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  #1  
Old October 30th, 2009, 10:50 PM
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Default 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.

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  #2  
Old October 31st, 2009, 06:04 AM
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Default 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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  #3  
Old October 31st, 2009, 06:09 AM

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Default 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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  #4  
Old October 31st, 2009, 07:07 AM
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Default Re: Is there WH fantasy battle total mod?

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Originally Posted by llamabeast View Post
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).
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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Old December 22nd, 2009, 04:55 AM
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Default Re: Is there WH fantasy battle total mod?

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Originally Posted by Burnsaber View Post
Quote:
Originally Posted by llamabeast View Post
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).
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.
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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Old December 22nd, 2009, 09:38 PM

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Default Re: Is there WH fantasy battle total mod?

Quote:
Originally Posted by Edi View Post
Quote:
Originally Posted by Burnsaber View Post
Quote:
Originally Posted by llamabeast View Post
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).
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.
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).
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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  #7  
Old October 31st, 2009, 11:43 AM

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Default 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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  #8  
Old December 11th, 2009, 08:34 AM

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Default 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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  #9  
Old December 11th, 2009, 09:49 AM
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Default Re: Is there WH fantasy battle total mod?

Quote:
Originally Posted by alansmithee View Post
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?
See Gregstom's excellent Mod Compatibility Index project to cross-reference nearly all mods posted on these forums.
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  #10  
Old December 14th, 2009, 08:38 AM

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Default 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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