November 14, 2024, 11:42:40 PM
Homepage
Home
Help
Search
Login
Register
Wiki
Imprint
Warhammer Dark Omen Forum
|
Modifications
|
2D Sprites
adding units to orc, for multiplayer mod.
Username
1 Hour
1 Day
1 Week
1 Month
Forever
Password
Pages:
1
2
[
3
]
Go Down
Print
Author
Topic: adding units to orc, for multiplayer mod. (Read 33005 times)
0 Members and 1 Guest are viewing this topic.
tovertrut
Mummy
Offline
Posts: 113
Re: adding units to orc, for multiplayer mod.
«
Reply #30 on:
January 12, 2010, 03:09:50 PM »
avalet makes some good points,where he talk about teleporting behind an enemy and charging their rear or flank would mean certain retreat.this could be very op(tho i haven't tried it)id like to see it in action
does a vampire have screaming fireball?i thought only bright wizard has this awesome spell.
the wraiths can be send fleeing from the battle if u keep up the chase even when u cant hurt them,but do keep in mind that they are faster then infantry,so u would need a cav unit(or an equally fast unit:ogre/troll/...)
Logged
lordbraprus
Crossbowman
Offline
Posts: 714
wiiiii
Re: adding units to orc, for multiplayer mod.
«
Reply #31 on:
January 12, 2010, 04:56:40 PM »
ehmm , i have change M to 5 , and that is all buddies, his cost is 1500 2250 and 3000 so, that enough gold to buy 2 ragnar wolves or 1 ragnar wolves and a spell eater and defiance banner to kill vampire, oK? bye
Logged
ito maquiesves
alavet
Orc Shaman
Offline
Posts: 1008
Re: adding units to orc, for multiplayer mod.
«
Reply #32 on:
January 13, 2010, 06:57:03 AM »
yesterday we played with lorbrapus; i was using ud - bgk, vampire, wraiths and other stuff; lordbrapus used orcs
things to note:
1) vampire had teleport and i used "chrage from the reat" tactic a lot. 4 times i used it and 3 times its worked (and 4th time on the second round skrabash did the work).
even without teleport he can do a lot of such things since MS=5
but note: his panic test and other stuff is very useless, because mages doesnt pursue enemy units, so the only way is to follow retrating enemies them and pay attention to kill any decent amount of units. i routed 4 regiments, but w/o pursuing killed only like 4-5 orcs
SO i suggest to add up pursue to the vampire, otherwise his panic test absolutely useless
i think it somehow connected with his "mage" status as well as archers - they dont poursue also, thus, i again vote for remove magic from vampire
---as for "screaming ball" i meant this necromancer magic which cost 2. sound of casting somehow screaming (its not burning head).
2) bgk seems fine, wraights too (balanced fine)
3) didnt used skeleton horsemen, but if they cost about 1k gold its absolutely worthless comapring to bgk.. im hvnt remembered their cost, so if they cost liek 600 or so its fine.
4) skrabash seems to bee too cheap. i suggest to increase cost aroudn 800, since its "free" panic test.
--also game were frozen so we didn't finished - sorry lorbrapus
Logged
Battle not with monsters, lest ye become a monster, and if you gaze into the abyss, the abyss gazes also into you.
lordbraprus
Crossbowman
Offline
Posts: 714
wiiiii
Re: adding units to orc, for multiplayer mod.
«
Reply #33 on:
January 13, 2010, 02:26:12 PM »
ah yes np, the skabrash is a good sword, i will make it expensive, and i was thinking, that it is right the thing that in the game TableTop vampiere does not have all magic, only that "black magic ball" .. so i will make vampire cheaper, quit the magic and add allways pursue, so you will have to ocmbine the vampire with the necromancer
and that sounds cool. .. i hope you are hiper super happy now.
Logged
ito maquiesves
hari8
Big'un
Offline
Posts: 229
Re: adding units to orc, for multiplayer mod.
«
Reply #34 on:
January 13, 2010, 03:32:30 PM »
Well what I noticed when playing with may brother:
If you push strength up tu maximum, and then the enemy unit cast skabskrath, nothing happens!
Logged
alavet
Orc Shaman
Offline
Posts: 1008
Re: adding units to orc, for multiplayer mod.
«
Reply #35 on:
January 13, 2010, 04:20:30 PM »
nono im not hiper super hapy i dont want always pursue. just make him able to simply pursue, no need to always!
that could be good!
Logged
Battle not with monsters, lest ye become a monster, and if you gaze into the abyss, the abyss gazes also into you.
lordbraprus
Crossbowman
Offline
Posts: 714
wiiiii
Re: adding units to orc, for multiplayer mod.
«
Reply #36 on:
January 13, 2010, 04:43:48 PM »
it is fixed, he is a "undead cavalery" unit tipe now
Logged
ito maquiesves
lordbraprus
Crossbowman
Offline
Posts: 714
wiiiii
Re: adding units to orc, for multiplayer mod.
«
Reply #37 on:
January 13, 2010, 07:39:12 PM »
ok , it is all done. now the manfred guy comes with 5 BLOOD DRAGON as personal guard (like grimor, he has 12 biguns
).
so now the combo should be 1 necromancer, manfred, and what ever you want .. maybe the 15 blooddragons ? XD some zombies and wights ,, you choose
download the thing here :
http://www.sendspace.com/file/iad10y
Logged
ito maquiesves
alavet
Orc Shaman
Offline
Posts: 1008
Re: adding units to orc, for multiplayer mod.
«
Reply #38 on:
January 13, 2010, 07:49:59 PM »
same units in the game? could you please change it perhars to not blood kngihts but something else? dont want to play double blood draons...
also, vampire+5 knights seems too powerfull. i think even vampire with panic test +3 guards is pretty good, or even 2 guards is ok (and much more intresting option).
Logged
Battle not with monsters, lest ye become a monster, and if you gaze into the abyss, the abyss gazes also into you.
Jeronimo
Night Goblin Shaman
Offline
Posts: 542
Re: adding units to orc, for multiplayer mod.
«
Reply #39 on:
January 13, 2010, 07:53:37 PM »
Hello Alavet.. Im talking to my brother in this moment about that change he did...same units stuff.
He says he will change it... not sure to what yet, but i told him too that is not attractive.
He is considering to give them 2 knights guard. ... 3/3
Btw... i ll make some videos with him. He wants to promote his mod you know
«
Last Edit: January 13, 2010, 08:00:32 PM by Jeronimo
»
Logged
alavet
Orc Shaman
Offline
Posts: 1008
Re: adding units to orc, for multiplayer mod.
«
Reply #40 on:
January 14, 2010, 06:56:47 AM »
good, so it be like ogres with panic test, less tought, but more proficient at WS and faster...
so be sure they cost at least 60% higher than ogres (perhars 75%)
Logged
Battle not with monsters, lest ye become a monster, and if you gaze into the abyss, the abyss gazes also into you.
lordbraprus
Crossbowman
Offline
Posts: 714
wiiiii
Re: adding units to orc, for multiplayer mod.
«
Reply #41 on:
January 14, 2010, 09:13:44 AM »
look here are vids
http://forum.dark-omen.org/rules-and-standards/i-present-my-multiplayer-mod-cdo-t656.0.html;msg6325#msg6325
me and jeronimo played.
Logged
ito maquiesves
lordbraprus
Crossbowman
Offline
Posts: 714
wiiiii
Re: adding units to orc, for multiplayer mod.
«
Reply #42 on:
January 14, 2010, 07:37:50 PM »
i add other video
YouTube - Broadcast Yourself.
DQ
| by
Aeva
Logged
ito maquiesves
Pages:
1
2
[
3
]
Go Up
Print
Jump to:
Please select a destination:
-----------------------------
Warhammer Dark Omen Community
-----------------------------
=> News
=> Tavern
===> Introduction
=> Website Related
-----------------------------
Warhammer Dark Omen
-----------------------------
=> Singleplayer
=> Multiplayer
===> Rules and Standards
===> Tournaments
===> Armybuilds
=====> Empire Armybuilds
=====> Greenskin Armybuilds
=====> Undead Armybuilds
===> Tactics
=====> Empire Tactics
=====> Greenskins Tactics
=====> Undeads Tactics
===> Dark Omen Expanded
===> Black Prophecy (Dark Omen Mod)
=> Help Section
=> Tactical wargaming and other Warhammer games
-----------------------------
Multiplayer Campaign
-----------------------------
=> Dark Omen Conquest
-----------------------------
The Remake Project
-----------------------------
=> OMG WARTBED
=> Bright Portents
=> General Suggestions
-----------------------------
Modifications
-----------------------------
=> 3D Scenery Models
=> Maps
=> 2D Sprites
=> Troops
=> Tools
=> Campaigns
Loading...