Skaven development thread

Yeah, I think the lighter version looks better, too.
 
How is this?
 

Attachments

  • StormverminMediumTrial.gif
    StormverminMediumTrial.gif
    27.9 KB · Views: 122
that's because it is halfway between the other two ;)

glad you like it. it'll be ready soon - i've already done the attack, default, fortify and almost completed the run animation. so i'll be able to post it either tonight or tomorrow, unless i get hit with another computer problem :(
 
There are some lizardy spots on the tail that are seen in the lighter version, so I prefer the dark/darker one.
But can you not make it more brown? Skaven are brownish, not greyish...
 
@ aaglo: have you had a chance to start the rat tank? :)

@ hikaro: have you had a chance to see whether it is possible to make LHs with those poser models?

thanks

in response to aaglo's analysis of my stats:

Nightrunner - Well, if the skaven don't have Warrior Code from the start, then just remove the -1HP, cost 15. But if Skaven start with Warrior Code, then this should propably be a smithing offensive unit (4/3/2, 30 shields or so)

I agree about the smithing unit (4/3/2, 30 shields) but i still think it should have -1 HP. read this from GW:

Clan Eshin Night Runners are fast skirmishers who are notorious for the low survivability of their troops. This method is the Eshin way to ensure that only the worthy make it to the ranks of the Gutter Runners.

taking this into account, i think that the nightrunners should have -1 HP

Clanrat - remove the -1HP, 20 shields cost

skaven are weak :)

Stormvermin - shield up to 35...40 (25 is too cheap)

this was a mistake. i forgot to change it. i agree with 35 to 40 shields.

Gutterrunner - make it 6/4/2, remove the -1HP

i had it as 5/3/2 because the assassin is 6/2/3, and the upgrade should be better than the predecessor. but i suppose the additional bonuses an assassin-type unit brings are a strong positive, right? the stealth attacks and so on.

Poison wind globadier - remove the -1 HP, cost to 45...50

cost was 40 to compensate for the -1 HP, which i forgot to change when i moved the PWG to invention instead of ballistics. i agree with 50

Rat swarm & giant rat - remove the negative HP-bonuses

agree with the giant rat, don't agree with the rat swarm

Warpfire thrower & Doomwheel - they definitely should require warpstone

the only problem i see with this is that the skaven will need a source of warpstone to build any artillery, since the warplightning cannon requires it too. i was going for gameplay rather than realism :p

but i did want to and it probably should require it. in that case, should the PWG require warpstone too? i have no problems with the doomwheel requiring warpstone.

Plague censer bearer - how about diplomacy :D

:D "either you except this trade, or my crazy rat-men will break your head open with their disease-covered censers!"

why not? i can't think of anywhere else it would be suitable :D

I really think the nightrunner and rat swarm should both have -1 HP, and would like to see the clanrat have -1 HP too.

think of it as a way to add flavour and an interesting twist to the game when playing as the skaven ;)
 
I really think the nightrunner and rat swarm should both have -1 HP, and would like to see the clanrat have -1 HP too.
Do you realise what you're asking for? All those -1 HPs would have a massive impact on the skaven. A 6 attack, 3 HP swordsman attacking a 4 defense 3 HP spearman fortified in a town has a 55% chance of winning. If you give the defender 2 HPs the chance jumps up to 73%. If you instead give the attacker 2 HPs the chance plummets to 35%. Why add a civ that won't even survive the first era for most games?
I would much rather give some units -1 in defense, to give that skaven flavour.

BTW, I don't see how the Clanrat can work in the game (as it do), the palette seems garbled... :hmm: I'm trying to see if I can make it brown...
EDIT: Is that a grey shadow I see? Units added to the WH mod should have transparent shadows, not coloured ones.
 
yeah, the clanrat was the first skaven unit i did, and i just made everything greyscale.

with my other units, i've gone back into the pallette and reinserted all of the civ-colours, shadows and the green and magenta at the end, but i didn't with the clanrat. sorry

rat swarms are just bunches of rats. Hell, you can kill one by stepping on its neck, imagine what a fully armoured soldier could do to it :lol:

nightrunner's have a LOW survivability, and those that do become gutterrunners. you get nightrunners at smithing, play around with those for a while, then the ones who survive get upgraded to gutterrunners at military training.

it would only be three units with -1 HP, and all in the first era. do you think that the skaven were really powerful when they first came into being? of course not. they were mutated freaks of nature, not knowing what was going on. they grew stronger over time, though, and now threaten the whole world. it would make for interesting gameplay, since you would need to have the numbers in order to win, but the units would be cheap, so they could be replaced as often as they were destroyed.

i am willing to give in on the clanrat, tho... since polearms is in the second era, having -1 HP then would be a big disadvantage.

EDIT: just looked at the clanrat in Civ3FlicEdit, and i don't understand what you mean. the pallette is garbled? what part of it? it looks fine to me. in the pallette the shadows are grey, but in the flic they are transparent
 
Yes, I checked the Skaven model that Kinboat made, and it's impossible to do anything with it's facial expressions, so that's out....

What I'm going to try next is going to Daz 3D's forums and get Little Dragon's Furraldo 2.0 (basically a generic toon animal that has morphs that can make him a mouse, rat, skunk, raccoon, dog/coyote (ala Wil E. Coyote), or rabbit), and see what I can do with that (possibly add a hooded cloak if I can find one.... I'm going to be busy for the next few days finishing up the Chocobo Knight, though.
 
@ hikaro: check this out

http://forums.civfanatics.com/showthread.php?t=104655

do you think that if you got the model you would be able to change it to be more skaven-like?

i mean big front teeth, dark hooded cloak, in a dark, dank cave with other hooded skaven in the background?
 
EDIT: just looked at the clanrat in Civ3FlicEdit, and i don't understand what you mean. the pallette is garbled? what part of it? it looks fine to me. in the pallette the shadows are grey, but in the flic they are transparent
It may have been a export-feature in civ3flcedit that's weird, when I've reexported it with flicster it seems ok. As I said, I'll see if there's a quick colour swap hiding here somewhere... :)

I wouldn't be so adverse to some of the special units (like rat swarm) getting less hit points (what's a negative bonus? malus?).

I do however claim that any of the standard units (start unit, spearman, swordsman, pikeman) getting it would be very bad for game play. If a player knows that the Skaven have less hit points in the first era, you can bet that they would rush them as early as possible, to take them out before they get good. Don't look at it only from a skaven-as-player perspective, look at it from the other angle too. :)

I hope I could explain my position better know...

since it was based on the temple guard (saurus pike), i need sounds for it before i release it.

were there any made for this guy? i know someone made skink sounds, but i dunno if any where made for the temple guard.
There is a very important lesson you need to learn: embryodead is da god of modding!
He didn't add one unit to the WH mod that didn't have sounds (i e he created sounds for many of them), and he changed speed and stuff for a lot of them, including the Pike Saurus.
So, whenever you mod a unit, check if it's in the WH mod first, and mod that version of the unit, if that's changed from the original one. :)
His attention to detail was really insane.
 
Back
Top Bottom