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October 19th, 2009, 11:14 PM
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Sergeant
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Join Date: Jan 2007
Posts: 386
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Thanked 5 Times in 5 Posts
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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.
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October 19th, 2009, 11:55 PM
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BANNED USER
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Join Date: Jul 2008
Location: Tacoma WA, USA
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Re: Warhammer Nation: Lizardmen - v0.6 UPDATE
make sure that CBM isn't included in that mod.
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October 20th, 2009, 07:33 AM
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Private
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Join Date: Oct 2009
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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.
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October 20th, 2009, 01:03 PM
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Colonel
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Join Date: Jun 2007
Location: Finland
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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.
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October 20th, 2009, 03:30 PM
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Private
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Join Date: Oct 2009
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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
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October 21st, 2009, 02:57 AM
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Corporal
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Join Date: Oct 2003
Location: Finland
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Re: Warhammer Nation: Lizardmen - v0.6 UPDATE
Have you patched the game to the latest version? 3.23b.
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October 26th, 2009, 04:50 PM
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Private
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Join Date: Apr 2008
Posts: 24
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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?
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October 28th, 2009, 05:59 PM
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BANNED USER
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Join Date: Feb 2007
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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.
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October 29th, 2009, 05:01 PM
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Private
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Join Date: Apr 2008
Posts: 24
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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).
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October 29th, 2009, 05:12 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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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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