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I do plan, and even dabbled a little in porting this mod to wh3 (including fresh new unit models), but I will be frank in saying that it will not happen any time soon. 1) I will be unable to do any kind of substantial modding work for the foreseeable future, at most keeping my current wh3 ones updated, and 2) I want to make such a port as quality as possible, so when I do get to work on it, I want to invest the time needed to make it work as well as possible, and I already suspect that porting the scripts for the forbidden workshop will be a headache and a half. Thank you for the support and kind words.
if you don't then I understand, thank you either way for making a great mod.
Uhh, not entirely sure. Off the top, it sounds like that's the correct line to change and it would be just more or less that. That should be the right name for the shockvermin. You sure it was for the right spell, not overcasted or anything? What happens when you try it like that? Maybe its not over-writing correctly or something.
(that said, idk why replace the summon for plague monks when you can get crafty and try making a whole new summon spell for warlock engineers :) )
Thanks for enjoying the mod.
The RoR uses different rounds. Thanks for the feedback!
Just a suggestion, I feel like it would be cooler and a bit more thematic if the shockvermin had something like 1 or 2 shots of warplock rounds instead of the poison globes.
And maybe a bit less laggy on the old PC XD
Much appreciated. I will do it when I get home later.
I have a small request: can you add the following phrase with the attached link: "[url=steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2553070866]Русификатор для мода можно загрузить здесь.[/url]" at the beginning of the Russian version of the description of your mod? This phrase means "Russian translation of the mod is here.". This will greatly facilitate the search for a translation for Russian-speaking players.
I’m hoping to have it updated tonight or tomorrow.
any update for new patch?
Sure, go ahead. Please give proper credit though.
In a new campaign or existing save? Do you have any mods active?
First turn and already seeing issues. Cant use the workshop with the only exception being Shockvermin, Stormfiends, and Nukes. Everything else says "Requires Forbidden Workshop level 1" and is locked off. This issue disappears once I disabled this mod.
I just started an ikit campaign with both mods active. I can still make nukes. Weirdly though, all of the vanilla unit upgrades are broken, but not the modded ones. Also stormfiends show up under weapons teams rather than their own tab oddly. Hmm.
I'll look into it.
@Trolljujumon
I don't know what would cause issues, as it sounds like these mods shouldn't share similar spaces.
Alright, so I finally am looking at the script. The first 20ihs lines create a new category in the workshop, add the effects and rors, yes? I don't add followers or lab rors, so cut that part, and replace the stormfiend rites with shockvermin ones and you think it'd be good to go? Anything else I can do to help compatibility?
Thanks for the advice. I'll look into it and see what I can do.
Check the script I wrote for the Moulder's Menagerie mod called "cr_add_stormfiends_to_workshop.lua", the first 20 lines or so is what you're after.
That won't actually solve the compatibility issue with Moulder's Menagerie though, I'll still need to change some things on my end. I think I can change the workshop_categories_to_rituals_tables order of my stuff, skipping over 18 19 20. And then I'll need to generalize the ui editing script stuff.
also have you considered making a lightning cannon workshop upgrade mod? it seems like its the one tech unit that dident get any extra potential in that regard
I am looking into buffing them further. Most likely just stat buffs tho. Possible more models and slightly superior melee stats.
@Damadtroller
I don't know what to tell you to be honest, I'm sorry. I just launched a fresh Ikit campaign with the mod and they're there. That update was before the dlc came, so it shouldn't affect it. I just updated the mod again now. Give it one more shot.