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  #1  
Old July 4th, 2007, 08:45 AM

Sombre Sombre is offline
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Default Ogre Kingdoms - MA Warhammer Nation - 0.9 minor update

PREVIEW IMAGE



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


-- Version 0.9

-- FIX - Shorter facet of the maw (spell) description

-- TWEAK - Hunter harpoon now dt_large for bringing down the heffalumps

-- FIX - Skrag Gorger summon no longer messes with lantern shield

-- FIX - Gnoblar scouts get mountainsurvival

-- FIX - Berserkers was showing up twice in spell library



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


OGRE KINGDOMS version 0.8

-- TWEAK - Gorger Pitfeast B3 -> B4

-- TWEAK - Scrapapult goldcost 170 -> 150

-- CONTENT - Mawfiend summon added

-- CONTENT - Mawpit summon added for B3E1, H3 blood saccer, no slots, no upkeep

-- CONTENT - Mawgut summon/transformation added

-- TWEAK - Braugh's weapon now raises those it slays

-- CONTENT - Yhetee shaman summon added

-- CONTENT - Skrag the Slaughterer hero added

-- TWEAK - Tyrants reduced to 80 leadership

-- TWEAK - Slaughtermasters get FE 100% pick

-- TWEAK - Gnoblar single recruits added as option, new 'flung scrap' missile weapons

-- TWEAK - New costs for commanders in line with new philosophy

-- TWEAK - Reduced costs of most recruits

-- CONTENT - Henchfiend summon added as researcher with access into death/fire

-- TWEAK - Ogre Temples, being pits in the ground, now only 100 gold

-- TWEAK - Butcher and Slaughtermaster mr boosts

-- TWEAK - Gnoblar got some patrolbonus to reflect their multiunit status



OGRE KINGDOMS 0.7

-- FIX - Reordered ID numbers to avoid future conflicts with basegame

-- TWEAK - Altered Eastern Maneater graphic slightly

-- TWEAK - Slightly decreased scraplauncher cost and increased range

-- TWEAK - Increased price of yhetee and gorger summons

-- TWEAK - Giants get one misc slot

-- TWEAK - Improved PD

-- CONTENT - Added first prophet national hero

-- TWEAK - Ogres with two weapons now don't get Ogre Smash and have had their cost tweaked accordingly

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

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

-- FIX - Starting scout is now a butcher, since they have dying dom



OGRE KINGDOMS 0.6

-- CONTENT - Added Hero 'Slavelord Braugh' and his slaves, plus his two weapons

-- FIX - Fort types checked and changed

-- TWEAK - Sacred pitfighter +10 goldcost

-- TWEAK - Bruiser and Tyrant commanders -10 goldcost each

-- TWEAK - Slavegiant gets siegebonus 5

-- FIX - added the missing mountainsurvival to gnoblar units

-- TWEAK - deathbelcher weapon better, unit +4 goldcost

-- TWEAK - gave yhetee coldpower 2



OGRE KINGDOMS 0.55

-- fixed a bunch of id conflicts with MA Skaven, should all work fine together now



OGRE KINGDOMS 0.5


-- added ogre nametype 147

-- darkvision handed out, use of copystats removed

-- checked IDs against Skaven 0.9, CBM 1.21, Avernum 1.45 + others

-- made slave giants into commander units with no slots, improved their graphics


-- Version 0.4

-- Slavegiant, scrapapult, rhinox, pit fighter added

-- Gnoblar scout added

-- Anoint Mawtribe sacred summon

-- Many tweaks


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


STRENGTHS

1. Unequalled offensive force from Ogres
2. Mobile nation with good survivals and mapmove
3. Powerful Gut Magic buffs/summons require little/no research
4. Gnoblars, giants and scraplaunchers fill specific roles
5. Very thuggable commanders


WEAKNESSES

1. Horrible research
2. Very poor magic diversity
3. Constant supply issues
4. Dying dominion requires sacrifice
5. Predictable
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File Type: zip Ogre Kingdoms v0.9.zip (263.1 KB, 950 views)

Last edited by Sombre; March 31st, 2010 at 05:48 PM..
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  #2  
Old July 4th, 2007, 09:08 AM

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Default Re: Ogre Kingdoms - Warhammer Nation

This is just a post to attach the basic ogre pic - the one I will work from as a template. Feel free to suggest changes to it, because I am not really that familiar with the Ogre models in warhammer (though I have the army book).

Obviously I don't want to copy the warhammer style exactly, I want it to fit in with dom3 and the skaven nation I've already done.

I based it on the O-Bakemono, which you can probably spot if you're familiar with them.
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File Type: png 534073-Ogre basic preview.png (3.5 KB, 917 views)
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Old July 4th, 2007, 01:35 PM

llamabeast llamabeast is offline
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Default Re: Ogre Kingdoms - Warhammer Nation

Looks good. Ogres are since my time with Warhammer. I'm glad you haven't gone with the weird grey look Games Workshop have gone with though, I find that really offputting.

I'm really looking forward to having a play with your Skaven when I get a chance - have been very busy lately, plus have been obsessively doing Tomb Kings every spare minute. Sorry I haven't been able to comment properly on them yet, they look really exciting.
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Old July 4th, 2007, 02:21 PM
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Default Re: Ogre Kingdoms - Warhammer Nation

Looks like there will be yet another great mod for me to dive into playing when the shine has started to wear down for me on the vanilla game.

I am not very familiar with the Warhammer games, but I have always been intrigued by the series. Thanks for all of your hard work on these mods.
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Old July 4th, 2007, 03:18 PM

Theonlystd Theonlystd is offline
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Default Re: Ogre Kingdoms - Warhammer Nation

After how well the Skaven mod turned out.. Im really excited about this and well any others u try.



Btw what do you consider Giant Str? 14 str to me seems low but i have no idea what you considering a Giants for comparison .
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Old July 4th, 2007, 10:11 PM

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Default Re: Ogre Kingdoms - Warhammer Nation

Well basic Ogres actually only have Str 4 Tgh 4 in warhammer, which really isn't that strong - only as strong as a big orc for instance. So I can't really justify giving them Str 20 or something like the Jotuns in dom3. Bandar apes have str 15 I believe, which is roughly the same as the ogres, though the ogres are significantly tougher and get more attacks. The Slave Giant though, will have considerably higher str - giants in warhammer are larger than Jotuns, more like Niefel size.
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Old October 14th, 2008, 10:55 AM

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Default Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW

I have some plans to update Ogre Kingdoms, whose great weakness from lack of research and spellcasting still needs more counterbalancing.

I don't want to make them super powerful early game, awful late game because that isn't going to be any fun to play with or against. They will retain their early game bias of course, but I want to allow them a late game strat by granting them two new things.

Firstly I'm going to give them mawpit summons which will cause domspread. This will allow them to try and win via dompush, representing the power of the maw becoming so great that it consumes a whole region.

Secondly I'm going to give them some expensive but devastating maw demon summons, which will allow them to complete wreck enemy territory, give them an anti magic tool (high res and resistances) and highlight the fact that Ogres are essentially agents of an apocalyptic devouring force. These 'Mawbominations' are just wrecking balls, not thugs. They'll have no leadership, magic or slots and they'll auto berserk in combat. If I can I also want to make them crazy like tartarianss.
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Old October 14th, 2008, 11:43 AM

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Default Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW

That all sounds excellent Sombre.
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Old October 14th, 2008, 01:40 PM

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Default Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW

The ogres do definitely need something to help them last longer, their lack of magic is a huge handicap if your opponent has decent battle magic. Winning by dompush seems pretty viable at least on smallish maps such as, say, ossya. With a good early game you would have plenty of land to build temples and sacrifice in and combining a summon to help that sounds pretty nasty. The 'Mawbominations' could be useful, but they have to be able to hit pesky high defense things. I suppose if they auto-berserk they probably will be able to. But I think the ogres almost have too low of attack skill in general. I know they're not really supposed to be above average in skill, but they're almost below average due to the size disadvantage. A few of them have multiple attacks which does help, but I'm not sure it helps quite enough.

Is Rhinox cavalry still in the works?
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Old October 14th, 2008, 04:59 PM

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Default Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW

I think you're just judging Ogre fighting skill from that one encounter with your sacreds in warhammerama - when I saw the bless on your guys I wasn't surprised at all you won that battle. But those were a handful of regular bulls and Ogres have plenty of ways to hit high defence units, believe me. Their own sacreds, maneaters, gnoblar swarms, gorgers (due to berserk and multiple attacks) and of course Slave Giants with their aoe attacks.

Rhinox Cavalry are still in the works, but when I tried to do the graphic it kept coming out goofy, so I'm not in a hurry to do them.

'Mawbominations' will almost certainly have trample or aoe attacks.
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