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  #261  
Old July 10th, 2009, 12:13 PM

rdonj rdonj is offline
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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

In case you haven't checked to figure out why flood of serpents doesn't work right yet, the issue is a typo in the #fatiguecost line.
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  #262  
Old July 10th, 2009, 02:50 PM

Sombre Sombre is offline
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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

Yeah I figured that out. Thanks anyway :]
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  #263  
Old July 11th, 2009, 04:36 AM

mehrunes_dagon mehrunes_dagon is offline
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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

Sombre, Warhammer lizardmen appears to be incompatible with your mod Ogre Kingdoms. With only theese 2 mods, the game crashes when creating middle-age pretender saying

Något gick fel!
Bad #startsite command
Något gick fel!
Bad #startsite command
Aborted
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  #264  
Old July 11th, 2009, 10:34 AM
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Gregstrom Gregstrom is offline
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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

They both use startsites 996 and 997, IIRC.
__________________
A Beginner's guide to Lanka

Want to use multiple mods? The Mod Compatibility Index might be useful.
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  #265  
Old July 11th, 2009, 05:58 PM

Sombre Sombre is offline
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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

Yep. Easily fixed. I guess I'll sort it out formally when I update Ogres. Soon my pretties!
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  #266  
Old July 12th, 2009, 02:46 AM

mehrunes_dagon mehrunes_dagon is offline
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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

sombre, third generation slann fails to get back from dormant state. There's strange command

#shapechange 3001

i guess that should that be 2301 ?
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  #267  
Old July 12th, 2009, 04:58 AM

Sombre Sombre is offline
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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

Correct!

It was a leftover from when they were using entirely different IDs. I knew about it but forgot to fix it. It will be fixed in the next update, which will have minor content and lots of fixes :]
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  #268  
Old October 19th, 2009, 08:55 AM

KimKhan KimKhan is offline
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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

I've tried as good as all of your other mods by now, and they are excellent! Though, your WHFB Lizardmen mod was what drew me towards adding mods to DOM3, and I can't get it to work. I made an account just so I could resolve this issue I'm having.

I can activate the mod, and I've tried in combinations with other mods (and having only the lizardmen mod activated), but as soon as I try to start a new game, I get the "Något gick fel!" box with the message "Bad #shapechange command".

What's the problem here? What can this poor newb do to fix this?
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  #269  
Old October 19th, 2009, 01:20 PM

BandarLover BandarLover is offline
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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

try this:

http://forum.shrapnelgames.com/showp...2&postcount=53

it is a mod that combines the 6 finished Warhammer nations into 1 mod and it doesn't seem to have any conflicts that I've noticed.
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  #270  
Old October 19th, 2009, 09:20 PM

KimKhan KimKhan is offline
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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

Damn. I get the exact same error as before.
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