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  #191  
Old August 2nd, 2009, 10:40 AM

Sombre Sombre is offline
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Default Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW

Please don't download the file attached to this post - this is for testing purposes.

The update to the mod with come within a few hours and will appear on the first post. I'll let you know when I upload it.
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File Type: zip Warhammer Ogre Kingdoms 0.8.zip (262.1 KB, 206 views)

Last edited by Sombre; August 2nd, 2009 at 11:03 AM..
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  #192  
Old August 2nd, 2009, 04:29 PM

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

Version 0.8 is finally up and it's a pretty huge update in terms of gameplay - now I think Ogres have a decent midgame and hell, maybe even a lategame if they really crank the blood and have a strong pretender.

GO GET IT ON THE FIRST POST.

Please do feel free to comment on anything regarding the mod - without feedback there's no way I'd be able to keep modding effectively.


-- 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
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  #193  
Old August 2nd, 2009, 05:50 PM
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Ballbarian Ballbarian is offline
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Default Re: Ogre Kingdoms - MA Warhammer Nation - 0.8 FINALLY

Looks fantastic Sombre!
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RanDom v2 - Map gen & Semirandomizer.
Province Editor - Custom province creation made easier.
God Editor - Custom pretender creation made easier.
Map Forge - Map editor
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  #194  
Old August 2nd, 2009, 06:20 PM

kianduatha kianduatha is offline
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Default Re: Ogre Kingdoms - MA Warhammer Nation - 0.8 FINALLY

Amazing work, Sombre. I noticed just looking around that the Mawpit ritual has so long a descriptive text that it gets cut off.
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  #195  
Old August 2nd, 2009, 06:52 PM

grimogre grimogre is offline
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Admin Re: Ogre Kingdoms - MA Warhammer Nation - 0.8 FINALLY

Quote:
Originally Posted by Sombre View Post
PREVIEW IMAGE



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


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
Good
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  #196  
Old August 3rd, 2009, 11:47 AM

BandarLover BandarLover is offline
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Default Re: Ogre Kingdoms - MA Warhammer Nation - 0.8 FINALLY

Thanks for this! I only wish it had been out before this last MP game I'm in playing as the Ogre's. I'm in a bit of a bad spot, but my 1 army keeps crushing everything Arga Dis (another great Sombre mod btw) keeps throwing at me. I think I'm most excited to see you give them a better mid game and hopefully some decent late game stuff too.

Keep up the good work Sombre
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  #197  
Old August 3rd, 2009, 12:08 PM

Sombre Sombre is offline
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Default Re: Ogre Kingdoms - MA Warhammer Nation - 0.8 FINALLY

Yeah without this update the Ogres really suffered in the midgame. As soon as your opponent gets his key RL4-6 spells, you start to get pounded.

This update also gives the ogres an even stronger early game.
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  #198  
Old August 3rd, 2009, 12:48 PM

BandarLover BandarLover is offline
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Default Re: Ogre Kingdoms - MA Warhammer Nation - 0.8 FINALLY

lol well, I'm prolly boned in the mp game I'm in then, but I'm sure the Arga Dis player already thinks the Ogre early game is too strong. With 1 army of just over 100 units, plus 1 giant and the hero slave driver unit, I've crushed 2 200+ unit armies of Argan hoplites and Gilgans with minimal losses. I'm just too small and he has sooooo many provinces already that I'm sure it's only a matter of time before he grinds me down though.
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  #199  
Old October 9th, 2009, 12:13 PM
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Joelz Joelz is offline
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Default Re: Ogre Kingdoms - MA Warhammer Nation - 0.8 FINALLY

Yet again I'm here to report a bug way too late.

Your Ogre Kingdoms mod seems to overwrite the Lantern shield's script which summons several Corpse Candles around the edges of battle, replacing them with Gorgers.
Might have something to do with national hero who summons few gorgers around the battle just like with the lantern shield. I think this hero was called Skrag the Slaughterer.

By the way, aren't you going to finish this mod? The title still says version 0.8.
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  #200  
Old October 9th, 2009, 01:29 PM

Sombre Sombre is offline
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Default Re: Ogre Kingdoms - MA Warhammer Nation - 0.8 FINALLY

Ah I forgot about that item. Well, no matter. Small bug.

Yes I plan on finishing the mod. As in, no more content, just tweaks. But it's finished when it's finished. The version number is irrelevant.
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