the warlock schools. There will also be the high level construction summon The Screaming Bell, which will require Grey Seer magic. The Doomwheel, also in construction, will require a lucky warlock magic selection or the magic of the pretender, or empowerment/boosters of some kind to use.

I might put Moulder summons in death/nature/blood, I haven't given those spells much thought - mostly they are just called in by Moulder leaders using summon allies or auto spawning.

llamabeast June 15th, 2007 11:54 AM

Re: Skaven Nation. Warhammer based.
 
Ah, sounds like you've got it well under control, that sounds fantastic.

Kristoffer O June 16th, 2007 05:18 AM

Re: Skaven Nation. Warhammer based.
 
I think earth, fire and death sounds nice. Skaven are pretty much into warpstone, warp-fire and stuff that have similarities with banefire and baneblades of dominions. I would probably go for warp-fire national DF spells with decay effects.

Construction of mechanical stuff feels pretty skaven to me. They have warlock-engineers, so acess to mechanical and clockwork horrors seems fitting. Warpstone powered mechanics are quite skavenesque I'd say. Doomwheel is warpstone powered, right?

Clan moulder (is that the name of the mutator clan?) should have B1N1, so they can perform crossbreeding http://forum.shrapnelgames.com/images/smilies/happy.gif National 'rat ogre crossbreeding' spell on blood magic seems fitting as well, if you don't want rat ogres as recruitables.

Perhaps Blood to get Vermin Lord as well, unless you make them conjuration or pretenders.

I'm not sure about astral. On the one hand skaven are into Morrsleib (or whatever the warpstone moon is called), and predictions of it's course (That might not have been skaven, but other chaos cults. Can't remember. More than ten years since I played WHFRP). On the other hand they seems more concerned with destroying nature here and now, than looking into the stars.

I think I would go DFEBN. Blood and nature mostly to get crossbreds. Poison is fitting, but can possibly be replaced by more fitting warp poison DF spells that causes decay instead of poison. Similar effect, but not possible to resist with ordinary poison resistance.

BTW nice work, I'm eagerly waiting your final product. I have always liked the WH world. Especially the darker parts of it. Come to think about it, it is a bit dominionesque in being quite close to history. I guess that has unwittingly inspired me in my development of the dominion world.

llamabeast June 16th, 2007 07:42 AM

Re: Skaven Nation. Warhammer based.
 
Nice post. I guess actually I'm probably wrong about the earth magic, at least in so far as clockwork horrors and stuff might actually be quite in keeping with skaven crazy engineers.

I think I agree with pretty much everything in the last two posts actually. I hadn't realised how much warhammer i'd forgotten. Warpstone and warp lightning had completely slipped my mind! The only thing I'm unsure about is nature magic. Maybe they could have the odd N1 random for cross breeding as you suggested Sombre, but I think more than that would be a bit unthematic, as they're hardly in tune with nature.

This project definitely gets the current prize for "thing llamabeast is most excited about". http://forum.shrapnelgames.com/images/smilies/happy.gif

Sombre June 16th, 2007 12:01 PM

Re: Skaven Nation. Warhammer based.
 
I'll post a bit more tomorrow when I should have more to report - for now I will simply say that the astral is restricted to the Grey Seers and has to do with their famed prognostication and general interest in metamagic.

So far I've taken the nature away from Pestilens - they are majoring in death, minoring in blood. Moulder on the other hand might still get random access to low level nature.

Oh and the master Warlock hero (based on Ikkit) will have completely random other magic to go with his standard FED, because Ikkit could choose any school of magic in the entire game. The Chosen Grey Seer (aka Thanquol) will be more traditional, but will be rocking the astral something fierce.

Szumo June 16th, 2007 12:14 PM

Re: Skaven Nation. Warhammer based.
 
Thanquol should have built in luck, if it's possible to mod http://forum.shrapnelgames.com/images/smilies/happy.gif

What about other special heroes? Deathmaster would fit well i think.

I'm a little worried about blood though - making Skaven a blood nation feels somehow unthematic. I'd rather expect them to have air magic instead - to use lightning spells.

What kind of pretenderer chassis do you want to set as available for them?

Shovah32 June 16th, 2007 05:08 PM

Re: Skaven Nation. Warhammer based.
 
Skaven wont be a blood nation, they will have minor blood capabilities(is MA vanheim called a blood nation?). Air magic just dosnt feel right for a skaven nation(they live underground, crawling in pollution) so, iirc, sombre is modding in some warp lightning spells they will be able to use.


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