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-   -   Mod: Warhammer Nation: Lizardmen - v0.75 minor update (http://forum.shrapnelgames.com/showthread.php?t=38038)

BandarLover October 19th, 2009 11:14 PM

Re: Warhammer Nation: Lizardmen - v0.6 UPDATE
 
that is....odd. I know I've started my own SP Warhammer game using this mod. You're sure it is the ONLY one running? They can't guarantee total compatibility with any other mods running, except maybe CBM.

Trumanator October 19th, 2009 11:55 PM

Re: Warhammer Nation: Lizardmen - v0.6 UPDATE
 
make sure that CBM isn't included in that mod.

KimKhan October 20th, 2009 07:33 AM

Re: Warhammer Nation: Lizardmen - v0.6 UPDATE
 
@ MonkeyLover: Yep, I've tried all kinds of combinations too. I even downloaded twice to make sure I didn't get any corrupt files.

@Trumanator: CBM? I don't think it's about compability issues, as I tried running both the Itza mod solo, and the bigger "whole warhammer" single mod with Tomb Kings and Chaos included.

Burnsaber October 20th, 2009 01:03 PM

Re: Warhammer Nation: Lizardmen - v0.6 UPDATE
 
That is certainly odd. Are you absolutely certain that you don't have other mods enabled? Remember that some of them don't have banners that would show up in the right side of the screen.

If you have just and only the wh complimation mod "six nations" enabled and start a game, there really shouldn't be any error.

KimKhan October 20th, 2009 03:30 PM

Re: Warhammer Nation: Lizardmen - v0.6 UPDATE
 
Yep, I'm 100% sure. Partly because the lizardmen mod was the first mod I've ever tried on Dom3.

I tried that once I removed ALL other mods I had, and enabled the "six nations" mod. I got the exact same error.

It's the darnest thing :(

tka October 21st, 2009 02:57 AM

Re: Warhammer Nation: Lizardmen - v0.6 UPDATE
 
Have you patched the game to the latest version? 3.23b.

Sicaire October 26th, 2009 04:50 PM

Re: Warhammer Nation: Lizardmen - v0.6 UPDATE
 
We play with CBM and Lizardmen - v0.6: there is an issue with the stegadon's howdah javelins attack that doesn't show on the unit description and that isn't used on the battlefield.
I've made a few tests tweaking the mod and only the first 4 attacks of the stegadons (which is supposed to have 5: gore, spike tail, howdah bows long-range, howdah bows mid-range and javelins) are listed and working. You can set the attacks in any order, only the 1st 4 will work, maybe thats an ingame limitation?
Strange though because hydras do have 5 attacks for example (4 lesser heads plus greater head).
Any clue?

Sombre October 28th, 2009 05:59 PM

Re: Warhammer Nation: Lizardmen - v0.6 UPDATE
 
Guess I'll have to combine gore and tail into one weapon with two attacks in the next version.

Sicaire October 29th, 2009 05:01 PM

Re: Warhammer Nation: Lizardmen - v0.6 UPDATE
 
you could also combine the 2 howdahs bows attacks in a single 12 attacks (2x6), 20 range (18 and 25 currently).

Sombre October 29th, 2009 05:12 PM

Re: Warhammer Nation: Lizardmen - v0.6 UPDATE
 
The nice thing about 25, 18, 10 is that it forces your dudes to advance firing. I don't see the need to have separate tail and gore attacks, so I'll combine them.


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