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September 14th, 2008, 06:56 PM
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First Lieutenant
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Join Date: May 2007
Location: Reading, PA
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Re: Warhammer Nation: Lizardmen
Having a unit carrying a snake sounds like an impossible task with the scale of a size 2 sprite. Even with your skills.
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September 14th, 2008, 04:18 PM
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General
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Re: Warhammer Nation: Lizardmen
The attack version(bottom) looks great, Sombre-the whole thing looks great, actually-although the top looks a bit like he's holding some kind of weird flail. I think it's just that the curve close to his face is slightly too sharp, so that it looks like a solid, straight handle, attached to something flexible.
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September 14th, 2008, 06:24 PM
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BANNED USER
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Re: Warhammer Nation: Lizardmen
Well I might tweak them a bit.
Here's a Saurus Scar Veteran. He's the standard 40 leadership dude, but he's also pretty buff in combat and will have a small standard effect. He's slightly larger than other Saurus and his weapon is a little scarier. The 80 leadership Saurus, the Oldblood, will be larger and buffer still, plus sacred and white, bearing the mark of the Old Ones. He'll onebattlespell something like personal luck.
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September 14th, 2008, 08:30 PM
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Lieutenant General
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Re: Warhammer Nation: Lizardmen
I think giving a recruitable leader auto luck is overdoing it a bit Sombre.. sprites look nice though
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September 15th, 2008, 02:46 AM
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BANNED USER
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Re: Warhammer Nation: Lizardmen
Quote:
Originally Posted by Aezeal
I think giving a recruitable leader auto luck is overdoing it a bit Sombre.. sprites look nice though
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Why? It isn't like he'll be some uber thug because of that. Plus being cap only he'll probably never be built.
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September 14th, 2008, 08:52 PM
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General
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Join Date: Feb 2007
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Re: Warhammer Nation: Lizardmen
Snake flail, **** yeah!
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September 14th, 2008, 09:11 PM
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Lieutenant General
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Join Date: Sep 2007
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Re: Warhammer Nation: Lizardmen
luckily there are not that many snakes in the netherlands
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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September 15th, 2008, 03:03 AM
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General
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Re: Warhammer Nation: Lizardmen
I actually like the idea. Takes a total thug unit with probably a brain the size of an avocado pit, and adds a sweet low-level alien vibe that's absolutely appropriate for a race that was genetically designed by beings from the stars, without quite crossing over into that nasty bad sci fi mess that must be avoided at all costs.
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September 15th, 2008, 05:18 AM
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BANNED USER
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Re: Warhammer Nation: Lizardmen
According to the literature, Saurus are actually quite smart. It's just that their smarts are all warfare based, while the skinks are better suited to administrative duties and communication. This leads to them being falsely identified as stupid, when in fact they are just specialised/instinctual.
Oldbloods, having lived for thousands of years, are very experienced and it would stand to reason that they haven't lived that long by being stupid. Of course their brains are still limited to combat.
The luck comes as an additional blessing. The various sacred spawnings of Huanchi, Chotec etc all have their own benefits in addition to being sacred and those with the mark of the Old Ones, the greatest of all marks, will get boosted stats and personal luck. They are marked by the Old Ones to do great things, after all.
Being cap only will mean you'll see very few of them. It's hard enough getting people to build anything other than mages, without limiting what I'll put on recruitable commanders.
It's interesting you mention the 'alien' aspect of Lizardmen, because that is something I want to get across. They are cold blooded and unemotional creatures whose motives are entirely obscured other Warhammer races, since everything they do follows Slann interpretations of knowledge left behind by the Old Ones and various portents. In a certain sense they are almost like the Rlyeh of land, trading the unknown of the deep ocean, for the unknown of dense forest and the New World. They're definitely going to be one of the stronger Warhammer races, but they'll also have some clear disadvantages.
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September 15th, 2008, 09:39 AM
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Lieutenant General
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Join Date: Sep 2007
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Re: Warhammer Nation: Lizardmen
Well he'd have higher than human stats and then have luck.. no need for a luck pendant anymore so that is an extra slot and 5 pearls for free.. seems like decent thug material to me but cap only does make it better
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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