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October 30th, 2009, 10:50 PM
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Private
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Join Date: Nov 2007
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Is there WH fantasy battle total mod?
As topic says is there total mod which has all WH nations that are available? If anyone has all in same mod I sure would appreciate it.
MAY CHAOS UNDIVIDED RULE SUPREME!
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October 31st, 2009, 06:04 AM
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Colonel
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Join Date: Jun 2007
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Re: Is there WH fantasy battle total mod?
There is the "Six Nations" version, it contains Chaos (with heavy modifications), Itza, Bretonnia, Ogres, Skaven and Tomb Kings + CBM 1.6. Download Here
Yeah, no Dwarfs (which is good, since they are not really finished at this point).
I'm not usually the kind of guy that suggests to someone else to do somehing work-intensive (I just prefer to cut the "middle-man" and do it myself), but it would be really good if some PERL wizard could take he complimation mod under his protection. You know, updating the complimation mod when one nation gets updated and adding new nations as they come (Chaos Dwarfs and Orcs are in the works, for example).
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October 31st, 2009, 06:09 AM
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National Security Advisor
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Re: Is there WH fantasy battle total mod?
I could do that quite easily, when I've fixed my current mod compilation script (which doesn't currently seem to like your mods for some reason Burn).
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October 31st, 2009, 07:07 AM
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Colonel
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Re: Is there WH fantasy battle total mod?
Quote:
Originally Posted by llamabeast
I could do that quite easily, when I've fixed my current mod compilation script (which doesn't currently seem to like your mods for some reason Burn).
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I have a theory on why that is happening. When the "Six Nations" mod was compiled, the only mod whose renumbering was bugged was Bretonnian's ritual summoning spells (oddly, the combat summons worked). The only difference between the summoning spells in other mods and mine was that I had listed the spells *before* the units in the bretonnia .dm file. It's a quirk of mine to start the .dm file with the spell code.
Could that cause llamascript to go haywire? Listing summoning spells before the units they actually summon? This could explain the bugginess with my Holy War mod too.
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December 22nd, 2009, 04:55 AM
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National Security Advisor
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Re: Is there WH fantasy battle total mod?
Quote:
Originally Posted by Burnsaber
Quote:
Originally Posted by llamabeast
I could do that quite easily, when I've fixed my current mod compilation script (which doesn't currently seem to like your mods for some reason Burn).
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I have a theory on why that is happening. When the "Six Nations" mod was compiled, the only mod whose renumbering was bugged was Bretonnian's ritual summoning spells (oddly, the combat summons worked). The only difference between the summoning spells in other mods and mine was that I had listed the spells *before* the units in the bretonnia .dm file. It's a quirk of mine to start the .dm file with the spell code.
Could that cause llamascript to go haywire? Listing summoning spells before the units they actually summon? This could explain the bugginess with my Holy War mod too.
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A bit late in answering this, but I would assume that this would cause problems. The modding manual lists in what order things are loaded, but IIRC the game reads the mod file line by line and if something you have put in there uses something else in the mod without that something else first being defined, strange things can result.
That's why it's a good idea to first mod weapons and armor, then mod monsters and only then mod anything else that may use those selfsame monsters (such as spells, sites, nations etc).
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The Following User Says Thank You to Edi For This Useful Post:
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December 22nd, 2009, 09:38 PM
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Private
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Re: Is there WH fantasy battle total mod?
Quote:
Originally Posted by Edi
Quote:
Originally Posted by Burnsaber
Quote:
Originally Posted by llamabeast
I could do that quite easily, when I've fixed my current mod compilation script (which doesn't currently seem to like your mods for some reason Burn).
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I have a theory on why that is happening. When the "Six Nations" mod was compiled, the only mod whose renumbering was bugged was Bretonnian's ritual summoning spells (oddly, the combat summons worked). The only difference between the summoning spells in other mods and mine was that I had listed the spells *before* the units in the bretonnia .dm file. It's a quirk of mine to start the .dm file with the spell code.
Could that cause llamascript to go haywire? Listing summoning spells before the units they actually summon? This could explain the bugginess with my Holy War mod too.
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A bit late in answering this, but I would assume that this would cause problems. The modding manual lists in what order things are loaded, but IIRC the game reads the mod file line by line and if something you have put in there uses something else in the mod without that something else first being defined, strange things can result.
That's why it's a good idea to first mod weapons and armor, then mod monsters and only then mod anything else that may use those selfsame monsters (such as spells, sites, nations etc).
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Yeah, I'd like to add I noticed that things in the mods seem to load top-down. I was doing a couple of my combat spells, but they didn't work until I put the nextspell on top of the actual spell to be cast. I'm sure this behavior is found in other things in modding.
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October 31st, 2009, 11:43 AM
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National Security Advisor
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Re: Is there WH fantasy battle total mod?
Ooh, good thought. I'll bear that in mind when I look into it.
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December 11th, 2009, 08:34 AM
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Private
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Re: Is there WH fantasy battle total mod?
Just wondering, I'm having some free time coming up, and I decided I'd try my hand at a couple of WH mods (Wood Elves and VC, respectively). I'm about half-done on the code for Wood Elves, and for now have just been leaving all numbering blank. Is there a list of which numbers are available to use if I want my (prospective) mods to be compatible with the other WH mods?
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December 11th, 2009, 09:49 AM
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Second Lieutenant
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Re: Is there WH fantasy battle total mod?
Quote:
Originally Posted by alansmithee
Just wondering, I'm having some free time coming up, and I decided I'd try my hand at a couple of WH mods (Wood Elves and VC, respectively). I'm about half-done on the code for Wood Elves, and for now have just been leaving all numbering blank. Is there a list of which numbers are available to use if I want my (prospective) mods to be compatible with the other WH mods?
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See Gregstom's excellent Mod Compatibility Index project to cross-reference nearly all mods posted on these forums.
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December 14th, 2009, 08:38 AM
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BANNED USER
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Re: Is there WH fantasy battle total mod?
I will resume work on WH stuff in the new year. In case anyone is interested :]
I'd like, with the help of others, to get a total WH nations mod eventually.
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