Skaven development thread

LizardmenRule! said:
and i like the diplomatic talk as well. that would be very cool.

bout the leaderhead, who should the leader be? i found these names on the aussie games workshop site: Lord Sneek, Warlord Queek Head-Taker and Lord Morskittar. all are lords of decay who sit on the council of thirteen.

what would be cool, tho, is have the leaderhead as a skaven, but have several other skaven sitting around a table behind him bathed in shadow (see below). this would give more of an indication that the skaven are ruled by a council.

That council seems to be a rather turbulent place so why not let the leaderhead be anonymous, (since he's not likely to be around for long). "Most exalted Skaven Emissary of The council of Thirteen" or "Highest Skaven Spokesrat representing The Council of Thirteen". Having the council sit in the background is a very good idea.

and besides. I like my rats to be an anonymous mass.
 
LizardmenRule! said:
thanquol is a grey seer that is a favourite of the council, but i don't think he sits on the counicl himself. but since the others are obscure, thanquol is probably the best

It says on the page I linked that the spokesrat for the council is not a member of the council itself. He only conveys the councils decisions.
 
The whole council for a leaderhead is a really cool idea. I might just try that one out and see what I can come up with, it's been a while since I tried a leaderhead.
 
Mr. Do said:
Oh yes, just to go further on something Goldflash touched on- a skaven worker should obviously be the skaven slave unit. Gets another skaven unit in the game!

I know it's a bit twisted. But Skaven being a subterranian race shouldn't have "workers" with a shovel, they should have "diggers" with a pick-axe.

and the WoW Skaven rip-off race kobolds always cracks me up with their candles stuck on their heads.

http://worldofwarcraft.gameamp.com/wow/viewMonsters/2.php!viewMonster=true
http://www.worldofwar.net/screenshots/monster/mon010.php
would be nice to have something like this, but with a rats face of-course.
 
LizardmenRule! said:
true, but all the animations happen above ground. unless the irrigation animation is a hole in the ground with a skaven poking his head out to grab some food or something :)

ha ha ha that's a great one. I can't imagine how the animation would cut to that though.

This is another discussion worth having. Is the Skaven we are making, (in my case debating) for the MOD the Skaven that have arisen to seize the world, (easiest) or are they still subterranian, (most fun).

Most people feel better being outdoors in the fresh air than in a cellar, (unless they are really into Counter Strike ;) ) so why should rats be any different, in that they enjoy their home habitat more. I'm in no way advocating common sense in this MOD. I just like my rats under ground.
 
well, if you want units underground it'll be half and half: the warmachines would have to be above ground, so would the rat ogre (could you imagine that trying to burrow underground :lol:)

disenfrancised said that some of the units could have a paradrop animation of opening a sewer grate. alter that to digging up from underground, and add a skaven-only improvement called 'tunnel' or something, and give it airport stats and voila, surprise attacks from underground.

this would help to illustrate the use of tunnels
 
LizardmenRule! said:
well, if you want units underground it'll be half and half: the warmachines would have to be above ground, so would the rat ogre (could you imagine that trying to burrow underground :lol:)


Yeah, I realized that just after posting the message. Why chose when we can have both. And besides, in Warhammer all battles do take place above ground. So this is not a problem.

But I would still be more comfortable with Skaven living and having their homes under ground. I wouldn't expect a gopher to feel homely and secure on any open field no matter how much they might rule the world.

LizardmenRule! said:
disenfrancised said that some of the units could have a paradrop animation of opening a sewer grate. alter that to digging up from underground, and add a skaven-only improvement called 'tunnel' or something, and give it airport stats and voila, surprise attacks from underground.

this would help to illustrate the use of tunnels

Very good suggestion!
 
i just had another idea. the airfield isn't used for anything in the warhammer mod, is it? if not, change the graphics so it looks like a hole in the ground and make it so only the skaven can build it. then give the skaven foot units the re-base air mission so they can move from a city to the 'airfield' quickly. although the AI wouldn't be able to handle that, would it?
 
LizardmenRule! said:
i just had another idea. the airfield isn't used for anything in the warhammer mod, is it? if not, change the graphics so it looks like a hole in the ground and make it so only the skaven can build it. then give the skaven foot units the re-base air mission so they can move from a city to the 'airfield' quickly. although the AI wouldn't be able to handle that, would it?

I don't know whether AI can use it but I'm all for it. It would give a great feel to them.
 
I think the paradrop for tunnels idea is the best one. The AI does know how to paradrop, and also you can paradrop into enemy territory.
 
hi lombard, nice to see some new faces here!

well, we've got some good ideas... now we need units makers. i'll do some cut'n'pasting (after i've done my homework :(). i'm thinking of editing kinboats skink worker and settler, like i've done with some other of his lizardmen, for the clan rat slave and skaven settler, and i'll play around with graphics for the skaven-only improvements and stuff
 
I actually haven't had a chance to try anything just yet... And I'm going to be missing for the next week (no computers allowed on the beach :D ). When I get back I'll work up some previews.
 
okay, from the sounds of things here, i think this what the Skaven profile should be:

Leader: Representative of the Council Thanquol
Culture Group: Asian (same as Orcs and Goblins)
Aggression Level: 5 (Very High)
Build Preferences: Offensive Land Units, Artillery Units, Growth
Preferred Government: Chaos
Shunned Government: Monarchy
Civilisation Traits: Scientific, Religious

These are other things that most people agree about:
* Weak units (less HP)
* Very cheap units
* Potent artillery and warmachines
* Smaller foot units having the 'paradrop' ability
* A Skaven-only 'Tunnel' improvement that acts as an airport (allowing troops to paradrop)
* Skaven settlers cost only one population point instead of two

Something else i just thought of, lots of the Skaven creations require warpstone: the warpfire thrower, the ratling gun, the warplightning cannon. so to make these units a source of warpstone would have to be first discovered and then exploited.

this could be a serious handicap, especially if most of the skaven foot units are physically weak (less HP). any thoughts?
 
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