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  #91  
Old July 3rd, 2007, 11:33 AM

Sombre Sombre is offline
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Default Re: Skaven Nation. Warhammer based.

It's up, in case you hadn't noticed.
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  #92  
Old July 3rd, 2007, 03:11 PM

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Default Re: Skaven Nation. Warhammer based.

Quote:
Sombre said:
Oops, you're right. I'd fixed that on my version, but not the one I uploaded. May bad. It'll be fixed in 0.4 and plague rats do indeed kick ***.

Yes, they are supposed to take some poison damage - it sends them berserk more often than not and it's thematic - plague censer bearers are quite capable of killing themselves by breathing in too much incense. I'm not entirely happy with the way poison clouds and poison globes still kill off units with like 80 poison res - I think it's a flaw in the game,.. thus in the next version there will be a nifty spell available to plague priests and chantors (and grey seers, but they generally have better things to do) which for the cost of 1 death gem will grant poison immunity/greatly increased res to your army.

I might release 0.35 tonight, which will have no new graphical content, but will implement the bugfixes and balance changes mentioned in this thread.
Ah sounds like a good spell

Pretty much atm the Plague Monks,Censor bearers and poison globes guy have to be kept in a seperate army that i use to weaken the enemy army before the main one attacks it cause they end up killing more of my troops than the Enemy does if included with the main army
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  #93  
Old July 5th, 2007, 11:16 AM
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Humakty Humakty is offline
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Default Re: Skaven Nation. Warhammer based.

I've playtested them on a big map, and they don't seem overpowered to mee.(v 0.35)I used mostly big units of glaive users, with various eshin/moulder/pestilent support, and I think they aren't specially tought : they rout way too easily to be of a great threat to the strongest armies (man, vanheim...).I only crushed agartha, which as usual used indeps, so I think they look quite balanced to me, as most summons they can cast easily have a cold cost. On a small map it may be easy to swarm with summons, but I don't think you can go without the stormvermins in the long run (10 morale !).I don't think you've got much work to do left on this one Sombre, and as usual what as been done is... Whaw. (I'm a warhammer bachground fan, and I've dreamed of a strategy PC game on warhammer for years
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  #94  
Old July 5th, 2007, 12:08 PM

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Default Re: Skaven Nation. Warhammer based.

Problems with morale can be offset a great deal by using Plague Priests to spam sermons along with their summoning of undead. I've also found mixing spawn created with the Pitbreeding spell into units does wonders to bring up their average morale (many spawn have mor 16) and of course if you can get plague monks to berserk they do very nicely as well.

In a recent test game I tried going for a Skryre heavy army (I had gone pestilens/moulder in the previous one) and it was very fun mangling stuff up using great hordes of slaves and brown clanrats backed up by warpfire throwers and spells.
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  #95  
Old July 6th, 2007, 08:27 AM
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Default Re: Skaven Nation. Warhammer based.

For morale I've used moulder chiefs in support of my main stormvermin group and it works quite well.(even if they die quite quickly) The main advantage I saw was the strategic flexibility they have, with troops having lots of different use. I had a lot of fun getting R'lyeth back to the sea, even if I can't finish them off.(my fault, took no water/air on my pretender)

I think you shouldn't worry too much for the balance, because against armies with some cavalry, their low morale can cause them to get decimated during their retreat. Against slow adversaries, they are pretty hard to kill, as they will have lived the battlefield before the ennemie can just start to move !

I've only started bloodhunting so I dunnot know for blood summons, but what's sure is that my enchantress seems a bit lost among all these rats. Will you do a Horned Rat pretender for the final version ? It will do a lot for the atmosphere.
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  #96  
Old July 6th, 2007, 09:37 AM

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Default Re: Skaven Nation. Warhammer based.

Yes, they'll get the horned rat, who will actually be like Baphomet or the divine glyph, just a controlling entity rather than a physical force.

As for physical force, they'll get verminlord summons which will be very powerful indeed, with 4D magic and excellent stats etc
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  #97  
Old July 12th, 2007, 08:48 AM

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Default Re: Skaven Nation. Warhammer based.

Today I finished the new Warplightning Thrower + two summoning spells for it, sorted out the Chieftan graphic and began making the Queek hero. I will also start testing the Doomwheel.

The next release will be in about a week and should include a couple of heroes, some slightly improved graphics, a Seerlord pretender, a Doomwheel beta and a finished warplightning thrower.

Meantime I will continue work on the Ogres. Any suggestions are very welcome - I try to give people what they want :]
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  #98  
Old July 12th, 2007, 02:15 PM

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Default Re: Skaven Nation V0.35 released.

Sombre,

Thank you for the update- this is an excellent mod- the graphics are good too (despite your modesty about their quality) cant wait to see 'Ogre Kingdoms'!

Regards

Brown oak
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  #99  
Old July 12th, 2007, 02:18 PM

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Default Re: Skaven Nation. Warhammer based.

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  #100  
Old July 12th, 2007, 03:27 PM

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Default Re: Skaven Nation. Warhammer based.

Here's a pic of my Queek in progress, along with the standard warlord for comparison. I've also included the Warplightning Thrower graphic and the slightly improved warlock graphic.
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File Type: png 535873-Queeky preview.png (8.9 KB, 161 views)
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